| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111 |
- using System.Text;
- using Content.Server.Speech.Components;
- using Content.Shared.Drunk;
- using Content.Shared.Speech.EntitySystems;
- using Content.Shared.StatusEffect;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- namespace Content.Server.Speech.EntitySystems;
- public sealed class SlurredSystem : SharedSlurredSystem
- {
- [Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [ValidatePrototypeId<StatusEffectPrototype>]
- private const string SlurKey = "SlurredSpeech";
- public override void Initialize()
- {
- SubscribeLocalEvent<SlurredAccentComponent, AccentGetEvent>(OnAccent);
- }
- public override void DoSlur(EntityUid uid, TimeSpan time, StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return;
- if (!_statusEffectsSystem.HasStatusEffect(uid, SlurKey, status))
- _statusEffectsSystem.TryAddStatusEffect<SlurredAccentComponent>(uid, SlurKey, time, true, status);
- else
- _statusEffectsSystem.TryAddTime(uid, SlurKey, time, status);
- }
- /// <summary>
- /// Slur chance scales with "drunkeness", which is just measured using the time remaining on the status effect.
- /// </summary>
- private float GetProbabilityScale(EntityUid uid)
- {
- if (!_statusEffectsSystem.TryGetTime(uid, SharedDrunkSystem.DrunkKey, out var time))
- return 0;
- var curTime = _timing.CurTime;
- var timeLeft = (float) (time.Value.Item2 - curTime).TotalSeconds;
- return Math.Clamp((timeLeft - 80) / 1100, 0f, 1f);
- }
- private void OnAccent(EntityUid uid, SlurredAccentComponent component, AccentGetEvent args)
- {
- var scale = GetProbabilityScale(uid);
- args.Message = Accentuate(args.Message, scale);
- }
- private string Accentuate(string message, float scale)
- {
- var sb = new StringBuilder();
- // This is pretty much ported from TG.
- foreach (var character in message)
- {
- if (_random.Prob(scale / 3f))
- {
- var lower = char.ToLowerInvariant(character);
- var newString = lower switch
- {
- 'o' => "u",
- 's' => "ch",
- 'a' => "ah",
- 'u' => "oo",
- 'c' => "k",
- _ => $"{character}",
- };
- sb.Append(newString);
- }
- if (_random.Prob(scale / 20f))
- {
- if (character == ' ')
- {
- sb.Append(Loc.GetString("slur-accent-confused"));
- }
- else if (character == '.')
- {
- sb.Append(' ');
- sb.Append(Loc.GetString("slur-accent-burp"));
- }
- }
- if (!_random.Prob(scale * 3/20))
- {
- sb.Append(character);
- continue;
- }
- var next = _random.Next(1, 3) switch
- {
- 1 => "'",
- 2 => $"{character}{character}",
- _ => $"{character}{character}{character}",
- };
- sb.Append(next);
- }
- return sb.ToString();
- }
- }
|