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- using System.Linq;
- using Content.Shared.Mech.Equipment.Components;
- using Content.Shared.Timing;
- using Robust.Shared.Audio.Systems;
- namespace Content.Shared.Mech.Equipment.Systems;
- /// <summary>
- /// Handles everything for mech soundboard.
- /// </summary>
- public sealed class MechSoundboardSystem : EntitySystem
- {
- [Dependency] private readonly SharedAudioSystem _audio = default!;
- [Dependency] private readonly UseDelaySystem _useDelay = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<MechSoundboardComponent, MechEquipmentUiStateReadyEvent>(OnUiStateReady);
- SubscribeLocalEvent<MechSoundboardComponent, MechEquipmentUiMessageRelayEvent>(OnSoundboardMessage);
- }
- private void OnUiStateReady(EntityUid uid, MechSoundboardComponent comp, MechEquipmentUiStateReadyEvent args)
- {
- // you have to specify a collection so it must exist probably
- var sounds = comp.Sounds.Select(sound => sound.Collection!);
- var state = new MechSoundboardUiState
- {
- Sounds = sounds.ToList()
- };
- args.States.Add(GetNetEntity(uid), state);
- }
- private void OnSoundboardMessage(EntityUid uid, MechSoundboardComponent comp, MechEquipmentUiMessageRelayEvent args)
- {
- if (args.Message is not MechSoundboardPlayMessage msg)
- return;
- if (!TryComp<MechEquipmentComponent>(uid, out var equipment) ||
- equipment.EquipmentOwner == null)
- return;
- if (msg.Sound >= comp.Sounds.Count)
- return;
- if (TryComp(uid, out UseDelayComponent? useDelay)
- && !_useDelay.TryResetDelay((uid, useDelay), true))
- return;
- // honk!!!!!
- _audio.PlayPvs(comp.Sounds[msg.Sound], uid);
- }
- }
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