using Content.Server.Interfaces;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class RadioSystem : EntitySystem
private List<string> _messages;
public override void Initialize()
base.Initialize();
_messages = new List<string>();
}
public void SpreadMessage(IRadio source, IEntity speaker, string message, int channel)
if (_messages.Contains(message)) return;
_messages.Add(message);
foreach (var radio in ComponentManager.EntityQuery<IRadio>(true))
if (radio.Channels.Contains(channel))
//TODO: once voice identity gets added, pass into receiver via source.GetSpeakerVoice()
radio.Receive(message, channel, speaker);
_messages.Remove(message);