Refactor AccentManager to be an entity system, makes accents ECS. (#4825)
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@@ -1,18 +1,10 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Speech.Components
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{
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[RegisterComponent]
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public class BackwardsAccentComponent : Component, IAccentComponent
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public class BackwardsAccentComponent : Component
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{
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public override string Name => "BackwardsAccent";
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public string Accentuate(string message)
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{
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var arr = message.ToCharArray();
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Array.Reverse(arr);
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return new string(arr);
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}
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}
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}
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@@ -1,12 +0,0 @@
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namespace Content.Server.Speech.Components
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{
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internal interface IAccentComponent
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{
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/// <summary>
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/// Transforms a message with the given Accent
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/// </summary>
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/// <param name="message">The spoken message</param>
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/// <returns>The message after the transformation</returns>
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public string Accentuate(string message);
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}
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}
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@@ -1,23 +1,10 @@
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Speech.Components
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{
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[RegisterComponent]
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public class MouseAccentComponent : Component, IAccentComponent
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public class MouseAccentComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "MouseAccent";
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private static readonly IReadOnlyList<string> Squeek = new List<string>{
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"Squeak!", "Piep!", "Chuu!"
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}.AsReadOnly();
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public string Accentuate(string message)
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{
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return _random.Pick(Squeek);
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}
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}
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}
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@@ -1,37 +1,10 @@
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Speech.Components
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{
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[RegisterComponent]
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public class OwOAccentComponent : Component, IAccentComponent
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public class OwOAccentComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "OwOAccent";
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private static readonly IReadOnlyList<string> Faces = new List<string>{
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" (・`ω´・)", " ;;w;;", " owo", " UwU", " >w<", " ^w^"
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}.AsReadOnly();
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private string RandomFace => _random.Pick(Faces);
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private static readonly Dictionary<string, string> SpecialWords = new()
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{
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{ "you", "wu" },
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};
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public string Accentuate(string message)
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{
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foreach (var (word, repl) in SpecialWords)
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{
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message = message.Replace(word, repl);
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}
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return message.Replace("!", RandomFace)
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.Replace("r", "w").Replace("R", "W")
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.Replace("l", "w").Replace("L", "W");
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}
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}
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}
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@@ -3,55 +3,8 @@
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namespace Content.Server.Speech.Components
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{
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[RegisterComponent]
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public class SpanishAccentComponent : Component, IAccentComponent
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public class SpanishAccentComponent : Component
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{
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public override string Name => "SpanishAccent";
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public string Accentuate(string message)
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{
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// Insert E before every S
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message = InsertS(message);
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// If a sentence ends with ?, insert a reverse ? at the beginning of the sentence
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message = ReplaceQuestionMark(message);
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return message;
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}
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private string InsertS(string message)
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{
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// Replace every new Word that starts with s/S
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var msg = message.Replace(" s", " es").Replace(" S", " Es");
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// Still need to check if the beginning of the message starts
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if (msg.StartsWith("s"))
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{
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return msg.Remove(0, 1).Insert(0, "es");
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}
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else if (msg.StartsWith("S"))
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{
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return msg.Remove(0, 1).Insert(0, "Es");
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}
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return msg;
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}
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private string ReplaceQuestionMark(string message)
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{
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var sentences = AccentManager.SentenceRegex.Split(message);
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var msg = "";
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foreach (var s in sentences)
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{
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if (s.EndsWith("?")) // We've got a question => add ¿ to the beginning
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{
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// Because we don't split by whitespace, we may have some spaces in front of the sentence.
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// So we add the symbol before the first non space char
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msg += s.Insert(s.Length - s.TrimStart().Length, "¿");
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}
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else
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{
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msg += s;
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}
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}
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return msg;
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}
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}
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}
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