Humans can no longer honk on command (#28566)
* Humans can no longer honk on command * Undo change it emote file * I hate tabs * Some comments
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@@ -49,18 +49,20 @@ public partial class ChatSystem
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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 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);
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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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@@ -72,22 +74,18 @@ public partial class ChatSystem
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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 ignoreActionBlocker = false,
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bool forceEmote = false
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)
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{
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if (_whitelistSystem.IsWhitelistFail(emote.Whitelist, source) || _whitelistSystem.IsBlacklistPass(emote.Blacklist, source))
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return;
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if (!emote.Available &&
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TryComp<SpeechComponent>(source, out var speech) &&
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!speech.AllowedEmotes.Contains(emote.ID))
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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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@@ -156,15 +154,40 @@ public partial class ChatSystem
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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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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 ((_whitelistSystem.IsWhitelistFail(emote.Whitelist, source) || _whitelistSystem.IsBlacklistPass(emote.Blacklist, source)))
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return false;
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if (!emote.Available &&
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TryComp<SpeechComponent>(source, out var speech) &&
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!speech.AllowedEmotes.Contains(emote.ID))
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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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@@ -8,7 +8,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Server.Chemistry.ReagentEffects;
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/// <summary>
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/// Tries to force someone to emote (scream, laugh, etc).
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/// Tries to force someone to emote (scream, laugh, etc). Still respects whitelists/blacklists and other limits of the specified emote unless forced.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class Emote : ReagentEffect
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@@ -19,6 +19,9 @@ public sealed partial class Emote : ReagentEffect
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[DataField]
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public bool ShowInChat;
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[DataField]
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public bool Force = false;
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// JUSTIFICATION: Emoting is flavor, so same reason popup messages are not in here.
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> null;
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@@ -30,7 +33,7 @@ public sealed partial class Emote : ReagentEffect
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var chatSys = args.EntityManager.System<ChatSystem>();
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if (ShowInChat)
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chatSys.TryEmoteWithChat(args.SolutionEntity, EmoteId, ChatTransmitRange.GhostRangeLimit);
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chatSys.TryEmoteWithChat(args.SolutionEntity, EmoteId, ChatTransmitRange.GhostRangeLimit, forceEmote: Force);
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else
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chatSys.TryEmoteWithoutChat(args.SolutionEntity, EmoteId);
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@@ -333,6 +333,7 @@
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- !type:Emote
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emote: Weh
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showInChat: true
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force: true
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probability: 0.5
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- !type:Polymorph
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prototype: ArtifactLizard # Does the same thing as the original YML I made for this reagent.
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@@ -560,6 +560,7 @@
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- !type:Emote
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emote: Honk
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showInChat: true
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force: true
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probability: 0.2
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- !type:HealthChange
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conditions:
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