Add codeword highlighting (#30092)

* Added codeword highlighting

* Updated to support more codeword roles, color is set serverside

* Review feedback

* Change to a Component-based system using SessionSpecific

* Tidied up CanGetState, set Access restrictions on component

* Clean-up

* Makes the injection ignore brackets, restore some codewords, remove "Taste/Touch" from adjectives
This commit is contained in:
SlamBamActionman
2024-08-23 11:14:38 +02:00
committed by GitHub
parent 7b5c6be674
commit 61a1e89339
9 changed files with 146 additions and 3 deletions

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@@ -0,0 +1,8 @@
using Content.Shared.Roles.RoleCodeword;
namespace Content.Client.Roles;
public sealed class RoleCodewordSystem : SharedRoleCodewordSystem
{
}

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@@ -9,6 +9,8 @@ using Content.Client.Chat.UI;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Ghost;
using Content.Client.Mind;
using Content.Client.Roles;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Screens;
using Content.Client.UserInterface.Systems.Chat.Widgets;
@@ -20,6 +22,7 @@ using Content.Shared.Damage.ForceSay;
using Content.Shared.Decals;
using Content.Shared.Input;
using Content.Shared.Radio;
using Content.Shared.Roles.RoleCodeword;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
@@ -60,6 +63,8 @@ public sealed class ChatUIController : UIController
[UISystemDependency] private readonly TypingIndicatorSystem? _typingIndicator = default;
[UISystemDependency] private readonly ChatSystem? _chatSys = default;
[UISystemDependency] private readonly TransformSystem? _transform = default;
[UISystemDependency] private readonly MindSystem? _mindSystem = default!;
[UISystemDependency] private readonly RoleCodewordSystem? _roleCodewordSystem = default!;
[ValidatePrototypeId<ColorPalettePrototype>]
private const string ChatNamePalette = "ChatNames";
@@ -819,6 +824,19 @@ public sealed class ChatUIController : UIController
msg.WrappedMessage = SharedChatSystem.InjectTagInsideTag(msg, "Name", "color", GetNameColor(SharedChatSystem.GetStringInsideTag(msg, "Name")));
}
// Color any codewords for minds that have roles that use them
if (_player.LocalUser != null && _mindSystem != null && _roleCodewordSystem != null)
{
if (_mindSystem.TryGetMind(_player.LocalUser.Value, out var mindId) && _ent.TryGetComponent(mindId, out RoleCodewordComponent? codewordComp))
{
foreach (var (_, codewordData) in codewordComp.RoleCodewords)
{
foreach (string codeword in codewordData.Codewords)
msg.WrappedMessage = SharedChatSystem.InjectTagAroundString(msg, codeword, "color", codewordData.Color.ToHex());
}
}
}
// Log all incoming chat to repopulate when filter is un-toggled
if (!msg.HideChat)
{

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@@ -10,8 +10,10 @@ using Content.Shared.Mind;
using Content.Shared.NPC.Systems;
using Content.Shared.Objectives.Components;
using Content.Shared.PDA;
using Content.Shared.Radio;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Content.Shared.Roles.RoleCodeword;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
@@ -21,6 +23,8 @@ namespace Content.Server.GameTicking.Rules;
public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
{
private static readonly Color TraitorCodewordColor = Color.FromHex("#cc3b3b");
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
@@ -29,6 +33,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
[Dependency] private readonly MindSystem _mindSystem = default!;
[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly SharedRoleCodewordSystem _roleCodewordSystem = default!;
public override void Initialize()
{
@@ -102,6 +107,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
_antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code, issuer), null, component.GreetSoundNotification);
component.TraitorMinds.Add(mindId);
// Assign briefing
@@ -110,6 +116,12 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
Briefing = briefing
}, mind, true);
// Send codewords to only the traitor client
var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found
RoleCodewordComponent codewordComp = EnsureComp<RoleCodewordComponent>(mindId);
_roleCodewordSystem.SetRoleCodewords(codewordComp, "traitor", component.Codewords.ToList(), color);
// Change the faction
_npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false);
_npcFaction.AddFaction(traitor, component.SyndicateFaction);

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@@ -0,0 +1,8 @@
using Content.Shared.Roles.RoleCodeword;
namespace Content.Server.Roles.RoleCodeword;
public sealed class RoleCodewordSystem : SharedRoleCodewordSystem
{
}

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@@ -1,4 +1,5 @@
using System.Collections.Frozen;
using System.Text.RegularExpressions;
using Content.Shared.Popups;
using Content.Shared.Radio;
using Content.Shared.Speech;
@@ -237,6 +238,18 @@ public abstract class SharedChatSystem : EntitySystem
return rawmsg;
}
/// <summary>
/// Injects a tag around all found instances of a specific string in a ChatMessage.
/// Excludes strings inside other tags and brackets.
/// </summary>
public static string InjectTagAroundString(ChatMessage message, string targetString, string tag, string? tagParameter)
{
var rawmsg = message.WrappedMessage;
rawmsg = Regex.Replace(rawmsg, "(?i)(" + targetString + ")(?-i)(?![^[]*])", $"[{tag}={tagParameter}]$1[/{tag}]");
return rawmsg;
}
public static string GetStringInsideTag(ChatMessage message, string tag)
{
var rawmsg = message.WrappedMessage;

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@@ -0,0 +1,37 @@
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Roles.RoleCodeword;
/// <summary>
/// Used to display and highlight codewords in chat messages on the client.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedRoleCodewordSystem), Other = AccessPermissions.Read)]
public sealed partial class RoleCodewordComponent : Component
{
/// <summary>
/// Contains the codewords tied to a role.
/// Key string should be unique for the role.
/// </summary>
[DataField, AutoNetworkedField]
public Dictionary<string, CodewordsData> RoleCodewords = new();
public override bool SessionSpecific => true;
}
[DataDefinition, Serializable, NetSerializable]
public partial struct CodewordsData
{
[DataField]
public Color Color;
[DataField]
public List<string> Codewords;
public CodewordsData(Color color, List<string> codewords)
{
Color = color;
Codewords = codewords;
}
}

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@@ -0,0 +1,49 @@
using Content.Shared.Mind;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Shared.Roles.RoleCodeword;
public abstract class SharedRoleCodewordSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoleCodewordComponent, ComponentGetStateAttemptEvent>(OnCodewordCompGetStateAttempt);
}
/// <summary>
/// Determines if a codeword component should be sent to the client.
/// </summary>
private void OnCodewordCompGetStateAttempt(EntityUid uid, RoleCodewordComponent comp, ref ComponentGetStateAttemptEvent args)
{
args.Cancelled = !CanGetState(args.Player, comp);
}
/// <summary>
/// The criteria that determine whether a codeword component should be sent to a client.
/// Sends the component if its owner is the player mind.
/// </summary>
/// <param name="player"> The Player the component will be sent to.</param>
/// <param name="comp"> The component being checked against</param>
/// <returns></returns>
private bool CanGetState(ICommonSession? player, RoleCodewordComponent comp)
{
if (!_mindSystem.TryGetMind(player, out EntityUid mindId, out var _))
return false;
if (!TryComp(mindId, out RoleCodewordComponent? playerComp) && comp != playerComp)
return false;
return true;
}
public void SetRoleCodewords(RoleCodewordComponent comp, string key, List<string> codewords, Color color)
{
var data = new CodewordsData(color, codewords);
comp.RoleCodewords[key] = data;
}
}

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@@ -314,7 +314,6 @@
- slow
- swift
- young
- Taste/Touch
- bitter
- delicious
- fresh

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@@ -1,4 +1,4 @@
- type: dataset
- type: dataset
id: verbs
values:
- accept
@@ -616,7 +616,6 @@
- whine
- whip
- whirl
- whisper
- whistle
- wink
- wipe