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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Check the changelog for the full list. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added Holopads (unmapped) - add: Intellicards are now useful for removing/adding a Station AI's brain. - add: Added the Communications Console to Station AI actions. - add: AI now has a warp point. - add: Added more things for the AI to press. - add: More AI laws have been added. - fix: Fixed the mail system - fix: Fixed AI actions - fix: Fixed invalid spawns for station AI breaking and ruining your ability to play it. - fix: The Station AI's name will now properly send in "arrived to the station" announcements. - fix: Changed the CPR sound to simply not loop until fixed. - fix: Fixed unlocalized messages being sent for the random sentience event. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: Zachary Higgs <compgeek223@gmail.com> Co-authored-by: MendaxxDev <153332064+MendaxxDev@users.noreply.github.com> Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> (cherry picked from commit 3e8a7d9b00e19e160321eb81d69a884189dfa4e6)
110 lines
4.1 KiB
C#
110 lines
4.1 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Speech;
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using Content.Server.Speech.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.Player;
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using static Content.Server.Chat.Systems.ChatSystem;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraMicrophoneSystem : EntitySystem
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{
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[Dependency] private readonly SharedTransformSystem _xforms = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SurveillanceCameraMicrophoneComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SurveillanceCameraMicrophoneComponent, ListenEvent>(RelayEntityMessage);
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SubscribeLocalEvent<SurveillanceCameraMicrophoneComponent, ListenAttemptEvent>(CanListen);
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SubscribeLocalEvent<ExpandICChatRecipientsEvent>(OnExpandRecipients);
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}
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private void OnExpandRecipients(ExpandICChatRecipientsEvent ev)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var sourceXform = Transform(ev.Source);
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var sourcePos = _xforms.GetWorldPosition(sourceXform, xformQuery);
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// This function ensures that chat popups appear on camera views that have connected microphones.
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foreach (var (_, __, camera, xform) in EntityQuery<SurveillanceCameraMicrophoneComponent, ActiveListenerComponent, SurveillanceCameraComponent, TransformComponent>())
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{
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if (camera.ActiveViewers.Count == 0)
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continue;
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// get range to camera. This way wispers will still appear as obfuscated if they are too far from the camera's microphone
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var range = (xform.MapID != sourceXform.MapID)
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? -1
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: (sourcePos - _xforms.GetWorldPosition(xform, xformQuery)).Length();
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if (range < 0 || range > ev.VoiceRange)
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continue;
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foreach (var viewer in camera.ActiveViewers)
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{
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// if the player has not already received the chat message, send it to them but don't log it to the chat
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// window. This is simply so that it appears in camera.
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if (TryComp(viewer, out ActorComponent? actor))
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ev.Recipients.TryAdd(actor.PlayerSession, new ICChatRecipientData(range, false, true));
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}
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}
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}
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private void OnInit(EntityUid uid, SurveillanceCameraMicrophoneComponent component, ComponentInit args)
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{
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if (component.Enabled)
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EnsureComp<ActiveListenerComponent>(uid).Range = component.Range;
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else
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RemCompDeferred<ActiveListenerComponent>(uid);
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}
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public void CanListen(EntityUid uid, SurveillanceCameraMicrophoneComponent microphone, ListenAttemptEvent args)
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{
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// TODO maybe just make this a part of ActiveListenerComponent?
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if (_whitelistSystem.IsBlacklistPass(microphone.Blacklist, args.Source))
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args.Cancel();
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}
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public void RelayEntityMessage(EntityUid uid, SurveillanceCameraMicrophoneComponent component, ListenEvent args)
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{
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if (!TryComp(uid, out SurveillanceCameraComponent? camera))
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return;
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var ev = new SurveillanceCameraSpeechSendEvent(args.Source, args.Message);
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foreach (var monitor in camera.ActiveMonitors)
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{
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RaiseLocalEvent(monitor, ev);
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}
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}
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public void SetEnabled(EntityUid uid, bool value, SurveillanceCameraMicrophoneComponent? microphone = null)
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{
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if (!Resolve(uid, ref microphone))
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return;
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if (value == microphone.Enabled)
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return;
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microphone.Enabled = value;
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if (value)
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EnsureComp<ActiveListenerComponent>(uid).Range = microphone.Range;
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else
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RemCompDeferred<ActiveListenerComponent>(uid);
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}
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}
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public sealed class SurveillanceCameraSpeechSendEvent : EntityEventArgs
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{
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public EntityUid Speaker { get; }
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public string Message { get; }
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public SurveillanceCameraSpeechSendEvent(EntityUid speaker, string message)
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{
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Speaker = speaker;
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Message = message;
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}
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}
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