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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description the adding AI is now up to y'all because i'm not touching loadout code for name datasets, but it shouldn't be too bad from here --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
229 lines
9.0 KiB
C#
229 lines
9.0 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 Content.Shared.Speech;
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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 = Loc.GetString(word).ToLower(); // WD EDIT
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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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/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</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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bool forceEmote = 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, forceEmote: forceEmote);
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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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/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</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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bool forceEmote = false
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)
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{
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if (!forceEmote && !AllowedToUseEmote(source, emote))
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return;
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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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/// <summary>
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/// Checks if a valid emote was typed, to play sounds and etc and invokes an event.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="textInput"></param>
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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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if (!AllowedToUseEmote(uid, emote))
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return;
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InvokeEmoteEvent(uid, emote);
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}
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/// <summary>
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/// Checks if we can use this emote based on the emotes whitelist, blacklist, and availibility to the entity.
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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 being used</param>
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/// <returns></returns>
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private bool AllowedToUseEmote(EntityUid source, EmotePrototype emote)
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{
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// If emote is in AllowedEmotes, it will bypass whitelist and blacklist
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if (TryComp<SpeechComponent>(source, out var speech) &&
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speech.AllowedEmotes.Contains(emote.ID))
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return true;
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// Check the whitelist and blacklist
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if (_whitelistSystem.IsWhitelistFail(emote.Whitelist, source) ||
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_whitelistSystem.IsBlacklistPass(emote.Blacklist, source))
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return false;
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// Check if the emote is available for all
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if (!emote.Available)
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return false;
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return true;
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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, true); // goob edit
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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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