using Content.Shared.Chat.Prototypes; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.Chat.Systems; // emotes using emote prototype public partial class ChatSystem { private readonly Dictionary _wordEmoteDict = new(); private void InitializeEmotes() { _prototypeManager.PrototypesReloaded += OnPrototypeReloadEmotes; CacheEmotes(); } private void ShutdownEmotes() { _prototypeManager.PrototypesReloaded -= OnPrototypeReloadEmotes; } private void OnPrototypeReloadEmotes(PrototypesReloadedEventArgs obj) { CacheEmotes(); } private void CacheEmotes() { _wordEmoteDict.Clear(); var emotes = _prototypeManager.EnumeratePrototypes(); foreach (var emote in emotes) { foreach (var word in emote.ChatTriggers) { var lowerWord = word.ToLower(); if (_wordEmoteDict.ContainsKey(lowerWord)) { var existingId = _wordEmoteDict[lowerWord].ID; var errMsg = $"Duplicate of emote word {lowerWord} in emotes {emote.ID} and {existingId}"; Logger.Error(errMsg); continue; } _wordEmoteDict.Add(lowerWord, emote); } } } /// /// Makes selected entity to emote using and sends message to chat. /// /// The entity that is speaking /// The id of emote prototype. Should has valid /// Whether or not this message should appear in the adminlog window /// Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all... /// The name to use for the speaking entity. Usually this should just be modified via . If this is set, the event will not get raised. public void TryEmoteWithChat(EntityUid source, string emoteId, ChatTransmitRange range = ChatTransmitRange.Normal, bool hideLog = false, string? nameOverride = null) { if (!_prototypeManager.TryIndex(emoteId, out var proto)) return; TryEmoteWithChat(source, proto, range, hideLog, nameOverride); } /// /// Makes selected entity to emote using and sends message to chat. /// /// The entity that is speaking /// The emote prototype. Should has valid /// Whether or not this message should appear in the adminlog window /// Whether or not this message should appear in the chat window /// Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all... /// The name to use for the speaking entity. Usually this should just be modified via . If this is set, the event will not get raised. public void TryEmoteWithChat(EntityUid source, EmotePrototype emote, ChatTransmitRange range = ChatTransmitRange.Normal, bool hideLog = false, string? nameOverride = null) { // check if proto has valid message for chat if (emote.ChatMessages.Count != 0) { var action = _random.Pick(emote.ChatMessages); SendEntityEmote(source, action, range, nameOverride, false, hideLog); } // do the rest of emote event logic here TryEmoteWithoutChat(source, emote); } /// /// Makes selected entity to emote using without sending any messages to chat. /// public void TryEmoteWithoutChat(EntityUid uid, string emoteId) { if (!_prototypeManager.TryIndex(emoteId, out var proto)) return; TryEmoteWithoutChat(uid, proto); } /// /// Makes selected entity to emote using without sending any messages to chat. /// public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto) { if (!_actionBlocker.CanEmote(uid)) return; InvokeEmoteEvent(uid, proto); } /// /// Tries to find and play relevant emote sound in emote sounds collection. /// /// True if emote sound was played. public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote) { return TryPlayEmoteSound(uid, proto, emote.ID); } /// /// Tries to find and play relevant emote sound in emote sounds collection. /// /// True if emote sound was played. public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, string emoteId) { if (proto == null) return false; // try to get specific sound for this emote if (!proto.Sounds.TryGetValue(emoteId, out var sound)) { // no specific sound - check fallback sound = proto.FallbackSound; if (sound == null) return false; } // if general params for all sounds set - use them var param = proto.GeneralParams ?? sound.Params; _audio.PlayPvs(sound, uid, param); return true; } private void TryEmoteChatInput(EntityUid uid, string textInput) { var actionLower = textInput.ToLower(); if (!_wordEmoteDict.TryGetValue(actionLower, out var emote)) return; InvokeEmoteEvent(uid, emote); } private void InvokeEmoteEvent(EntityUid uid, EmotePrototype proto) { var ev = new EmoteEvent(proto); RaiseLocalEvent(uid, ref ev); } } /// /// Raised by chat system when entity made some emote. /// Use it to play sound, change sprite or something else. /// [ByRefEvent] public struct EmoteEvent { public bool Handled; public readonly EmotePrototype Emote; public EmoteEvent(EmotePrototype emote) { Emote = emote; Handled = false; } }