CatStation/Content.Shared/Speech/EntitySystems/BarkAccentSystem.cs
2026-07-30 05:24:08 +07:00

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using System.Collections.Frozen;
using Content.Shared.Random.Helpers;
using Content.Shared.Speech.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Speech.EntitySystems;
public sealed partial class BarkAccentSystem : RelayAccentSystem<BarkAccentComponent>
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] private IRobustRandom _random = default!;
private static readonly IReadOnlyList<string> Barks =
[
" Гав!", " ГАВ", " вуф-вуф" // Corvax-Localization
];
private static readonly FrozenDictionary<string, string> SpecialWords =
new Dictionary<string, string>
{
{ "ah", "arf" },
{ "Ah", "Arf" },
{ "oh", "oof" },
{ "Oh", "Oof" },
//Corvax-Localization-Start
{ "га", "гаф" },
{ "Га", "Гаф" },
{ "угу", "вуф" },
{ "Угу", "Вуф" },
//Corvax-Localization-End
}.ToFrozenDictionary();
public override string Accentuate(string message, Entity<BarkAccentComponent>? ent = null)
{
var random = ent.HasValue
? SharedRandomExtensions.PredictedRandom(_timing, GetNetEntity(ent.Value))
: _random;
foreach (var (word, repl) in SpecialWords)
{
message = message.Replace(word, repl);
}
return message.Replace("!", random.Pick(Barks))
.Replace("l", "r")
.Replace("L", "R")
.Replace("л", "р").Replace("Л", "Р");//Corvax-Localization
}
}