49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Emoting.Components;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Hands.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Emoting.Systems;
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public sealed class BodyEmotesSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BodyEmotesComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<BodyEmotesComponent, EmoteEvent>(OnEmote);
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}
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private void OnStartup(EntityUid uid, BodyEmotesComponent component, ComponentStartup args)
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{
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if (component.SoundsId == null)
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return;
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_proto.TryIndex(component.SoundsId, out component.Sounds);
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}
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private void OnEmote(EntityUid uid, BodyEmotesComponent component, ref EmoteEvent args)
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{
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if (args.Handled)
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return;
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var cat = args.Emote.Category;
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if (cat.HasFlag(EmoteCategory.Hands))
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{
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args.Handled = TryEmoteHands(uid, args.Emote, component);
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}
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}
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private bool TryEmoteHands(EntityUid uid, EmotePrototype emote, BodyEmotesComponent component)
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{
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// check that user actually has hands to do emote sound
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if (!TryComp(uid, out HandsComponent? hands) || hands.Count <= 0)
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return false;
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return _chat.TryPlayEmoteSound(uid, component.Sounds, emote);
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}
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}
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