using System.Collections.Frozen; using Content.Shared.Chat.Prototypes; using Content.Shared.Speech; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.Chat.Systems; // emotes using emote prototype public partial class ChatSystem { private FrozenDictionary _wordEmoteDict = FrozenDictionary.Empty; protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj) { base.OnPrototypeReload(obj); if (obj.WasModified()) CacheEmotes(); } private void CacheEmotes() { var dict = new Dictionary(); var emotes = _prototypeManager.EnumeratePrototypes(); 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(); } /// /// Makes selected entity to emote using and sends message to chat. /// /// The entity that is speaking /// The id of emote prototype. Should has valid /// Whether or not this message should appear in the adminlog window /// Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all... /// The name to use for the speaking entity. Usually this should just be modified via . If this is set, the event will not get raised. /// Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote 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(emoteId, out var proto)) return; TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote); } /// /// Makes selected entity to emote using and sends message to chat. /// /// The entity that is speaking /// The emote prototype. Should has valid /// Whether or not this message should appear in the adminlog window /// Whether or not this message should appear in the chat window /// Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all... /// The name to use for the speaking entity. Usually this should just be modified via . If this is set, the event will not get raised. /// Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote 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); } /// /// Makes selected entity to emote using without sending any messages to chat. /// public void TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false) { if (!_prototypeManager.TryIndex(emoteId, out var proto)) return; TryEmoteWithoutChat(uid, proto, ignoreActionBlocker); } /// /// Makes selected entity to emote using without sending any messages to chat. /// public void TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false) { if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker) return; InvokeEmoteEvent(uid, proto); } /// /// Tries to find and play relevant emote sound in emote sounds collection. /// /// True if emote sound was played. public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote) { return TryPlayEmoteSound(uid, proto, emote.ID); } /// /// Tries to find and play relevant emote sound in emote sounds collection. /// /// True if emote sound was played. 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; } /// /// Checks if a valid emote was typed, to play sounds and etc and invokes an event. /// /// /// 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]; } } /// /// Checks if we can use this emote based on the emotes whitelist, blacklist, and availibility to the entity. /// /// The entity that is speaking /// The emote being used /// private bool AllowedToUseEmote(EntityUid source, EmotePrototype emote) { // If emote is in AllowedEmotes, it will bypass whitelist and blacklist if (TryComp(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); } } /// /// Raised by chat system when entity made some emote. /// Use it to play sound, change sprite or something else. /// [ByRefEvent] public struct EmoteEvent { public bool Handled; public readonly EmotePrototype Emote; public EmoteEvent(EmotePrototype emote) { Emote = emote; Handled = false; } }