Files
tbd-station-14/Content.Server/Chat/Systems/ChatSystem.Emote.cs

189 lines
7.0 KiB
C#

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<string, EmotePrototype> _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<EmotePrototype>();
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);
}
}
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> and sends message to chat.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="emoteId">The id of emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
/// <param name="hideLog">Whether or not this message should appear in the adminlog window</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>
public void TryEmoteWithChat(
EntityUid source,
string emoteId,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
bool ignoreActionBlocker = false
)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
TryEmoteWithChat(source, proto, range, hideLog, nameOverride, ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> and sends message to chat.
/// </summary>
/// <param name="source">The entity that is speaking</param>
/// <param name="emote">The emote prototype. Should has valid <see cref="EmotePrototype.ChatMessages"/></param>
/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
/// <param name="hideChat">Whether or not this message should appear in the chat window</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>
public void TryEmoteWithChat(
EntityUid source,
EmotePrototype emote,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
bool ignoreActionBlocker = false
)
{
// check if proto has valid message for chat
if (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, false, hideLog, ignoreActionBlocker);
}
// do the rest of emote event logic here
TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
public void TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
{
if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
return;
InvokeEmoteEvent(uid, proto);
}
/// <summary>
/// Tries to find and play relevant emote sound in emote sounds collection.
/// </summary>
/// <returns>True if emote sound was played.</returns>
public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote)
{
return TryPlayEmoteSound(uid, proto, emote.ID);
}
/// <summary>
/// Tries to find and play relevant emote sound in emote sounds collection.
/// </summary>
/// <returns>True if emote sound was played.</returns>
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);
}
}
/// <summary>
/// Raised by chat system when entity made some emote.
/// Use it to play sound, change sprite or something else.
/// </summary>
[ByRefEvent]
public struct EmoteEvent
{
public bool Handled;
public readonly EmotePrototype Emote;
public EmoteEvent(EmotePrototype emote)
{
Emote = emote;
Handled = false;
}
}