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* move-accents-to-shared * Update AccentSystem.cs * Update ListeningSystem.cs * aaaaaa * Update AccentSystem.cs * oh god * aaooao * // * review * fix * Update VocalSystem.cs
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
using System.Text;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Speech.Components;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Speech.EntitySystems;
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public sealed partial class SlurredSystem : RelayAccentSystem<SlurredAccentComponent>
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{
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public static readonly EntProtoId Stutter = "StatusEffectSlurred";
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[Dependency] private StatusEffectsSystem _status = default!;
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[Dependency] private IGameTiming _timing = default!;
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public override string Accentuate(string message, Entity<SlurredAccentComponent>? ent = null)
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{
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if (ent == null)
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return message;
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var scale = GetProbabilityScale(ent.Value);
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var random = SharedRandomExtensions.PredictedRandom(_timing, GetNetEntity(ent.Value));
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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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_ => $"{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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/// <summary>
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/// Slur chance scales with the time remaining on any status effect with the SlurredAccentComponent.
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/// Typically, this is equivalent to "drunkenness" on the DrunkStatusEffect
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/// </summary>
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private float GetProbabilityScale(Entity<SlurredAccentComponent> ent)
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{
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if (!TryComp<StatusEffectComponent>(ent, out var component) || component.AppliedTo == null)
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return 1f;
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if (!_status.TryGetMaxTime<SlurredAccentComponent>(component.AppliedTo.Value, out var time))
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return 1f;
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// This is a magic number. Why this value? No clue it was made 3 years before I refactored this.
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var magic = time.Item2 == null
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? ent.Comp.SlurredModifier
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: (float)(time.Item2 - _timing.CurTime).Value.TotalSeconds - ent.Comp.SlurredThreshold;
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return Math.Clamp(magic / ent.Comp.SlurredModifier, 0f, 1f);
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}
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}
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