using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Chat.Prototypes;
///
/// IC emotes (scream, smile, clapping, etc).
/// Entities can activate emotes by chat input, radial or code.
///
[Prototype]
public sealed partial class EmotePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
///
/// Localization string for the emote name. Displayed in the radial UI.
///
[DataField(required: true)]
public string Name = default!;
///
/// Determines if emote available to all by default
/// check comes after this setting
/// can ignore this setting
///
[DataField]
public bool Available = true;
///
/// Different emote categories may be handled by different systems.
/// Also may be used for filtering.
///
[DataField]
public EmoteCategory Category = EmoteCategory.General;
///
/// An icon used to visually represent the emote in radial UI.
///
[DataField]
public SpriteSpecifier Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/Actions/scream.png"));
///
/// Determines conditions to this emote be available to use
///
[DataField]
public EntityWhitelist? Whitelist;
///
/// Determines conditions to this emote be unavailable to use
///
[DataField]
public EntityWhitelist? Blacklist;
///
/// Collection of words that will be sent to chat if emote activates.
/// Will be picked randomly from list.
///
[DataField]
public List ChatMessages = new();
///
/// Trigger words for emote. Case independent.
/// When typed into players chat they will activate emote event.
/// All words should be unique across all emote prototypes.
///
[DataField]
public HashSet ChatTriggers = new();
}
///
/// IC emote category. Usually physical source of emote,
/// like hands, voice, face, etc.
///
[Flags]
[Serializable, NetSerializable]
public enum EmoteCategory : byte
{
Invalid = 0,
Vocal = 1 << 0,
Hands = 1 << 1,
General = byte.MaxValue
}