| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245 |
- 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<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)
- {
- 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;
- }
- /// <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;
- }
- }
|