Files
tbd-station-14/Content.Shared/Chat/SharedChatSystem.Emote.cs
slarticodefast ee9d1032bb 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>
2025-10-13 18:06:01 +00:00

277 lines
11 KiB
C#

using System.Collections.Frozen;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Speech;
using Robust.Shared.Audio;
using Robust.Shared.Random;
namespace Content.Shared.Chat;
public abstract partial class SharedChatSystem
{
private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
private void CacheEmotes()
{
var dict = new Dictionary<string, EmotePrototype>();
var emotes = _prototypeManager.EnumeratePrototypes<EmotePrototype>();
foreach (var emote in emotes)
{
foreach (var word in emote.ChatTriggers)
{
var lowerWord = word.ToLower();
if (dict.TryGetValue(lowerWord, out var value))
{
var errMsg = $"Duplicate of emote word {lowerWord} in emotes {emote.ID} and {value.ID}";
Log.Error(errMsg);
continue;
}
dict.Add(lowerWord, emote);
}
}
_wordEmoteDict = dict.ToFrozenDictionary();
}
/// <summary>
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="emoteId">The id of emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/></param>
/// <param name="hideLog">Whether this message should appear in the adminlog window, or not.</param>
/// <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>
/// <param name="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</param>
/// <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>
/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
public bool TryEmoteWithChat(
EntityUid source,
string emoteId,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
bool ignoreActionBlocker = false,
bool forceEmote = false
)
{
if (!_prototypeManager.Resolve<EmotePrototype>(emoteId, out var proto))
return false;
return TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
}
/// <summary>
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
/// </summary>
/// <param name="source">The entity that is speaking.</param>
/// <param name="emote">The emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/>.</param>
/// <param name="hideLog">Whether this message should appear in the adminlog window or not.</param>
/// <param name="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</param>
/// <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>
/// <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>
/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
public bool TryEmoteWithChat(
EntityUid source,
EmotePrototype emote,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
bool ignoreActionBlocker = false,
bool forceEmote = false
)
{
if (!forceEmote && !AllowedToUseEmote(source, emote))
return false;
var didEmote = TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
// check if proto has valid message for chat
if (didEmote && emote.ChatMessages.Count != 0)
{
// not all emotes are loc'd, but for the ones that are we pass in entity
var action = Loc.GetString(_random.Pick(emote.ChatMessages), ("entity", source));
SendEntityEmote(source, action, range, nameOverride, hideLog: hideLog, checkEmote: false, ignoreActionBlocker: ignoreActionBlocker);
}
return didEmote;
}
/// <summary>
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
public bool TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
{
if (!_prototypeManager.Resolve<EmotePrototype>(emoteId, out var proto))
return false;
return TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
}
/// <summary>
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
public bool TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
{
if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
return false;
return TryInvokeEmoteEvent(uid, proto);
}
/// <summary>
/// Tries to find and play the relevant emote sound in an emote sounds collection.
/// </summary>
/// <returns>True if emote sound was played.</returns>
public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote, AudioParams? audioParams = null)
{
return TryPlayEmoteSound(uid, proto, emote.ID, audioParams);
}
/// <summary>
/// Tries to find and play the relevant emote sound in an emote sounds collection.
/// </summary>
/// <returns>True if emote sound was played.</returns>
public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, string emoteId, AudioParams? audioParams = null)
{
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;
}
// optional override params > general params for all sounds in set > individual sound params
var param = audioParams ?? proto.GeneralParams ?? sound.Params;
_audio.PlayPvs(sound, uid, param);
return true;
}
/// <summary>
/// Checks if a valid emote was typed, to play sounds and etc and invokes an event.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="textInput">Formatted emote message.</param>
/// <returns>True if the chat message should be displayed (because the emote was explicitly cancelled), false if it should not be.</returns>
protected bool TryEmoteChatInput(EntityUid source, string textInput)
{
var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emote))
return true;
if (!AllowedToUseEmote(source, emote))
return true;
return TryInvokeEmoteEvent(source, emote);
}
/// <summary>
/// Checks if we can use this emote based on the emotes whitelist, blacklist, and availability to the entity.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="emote">The emote being used</param>
public bool AllowedToUseEmote(EntityUid source, EmotePrototype emote)
{
// If emote is in AllowedEmotes, it will bypass whitelist and blacklist
if (TryComp<SpeechComponent>(source, out var speech) &&
speech.AllowedEmotes.Contains(emote.ID))
{
return true;
}
// Check the whitelist and blacklist
if (_whitelist.IsWhitelistFail(emote.Whitelist, source) ||
_whitelist.IsBlacklistPass(emote.Blacklist, source))
{
return false;
}
// Check if the emote is available for all
if (!emote.Available)
{
return false;
}
return true;
}
/// <summary>
/// Creates and raises <see cref="BeforeEmoteEvent"/> and then <see cref="EmoteEvent"/> to let other systems do things like play audio.
/// In the case that the Before event is cancelled, EmoteEvent will NOT be raised, and will optionally show a message to the player
/// explaining why the emote didn't happen.
/// </summary>
/// <param name="uid">The entity which is emoting</param>
/// <param name="proto">The emote which is being performed</param>
/// <returns>True if the emote was performed, false otherwise.</returns>
private bool TryInvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
{
var beforeEv = new BeforeEmoteEvent(uid, proto);
RaiseLocalEvent(uid, ref beforeEv);
if (beforeEv.Cancelled)
{
// Chat is not predicted anyways, so no need to predict this popup either.
if (_net.IsClient)
return false;
if (beforeEv.Blocker != null)
{
_popup.PopupEntity(
Loc.GetString(
"chat-system-emote-cancelled-blocked",
("emote", Loc.GetString(proto.Name).ToLower()),
("blocker", beforeEv.Blocker.Value)
),
uid,
uid
);
}
else
{
_popup.PopupEntity(
Loc.GetString("chat-system-emote-cancelled-generic",
("emote", Loc.GetString(proto.Name).ToLower())),
uid,
uid
);
}
return false;
}
var ev = new EmoteEvent(proto);
RaiseLocalEvent(uid, ref ev);
return true;
}
private string TrimPunctuation(string textInput)
{
var trimEnd = textInput.Length;
while (trimEnd > 0 && char.IsPunctuation(textInput[trimEnd - 1]))
{
trimEnd--;
}
var trimStart = 0;
while (trimStart < trimEnd && char.IsPunctuation(textInput[trimStart]))
{
trimStart++;
}
return textInput[trimStart..trimEnd];
}
}