* move all the radio components and system to Shared.
* duh split impl
* address reviews
* cleanup
---------
Co-authored-by: walksanatora <walkerffo22@gmail.com>
using Content.Client.Radio.Ui;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
+using Content.Shared.Radio.EntitySystems;
using Robust.Client.GameObjects;
namespace Content.Client.Radio.EntitySystems;
-public sealed class RadioDeviceSystem : EntitySystem
+public sealed class RadioDeviceSystem : SharedRadioDeviceSystem
{
[Dependency] private readonly UserInterfaceSystem _ui = default!;
private readonly Dictionary<Button, TimeSpan> _nextAllowedPress = new();
- public LawDisplay(EntityUid uid, SiliconLaw law, HashSet<string>? radioChannels)
+ public LawDisplay(EntityUid uid, SiliconLaw law, HashSet<ProtoId<RadioChannelPrototype>>? radioChannels)
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
-using Content.Server.Radio.Components;
-using Content.Shared.Implants;
+using Content.Shared.Implants;
using Content.Shared.Implants.Components;
+using Content.Shared.Radio.Components;
namespace Content.Server.Implants;
+++ /dev/null
-using Content.Server.Chat.Systems;
-using Content.Shared.Chat;
-using Content.Shared.Radio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
-
-namespace Content.Server.Radio.Components;
-
-/// <summary>
-/// This component allows an entity to directly translate spoken text into radio messages (effectively an intrinsic
-/// radio headset).
-/// </summary>
-[RegisterComponent]
-public sealed partial class IntrinsicRadioTransmitterComponent : Component
-{
- [DataField("channels", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<RadioChannelPrototype>))]
- public HashSet<string> Channels = new() { SharedChatSystem.CommonChannel };
-}
+++ /dev/null
-using Content.Server.Radio.EntitySystems;
-using Content.Shared.Chat;
-using Content.Shared.Radio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
-
-namespace Content.Server.Radio.Components;
-
-/// <summary>
-/// Listens for local chat messages and relays them to some radio frequency
-/// </summary>
-[RegisterComponent]
-[Access(typeof(RadioDeviceSystem))]
-public sealed partial class RadioMicrophoneComponent : Component
-{
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("broadcastChannel", customTypeSerializer: typeof(PrototypeIdSerializer<RadioChannelPrototype>))]
- public string BroadcastChannel = SharedChatSystem.CommonChannel;
-
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("listenRange")]
- public int ListenRange = 4;
-
- [DataField("enabled")]
- public bool Enabled = false;
-
- [DataField("powerRequired")]
- public bool PowerRequired = false;
-
- /// <summary>
- /// Whether or not interacting with this entity
- /// toggles it on or off.
- /// </summary>
- [DataField("toggleOnInteract")]
- public bool ToggleOnInteract = true;
-
- /// <summary>
- /// Whether or not the speaker must have an
- /// unobstructed path to the radio to speak
- /// </summary>
- [DataField("unobstructedRequired")]
- public bool UnobstructedRequired = false;
-}
+++ /dev/null
-using Content.Server.Radio.EntitySystems;
-using Content.Shared.Chat;
-using Content.Shared.Radio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
-
-namespace Content.Server.Radio.Components;
-
-/// <summary>
-/// Listens for radio messages and relays them to local chat.
-/// </summary>
-[RegisterComponent]
-[Access(typeof(RadioDeviceSystem))]
-public sealed partial class RadioSpeakerComponent : Component
-{
- /// <summary>
- /// Whether or not interacting with this entity
- /// toggles it on or off.
- /// </summary>
- [DataField("toggleOnInteract")]
- public bool ToggleOnInteract = true;
-
- [DataField("channels", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<RadioChannelPrototype>))]
- public HashSet<string> Channels = new () { SharedChatSystem.CommonChannel };
-
- [DataField("enabled")]
- public bool Enabled;
-}
using Content.Server.Chat.Systems;
using Content.Server.Emp;
-using Content.Server.Radio.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
using Content.Server.Interaction;
using Content.Server.Popups;
using Content.Server.Power.EntitySystems;
-using Content.Server.Radio.Components;
+using Content.Shared.Radio.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Power;
using Content.Shared.Speech;
using Content.Shared.Speech.Components;
using Content.Shared.Chat;
-using Content.Shared.Radio.Components;
using Robust.Shared.Prototypes;
+using Content.Shared.Radio.EntitySystems;
namespace Content.Server.Radio.EntitySystems;
/// <summary>
/// This system handles radio speakers and microphones (which together form a hand-held radio).
/// </summary>
-public sealed class RadioDeviceSystem : EntitySystem
+public sealed class RadioDeviceSystem : SharedRadioDeviceSystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly PopupSystem _popup = default!;
ToggleRadioSpeaker(uid, args.User, args.Handled, component);
args.Handled = true;
}
-
- public void ToggleRadioMicrophone(EntityUid uid, EntityUid user, bool quiet = false, RadioMicrophoneComponent? component = null)
- {
- if (!Resolve(uid, ref component))
- return;
-
- SetMicrophoneEnabled(uid, user, !component.Enabled, quiet, component);
- }
-
private void OnPowerChanged(EntityUid uid, RadioMicrophoneComponent component, ref PowerChangedEvent args)
{
if (args.Powered)
SetMicrophoneEnabled(uid, null, false, true, component);
}
- public void SetMicrophoneEnabled(EntityUid uid, EntityUid? user, bool enabled, bool quiet = false, RadioMicrophoneComponent? component = null)
+
+ public override void SetMicrophoneEnabled(EntityUid uid, EntityUid? user, bool enabled, bool quiet = false, RadioMicrophoneComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
RemCompDeferred<ActiveListenerComponent>(uid);
}
- public void ToggleRadioSpeaker(EntityUid uid, EntityUid user, bool quiet = false, RadioSpeakerComponent? component = null)
- {
- if (!Resolve(uid, ref component))
- return;
-
- SetSpeakerEnabled(uid, user, !component.Enabled, quiet, component);
- }
-
- public void SetSpeakerEnabled(EntityUid uid, EntityUid? user, bool enabled, bool quiet = false, RadioSpeakerComponent? component = null)
- {
- if (!Resolve(uid, ref component))
- return;
-
- component.Enabled = enabled;
-
- if (!quiet && user != null)
- {
- var state = Loc.GetString(component.Enabled ? "handheld-radio-component-on-state" : "handheld-radio-component-off-state");
- var message = Loc.GetString("handheld-radio-component-on-use", ("radioState", state));
- _popup.PopupEntity(message, user.Value, user.Value);
- }
-
- _appearance.SetData(uid, RadioDeviceVisuals.Speaker, component.Enabled);
- if (component.Enabled)
- EnsureComp<ActiveRadioComponent>(uid).Channels.UnionWith(component.Channels);
- else
- RemCompDeferred<ActiveRadioComponent>(uid);
- }
#endregion
private void OnExamine(EntityUid uid, RadioMicrophoneComponent component, ExaminedEvent args)
}
if (TryComp<RadioMicrophoneComponent>(ent, out var mic))
- mic.BroadcastChannel = channel;
+ mic.BroadcastChannel = channel.Value;
if (TryComp<RadioSpeakerComponent>(ent, out var speaker))
- speaker.Channels = new() { channel };
+ speaker.Channels = new() { channel.Value };
Dirty(ent);
}
}
using Content.Server.Administration.Logs;
using Content.Server.Chat.Systems;
using Content.Server.Power.Components;
-using Content.Server.Radio.Components;
using Content.Shared.Chat;
using Content.Shared.Database;
using Content.Shared.Radio;
using Content.Server.Inventory;
-using Content.Server.Radio.Components;
using Content.Shared.Inventory;
+using Content.Shared.Radio.Components;
using Content.Shared.Silicons.Borgs;
using Content.Shared.Silicons.Borgs.Components;
using Robust.Shared.Prototypes;
using System.Linq;
using Content.Server.Administration;
using Content.Server.Chat.Managers;
-using Content.Server.Radio.Components;
using Content.Server.Station.Systems;
using Content.Shared.Administration;
using Content.Shared.Chat;
using Content.Shared.GameTicking;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
+using Content.Shared.Radio.Components;
using Content.Shared.Roles;
using Content.Shared.Roles.Components;
using Content.Shared.Silicons.Laws;
using Content.Server.Chat.Systems;
-using Content.Shared.Radio;
-using Content.Server.Radio.Components;
+using Content.Shared.Radio.Components;
using Content.Server.Radio.EntitySystems;
using Content.Server.Speech.Components;
using Content.Server.Wires;
-using Content.Shared.Wires;
+using Content.Shared.Radio;
using Content.Shared.Speech;
+using Content.Shared.Wires;
using Robust.Shared.Prototypes;
namespace Content.Server.Speech;
using Content.Server.Chat.Systems;
-using Content.Server.Radio.Components;
using Content.Server.Vocalization.Components;
using Content.Shared.Chat;
using Content.Shared.Inventory;
using Content.Shared.Radio;
+using Content.Shared.Radio.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
/// Selects a random radio channel from all ActiveRadio entities in a given entity's inventory
/// If no channels are found, this returns false and sets channel to an empty string
/// </summary>
- private bool TryPickRandomRadioChannel(EntityUid entity, out string channel)
+ private bool TryPickRandomRadioChannel(EntityUid entity, out ProtoId<RadioChannelPrototype> channel)
{
- HashSet<string> potentialChannels = [];
+ HashSet<ProtoId<RadioChannelPrototype>> potentialChannels = [];
// we don't have to check if this entity has an inventory. GetHandOrInventoryEntities will not yield anything
// if an entity has no inventory or inventory slots
-using Content.Shared.Radio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
-namespace Content.Server.Radio.Components;
+namespace Content.Shared.Radio.Components;
/// <summary>
/// This component is required to receive radio message events.
/// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent]
public sealed partial class ActiveRadioComponent : Component
{
/// <summary>
/// The channels that this radio is listening on.
/// </summary>
- [DataField("channels", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<RadioChannelPrototype>))]
- public HashSet<string> Channels = new();
+ [DataField]
+ public HashSet<ProtoId<RadioChannelPrototype>> Channels = new();
/// <summary>
/// A toggle for globally receiving all radio channels.
/// Overrides <see cref="Channels"/>
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public bool ReceiveAllChannels;
/// <summary>
/// If this radio can hear all messages on all maps
/// </summary>
- [DataField("globalReceive")]
+ [DataField]
public bool GlobalReceive = false;
}
using Content.Shared.Chat;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
namespace Content.Shared.Radio.Components;
/// This component is currently used for providing access to channels for "HeadsetComponent"s.
/// It should be used for intercoms and other radios in future.
/// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent]
public sealed partial class EncryptionKeyComponent : Component
{
- [DataField("channels", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<RadioChannelPrototype>))]
- public HashSet<string> Channels = new();
+ [DataField]
+ public HashSet<ProtoId<RadioChannelPrototype>> Channels = new();
/// <summary>
/// This is the channel that will be used when using the default/department prefix (<see cref="SharedChatSystem.DefaultChannelKey"/>).
/// </summary>
- [DataField("defaultChannel", customTypeSerializer: typeof(PrototypeIdSerializer<RadioChannelPrototype>))]
- public string? DefaultChannel;
+ [DataField]
+ public ProtoId<RadioChannelPrototype>? DefaultChannel;
}
using Content.Shared.Tools;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
namespace Content.Shared.Radio.Components;
/// <summary>
/// This component is by entities that can contain encryption keys
/// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent]
public sealed partial class EncryptionKeyHolderComponent : Component
{
/// <summary>
/// Whether or not encryption keys can be removed from the headset.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("keysUnlocked")]
+ [DataField]
public bool KeysUnlocked = true;
/// <summary>
/// The tool required to extract the encryption keys from the headset.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("keysExtractionMethod", customTypeSerializer: typeof(PrototypeIdSerializer<ToolQualityPrototype>))]
- public string KeysExtractionMethod = "Screwing";
+ [DataField]
+ public ProtoId<ToolQualityPrototype> KeysExtractionMethod = "Screwing";
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("keySlots")]
+ [DataField]
public int KeySlots = 2;
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("keyExtractionSound")]
+ [DataField]
public SoundSpecifier KeyExtractionSound = new SoundPathSpecifier("/Audio/Items/pistol_magout.ogg");
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("keyInsertionSound")]
+ [DataField]
public SoundSpecifier KeyInsertionSound = new SoundPathSpecifier("/Audio/Items/pistol_magin.ogg");
[ViewVariables]
/// Combined set of radio channels provided by all contained keys.
/// </summary>
[ViewVariables]
- public HashSet<string> Channels = new();
+ public HashSet<ProtoId<RadioChannelPrototype>> Channels = new();
/// <summary>
/// This is the channel that will be used when using the default/department prefix (<see cref="SharedChatSystem.DefaultChannelKey"/>).
-namespace Content.Server.Radio.Components;
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Radio.Components;
/// <summary>
/// This component allows an entity to directly translate radio messages into chat messages. Note that this does not
/// automatically add an <see cref="ActiveRadioComponent"/>, which is required to receive radio messages on specific
/// channels.
/// </summary>
-[RegisterComponent]
-public sealed partial class IntrinsicRadioReceiverComponent : Component
-{
-}
+[RegisterComponent, NetworkedComponent]
+public sealed partial class IntrinsicRadioReceiverComponent : Component;
--- /dev/null
+using Content.Shared.Chat;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Radio.Components;
+
+/// <summary>
+/// This component allows an entity to directly translate spoken text into radio messages (effectively an intrinsic
+/// radio headset).
+/// </summary>
+[RegisterComponent, NetworkedComponent]
+public sealed partial class IntrinsicRadioTransmitterComponent : Component
+{
+ [DataField]
+ public HashSet<ProtoId<RadioChannelPrototype>> Channels = new() { SharedChatSystem.CommonChannel };
+}
--- /dev/null
+using Content.Shared.Radio.EntitySystems;
+using Content.Shared.Chat;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Radio.Components;
+
+/// <summary>
+/// Listens for local chat messages and relays them to some radio frequency
+/// </summary>
+[RegisterComponent, NetworkedComponent]
+[Access(typeof(SharedRadioDeviceSystem))]
+public sealed partial class RadioMicrophoneComponent : Component
+{
+ [DataField]
+ public ProtoId<RadioChannelPrototype> BroadcastChannel = SharedChatSystem.CommonChannel;
+
+ [DataField]
+ public int ListenRange = 4;
+
+ [DataField]
+ public bool Enabled = false;
+
+ [DataField]
+ public bool PowerRequired = false;
+
+ /// <summary>
+ /// Whether or not interacting with this entity
+ /// toggles it on or off.
+ /// </summary>
+ [DataField]
+ public bool ToggleOnInteract = true;
+
+ /// <summary>
+ /// Whether or not the speaker must have an
+ /// unobstructed path to the radio to speak
+ /// </summary>
+ [DataField]
+ public bool UnobstructedRequired = false;
+}
--- /dev/null
+using Content.Shared.Radio.EntitySystems;
+using Content.Shared.Chat;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Radio.Components;
+
+/// <summary>
+/// Listens for radio messages and relays them to local chat.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+[Access(typeof(SharedRadioDeviceSystem))]
+public sealed partial class RadioSpeakerComponent : Component
+{
+ /// <summary>
+ /// Whether or not interacting with this entity
+ /// toggles it on or off.
+ /// </summary>
+ [DataField]
+ public bool ToggleOnInteract = true;
+
+ [DataField]
+ public HashSet<ProtoId<RadioChannelPrototype>> Channels = new() { SharedChatSystem.CommonChannel };
+
+ [DataField, AutoNetworkedField]
+ public bool Enabled;
+}
-using Content.Server.Radio.EntitySystems;
+using Robust.Shared.GameStates;
-namespace Content.Server.Radio.Components;
+namespace Content.Shared.Radio.Components;
/// <summary>
/// This component is used to tag players that are currently wearing an ACTIVE headset.
/// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent]
public sealed partial class WearingHeadsetComponent : Component
{
- [DataField("headset")]
+ [DataField]
public EntityUid Headset;
}
/// <param name="channels">HashSet of channels in headset, encryptionkey or etc.</param>
/// <param name="protoManager">IPrototypeManager for getting prototypes of channels with their variables.</param>
/// <param name="channelFTLPattern">String that provide id of pattern in .ftl files to format channel with variables of it.</param>
- public void AddChannelsExamine(HashSet<string> channels, string? defaultChannel, ExaminedEvent examineEvent, IPrototypeManager protoManager, string channelFTLPattern)
+ public void AddChannelsExamine(HashSet<ProtoId<RadioChannelPrototype>> channels, string? defaultChannel, ExaminedEvent examineEvent, IPrototypeManager protoManager, string channelFTLPattern)
{
RadioChannelPrototype? proto;
foreach (var id in channels)
--- /dev/null
+using Content.Shared.Popups;
+using Content.Shared.Radio.Components;
+
+namespace Content.Shared.Radio.EntitySystems;
+
+public abstract class SharedRadioDeviceSystem : EntitySystem
+{
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
+ [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+
+ #region Toggling
+ public void ToggleRadioMicrophone(EntityUid uid, EntityUid user, bool quiet = false, RadioMicrophoneComponent? component = null)
+ {
+ if (!Resolve(uid, ref component))
+ return;
+
+ SetMicrophoneEnabled(uid, user, !component.Enabled, quiet, component);
+ }
+
+ public virtual void SetMicrophoneEnabled(EntityUid uid, EntityUid? user, bool enabled, bool quiet = false, RadioMicrophoneComponent? component = null) { }
+
+ public void ToggleRadioSpeaker(EntityUid uid, EntityUid user, bool quiet = false, RadioSpeakerComponent? component = null)
+ {
+ if (!Resolve(uid, ref component))
+ return;
+
+ SetSpeakerEnabled(uid, user, !component.Enabled, quiet, component);
+ }
+
+ public void SetSpeakerEnabled(EntityUid uid, EntityUid? user, bool enabled, bool quiet = false, RadioSpeakerComponent? component = null)
+ {
+ if (!Resolve(uid, ref component))
+ return;
+
+ component.Enabled = enabled;
+ Dirty(uid, component);
+
+ if (!quiet && user != null)
+ {
+ var state = Loc.GetString(component.Enabled ? "handheld-radio-component-on-state" : "handheld-radio-component-off-state");
+ var message = Loc.GetString("handheld-radio-component-on-use", ("radioState", state));
+ _popup.PopupEntity(message, user.Value, user.Value);
+ }
+
+ _appearance.SetData(uid, RadioDeviceVisuals.Speaker, component.Enabled);
+ if (component.Enabled)
+ EnsureComp<ActiveRadioComponent>(uid).Channels.UnionWith(component.Channels);
+ else
+ RemCompDeferred<ActiveRadioComponent>(uid);
+ }
+ #endregion
+}
+
using Content.Shared.Actions;
+using Content.Shared.Radio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
public sealed class SiliconLawBuiState : BoundUserInterfaceState
{
public List<SiliconLaw> Laws;
- public HashSet<string>? RadioChannels;
+ public HashSet<ProtoId<RadioChannelPrototype>>? RadioChannels;
- public SiliconLawBuiState(List<SiliconLaw> laws, HashSet<string>? radioChannels)
+ public SiliconLawBuiState(List<SiliconLaw> laws, HashSet<ProtoId<RadioChannelPrototype>>? radioChannels)
{
Laws = laws;
RadioChannels = radioChannels;