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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>
86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using Content.Shared.Chat;
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namespace Content.Server.Chat.Systems;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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public sealed class EmoteOnDamageSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmoteOnDamageComponent, DamageChangedEvent>(OnDamage);
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}
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private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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if (emoteOnDamage.LastEmoteTime + emoteOnDamage.EmoteCooldown > _gameTiming.CurTime)
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return;
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if (emoteOnDamage.Emotes.Count == 0)
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return;
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if (!_random.Prob(emoteOnDamage.EmoteChance))
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return;
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var emote = _random.Pick(emoteOnDamage.Emotes);
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if (emoteOnDamage.WithChat)
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{
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_chatSystem.TryEmoteWithChat(uid, emote, emoteOnDamage.HiddenFromChatWindow ? ChatTransmitRange.HideChat : ChatTransmitRange.Normal);
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}
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else
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{
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_chatSystem.TryEmoteWithoutChat(uid,emote);
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}
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emoteOnDamage.LastEmoteTime = _gameTiming.CurTime;
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}
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/// <summary>
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/// Try to add an emote to the entity, which will be performed at an interval.
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/// </summary>
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public bool AddEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null)
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{
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if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
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return false;
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DebugTools.Assert(emoteOnDamage.LifeStage <= ComponentLifeStage.Running);
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DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
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return emoteOnDamage.Emotes.Add(emotePrototypeId);
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}
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/// <summary>
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/// Stop preforming an emote. Note that by default this will queue empty components for removal.
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/// </summary>
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public bool RemoveEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null, bool removeEmpty = true)
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{
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if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
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return false;
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DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
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if (!emoteOnDamage.Emotes.Remove(emotePrototypeId))
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return false;
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if (removeEmpty && emoteOnDamage.Emotes.Count == 0)
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RemCompDeferred(uid, emoteOnDamage);
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return true;
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}
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}
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