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:
@@ -1,5 +1,7 @@
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using System.Collections.Frozen;
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using Content.Server.Popups;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Emoting;
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using Content.Shared.Speech;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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@@ -10,6 +12,8 @@ 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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[Dependency] private readonly PopupSystem _popupSystem = default!;
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private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
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protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj)
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@@ -51,7 +55,8 @@ public partial class ChatSystem
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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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/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
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public bool 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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@@ -62,8 +67,8 @@ public partial class ChatSystem
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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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return false;
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return TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
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}
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/// <summary>
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@@ -76,7 +81,8 @@ public partial class ChatSystem
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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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/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
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public bool 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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@@ -87,40 +93,43 @@ public partial class ChatSystem
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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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return false;
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var didEmote = TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
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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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if (didEmote && 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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SendEntityEmote(source, action, range, nameOverride, 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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return didEmote;
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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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/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
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public bool 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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return false;
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TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
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return 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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/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
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public bool 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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return false;
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InvokeEmoteEvent(uid, proto);
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return TryInvokeEmoteEvent(uid, proto);
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}
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/// <summary>
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@@ -160,17 +169,17 @@ public partial class ChatSystem
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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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/// <returns>True if the chat message should be displayed (because the emote was explicitly cancelled), false if it should not be.</returns>
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private bool TryEmoteChatInput(EntityUid uid, string textInput)
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{
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var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
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if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emote))
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return;
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return true;
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if (!AllowedToUseEmote(uid, emote))
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return;
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return true;
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InvokeEmoteEvent(uid, emote);
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return;
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return TryInvokeEmoteEvent(uid, emote);
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static string TrimPunctuation(string textInput)
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{
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@@ -220,11 +229,50 @@ public partial class ChatSystem
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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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/// <summary>
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/// Creates and raises <see cref="BeforeEmoteEvent"/> and then <see cref="EmoteEvent"/> to let other systems do things like play audio.
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/// In the case that the Before event is cancelled, EmoteEvent will NOT be raised, and will optionally show a message to the player
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/// explaining why the emote didn't happen.
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/// </summary>
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/// <param name="uid">The entity which is emoting</param>
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/// <param name="proto">The emote which is being performed</param>
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/// <returns>True if the emote was performed, false otherwise.</returns>
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private bool TryInvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
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{
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var beforeEv = new BeforeEmoteEvent(uid, proto);
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RaiseLocalEvent(uid, ref beforeEv);
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if (beforeEv.Cancelled)
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{
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if (beforeEv.Blocker != null)
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{
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_popupSystem.PopupEntity(
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Loc.GetString(
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"chat-system-emote-cancelled-blocked",
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("emote", Loc.GetString(proto.Name).ToLower()),
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("blocker", beforeEv.Blocker.Value)
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),
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uid,
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uid
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);
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}
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else
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{
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_popupSystem.PopupEntity(
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Loc.GetString("chat-system-emote-cancelled-generic",
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("emote", Loc.GetString(proto.Name).ToLower())),
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uid,
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uid
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);
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}
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return false;
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}
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var ev = new EmoteEvent(proto);
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RaiseLocalEvent(uid, ref ev);
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return true;
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}
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}
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@@ -233,9 +281,8 @@ public partial class ChatSystem
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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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public sealed class EmoteEvent : HandledEntityEventArgs
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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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@@ -5,9 +5,8 @@ using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Players.RateLimiting;
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using Content.Server.Speech.Prototypes;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Speech.Prototypes;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.ActionBlocker;
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@@ -593,8 +592,10 @@ public sealed partial class ChatSystem : SharedChatSystem
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("entity", ent),
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("message", FormattedMessage.RemoveMarkupOrThrow(action)));
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if (checkEmote)
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TryEmoteChatInput(source, action);
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if (checkEmote &&
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!TryEmoteChatInput(source, action))
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return;
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SendInVoiceRange(ChatChannel.Emotes, action, wrappedMessage, source, range, author);
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if (!hideLog)
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if (name != Name(source))
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24
Content.Server/Speech/Components/EmoteBlockerComponent.cs
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24
Content.Server/Speech/Components/EmoteBlockerComponent.cs
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@@ -0,0 +1,24 @@
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using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Speech.Components;
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/// <summary>
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/// Suppresses emotes with the given categories or ID.
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/// Additionally, if the Scream Emote would be blocked, also blocks the Scream Action.
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/// </summary>
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[RegisterComponent]
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public sealed partial class EmoteBlockerComponent : Component
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{
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/// <summary>
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/// Which categories of emotes are blocked by this component.
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/// </summary>
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[DataField]
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public HashSet<EmoteCategory> BlocksCategories = [];
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/// <summary>
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/// IDs of which specific emotes are blocked by this component.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<EmotePrototype>> BlocksEmotes = [];
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}
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41
Content.Server/Speech/EntitySystems/EmoteBlockerSystem.cs
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41
Content.Server/Speech/EntitySystems/EmoteBlockerSystem.cs
Normal file
@@ -0,0 +1,41 @@
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using Content.Server.Speech.Components;
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using Content.Shared.Emoting;
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using Content.Shared.Inventory;
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namespace Content.Server.Speech.EntitySystems;
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public sealed class EmoteBlockerSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmoteBlockerComponent, BeforeEmoteEvent>(OnEmoteEvent);
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SubscribeLocalEvent<EmoteBlockerComponent, InventoryRelayedEvent<BeforeEmoteEvent>>(OnRelayedEmoteEvent);
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}
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private static void OnRelayedEmoteEvent(Entity<EmoteBlockerComponent> entity, ref InventoryRelayedEvent<BeforeEmoteEvent> args)
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{
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OnEmoteEvent(entity, ref args.Args);
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}
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private static void OnEmoteEvent(Entity<EmoteBlockerComponent> entity, ref BeforeEmoteEvent args)
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{
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if (entity.Comp.BlocksEmotes.Contains(args.Emote))
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{
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args.Cancel();
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args.Blocker = entity;
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return;
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}
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foreach (var blockedCat in entity.Comp.BlocksCategories)
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{
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if (blockedCat == args.Emote.Category)
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{
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args.Cancel();
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args.Blocker = entity;
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return;
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}
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}
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}
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}
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@@ -1,12 +0,0 @@
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namespace Content.Shared.Emoting
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{
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public sealed class EmoteAttemptEvent : CancellableEntityEventArgs
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{
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public EmoteAttemptEvent(EntityUid uid)
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{
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Uid = uid;
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}
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public EntityUid Uid { get; }
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}
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}
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27
Content.Shared/Emoting/EmoteEvents.cs
Normal file
27
Content.Shared/Emoting/EmoteEvents.cs
Normal file
@@ -0,0 +1,27 @@
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Inventory;
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namespace Content.Shared.Emoting;
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public sealed class EmoteAttemptEvent(EntityUid uid) : CancellableEntityEventArgs
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{
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public EntityUid Uid { get; } = uid;
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}
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/// <summary>
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/// An event raised just before an emote is performed, providing systems with an opportunity to cancel the emote's performance.
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/// </summary>
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[ByRefEvent]
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public sealed class BeforeEmoteEvent(EntityUid source, EmotePrototype emote)
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: CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public readonly EntityUid Source = source;
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public readonly EmotePrototype Emote = emote;
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/// <summary>
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/// The equipment that is blocking emoting. Should only be non-null if the event was canceled.
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/// </summary>
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public EntityUid? Blocker = null;
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public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET;
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}
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@@ -8,6 +8,7 @@ using Content.Shared.Contraband;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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using Content.Shared.Electrocution;
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using Content.Shared.Emoting;
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using Content.Shared.Explosion;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.Flash;
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@@ -54,6 +55,7 @@ public partial class InventorySystem
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SubscribeLocalEvent<InventoryComponent, IsEquippingTargetAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, IsUnequippingTargetAttemptEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ChameleonControllerOutfitSelectedEvent>(RelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, BeforeEmoteEvent>(RelayInventoryEvent);
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// by-ref events
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SubscribeLocalEvent<InventoryComponent, RefreshFrictionModifiersEvent>(RefRelayInventoryEvent);
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@@ -4,7 +4,7 @@ chat-emote-name-laugh = Laugh
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chat-emote-name-honk = Honk
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chat-emote-name-sigh = Sigh
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chat-emote-name-whistle = Whistle
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chat-emote-name-crying = Crying
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chat-emote-name-crying = Cry
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chat-emote-name-squish = Squish
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chat-emote-name-chitter = Chitter
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chat-emote-name-squeak = Squeak
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@@ -27,8 +27,8 @@ chat-emote-name-ping = Ping
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chat-emote-name-sneeze = Sneeze
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chat-emote-name-cough = Cough
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chat-emote-name-catmeow = Cat Meow
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chat-emote-name-cathisses = Cat Hisses
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chat-emote-name-monkeyscreeches = Monkey Screeches
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chat-emote-name-cathisses = Cat Hiss
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chat-emote-name-monkeyscreeches = Monkey Screech
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chat-emote-name-robotbeep = Robot
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chat-emote-name-yawn = Yawn
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chat-emote-name-snore = Snore
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2
Resources/Locale/en-US/emote/emote.ftl
Normal file
2
Resources/Locale/en-US/emote/emote.ftl
Normal file
@@ -0,0 +1,2 @@
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chat-system-emote-cancelled-generic = You can't {$emote} right now!
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chat-system-emote-cancelled-blocked = You can't {$emote} because of {THE($blocker)}!
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@@ -324,6 +324,9 @@
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- type: IngestionBlocker
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- type: AddAccentClothing
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accent: MumbleAccent
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- type: EmoteBlocker
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blocksCategories:
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- Vocal
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- type: Construction
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graph: Muzzle
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node: muzzle
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Reference in New Issue
Block a user