Files
tbd-station-14/Content.Server/EntityEffects/Effects/Emote.cs
2025-05-19 11:23:38 -07:00

57 lines
1.9 KiB
C#

using Content.Server.Chat.Systems;
using Content.Shared.Chat.Prototypes;
using Content.Shared.EntityEffects;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.EntityEffects.Effects;
/// <summary>
/// Tries to force someone to emote (scream, laugh, etc). Still respects whitelists/blacklists and other limits unless specially forced.
/// </summary>
[UsedImplicitly]
public sealed partial class Emote : EntityEffect
{
/// <summary>
/// The emote the entity will preform.
/// </summary>
[DataField("emote", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
public string EmoteId;
/// <summary>
/// If the emote should be recorded in chat.
/// </summary>
[DataField]
public bool ShowInChat;
/// <summary>
/// If the forced emote will be listed in the guidebook.
/// </summary>
[DataField]
public bool ShowInGuidebook;
/// <summary>
/// If true, the entity will preform the emote even if they normally can't.
/// </summary>
[DataField]
public bool Force = false;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
if (!ShowInGuidebook)
return null; // JUSTIFICATION: Emoting is mostly flavor, so same reason popup messages are not in here.
return Loc.GetString("reagent-effect-guidebook-emote", ("chance", Probability), ("emote", EmoteId));
}
public override void Effect(EntityEffectBaseArgs args)
{
var chatSys = args.EntityManager.System<ChatSystem>();
if (ShowInChat)
chatSys.TryEmoteWithChat(args.TargetEntity, EmoteId, ChatTransmitRange.GhostRangeLimit, forceEmote: Force);
else
chatSys.TryEmoteWithoutChat(args.TargetEntity, EmoteId);
}
}