* - add: Revive fast and furious aspect. * - add: Update accents. * - add: More buzzing for moth. * - tweak: Change desc. * - fix: Fixes. * - add: RandomItemAspect. * - fix: Fix arachnid socks. * - tweak: Update desc part 2.
51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
using System.Text.RegularExpressions;
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using Content.Server.Speech.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Speech.EntitySystems
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{
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public sealed class BarkAccentSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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private static readonly IReadOnlyList<string> Barks = new List<string>{
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" Гав!", " ГАВ", " гав-гав" // WD EDIT
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}.AsReadOnly();
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private static readonly IReadOnlyDictionary<string, string> SpecialWords = new Dictionary<string, string>()
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{
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{ "ah", "arf" },
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{ "Ah", "Arf" },
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{ "oh", "oof" },
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{ "Oh", "Oof" },
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};
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public override void Initialize()
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{
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SubscribeLocalEvent<BarkAccentComponent, AccentGetEvent>(OnAccent);
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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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// WD EDIT START
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message = Regex.Replace(message, "р{1,3}", "ррр");
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message = Regex.Replace(message, "Р{1,3}", "РРР");
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// WD EDIT END
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return message.Replace("!", _random.Pick(Barks))
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.Replace("l", "r").Replace("L", "R");
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}
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private void OnAccent(EntityUid uid, BarkAccentComponent component, AccentGetEvent args)
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{
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args.Message = Accentuate(args.Message);
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}
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}
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}
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