Component for clothes to suppress emotes and scream action in general, and the muzzle to suppress vocal emotes in particular (#32588)

* Component for clothes to suppress scream noise

GaggedComponent + AddGaggedClothingComponent and relevant systems to make them work.

Currently only stifles the scream _action_, not all emotes

because if a mime can silently emote, so can gagged you!

* fix comments

* swap to inventory relay

and make it more general such that specific emotes or emotes of a given category can be blocked

* power gloves shouldn't block snapping

* easy fixes

* blockable emote event

* pr comments, switch to using emote event mostly

* pr comments

add beforeEmoteEvent

add emote blocker name to popup

maybe some other stuff, I forget

* get rid of emoteevent's source because I don't need it anymore

* smol clean

* formatting, style, and one minor thing where having a muzzle in your pocket would gag you
This commit is contained in:
Centronias
2025-07-11 10:18:15 -07:00
committed by GitHub
parent a22826cd90
commit 05436d3dcc
10 changed files with 178 additions and 43 deletions

View File

@@ -1,5 +1,7 @@
using System.Collections.Frozen;
using Content.Server.Popups;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Emoting;
using Content.Shared.Speech;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
@@ -10,6 +12,8 @@ namespace Content.Server.Chat.Systems;
// emotes using emote prototype
public partial class ChatSystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj)
@@ -51,7 +55,8 @@ public partial class ChatSystem
/// <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>
/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
public void TryEmoteWithChat(
/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
public bool TryEmoteWithChat(
EntityUid source,
string emoteId,
ChatTransmitRange range = ChatTransmitRange.Normal,
@@ -62,8 +67,8 @@ public partial class ChatSystem
)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
return false;
return TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
}
/// <summary>
@@ -76,7 +81,8 @@ public partial class ChatSystem
/// <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>
/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
public void TryEmoteWithChat(
/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
public bool TryEmoteWithChat(
EntityUid source,
EmotePrototype emote,
ChatTransmitRange range = ChatTransmitRange.Normal,
@@ -84,43 +90,46 @@ public partial class ChatSystem
string? nameOverride = null,
bool ignoreActionBlocker = false,
bool forceEmote = false
)
)
{
if (!forceEmote && !AllowedToUseEmote(source, emote))
return;
return false;
var didEmote = TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
// check if proto has valid message for chat
if (emote.ChatMessages.Count != 0)
if (didEmote && 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));
SendEntityEmote(source, action, range, nameOverride, hideLog: hideLog, checkEmote: false, ignoreActionBlocker: ignoreActionBlocker);
}
// do the rest of emote event logic here
TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
return didEmote;
}
/// <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)
/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
public bool TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
return false;
TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
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)
/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
public bool TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
{
if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
return;
return false;
InvokeEmoteEvent(uid, proto);
return TryInvokeEmoteEvent(uid, proto);
}
/// <summary>
@@ -160,17 +169,17 @@ public partial class ChatSystem
/// </summary>
/// <param name="uid"></param>
/// <param name="textInput"></param>
private void TryEmoteChatInput(EntityUid uid, string textInput)
/// <returns>True if the chat message should be displayed (because the emote was explicitly cancelled), false if it should not be.</returns>
private bool TryEmoteChatInput(EntityUid uid, string textInput)
{
var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emote))
return;
return true;
if (!AllowedToUseEmote(uid, emote))
return;
return true;
InvokeEmoteEvent(uid, emote);
return;
return TryInvokeEmoteEvent(uid, emote);
static string TrimPunctuation(string textInput)
{
@@ -220,11 +229,50 @@ public partial class ChatSystem
return true;
}
private void InvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
/// <summary>
/// Creates and raises <see cref="BeforeEmoteEvent"/> and then <see cref="EmoteEvent"/> to let other systems do things like play audio.
/// In the case that the Before event is cancelled, EmoteEvent will NOT be raised, and will optionally show a message to the player
/// explaining why the emote didn't happen.
/// </summary>
/// <param name="uid">The entity which is emoting</param>
/// <param name="proto">The emote which is being performed</param>
/// <returns>True if the emote was performed, false otherwise.</returns>
private bool TryInvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
{
var beforeEv = new BeforeEmoteEvent(uid, proto);
RaiseLocalEvent(uid, ref beforeEv);
if (beforeEv.Cancelled)
{
if (beforeEv.Blocker != null)
{
_popupSystem.PopupEntity(
Loc.GetString(
"chat-system-emote-cancelled-blocked",
("emote", Loc.GetString(proto.Name).ToLower()),
("blocker", beforeEv.Blocker.Value)
),
uid,
uid
);
}
else
{
_popupSystem.PopupEntity(
Loc.GetString("chat-system-emote-cancelled-generic",
("emote", Loc.GetString(proto.Name).ToLower())),
uid,
uid
);
}
return false;
}
var ev = new EmoteEvent(proto);
RaiseLocalEvent(uid, ref ev);
return true;
}
}
@@ -233,9 +281,8 @@ public partial class ChatSystem
/// Use it to play sound, change sprite or something else.
/// </summary>
[ByRefEvent]
public struct EmoteEvent
public sealed class EmoteEvent : HandledEntityEventArgs
{
public bool Handled;
public readonly EmotePrototype Emote;
public EmoteEvent(EmotePrototype emote)