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- using Content.Server.Chat.Systems;
- using Content.Server.Ghost.Components;
- using Content.Shared.Random.Helpers;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- namespace Content.Server.Ghost;
- public sealed class SpookySpeakerSystem : EntitySystem
- {
- [Dependency] private readonly IPrototypeManager _proto = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly ChatSystem _chat = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<SpookySpeakerComponent, GhostBooEvent>(OnGhostBoo);
- }
- private void OnGhostBoo(Entity<SpookySpeakerComponent> entity, ref GhostBooEvent args)
- {
- // Only activate sometimes, so groups don't all trigger together
- if (!_random.Prob(entity.Comp.SpeakChance))
- return;
- var curTime = _timing.CurTime;
- // Enforce a delay between messages to prevent spam
- if (curTime < entity.Comp.NextSpeakTime)
- return;
- if (!_proto.TryIndex(entity.Comp.MessageSet, out var messages))
- return;
- // Grab a random localized message from the set
- var message = _random.Pick(messages);
- // Chatcode moment: messages starting with '.' are considered radio messages unless prefixed with '>'
- // So this is a stupid trick to make the "...Oooo"-style messages work.
- message = '>' + message;
- // Say the message
- _chat.TrySendInGameICMessage(entity, message, InGameICChatType.Speak, hideChat: true);
- // Set the delay for the next message
- entity.Comp.NextSpeakTime = curTime + entity.Comp.Cooldown;
- args.Handled = true;
- }
- }
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