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# Description This refactors #510 and #553. #553 specifically was reverted and re-implemented from scratch. As a consequence to all of this, the chat system was refactored a bit too, hopefully for the best. Changes: - InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved to shared and made serializable - Added a method to wrap whisper messages to reduce code duplication in chat system - Both WrapPublicMethod and WrapWhisperMessage call the same generic WrapMessage method, which allows to add speech verbs to whispers and more. That method is also fully responsible for adding language markers and deducing speech verbs now. - Everything related to speech was moved out of LanguagePrototype and into SpeechOverrideInfo. LanguagePrototype now holds an instance of that. - Added AllowRadio, RequireSpeech, ChatTypeOverride, SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of which are used in implementing the sign language. - Suffered a lot # TODO - [X] Cry - [X] Fix the sign language not displaying properly over the character. - [X] Find a way to circumvent being unable to speak?? <details><summary><h1>Media</h1></summary><p>  See below </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
190 lines
7.4 KiB
C#
190 lines
7.4 KiB
C#
using System.Collections.Frozen;
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using System.Linq;
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using Content.Shared.Chat;
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using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Chat.Systems;
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// emotes using emote prototype
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public partial class ChatSystem
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{
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private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
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private IReadOnlyList<string> Punctuation { get; } = new List<string> { ",", ".", "!", "?", "-", "~", "'", "\"", };
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protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj)
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{
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base.OnPrototypeReload(obj);
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if (obj.WasModified<EmotePrototype>())
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CacheEmotes();
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}
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private void CacheEmotes()
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{
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var dict = new Dictionary<string, EmotePrototype>();
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var emotes = _prototypeManager.EnumeratePrototypes<EmotePrototype>();
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foreach (var emote in emotes)
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{
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foreach (var word in emote.ChatTriggers)
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{
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var lowerWord = word.ToLower();
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if (dict.TryGetValue(lowerWord, out var value))
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{
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var errMsg = $"Duplicate of emote word {lowerWord} in emotes {emote.ID} and {value.ID}";
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Log.Error(errMsg);
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continue;
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}
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dict.Add(lowerWord, emote);
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}
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}
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_wordEmoteDict = dict.ToFrozenDictionary();
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}
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/// <summary>
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/// Makes selected entity to emote using <see cref="EmotePrototype"/> and sends message to chat.
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emoteId">The id of emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
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/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
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/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
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/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
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public void TryEmoteWithChat(
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EntityUid source,
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string emoteId,
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ChatTransmitRange range = ChatTransmitRange.Normal,
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bool hideLog = false,
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string? nameOverride = null,
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bool ignoreActionBlocker = false
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)
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{
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if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
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return;
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TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker);
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}
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/// <summary>
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/// Makes selected entity to emote using <see cref="EmotePrototype"/> and sends message to chat.
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emote">The emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
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/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
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/// <param name="hideChat">Whether or not this message should appear in the chat window</param>
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/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
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/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
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public void TryEmoteWithChat(
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EntityUid source,
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EmotePrototype emote,
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ChatTransmitRange range = ChatTransmitRange.Normal,
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bool hideLog = false,
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string? nameOverride = null,
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bool ignoreActionBlocker = false
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)
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{
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// check if proto has valid message for chat
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if (emote.ChatMessages.Count != 0)
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{
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// not all emotes are loc'd, but for the ones that are we pass in entity
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var action = Loc.GetString(_random.Pick(emote.ChatMessages), ("entity", source));
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var language = _language.GetLanguage(source);
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SendEntityEmote(source, action, range, nameOverride, language, hideLog: hideLog, checkEmote: false, ignoreActionBlocker: ignoreActionBlocker);
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}
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// do the rest of emote event logic here
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TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
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}
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/// <summary>
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/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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public void TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
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{
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if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
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return;
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TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
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}
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/// <summary>
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/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
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{
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if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
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return;
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InvokeEmoteEvent(uid, proto);
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}
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/// <summary>
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/// Tries to find and play relevant emote sound in emote sounds collection.
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/// </summary>
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/// <returns>True if emote sound was played.</returns>
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public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote)
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{
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return TryPlayEmoteSound(uid, proto, emote.ID);
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}
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/// <summary>
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/// Tries to find and play relevant emote sound in emote sounds collection.
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/// </summary>
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/// <returns>True if emote sound was played.</returns>
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public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, string emoteId)
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{
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if (proto == null)
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return false;
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// try to get specific sound for this emote
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if (!proto.Sounds.TryGetValue(emoteId, out var sound))
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{
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// no specific sound - check fallback
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sound = proto.FallbackSound;
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if (sound == null)
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return false;
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}
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// if general params for all sounds set - use them
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var param = proto.GeneralParams ?? sound.Params;
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_audio.PlayPvs(sound, uid, param);
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return true;
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}
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private void TryEmoteChatInput(EntityUid uid, string textInput)
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{
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var actionLower = textInput.ToLower();
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// Replace ending punctuation with nothing
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if (Punctuation.Any(punctuation => actionLower.EndsWith(punctuation)))
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actionLower = actionLower.Remove(actionLower.Length - 1);
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if (!_wordEmoteDict.TryGetValue(actionLower, out var emote))
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return;
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InvokeEmoteEvent(uid, emote);
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}
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private void InvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
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{
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var ev = new EmoteEvent(proto);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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/// <summary>
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/// Raised by chat system when entity made some emote.
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/// Use it to play sound, change sprite or something else.
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/// </summary>
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[ByRefEvent]
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public struct EmoteEvent
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{
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public bool Handled;
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public readonly EmotePrototype Emote;
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public EmoteEvent(EmotePrototype emote)
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{
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Emote = emote;
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Handled = false;
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}
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}
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