Move ChatSystem.Emotes to shared (#40866)
* move to shared * entity effect to shared * refactor: whitespaces+xml-doc typo fixups * refactor: a little bit more of xml-doc typos fixups --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
This commit is contained in:
276
Content.Shared/Chat/SharedChatSystem.Emote.cs
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276
Content.Shared/Chat/SharedChatSystem.Emote.cs
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using System.Collections.Frozen;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Speech;
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using Robust.Shared.Audio;
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using Robust.Shared.Random;
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namespace Content.Shared.Chat;
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public abstract partial class SharedChatSystem
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{
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private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
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private void CacheEmotes()
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{
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var dict = new Dictionary<string, EmotePrototype>();
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var emotes = _prototypeManager.EnumeratePrototypes<EmotePrototype>();
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foreach (var emote in emotes)
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{
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foreach (var word in emote.ChatTriggers)
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{
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var lowerWord = word.ToLower();
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if (dict.TryGetValue(lowerWord, out var value))
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{
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var errMsg = $"Duplicate of emote word {lowerWord} in emotes {emote.ID} and {value.ID}";
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Log.Error(errMsg);
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continue;
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}
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dict.Add(lowerWord, emote);
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}
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}
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_wordEmoteDict = dict.ToFrozenDictionary();
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emoteId">The id of emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/></param>
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/// <param name="hideLog">Whether this message should appear in the adminlog window, or not.</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="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</param>
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/// <param name="nameOverride">
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/// The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>.
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/// If this is set, the event will not get raised.
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/// </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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/// <returns>True if an emote was performed. False if the emote is unavailable, 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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bool hideLog = false,
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string? nameOverride = null,
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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.Resolve<EmotePrototype>(emoteId, out var proto))
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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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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
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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 prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/>.</param>
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/// <param name="hideLog">Whether this message should appear in the adminlog window or not.</param>
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/// <param name="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</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">
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/// The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>.
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/// If this is set, the event will not get raised.
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/// </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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/// <returns>True if an emote was performed. False if the emote is unavailable, 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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bool hideLog = false,
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string? nameOverride = null,
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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 (!forceEmote && !AllowedToUseEmote(source, emote))
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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 (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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return didEmote;
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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/// <returns>True if an emote was performed. False if the emote is unavailable, 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.Resolve<EmotePrototype>(emoteId, out var proto))
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return false;
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return TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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/// <returns>True if an emote was performed. False if the emote is unavailable, 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 false;
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return TryInvokeEmoteEvent(uid, proto);
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}
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/// <summary>
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/// Tries to find and play the relevant emote sound in an emote sounds collection.
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/// </summary>
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/// <returns>True if emote sound was played.</returns>
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public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote, AudioParams? audioParams = null)
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{
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return TryPlayEmoteSound(uid, proto, emote.ID, audioParams);
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}
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/// <summary>
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/// Tries to find and play the relevant emote sound in an emote sounds collection.
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/// </summary>
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/// <returns>True if emote sound was played.</returns>
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public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, string emoteId, AudioParams? audioParams = null)
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{
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if (proto == null)
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return false;
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// try to get specific sound for this emote
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if (!proto.Sounds.TryGetValue(emoteId, out var sound))
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{
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// no specific sound - check fallback
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sound = proto.FallbackSound;
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if (sound == null)
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return false;
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}
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// optional override params > general params for all sounds in set > individual sound params
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var param = audioParams ?? proto.GeneralParams ?? sound.Params;
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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="source">The entity that is speaking</param>
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/// <param name="textInput">Formatted emote message.</param>
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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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protected bool TryEmoteChatInput(EntityUid source, 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 true;
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if (!AllowedToUseEmote(source, emote))
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return true;
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return TryInvokeEmoteEvent(source, 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 availability 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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public bool AllowedToUseEmote(EntityUid source, EmotePrototype emote)
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{
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// If emote is in AllowedEmotes, it will bypass whitelist and blacklist
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if (TryComp<SpeechComponent>(source, out var speech) &&
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speech.AllowedEmotes.Contains(emote.ID))
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{
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return true;
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}
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// Check the whitelist and blacklist
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if (_whitelist.IsWhitelistFail(emote.Whitelist, source) ||
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_whitelist.IsBlacklistPass(emote.Blacklist, source))
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{
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return false;
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}
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// Check if the emote is available for all
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if (!emote.Available)
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{
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return false;
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}
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return true;
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}
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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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// Chat is not predicted anyways, so no need to predict this popup either.
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if (_net.IsClient)
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return false;
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if (beforeEv.Blocker != null)
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{
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_popup.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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_popup.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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private string TrimPunctuation(string textInput)
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{
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var trimEnd = textInput.Length;
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while (trimEnd > 0 && char.IsPunctuation(textInput[trimEnd - 1]))
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{
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trimEnd--;
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}
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var trimStart = 0;
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while (trimStart < trimEnd && char.IsPunctuation(textInput[trimStart]))
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{
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trimStart++;
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}
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return textInput[trimStart..trimEnd];
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}
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}
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