using System.Text.RegularExpressions;
using Content.Server.Speech.Components;
using Robust.Shared.Random;
namespace Content.Server.Speech.EntitySystems;
public sealed partial class SkeletonAccentSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[GeneratedRegex(@"(?<!\w)[^aeiou]one", RegexOptions.IgnoreCase, "en-US")]
private static partial Regex BoneRegex();
private static readonly Dictionary<string, string> DirectReplacements = new()
{ "fuck you", "I've got a BONE to pick with you" },
{ "fucked", "boned"},
{ "fuck", "RATTLE RATTLE" },
{ "fck", "RATTLE RATTLE" },
{ "shit", "RATTLE RATTLE" }, // Capitalize RATTLE RATTLE regardless of original message case.
{ "definitely", "make no bones about it" },
{ "absolutely", "make no bones about it" },
{ "afraid", "rattled"},
{ "scared", "rattled"},
{ "spooked", "rattled"},
{ "shocked", "rattled"},
{ "killed", "skeletonized"},
{ "humorous", "humerus"},
{ "to be a", "tibia"},
{ "under", "ulna"}
};
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<SkeletonAccentComponent, AccentGetEvent>(OnAccentGet);
}
public string Accentuate(string message, SkeletonAccentComponent component)
// Order:
// Do character manipulations first
// Then direct word/phrase replacements
// Then prefix/suffix
var msg = message;
// Character manipulations:
// At the start of words, any non-vowel + "one" becomes "bone", e.g. tone -> bone ; lonely -> bonely; clone -> clone (remains unchanged).
msg = BoneRegex().Replace(msg, "bone");
// Direct word/phrase replacements:
foreach (var (first, replace) in DirectReplacements)
msg = Regex.Replace(msg, $@"(?<!\w){first}(?!\w)", replace, RegexOptions.IgnoreCase);
// Suffix:
if (_random.Prob(component.ackChance))
msg += (" " + Loc.GetString("skeleton-suffix")); // e.g. "We only want to socialize. ACK ACK!"
return msg;
private void OnAccentGet(EntityUid uid, SkeletonAccentComponent component, AccentGetEvent args)
args.Message = Accentuate(args.Message, component);