Speech and Emoting components (#3075)

* Add Speech and Emoting components.

* makesentient gives you speech and emoting abilities.

* Ghosts do *not* need a SpeechComponent.

* I hate you all, and I hate shared code as well.
This commit is contained in:
Vera Aguilera Puerto
2021-02-05 17:01:54 +01:00
committed by GitHub
parent b62cc84e8c
commit 63e1252539
7 changed files with 92 additions and 2 deletions

View File

@@ -4,6 +4,7 @@ using Content.Server.Administration;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Headset;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs.Speech;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;

View File

@@ -1,8 +1,10 @@
#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Mobs.Speech;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Mobs.Speech;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
@@ -47,6 +49,8 @@ namespace Content.Server.Commands
entity.EnsureComponent<MindComponent>();
entity.EnsureComponent<PlayerInputMoverComponent>();
entity.EnsureComponent<SharedSpeechComponent>();
entity.EnsureComponent<SharedEmotingComponent>();
}
}
}

View File

@@ -1,4 +1,11 @@
namespace Content.Server.GameObjects.Components.Mobs.Speech
#nullable enable
using Content.Shared.GameObjects.Components.Mobs.Speech;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Mobs.Speech
{
internal interface IAccentComponent
{

View File

@@ -0,0 +1,33 @@
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
[RegisterComponent]
public class SharedEmotingComponent : Component, IActionBlocker
{
private bool _enabled = true;
public override string Name => "Emoting";
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
Dirty();
}
}
bool IActionBlocker.CanEmote() => Enabled;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

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@@ -0,0 +1,36 @@
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
/// <summary>
/// Component required for entities to be able to speak.
/// </summary>
[RegisterComponent]
public class SharedSpeechComponent : Component, IActionBlocker
{
private bool _enabled = true;
public override string Name => "Speech";
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
Dirty();
}
}
bool IActionBlocker.CanSpeak() => Enabled;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

View File

@@ -1,4 +1,5 @@
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.GameObjects.Components.Mobs.Speech;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
@@ -62,6 +63,9 @@ namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
public static bool CanSpeak(IEntity entity)
{
if (!entity.HasComponent<SharedSpeechComponent>())
return false;
var canSpeak = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
@@ -98,6 +102,9 @@ namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
public static bool CanEmote(IEntity entity)
{
if (!entity.HasComponent<SharedEmotingComponent>())
return false;
var canEmote = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())

View File

@@ -210,6 +210,8 @@
meat: FoodMeat
- type: Recyclable
safe: false
- type: Speech
- type: Emoting
- type: entity
save: false