using Content.Server.Chat.Systems;
using Content.Shared.Chat;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server._Sunrise.Chat;
public sealed class SayWithIntervalSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ChatSystem _chat = default!;
///
/// The maximum amount of time between checking if advertisements should be displayed
///
private readonly TimeSpan _maximumNextCheckDuration = TimeSpan.FromMilliseconds(20);
///
/// The next time the game will check if advertisements should be displayed
///
private TimeSpan _nextCheckTime = TimeSpan.MinValue;
public override void Initialize()
{
SubscribeLocalEvent(OnMapInit);
_nextCheckTime = TimeSpan.MinValue;
}
private void OnMapInit(EntityUid uid, SayWithIntervalComponent advert, MapInitEvent args)
{
RandomizeNextAdvertTime(advert);
_nextCheckTime = MathHelper.Min(advert.NextMessageTime, _nextCheckTime);
}
private void RandomizeNextAdvertTime(SayWithIntervalComponent advert)
{
var minDuration = Math.Max(1, advert.MinimumWait);
var maxDuration = Math.Max(minDuration, advert.MaximumWait);
var waitDuration = TimeSpan.FromSeconds(_random.Next(minDuration, maxDuration));
advert.NextMessageTime = _gameTiming.CurTime + waitDuration;
}
public void SayAdvertisement(EntityUid uid, SayWithIntervalComponent? advert = null)
{
if (!Resolve(uid, ref advert))
return;
InGameICChatType type = InGameICChatType.Speak;
switch(advert.chatType)
{
case "whisper": type = InGameICChatType.Whisper; break;
case "emote": type = InGameICChatType.Emote; break;
case "collectiveMind": type = InGameICChatType.CollectiveMind; break;
default: type = InGameICChatType.Speak; break;
} // Костыль, но InGameICChatType не указывается ингейм
_chat.TrySendInGameICMessage(uid, advert.Message, type, false, isFormatted: advert.Format);
}
public override void Update(float frameTime)
{
var currentGameTime = _gameTiming.CurTime;
if (_nextCheckTime > currentGameTime)
return;
// _nextCheckTime starts at TimeSpan.MinValue, so this has to SET the value, not just increment it.
_nextCheckTime = currentGameTime + _maximumNextCheckDuration;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var advert))
{
if (currentGameTime > advert.NextMessageTime)
{
SayAdvertisement(uid, advert);
// The timer is always refreshed when it expires, to prevent mass advertising (ex: all the vending machines have no power, and get it back at the same time).
RandomizeNextAdvertTime(advert);
}
_nextCheckTime = MathHelper.Min(advert.NextMessageTime, _nextCheckTime);
}
}
}