247 lines
9.3 KiB
C#
247 lines
9.3 KiB
C#
using System.Collections.Frozen;
|
|
using Content.Shared.Chat.Prototypes;
|
|
using Content.Shared.Speech;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Chat.Systems;
|
|
|
|
// emotes using emote prototype
|
|
public partial class ChatSystem
|
|
{
|
|
private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
|
|
|
|
protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj)
|
|
{
|
|
base.OnPrototypeReload(obj);
|
|
if (obj.WasModified<EmotePrototype>())
|
|
CacheEmotes();
|
|
}
|
|
|
|
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 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>
|
|
/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
|
|
public void TryEmoteWithChat(
|
|
EntityUid source,
|
|
string emoteId,
|
|
ChatTransmitRange range = ChatTransmitRange.Normal,
|
|
bool hideLog = false,
|
|
string? nameOverride = null,
|
|
bool ignoreActionBlocker = false,
|
|
bool forceEmote = false
|
|
)
|
|
{
|
|
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
|
|
return;
|
|
TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
|
|
public void 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;
|
|
|
|
// 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, hideLog: hideLog, checkEmote: false, ignoreActionBlocker: 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, AudioParams? audioParams = null)
|
|
{
|
|
return TryPlayEmoteSound(uid, proto, emote.ID, audioParams);
|
|
}
|
|
|
|
/// <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, 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="uid"></param>
|
|
/// <param name="textInput"></param>
|
|
private void TryEmoteChatInput(EntityUid uid, string textInput)
|
|
{
|
|
var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
|
|
if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emote))
|
|
return;
|
|
|
|
if (!AllowedToUseEmote(uid, emote))
|
|
return;
|
|
|
|
InvokeEmoteEvent(uid, emote);
|
|
return;
|
|
|
|
static 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];
|
|
}
|
|
}
|
|
/// <summary>
|
|
/// Checks if we can use this emote based on the emotes whitelist, blacklist, and availibility to the entity.
|
|
/// </summary>
|
|
/// <param name="source">The entity that is speaking</param>
|
|
/// <param name="emote">The emote being used</param>
|
|
/// <returns></returns>
|
|
private 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 (_whitelistSystem.IsWhitelistFail(emote.Whitelist, source) ||
|
|
_whitelistSystem.IsBlacklistPass(emote.Blacklist, source))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the emote is available for all
|
|
if (!emote.Available)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
}
|