118 lines
3.6 KiB
C#
118 lines
3.6 KiB
C#
using System.Text;
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using Content.Server.Speech.Components;
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using Content.Shared.Drunk;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Speech.EntitySystems;
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public sealed class SlurredSystem : SharedSlurredSystem
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{
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string SlurKey = "SlurredSpeech";
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public override void Initialize()
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{
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SubscribeLocalEvent<SlurredAccentComponent, AccentGetEvent>(OnAccent);
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}
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public override void DoSlur(EntityUid uid, TimeSpan time, StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return;
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if (!_statusEffectsSystem.HasStatusEffect(uid, SlurKey, status))
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_statusEffectsSystem.TryAddStatusEffect<SlurredAccentComponent>(uid, SlurKey, time, true, status);
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else
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_statusEffectsSystem.TryAddTime(uid, SlurKey, time, status);
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}
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/// <summary>
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/// Slur chance scales with "drunkeness", which is just measured using the time remaining on the status effect.
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/// </summary>
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private float GetProbabilityScale(EntityUid uid)
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{
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if (!_statusEffectsSystem.TryGetTime(uid, SharedDrunkSystem.DrunkKey, out var time))
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return 0;
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var curTime = _timing.CurTime;
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var timeLeft = (float) (time.Value.Item2 - curTime).TotalSeconds;
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return Math.Clamp((timeLeft - 80) / 1100, 0f, 1f);
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}
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private void OnAccent(EntityUid uid, SlurredAccentComponent component, AccentGetEvent args)
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{
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var scale = GetProbabilityScale(uid);
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args.Message = Accentuate(args.Message, scale);
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}
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private string Accentuate(string message, float scale)
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{
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var sb = new StringBuilder();
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// This is pretty much ported from TG.
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foreach (var character in message)
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{
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if (_random.Prob(scale / 3f))
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{
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var lower = char.ToLowerInvariant(character);
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var newString = lower switch
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{
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'o' => "u",
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's' => "ch",
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'a' => "ah",
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'u' => "oo",
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'c' => "k",
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// WD EDIT START
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'о' => "а",
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'к' => "кх",
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'щ' => "шч",
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'ц' => "тс",
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// WD EDIT END
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_ => $"{character}",
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};
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sb.Append(newString);
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}
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if (_random.Prob(scale / 20f))
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{
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if (character == ' ')
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{
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sb.Append(Loc.GetString("slur-accent-confused"));
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}
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else if (character == '.')
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{
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sb.Append(' ');
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sb.Append(Loc.GetString("slur-accent-burp"));
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}
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}
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if (!_random.Prob(scale * 3 / 20))
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{
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sb.Append(character);
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continue;
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}
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var next = _random.Next(1, 3) switch
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{
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1 => "'",
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2 => $"{character}{character}",
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_ => $"{character}{character}{character}",
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};
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sb.Append(next);
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}
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return sb.ToString();
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}
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}
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