Files
wwdpublic/Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
VMSolidus dfe5c2c540 Psionic Refactor Part 1: Respacing To Keep Files Changed Down (#698)
# Description

Due to some inherent limitations of maintenance, code review, and me
having both severely crippling ADHD and a lifelong adderal dependency,
I've made the executive decision to break apart the Psionic Refactor
into a multitude of smaller, bite sized PRs. I'm keeping the original
Psionic Refactor PR open, because I'm going to need it for code
reference to keep track of the changes I had originally worked on, but I
need to essentially restart the entire refactor from scratch, and
approach it from a new angle that's going to make everything actually
way easier. I also need to be able to work on each available system
individually wherever possible, and this fact is most readily shown by
how the Lightning Refactor and Oracle Refactor were both done
separately.

To start off, this PR is ONLY moving all of the relevant psionics code
to core folders, and nothing more. I'm doing this first so that I can
immediately cut down massively on the "Files Changed" with the simplest,
most basic change necessary to start my work.

No changelog because this isn't player facing, and no media because
there's literally nothing to show.
2024-08-07 16:18:35 -07:00

946 lines
34 KiB
C#

using System.Globalization;
using System.Linq;
using System.Numerics;
using Content.Client.Administration.Managers;
using Content.Client.Chat;
using Content.Client.Chat.Managers;
using Content.Client.Chat.TypingIndicator;
using Content.Client.Chat.UI;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Ghost;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Screens;
using Content.Client.UserInterface.Systems.Chat.Widgets;
using Content.Client.UserInterface.Systems.Gameplay;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Decals;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Examine;
using Content.Shared.Input;
using Content.Shared.Radio;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Replays;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.Chat;
public sealed class ChatUIController : UIController
{
[Dependency] private readonly IClientAdminManager _admin = default!;
[Dependency] private readonly IChatManager _manager = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IEyeManager _eye = default!;
[Dependency] private readonly IEntityManager _ent = default!;
[Dependency] private readonly IInputManager _input = default!;
[Dependency] private readonly IClientNetManager _net = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IStateManager _state = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IReplayRecordingManager _replayRecording = default!;
[UISystemDependency] private readonly ExamineSystem? _examine = default;
[UISystemDependency] private readonly GhostSystem? _ghost = default;
[UISystemDependency] private readonly TypingIndicatorSystem? _typingIndicator = default;
[UISystemDependency] private readonly ChatSystem? _chatSys = default;
[UISystemDependency] private readonly PsionicChatUpdateSystem? _psionic = default!; //Nyano - Summary: makes the psionic chat available.
[ValidatePrototypeId<ColorPalettePrototype>]
private const string ChatNamePalette = "ChatNames";
private string[] _chatNameColors = default!;
private bool _chatNameColorsEnabled;
private ISawmill _sawmill = default!;
public static readonly Dictionary<char, ChatSelectChannel> PrefixToChannel = new()
{
{SharedChatSystem.LocalPrefix, ChatSelectChannel.Local},
{SharedChatSystem.WhisperPrefix, ChatSelectChannel.Whisper},
{SharedChatSystem.ConsolePrefix, ChatSelectChannel.Console},
{SharedChatSystem.LOOCPrefix, ChatSelectChannel.LOOC},
{SharedChatSystem.OOCPrefix, ChatSelectChannel.OOC},
{SharedChatSystem.EmotesPrefix, ChatSelectChannel.Emotes},
{SharedChatSystem.EmotesAltPrefix, ChatSelectChannel.Emotes},
{SharedChatSystem.AdminPrefix, ChatSelectChannel.Admin},
{SharedChatSystem.RadioCommonPrefix, ChatSelectChannel.Radio},
{SharedChatSystem.DeadPrefix, ChatSelectChannel.Dead},
{SharedChatSystem.TelepathicPrefix, ChatSelectChannel.Telepathic} //Nyano - Summary: adds the telepathic prefix =.
};
public static readonly Dictionary<ChatSelectChannel, char> ChannelPrefixes = new()
{
{ChatSelectChannel.Local, SharedChatSystem.LocalPrefix},
{ChatSelectChannel.Whisper, SharedChatSystem.WhisperPrefix},
{ChatSelectChannel.Console, SharedChatSystem.ConsolePrefix},
{ChatSelectChannel.LOOC, SharedChatSystem.LOOCPrefix},
{ChatSelectChannel.OOC, SharedChatSystem.OOCPrefix},
{ChatSelectChannel.Emotes, SharedChatSystem.EmotesPrefix},
{ChatSelectChannel.Admin, SharedChatSystem.AdminPrefix},
{ChatSelectChannel.Radio, SharedChatSystem.RadioCommonPrefix},
{ChatSelectChannel.Dead, SharedChatSystem.DeadPrefix},
{ChatSelectChannel.Telepathic, SharedChatSystem.TelepathicPrefix } //Nyano - Summary: associates telepathic with =.
};
/// <summary>
/// The max amount of chars allowed to fit in a single speech bubble.
/// </summary>
private const int SingleBubbleCharLimit = 100;
/// <summary>
/// Base queue delay each speech bubble has.
/// </summary>
private const float BubbleDelayBase = 0.2f;
/// <summary>
/// Factor multiplied by speech bubble char length to add to delay.
/// </summary>
private const float BubbleDelayFactor = 0.8f / SingleBubbleCharLimit;
/// <summary>
/// The max amount of speech bubbles over a single entity at once.
/// </summary>
private const int SpeechBubbleCap = 4;
private LayoutContainer _speechBubbleRoot = default!;
/// <summary>
/// Speech bubbles that are currently visible on screen.
/// We track them to push them up when new ones get added.
/// </summary>
private readonly Dictionary<EntityUid, List<SpeechBubble>> _activeSpeechBubbles =
new();
/// <summary>
/// Speech bubbles that are to-be-sent because of the "rate limit" they have.
/// </summary>
private readonly Dictionary<EntityUid, SpeechBubbleQueueData> _queuedSpeechBubbles
= new();
private readonly HashSet<ChatBox> _chats = new();
public IReadOnlySet<ChatBox> Chats => _chats;
/// <summary>
/// The max amount of characters an entity can send in one message
/// </summary>
public int MaxMessageLength => _config.GetCVar(CCVars.ChatMaxMessageLength);
/// <summary>
/// For currently disabled chat filters,
/// unread messages (messages received since the channel has been filtered out).
/// </summary>
private readonly Dictionary<ChatChannel, int> _unreadMessages = new();
// TODO add a cap for this for non-replays
public readonly List<(GameTick Tick, ChatMessage Msg)> History = new();
// Maintains which channels a client should be able to filter (for showing in the chatbox)
// and select (for attempting to send on).
// This may not always actually match with what the server will actually allow them to
// send / receive on, it is only what the user can select in the UI. For example,
// if a user is silenced from speaking for some reason this may still contain ChatChannel.Local, it is left up
// to the server to handle invalid attempts to use particular channels and not send messages for
// channels the user shouldn't be able to hear.
//
// Note that Command is an available selection in the chatbox channel selector,
// which is not actually a chat channel but is always available.
public ChatSelectChannel CanSendChannels { get; private set; }
public ChatChannel FilterableChannels { get; private set; }
public ChatSelectChannel SelectableChannels { get; private set; }
private ChatSelectChannel PreferredChannel { get; set; } = ChatSelectChannel.OOC;
public event Action<ChatSelectChannel>? CanSendChannelsChanged;
public event Action<ChatChannel>? FilterableChannelsChanged;
public event Action<ChatSelectChannel>? SelectableChannelsChanged;
public event Action<ChatChannel, int?>? UnreadMessageCountsUpdated;
public event Action<ChatMessage>? MessageAdded;
public override void Initialize()
{
_sawmill = Logger.GetSawmill("chat");
_sawmill.Level = LogLevel.Info;
_admin.AdminStatusUpdated += UpdateChannelPermissions;
_manager.PermissionsUpdated += UpdateChannelPermissions; //Nyano - Summary: the event for when permissions are updated for psionics.
_player.LocalPlayerAttached += OnAttachedChanged;
_player.LocalPlayerDetached += OnAttachedChanged;
_state.OnStateChanged += StateChanged;
_net.RegisterNetMessage<MsgChatMessage>(OnChatMessage);
_net.RegisterNetMessage<MsgDeleteChatMessagesBy>(OnDeleteChatMessagesBy);
SubscribeNetworkEvent<DamageForceSayEvent>(OnDamageForceSay);
_config.OnValueChanged(CCVars.ChatEnableColorName, (value) => { _chatNameColorsEnabled = value; });
_chatNameColorsEnabled = _config.GetCVar(CCVars.ChatEnableColorName);
_speechBubbleRoot = new LayoutContainer();
UpdateChannelPermissions();
_input.SetInputCommand(ContentKeyFunctions.FocusChat,
InputCmdHandler.FromDelegate(_ => FocusChat()));
_input.SetInputCommand(ContentKeyFunctions.FocusLocalChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Local)));
_input.SetInputCommand(ContentKeyFunctions.FocusEmote,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Emotes)));
_input.SetInputCommand(ContentKeyFunctions.FocusWhisperChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Whisper)));
_input.SetInputCommand(ContentKeyFunctions.FocusLOOC,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.LOOC)));
_input.SetInputCommand(ContentKeyFunctions.FocusOOC,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.OOC)));
_input.SetInputCommand(ContentKeyFunctions.FocusAdminChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Admin)));
_input.SetInputCommand(ContentKeyFunctions.FocusRadio,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Radio)));
_input.SetInputCommand(ContentKeyFunctions.FocusDeadChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Dead)));
_input.SetInputCommand(ContentKeyFunctions.FocusConsoleChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Console)));
_input.SetInputCommand(ContentKeyFunctions.CycleChatChannelForward,
InputCmdHandler.FromDelegate(_ => CycleChatChannel(true)));
_input.SetInputCommand(ContentKeyFunctions.CycleChatChannelBackward,
InputCmdHandler.FromDelegate(_ => CycleChatChannel(false)));
var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
gameplayStateLoad.OnScreenLoad += OnScreenLoad;
gameplayStateLoad.OnScreenUnload += OnScreenUnload;
var nameColors = _prototypeManager.Index<ColorPalettePrototype>(ChatNamePalette).Colors.Values.ToArray();
_chatNameColors = new string[nameColors.Length];
for (var i = 0; i < nameColors.Length; i++)
{
_chatNameColors[i] = nameColors[i].ToHex();
}
_config.OnValueChanged(CCVars.ChatWindowOpacity, OnChatWindowOpacityChanged);
}
public void OnScreenLoad()
{
SetMainChat(true);
var viewportContainer = UIManager.ActiveScreen!.FindControl<LayoutContainer>("ViewportContainer");
SetSpeechBubbleRoot(viewportContainer);
SetChatWindowOpacity(_config.GetCVar(CCVars.ChatWindowOpacity));
}
public void OnScreenUnload()
{
SetMainChat(false);
}
private void OnChatWindowOpacityChanged(float opacity)
{
SetChatWindowOpacity(opacity);
}
private void SetChatWindowOpacity(float opacity)
{
var chatBox = UIManager.ActiveScreen?.GetWidget<ChatBox>() ?? UIManager.ActiveScreen?.GetWidget<ResizableChatBox>();
var panel = chatBox?.ChatWindowPanel;
if (panel is null)
return;
Color color;
if (panel.PanelOverride is StyleBoxFlat styleBoxFlat)
color = styleBoxFlat.BackgroundColor;
else if (panel.TryGetStyleProperty<StyleBox>(PanelContainer.StylePropertyPanel, out var style)
&& style is StyleBoxFlat propStyleBoxFlat)
color = propStyleBoxFlat.BackgroundColor;
else
color = StyleNano.ChatBackgroundColor;
panel.PanelOverride = new StyleBoxFlat
{
BackgroundColor = color.WithAlpha(opacity)
};
}
public void SetMainChat(bool setting)
{
if (UIManager.ActiveScreen == null)
{
return;
}
ChatBox chatBox;
string? chatSizeRaw;
switch (UIManager.ActiveScreen)
{
case SeparatedChatGameScreen separatedScreen:
chatBox = separatedScreen.ChatBox;
chatSizeRaw = _config.GetCVar(CCVars.SeparatedScreenChatSize);
SetChatSizing(chatSizeRaw, separatedScreen, setting);
break;
case OverlayChatGameScreen overlayScreen:
chatBox = overlayScreen.ChatBox;
chatSizeRaw = _config.GetCVar(CCVars.OverlayScreenChatSize);
SetChatSizing(chatSizeRaw, overlayScreen, setting);
break;
default:
// this could be better?
var maybeChat = UIManager.ActiveScreen.GetWidget<ChatBox>();
chatBox = maybeChat ?? throw new Exception("Cannot get chat box in screen!");
break;
}
chatBox.Main = setting;
}
private void SetChatSizing(string sizing, InGameScreen screen, bool setting)
{
if (!setting)
{
screen.OnChatResized -= StoreChatSize;
return;
}
screen.OnChatResized += StoreChatSize;
if (string.IsNullOrEmpty(sizing))
{
return;
}
var split = sizing.Split(",");
var chatSize = new Vector2(
float.Parse(split[0], CultureInfo.InvariantCulture),
float.Parse(split[1], CultureInfo.InvariantCulture));
screen.SetChatSize(chatSize);
}
private void StoreChatSize(Vector2 size)
{
if (UIManager.ActiveScreen == null)
{
throw new Exception("Cannot get active screen!");
}
var stringSize =
$"{size.X.ToString(CultureInfo.InvariantCulture)},{size.Y.ToString(CultureInfo.InvariantCulture)}";
switch (UIManager.ActiveScreen)
{
case SeparatedChatGameScreen _:
_config.SetCVar(CCVars.SeparatedScreenChatSize, stringSize);
break;
case OverlayChatGameScreen _:
_config.SetCVar(CCVars.OverlayScreenChatSize, stringSize);
break;
default:
// do nothing
return;
}
_config.SaveToFile();
}
private void FocusChat()
{
foreach (var chat in _chats)
{
if (!chat.Main)
continue;
chat.Focus();
break;
}
}
private void FocusChannel(ChatSelectChannel channel)
{
foreach (var chat in _chats)
{
if (!chat.Main)
continue;
chat.Focus(channel);
break;
}
}
private void CycleChatChannel(bool forward)
{
foreach (var chat in _chats)
{
if (!chat.Main)
continue;
chat.CycleChatChannel(forward);
break;
}
}
private void StateChanged(StateChangedEventArgs args)
{
if (args.NewState is GameplayState)
{
PreferredChannel = ChatSelectChannel.Local;
}
UpdateChannelPermissions();
}
public void SetSpeechBubbleRoot(LayoutContainer root)
{
_speechBubbleRoot.Orphan();
root.AddChild(_speechBubbleRoot);
LayoutContainer.SetAnchorPreset(_speechBubbleRoot, LayoutContainer.LayoutPreset.Wide);
_speechBubbleRoot.SetPositionLast();
}
private void OnAttachedChanged(EntityUid uid)
{
UpdateChannelPermissions();
}
private void AddSpeechBubble(ChatMessage msg, SpeechBubble.SpeechType speechType)
{
var ent = EntityManager.GetEntity(msg.SenderEntity);
if (!EntityManager.EntityExists(ent))
{
_sawmill.Debug("Got local chat message with invalid sender entity: {0}", msg.SenderEntity);
return;
}
EnqueueSpeechBubble(ent, msg, speechType);
}
private void CreateSpeechBubble(EntityUid entity, SpeechBubbleData speechData)
{
var bubble =
SpeechBubble.CreateSpeechBubble(speechData.Type, speechData.Message, entity);
bubble.OnDied += SpeechBubbleDied;
if (_activeSpeechBubbles.TryGetValue(entity, out var existing))
{
// Push up existing bubbles above the mob's head.
foreach (var existingBubble in existing)
{
existingBubble.VerticalOffset += bubble.ContentSize.Y;
}
}
else
{
existing = new List<SpeechBubble>();
_activeSpeechBubbles.Add(entity, existing);
}
existing.Add(bubble);
_speechBubbleRoot.AddChild(bubble);
if (existing.Count > SpeechBubbleCap)
{
// Get the oldest to start fading fast.
var last = existing[0];
last.FadeNow();
}
}
private void SpeechBubbleDied(EntityUid entity, SpeechBubble bubble)
{
RemoveSpeechBubble(entity, bubble);
}
private void EnqueueSpeechBubble(EntityUid entity, ChatMessage message, SpeechBubble.SpeechType speechType)
{
// Don't enqueue speech bubbles for other maps. TODO: Support multiple viewports/maps?
if (EntityManager.GetComponent<TransformComponent>(entity).MapID != _eye.CurrentMap)
return;
if (!_queuedSpeechBubbles.TryGetValue(entity, out var queueData))
{
queueData = new SpeechBubbleQueueData();
_queuedSpeechBubbles.Add(entity, queueData);
}
queueData.MessageQueue.Enqueue(new SpeechBubbleData(message, speechType));
}
public void RemoveSpeechBubble(EntityUid entityUid, SpeechBubble bubble)
{
bubble.Dispose();
var list = _activeSpeechBubbles[entityUid];
list.Remove(bubble);
if (list.Count == 0)
{
_activeSpeechBubbles.Remove(entityUid);
}
}
private void UpdateChannelPermissions()
{
CanSendChannels = default;
FilterableChannels = default;
// Can always send console stuff.
CanSendChannels |= ChatSelectChannel.Console;
// can always send/recieve OOC
CanSendChannels |= ChatSelectChannel.OOC;
CanSendChannels |= ChatSelectChannel.LOOC;
FilterableChannels |= ChatChannel.OOC;
FilterableChannels |= ChatChannel.LOOC;
// can always hear server (nobody can actually send server messages).
FilterableChannels |= ChatChannel.Server;
if (_state.CurrentState is GameplayStateBase)
{
// can always hear local / radio / emote / notifications when in the game
FilterableChannels |= ChatChannel.Local;
FilterableChannels |= ChatChannel.Whisper;
FilterableChannels |= ChatChannel.Radio;
FilterableChannels |= ChatChannel.Emotes;
FilterableChannels |= ChatChannel.Notifications;
// Can only send local / radio / emote when attached to a non-ghost entity.
// TODO: this logic is iffy (checking if controlling something that's NOT a ghost), is there a better way to check this?
if (_ghost is not {IsGhost: true})
{
CanSendChannels |= ChatSelectChannel.Local;
CanSendChannels |= ChatSelectChannel.Whisper;
CanSendChannels |= ChatSelectChannel.Radio;
CanSendChannels |= ChatSelectChannel.Emotes;
}
}
// Only ghosts and admins can send / see deadchat.
if (_admin.HasFlag(AdminFlags.Admin) || _ghost is {IsGhost: true})
{
FilterableChannels |= ChatChannel.Dead;
CanSendChannels |= ChatSelectChannel.Dead;
}
// only admins can see / filter asay
if (_admin.HasFlag(AdminFlags.Admin))
{
FilterableChannels |= ChatChannel.Admin;
FilterableChannels |= ChatChannel.AdminAlert;
FilterableChannels |= ChatChannel.AdminChat;
CanSendChannels |= ChatSelectChannel.Admin;
FilterableChannels |= ChatChannel.Telepathic; //Nyano - Summary: makes admins able to see psionic chat.
}
// Nyano - Summary: - Begin modified code block to add telepathic as a channel for a psionic user.
if (_psionic != null && _psionic.IsPsionic)
{
FilterableChannels |= ChatChannel.Telepathic;
CanSendChannels |= ChatSelectChannel.Telepathic;
}
// /Nyano - End modified code block
SelectableChannels = CanSendChannels;
// Necessary so that we always have a channel to fall back to.
DebugTools.Assert((CanSendChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
DebugTools.Assert((FilterableChannels & ChatChannel.OOC) != 0, "OOC must always be available");
DebugTools.Assert((SelectableChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
// let our chatbox know all the new settings
CanSendChannelsChanged?.Invoke(CanSendChannels);
FilterableChannelsChanged?.Invoke(FilterableChannels);
SelectableChannelsChanged?.Invoke(SelectableChannels);
}
public void ClearUnfilteredUnreads(ChatChannel channels)
{
foreach (var channel in _unreadMessages.Keys.ToArray())
{
if ((channels & channel) == 0)
continue;
_unreadMessages[channel] = 0;
UnreadMessageCountsUpdated?.Invoke(channel, 0);
}
}
public override void FrameUpdate(FrameEventArgs delta)
{
UpdateQueuedSpeechBubbles(delta);
}
private void UpdateQueuedSpeechBubbles(FrameEventArgs delta)
{
// Update queued speech bubbles.
if (_queuedSpeechBubbles.Count == 0 || _examine == null)
{
return;
}
foreach (var (entity, queueData) in _queuedSpeechBubbles.ShallowClone())
{
if (!EntityManager.EntityExists(entity))
{
_queuedSpeechBubbles.Remove(entity);
continue;
}
queueData.TimeLeft -= delta.DeltaSeconds;
if (queueData.TimeLeft > 0)
{
continue;
}
if (queueData.MessageQueue.Count == 0)
{
_queuedSpeechBubbles.Remove(entity);
continue;
}
var msg = queueData.MessageQueue.Dequeue();
queueData.TimeLeft += BubbleDelayBase + msg.Message.Message.Length * BubbleDelayFactor;
// We keep the queue around while it has 0 items. This allows us to keep the timer.
// When the timer hits 0 and there's no messages left, THEN we can clear it up.
CreateSpeechBubble(entity, msg);
}
var player = _player.LocalEntity;
var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
=> uid == data.compOwner || uid == data.attachedEntity;
var playerPos = player != null
? EntityManager.GetComponent<TransformComponent>(player.Value).MapPosition
: MapCoordinates.Nullspace;
var occluded = player != null && _examine.IsOccluded(player.Value);
foreach (var (ent, bubs) in _activeSpeechBubbles)
{
if (EntityManager.Deleted(ent))
{
SetBubbles(bubs, false);
continue;
}
if (ent == player)
{
SetBubbles(bubs, true);
continue;
}
var otherPos = EntityManager.GetComponent<TransformComponent>(ent).MapPosition;
if (occluded && !_examine.InRangeUnOccluded(
playerPos,
otherPos, 0f,
(ent, player), predicate))
{
SetBubbles(bubs, false);
continue;
}
SetBubbles(bubs, true);
}
}
private void SetBubbles(List<SpeechBubble> bubbles, bool visible)
{
foreach (var bubble in bubbles)
{
bubble.Visible = visible;
}
}
public ChatSelectChannel MapLocalIfGhost(ChatSelectChannel channel)
{
if (channel == ChatSelectChannel.Local && _ghost is {IsGhost: true})
return ChatSelectChannel.Dead;
return channel;
}
private bool TryGetRadioChannel(string text, out RadioChannelPrototype? radioChannel)
{
radioChannel = null;
return _player.LocalEntity is EntityUid { Valid: true } uid
&& _chatSys != null
&& _chatSys.TryProccessRadioMessage(uid, text, out _, out radioChannel, quiet: true);
}
public void UpdateSelectedChannel(ChatBox box)
{
var (prefixChannel, _, radioChannel) = SplitInputContents(box.ChatInput.Input.Text.ToLower());
if (prefixChannel == ChatSelectChannel.None)
box.ChatInput.ChannelSelector.UpdateChannelSelectButton(box.SelectedChannel, null);
else
box.ChatInput.ChannelSelector.UpdateChannelSelectButton(prefixChannel, radioChannel);
}
public (ChatSelectChannel chatChannel, string text, RadioChannelPrototype? radioChannel) SplitInputContents(string text)
{
text = text.Trim();
if (text.Length == 0)
return (ChatSelectChannel.None, text, null);
// We only cut off prefix only if it is not a radio or local channel, which both map to the same /say command
// because ????????
ChatSelectChannel chatChannel;
if (TryGetRadioChannel(text, out var radioChannel))
chatChannel = ChatSelectChannel.Radio;
else
chatChannel = PrefixToChannel.GetValueOrDefault(text[0]);
if ((CanSendChannels & chatChannel) == 0)
return (ChatSelectChannel.None, text, null);
if (chatChannel == ChatSelectChannel.Radio)
return (chatChannel, text, radioChannel);
if (chatChannel == ChatSelectChannel.Local)
{
if (_ghost?.IsGhost != true)
return (chatChannel, text, null);
else
chatChannel = ChatSelectChannel.Dead;
}
return (chatChannel, text[1..].TrimStart(), null);
}
public void SendMessage(ChatBox box, ChatSelectChannel channel)
{
_typingIndicator?.ClientSubmittedChatText();
var text = box.ChatInput.Input.Text;
box.ChatInput.Input.Clear();
box.ChatInput.Input.ReleaseKeyboardFocus();
UpdateSelectedChannel(box);
if (string.IsNullOrWhiteSpace(text))
return;
(var prefixChannel, text, var _) = SplitInputContents(text);
// Check if message is longer than the character limit
if (text.Length > MaxMessageLength)
{
var locWarning = Loc.GetString("chat-manager-max-message-length",
("maxMessageLength", MaxMessageLength));
box.AddLine(locWarning, Color.Orange);
return;
}
if (prefixChannel != ChatSelectChannel.None)
channel = prefixChannel;
else if (channel == ChatSelectChannel.Radio)
{
// radio must have prefix as it goes through the say command.
text = $";{text}";
}
_manager.SendMessage(text, prefixChannel == 0 ? channel : prefixChannel);
}
private void OnDamageForceSay(DamageForceSayEvent ev, EntitySessionEventArgs _)
{
var chatBox = UIManager.ActiveScreen?.GetWidget<ChatBox>() ?? UIManager.ActiveScreen?.GetWidget<ResizableChatBox>();
if (chatBox == null)
return;
var msg = chatBox.ChatInput.Input.Text.TrimEnd();
// Don't send on OOC/LOOC obviously!
// we need to handle selected channel
// and prefix-channel separately..
var allowedChannels = ChatSelectChannel.Local | ChatSelectChannel.Whisper;
if ((chatBox.SelectedChannel & allowedChannels) == ChatSelectChannel.None)
return;
// none can be returned from this if theres no prefix,
// so we allow it in that case (assuming the previous check will have exited already if its an invalid channel)
var prefixChannel = SplitInputContents(msg).chatChannel;
if (prefixChannel != ChatSelectChannel.None && (prefixChannel & allowedChannels) == ChatSelectChannel.None)
return;
if (_player.LocalSession?.AttachedEntity is not { } ent
|| !EntityManager.TryGetComponent<DamageForceSayComponent>(ent, out var forceSay))
return;
if (string.IsNullOrWhiteSpace(msg))
return;
var modifiedText = ev.Suffix != null
? Loc.GetString(forceSay.ForceSayMessageWrap,
("message", msg), ("suffix", ev.Suffix))
: Loc.GetString(forceSay.ForceSayMessageWrapNoSuffix,
("message", msg));
chatBox.ChatInput.Input.SetText(modifiedText);
chatBox.ChatInput.Input.ForceSubmitText();
}
private void OnChatMessage(MsgChatMessage message)
{
var msg = message.Message;
ProcessChatMessage(msg);
if ((msg.Channel & ChatChannel.AdminRelated) == 0 ||
_config.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replayRecording.RecordClientMessage(msg);
}
}
public void ProcessChatMessage(ChatMessage msg, bool speechBubble = true)
{
// color the name unless it's something like "the old man"
if ((msg.Channel == ChatChannel.Local || msg.Channel == ChatChannel.Whisper) && _chatNameColorsEnabled)
{
var grammar = _ent.GetComponentOrNull<GrammarComponent>(_ent.GetEntity(msg.SenderEntity));
if (grammar != null && grammar.ProperNoun == true)
msg.WrappedMessage = SharedChatSystem.InjectTagInsideTag(msg, "Name", "color", GetNameColor(SharedChatSystem.GetStringInsideTag(msg, "Name")));
}
// Log all incoming chat to repopulate when filter is un-toggled
if (!msg.HideChat)
{
History.Add((_timing.CurTick, msg));
MessageAdded?.Invoke(msg);
if (!msg.Read)
{
_sawmill.Debug($"Message filtered: {msg.Channel}: {msg.Message}");
if (!_unreadMessages.TryGetValue(msg.Channel, out var count))
count = 0;
count += 1;
_unreadMessages[msg.Channel] = count;
UnreadMessageCountsUpdated?.Invoke(msg.Channel, count);
}
}
// Local messages that have an entity attached get a speech bubble.
if (!speechBubble || msg.SenderEntity == default)
return;
switch (msg.Channel)
{
case ChatChannel.Local:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
break;
case ChatChannel.Whisper:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Whisper);
break;
case ChatChannel.Dead:
if (_ghost is not {IsGhost: true})
break;
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
break;
case ChatChannel.Emotes:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Emote);
break;
case ChatChannel.LOOC:
if (_config.GetCVar(CCVars.LoocAboveHeadShow))
AddSpeechBubble(msg, SpeechBubble.SpeechType.Looc);
break;
}
}
public void OnDeleteChatMessagesBy(MsgDeleteChatMessagesBy msg)
{
// This will delete messages from an entity even if different players were the author.
// Usages of the erase admin verb should be rare enough that this does not matter.
// Otherwise the client would need to know that one entity has multiple author players,
// or the server would need to track when and which entities a player sent messages as.
History.RemoveAll(h => h.Msg.SenderKey == msg.Key || msg.Entities.Contains(h.Msg.SenderEntity));
Repopulate();
}
public void RegisterChat(ChatBox chat)
{
_chats.Add(chat);
}
public void UnregisterChat(ChatBox chat)
{
_chats.Remove(chat);
}
public ChatSelectChannel GetPreferredChannel()
{
return MapLocalIfGhost(PreferredChannel);
}
public void NotifyChatTextChange()
{
_typingIndicator?.ClientChangedChatText();
}
public void Repopulate()
{
foreach (var chat in _chats)
{
chat.Repopulate();
}
}
/// <summary>
/// Returns the chat name color for a mob
/// </summary>
/// <param name="name">Name of the mob</param>
/// <returns>Hex value of the color</returns>
public string GetNameColor(string name)
{
var colorIdx = Math.Abs(name.GetHashCode() % _chatNameColors.Length);
return _chatNameColors[colorIdx];
}
private readonly record struct SpeechBubbleData(ChatMessage Message, SpeechBubble.SpeechType Type);
private sealed class SpeechBubbleQueueData
{
/// <summary>
/// Time left until the next speech bubble can appear.
/// </summary>
public float TimeLeft { get; set; }
public Queue<SpeechBubbleData> MessageQueue { get; } = new();
}
}