CatStation/Content.Shared/Speech/EntitySystems/MonkeyAccentSystem.cs
Pok 7a8fab78e3
Move Accents to Shared v2 (#44772)
* move-accents-to-shared

* Update AccentSystem.cs

* Update ListeningSystem.cs

* aaaaaa

* Update AccentSystem.cs

* oh god

* aaooao

* //

* review

* fix

* Update VocalSystem.cs
2026-07-25 22:29:39 +00:00

62 lines
1.8 KiB
C#

using System.Text;
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 MonkeyAccentSystem : RelayAccentSystem<MonkeyAccentComponent>
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] private IRobustRandom _random = default!;
public override string Accentuate(string message, Entity<MonkeyAccentComponent>? ent = null)
{
var random = ent.HasValue
? SharedRandomExtensions.PredictedRandom(_timing, GetNetEntity(ent.Value))
: _random;
var words = message.Split();
var accentedMessage = new StringBuilder(message.Length + 2);
for (var i = 0; i < words.Length; i++)
{
var word = words[i];
if (random.NextDouble() >= 0.5)
{
if (word.Length > 1)
{
foreach (var __ in word)
{
accentedMessage.Append('O');
}
if (random.NextDouble() >= 0.3)
accentedMessage.Append('K');
}
else
accentedMessage.Append('O');
}
else
{
foreach (var __ in word)
{
if (random.NextDouble() >= 0.8)
accentedMessage.Append('H');
else
accentedMessage.Append('A');
}
}
if (i < words.Length - 1)
accentedMessage.Append(' ');
}
accentedMessage.Append('!');
return accentedMessage.ToString();
}
}