Files
wwdpublic/Content.Server/Chat/Systems/ChatSystem.Emote.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

201 lines
7.8 KiB
C#

using System.Collections.Frozen;
using System.Linq;
using Content.Shared.Chat;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Speech;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Chat.Systems;
// emotes using emote prototype
public partial class ChatSystem
{
private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
private IReadOnlyList<string> Punctuation { get; } = new List<string> { ",", ".", "!", "?", "-", "~", "'", "\"", };
protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj)
{
base.OnPrototypeReload(obj);
if (obj.WasModified<EmotePrototype>())
CacheEmotes();
}
private void CacheEmotes()
{
var dict = new Dictionary<string, EmotePrototype>();
var emotes = _prototypeManager.EnumeratePrototypes<EmotePrototype>();
foreach (var emote in emotes)
{
foreach (var word in emote.ChatTriggers)
{
var lowerWord = Loc.GetString(word).ToLower(); // WD EDIT
if (dict.TryGetValue(lowerWord, out var value))
{
var errMsg = $"Duplicate of emote word {lowerWord} in emotes {emote.ID} and {value.ID}";
Log.Error(errMsg);
continue;
}
dict.Add(lowerWord, emote);
}
}
_wordEmoteDict = dict.ToFrozenDictionary();
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> and sends message to chat.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="emoteId">The id of emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
/// <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>
/// <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>
public void TryEmoteWithChat(
EntityUid source,
string emoteId,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
bool ignoreActionBlocker = false
)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> and sends message to chat.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="emote">The emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
/// <param name="hideChat">Whether or not this message should appear in the chat window</param>
/// <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>
/// <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>
public void TryEmoteWithChat(
EntityUid source,
EmotePrototype emote,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
bool ignoreActionBlocker = false
)
{
if (!(emote.Whitelist?.IsValid(source, EntityManager) ?? true))
return;
if (emote.Blacklist?.IsValid(source, EntityManager) ?? false)
return;
if (!emote.Available &&
TryComp<SpeechComponent>(source, out var speech) &&
!speech.AllowedEmotes.Contains(emote.ID))
return;
// check if proto has valid message for chat
if (emote.ChatMessages.Count != 0)
{
// not all emotes are loc'd, but for the ones that are we pass in entity
var action = Loc.GetString(_random.Pick(emote.ChatMessages), ("entity", source));
var language = _language.GetLanguage(source);
SendEntityEmote(source, action, range, nameOverride, language, hideLog: hideLog, checkEmote: false, ignoreActionBlocker: ignoreActionBlocker);
}
// do the rest of emote event logic here
TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
public void TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
{
if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
return;
InvokeEmoteEvent(uid, proto);
}
/// <summary>
/// Tries to find and play relevant emote sound in emote sounds collection.
/// </summary>
/// <returns>True if emote sound was played.</returns>
public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote)
{
return TryPlayEmoteSound(uid, proto, emote.ID);
}
/// <summary>
/// Tries to find and play relevant emote sound in emote sounds collection.
/// </summary>
/// <returns>True if emote sound was played.</returns>
public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, string emoteId)
{
if (proto == null)
return false;
// try to get specific sound for this emote
if (!proto.Sounds.TryGetValue(emoteId, out var sound))
{
// no specific sound - check fallback
sound = proto.FallbackSound;
if (sound == null)
return false;
}
// if general params for all sounds set - use them
var param = proto.GeneralParams ?? sound.Params;
_audio.PlayPvs(sound, uid, param);
return true;
}
private void TryEmoteChatInput(EntityUid uid, string textInput)
{
var actionLower = textInput.ToLower();
// Replace ending punctuation with nothing
if (Punctuation.Any(punctuation => actionLower.EndsWith(punctuation)))
actionLower = actionLower.Remove(actionLower.Length - 1);
if (!_wordEmoteDict.TryGetValue(actionLower, out var emote))
return;
InvokeEmoteEvent(uid, emote);
}
private void InvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
{
var ev = new EmoteEvent(proto);
RaiseLocalEvent(uid, ref ev);
}
}
/// <summary>
/// Raised by chat system when entity made some emote.
/// Use it to play sound, change sprite or something else.
/// </summary>
[ByRefEvent]
public struct EmoteEvent
{
public bool Handled;
public readonly EmotePrototype Emote;
public EmoteEvent(EmotePrototype emote)
{
Emote = emote;
Handled = false;
}
}