* add headset component

* add basic headset logic

* fix formatting in listening component, add dependency to headset

* test function for headset

* implement headset as listener

* ANNIHILATES ListeningComponent, refactor of radio/listener sys

* basic headset functionality

* rename RadioComponent to HandheldRadioComponent

* change channel to list of channels

* basic headset implementation complete

* message now always excludes ';'

* add radio color; state channel freq. and source name

* undocumented game breaking bug commit (DO NOT RESEARCH)
actually just changes frequency from 1457 (what signalers are set to by default) to 1459, the actual frequency for common

* Add more sprites

* Reorganizes

* Added job headsets

* Adds headset as an ignored component

* Jobs now spawn with headsets

* remove system.tracing

* Catchup commits

* Add headset property serialization

* Turn GetChannels into a property

* ListenRange property and serializatioon

* Adjust interfaces

* Address reviews

* Cleanup

* Address reviews

* Update rsi

* Fix licenses and copyright

* Fix missing textures

* Merge fixes

* Move headset textures from objects/devices to clothing/ears

* Fix rsi state names and add equipped states

* Fix headsets not working

* Add missing brackets to channel number in chat

* heck

* Fix broken rsi

* Fix radio id and names

* Put quotes around headset messages

* Fix method names

* Fix handheld radios

* Fix capitalization when using radio channels and trim

* Remove unnecessary dependency

* Indent that

* Separate this part

* Goodbye icons

* Implement IActivate in HandheldRadioComponent

* Add examine tooltip to radios and headsets

* Rename IListen methods

Co-authored-by: Bright <nsmoak10@yahoo.com>
Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
Co-authored-by: Bright0 <55061890+Bright0@users.noreply.github.com>
This commit is contained in:
DrSmugleaf
2020-10-07 14:02:12 +02:00
committed by GitHub
parent 20eac0de84
commit a984076574
104 changed files with 1313 additions and 172 deletions

View File

@@ -1,14 +1,21 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Headset;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
using Content.Shared.Chat;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Robust.Server.Console;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
@@ -37,7 +44,6 @@ namespace Content.Server.Chat
//TODO: make prio based?
private List<TransformChat> _chatTransformHandlers;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IMoMMILink _mommiLink = default!;
@@ -90,16 +96,16 @@ namespace Content.Server.Chat
return;
}
// Get entity's PlayerSession
IPlayerSession playerSession = source.GetComponent<IActorComponent>().playerSession;
// Check if message exceeds the character limit if the sender is a player
if (playerSession != null)
if (message.Length > MaxMessageLength)
{
DispatchServerMessage(playerSession, Loc.GetString(MaxLengthExceededMessage, MaxMessageLength));
return;
}
if (source.TryGetComponent(out IActorComponent actor) &&
message.Length > MaxMessageLength)
{
var feedback = Loc.GetString(MaxLengthExceededMessage, MaxMessageLength);
DispatchServerMessage(actor.playerSession, feedback);
return;
}
foreach (var handler in _chatTransformHandlers)
{
@@ -107,21 +113,47 @@ namespace Content.Server.Chat
message = handler(source, message);
}
// Ensure the first letter inside the message string is always a capital letter
message = message[0].ToString().ToUpper() + message.Remove(0,1);
message = message.Trim();
var pos = source.Transform.Coordinates;
var clients = _playerManager.GetPlayersInRange(pos, VoiceRange).Select(p => p.ConnectedClient);
if (message.StartsWith(';'))
{
// Remove semicolon
message = message.Substring(1).TrimStart();
// Capitalize first letter
message = message[0].ToString().ToUpper() +
message.Remove(0,1);
if (source.TryGetComponent(out InventoryComponent inventory) &&
inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.EARS, out ItemComponent item) &&
item.Owner.TryGetComponent(out HeadsetComponent headset))
{
headset.RadioRequested = true;
}
else
{
source.PopupMessage(Loc.GetString("You don't have a headset on!"));
}
}
else
{
// Capitalize first letter
message = message[0].ToString().ToUpper() +
message.Remove(0,1);
}
var listeners = EntitySystem.Get<ListeningSystem>();
listeners.PingListeners(source, message);
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Local;
msg.Message = message;
msg.MessageWrap = $"{source.Name} says, \"{{0}}\"";
msg.MessageWrap = Loc.GetString("{0} says, \"{{0}}\"", source.Name);
msg.SenderEntity = source.Uid;
_netManager.ServerSendToMany(msg, clients.ToList());
var listeners = _entitySystemManager.GetEntitySystem<ListeningSystem>();
listeners.PingListeners(source, pos, message);
}
public void EntityMe(IEntity source, string action)

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@@ -0,0 +1,104 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Shared.Chat;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Headset
{
[RegisterComponent]
[ComponentReference(typeof(IRadio))]
[ComponentReference(typeof(IListen))]
public class HeadsetComponent : Component, IListen, IRadio, IExamine
{
[Dependency] private readonly IServerNetManager _netManager = default!;
public override string Name => "Headset";
private RadioSystem _radioSystem = default!;
private List<int> _channels = new List<int>();
[ViewVariables(VVAccess.ReadWrite)]
private int BroadcastFrequency { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public int ListenRange { get; private set; }
public IReadOnlyList<int> Channels => _channels;
public bool RadioRequested { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// Only listens to speech in exact same position
serializer.DataField(this, h => h.ListenRange, "listenRange", 0);
serializer.DataField(ref _channels, "channels", new List<int> {1459});
serializer.DataField(this, h => h.BroadcastFrequency, "broadcastChannel", 1459);
}
public override void Initialize()
{
base.Initialize();
_radioSystem = EntitySystem.Get<RadioSystem>();
}
public bool CanListen(string message, IEntity source)
{
return RadioRequested;
}
public void Receive(string message, int channel, IEntity source)
{
if (ContainerHelpers.TryGetContainer(Owner, out var container))
{
if (!container.Owner.TryGetComponent(out IActorComponent actor))
return;
var playerChannel = actor.playerSession.ConnectedClient;
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Radio;
msg.Message = message;
msg.MessageWrap = Loc.GetString("[{0}] {1} says, \"{{0}}\"", channel, source.Name);
_netManager.ServerSendMessage(msg, playerChannel);
}
}
public void Listen(string message, IEntity speaker)
{
Broadcast(message, speaker);
}
public void Broadcast(string message, IEntity speaker)
{
_radioSystem.SpreadMessage(this, speaker, message, BroadcastFrequency);
RadioRequested = false;
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddText(Loc.GetString("It is set to broadcast over the {0} frequency.", BroadcastFrequency));
message.AddText(Loc.GetString("A small screen on the headset displays the following available frequencies:"));
message.AddText("\n");
message.AddText(Loc.GetString("Use {0} for the currently tuned frequency.", ";"));
}
}
}

View File

@@ -1,23 +0,0 @@
using Content.Server.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class ListeningComponent : Component
{
public override string Name => "Listening";
public void PassSpeechData(string speech, IEntity source, float distance)
{
foreach (var listener in Owner.GetAllComponents<IListen>())
{
if (distance > listener.GetListenRange()) { continue; }
listener.HeardSpeech(speech, source);
}
}
}
}

View File

@@ -0,0 +1,126 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Radio
{
[RegisterComponent]
[ComponentReference(typeof(IRadio))]
[ComponentReference(typeof(IListen))]
public class HandheldRadioComponent : Component, IUse, IListen, IRadio, IActivate, IExamine
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public override string Name => "Radio";
private RadioSystem _radioSystem = default!;
private bool _radioOn;
private List<int> _channels = new List<int>();
[ViewVariables(VVAccess.ReadWrite)]
private int BroadcastFrequency { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public int ListenRange { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
public bool RadioOn
{
get => _radioOn;
private set
{
_radioOn = value;
Dirty();
}
}
[ViewVariables] public IReadOnlyList<int> Channels => _channels;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, h => h.ListenRange, "listenRange", 7);
serializer.DataField(ref _channels, "channels", new List<int> {1459});
serializer.DataField(this, h => h.BroadcastFrequency, "broadcastChannel", 1459);
}
public override void Initialize()
{
base.Initialize();
_radioSystem = EntitySystem.Get<RadioSystem>();
RadioOn = false;
}
public void Speak(string message)
{
_chatManager.EntitySay(Owner, message);
}
public bool Use(IEntity user)
{
RadioOn = !RadioOn;
var message = Loc.GetString($"The radio is now {(RadioOn ? "on" : "off")}.");
Owner.PopupMessage(user, message);
return true;
}
public bool UseEntity(UseEntityEventArgs eventArgs)
{
return Use(eventArgs.User);
}
public bool CanListen(string message, IEntity source)
{
return RadioOn &&
Owner.Transform.Coordinates.TryDistance(_entityManager, source.Transform.Coordinates, out var distance) &&
distance <= ListenRange;
}
public void Receive(string message, int channel, IEntity speaker)
{
if (RadioOn)
{
Speak(message);
}
}
public void Listen(string message, IEntity speaker)
{
Broadcast(message, speaker);
}
public void Broadcast(string message, IEntity speaker)
{
_radioSystem.SpreadMessage(this, speaker, message, BroadcastFrequency);
}
public void Activate(ActivateEventArgs eventArgs)
{
Use(eventArgs.User);
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddText(Loc.GetString("It is set to broadcast over the {0} frequency.", BroadcastFrequency));
}
}
}

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@@ -1,82 +0,0 @@
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
class RadioComponent : Component, IUse, IListen
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
public override string Name => "Radio";
private bool _radioOn;
private int _listenRange = 7;
private RadioSystem _radioSystem = default!;
[ViewVariables]
public bool RadioOn
{
get => _radioOn;
private set
{
_radioOn = value;
Dirty();
}
}
public override void Initialize()
{
base.Initialize();
_radioSystem = _entitySystemManager.GetEntitySystem<RadioSystem>();
RadioOn = false;
}
public void PassOnMessage(string message)
{
if(RadioOn)
{
_radioSystem.SpreadMessage(Owner, message);
}
}
public void Speaker(string message)
{
_chatManager.EntitySay(Owner, message);
}
public bool UseEntity(UseEntityEventArgs eventArgs)
{
RadioOn = !RadioOn;
if(RadioOn)
{
Owner.PopupMessage(eventArgs.User, "The radio is now on.");
}
else
{
Owner.PopupMessage(eventArgs.User, "The radio is now off.");
}
return true;
}
public void HeardSpeech(string speech, IEntity source)
{
PassOnMessage(speech);
}
public int GetListenRange()
{
return _listenRange;
}
}
}

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@@ -1,22 +1,22 @@
using Content.Server.GameObjects.Components;
using Content.Server.Interfaces;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems
{
internal sealed class ListeningSystem : EntitySystem
[UsedImplicitly]
public class ListeningSystem : EntitySystem
{
public void PingListeners(IEntity source, EntityCoordinates sourcePos, string message)
public void PingListeners(IEntity source, string message)
{
foreach (var listener in ComponentManager.EntityQuery<ListeningComponent>())
foreach (var listener in ComponentManager.EntityQuery<IListen>())
{
if (!sourcePos.TryDistance(EntityManager, listener.Owner.Transform.Coordinates, out var distance))
// TODO: Map Position distance
if (listener.CanListen(message, source))
{
return;
listener.Listen(message, source);
}
listener.PassSpeechData(message, source, distance);
}
}
}

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@@ -1,31 +1,37 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components;
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
{
internal sealed class RadioSystem : EntitySystem
[UsedImplicitly]
public class RadioSystem : EntitySystem
{
private readonly List<string> _messages = new List<string>();
private List<string> _messages;
public void SpreadMessage(IEntity source, string message)
public override void Initialize()
{
if (_messages.Contains(message))
{
return;
}
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<RadioComponent>())
foreach (var radio in ComponentManager.EntityQuery<IRadio>())
{
if (radio.Owner == source || !radio.RadioOn)
if (radio.Channels.Contains(channel))
{
continue;
//TODO: once voice identity gets added, pass into receiver via source.GetSpeakerVoice()
radio.Receive(message, channel, speaker);
}
radio.Speaker(message);
}
_messages.Remove(message);

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@@ -1,14 +1,21 @@
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using System;
using System.Collections.Generic;
using System.Text;
namespace Content.Server.Interfaces
{
/// <summary>
/// Interface for objects such as radios meant to have an effect when speech is heard.
/// Interface for objects such as radios meant to have an effect when speech is
/// heard. Requires component reference.
/// </summary>
public interface IListen
public interface IListen : IComponent
{
void HeardSpeech(string speech, IEntity source);
int ListenRange { get; }
int GetListenRange();
bool CanListen(string message, IEntity source);
void Listen(string message, IEntity speaker);
}
}

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@@ -0,0 +1,16 @@
using Robust.Shared.Interfaces.GameObjects;
using System;
using System.Collections.Generic;
using System.Text;
namespace Content.Server.Interfaces
{
public interface IRadio
{
IReadOnlyList<int> Channels { get; }
void Receive(string message, int channel, IEntity speaker);
void Broadcast(string message, IEntity speaker);
}
}