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- using Content.Server.Chat.Systems;
- using Content.Server.Speech;
- using Content.Shared.Speech;
- using Content.Shared.Chat;
- using Robust.Shared.Audio.Systems;
- using Robust.Shared.Timing;
- namespace Content.Server.SurveillanceCamera;
- /// <summary>
- /// This handles speech for surveillance camera monitors.
- /// </summary>
- public sealed class SurveillanceCameraSpeakerSystem : EntitySystem
- {
- [Dependency] private readonly SharedAudioSystem _audioSystem = default!;
- [Dependency] private readonly SpeechSoundSystem _speechSound = default!;
- [Dependency] private readonly ChatSystem _chatSystem = default!;
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- /// <inheritdoc/>
- public override void Initialize()
- {
- SubscribeLocalEvent<SurveillanceCameraSpeakerComponent, SurveillanceCameraSpeechSendEvent>(OnSpeechSent);
- }
- private void OnSpeechSent(EntityUid uid, SurveillanceCameraSpeakerComponent component,
- SurveillanceCameraSpeechSendEvent args)
- {
- if (!component.SpeechEnabled)
- {
- return;
- }
- var time = _gameTiming.CurTime;
- var cd = TimeSpan.FromSeconds(component.SpeechSoundCooldown);
- // this part's mostly copied from speech
- // what is wrong with you?
- if (time - component.LastSoundPlayed < cd
- && TryComp<SpeechComponent>(args.Speaker, out var speech))
- {
- var sound = _speechSound.GetSpeechSound((args.Speaker, speech), args.Message);
- _audioSystem.PlayPvs(sound, uid);
- component.LastSoundPlayed = time;
- }
- var nameEv = new TransformSpeakerNameEvent(args.Speaker, Name(args.Speaker));
- RaiseLocalEvent(args.Speaker, nameEv);
- var name = Loc.GetString("speech-name-relay", ("speaker", Name(uid)),
- ("originalName", nameEv.VoiceName));
- // log to chat so people can identity the speaker/source, but avoid clogging ghost chat if there are many radios
- _chatSystem.TrySendInGameICMessage(uid, args.Message, InGameICChatType.Speak, ChatTransmitRange.GhostRangeLimit, nameOverride: name);
- }
- }
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