# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
287 lines
12 KiB
C#
287 lines
12 KiB
C#
using System.Collections.Frozen;
|
|
using Content.Server.Popups;
|
|
using Content.Shared._Sunrise.Animations;
|
|
using Content.Shared.Chat;
|
|
using Content.Shared.Chat.Prototypes;
|
|
using Content.Shared.Speech;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Shared.Chat;
|
|
|
|
public abstract partial class SharedChatSystem
|
|
{
|
|
private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
|
|
|
|
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 the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
|
|
/// </summary>
|
|
/// <param name="source">The entity that is speaking</param>
|
|
/// <param name="emoteId">The id of emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/></param>
|
|
/// <param name="hideLog">Whether this message should appear in the adminlog window, or not.</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="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</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>
|
|
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
|
|
public bool TryEmoteWithChat(
|
|
EntityUid source,
|
|
string emoteId,
|
|
ChatTransmitRange range = ChatTransmitRange.Normal,
|
|
bool hideLog = false,
|
|
string? nameOverride = null,
|
|
bool ignoreActionBlocker = false,
|
|
bool forceEmote = false
|
|
)
|
|
{
|
|
if (!_prototypeManager.Resolve<EmotePrototype>(emoteId, out var proto))
|
|
return false;
|
|
|
|
return TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
|
|
/// </summary>
|
|
/// <param name="source">The entity that is speaking.</param>
|
|
/// <param name="emote">The emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/>.</param>
|
|
/// <param name="hideLog">Whether this message should appear in the adminlog window or not.</param>
|
|
/// <param name="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</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>
|
|
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
|
|
public bool 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 false;
|
|
|
|
var didEmote = TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
|
|
|
|
// check if proto has valid message for chat
|
|
if (didEmote && 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);
|
|
}
|
|
|
|
// Sunrise-Start
|
|
if (didEmote && emote.PopupMessages.Count != 0)
|
|
{
|
|
var action = Loc.GetString(_random.Pick(emote.PopupMessages), ("entity", source));
|
|
_popupSystem.PopupEntity(action, source);
|
|
}
|
|
// Sunrise-End
|
|
|
|
return didEmote;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
|
|
/// </summary>
|
|
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
|
|
public bool TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
|
|
{
|
|
if (!_prototypeManager.Resolve<EmotePrototype>(emoteId, out var proto))
|
|
return false;
|
|
|
|
return TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
|
|
/// </summary>
|
|
/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
|
|
public bool TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
|
|
{
|
|
if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
|
|
return false;
|
|
|
|
return TryInvokeEmoteEvent(uid, proto);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find and play the relevant emote sound in an 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 the relevant emote sound in an 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="source">The entity that is speaking</param>
|
|
/// <param name="textInput">Formatted emote message.</param>
|
|
/// <returns>True if the chat message should be displayed (because the emote was explicitly cancelled), false if it should not be.</returns>
|
|
protected bool TryEmoteChatInput(EntityUid source, string textInput)
|
|
{
|
|
var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
|
|
if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emote))
|
|
return true;
|
|
|
|
if (!AllowedToUseEmote(source, emote))
|
|
return true;
|
|
|
|
return TryInvokeEmoteEvent(source, emote);
|
|
|
|
}
|
|
/// <summary>
|
|
/// Checks if we can use this emote based on the emotes whitelist, blacklist, and availability to the entity.
|
|
/// </summary>
|
|
/// <param name="source">The entity that is speaking</param>
|
|
/// <param name="emote">The emote being used</param>
|
|
public 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 (_whitelist.IsWhitelistFail(emote.Whitelist, source) ||
|
|
_whitelist.IsBlacklistPass(emote.Blacklist, source))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the emote is available for all
|
|
if (!emote.Available)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates and raises <see cref="BeforeEmoteEvent"/> and then <see cref="EmoteEvent"/> to let other systems do things like play audio.
|
|
/// In the case that the Before event is cancelled, EmoteEvent will NOT be raised, and will optionally show a message to the player
|
|
/// explaining why the emote didn't happen.
|
|
/// </summary>
|
|
/// <param name="uid">The entity which is emoting</param>
|
|
/// <param name="proto">The emote which is being performed</param>
|
|
/// <returns>True if the emote was performed, false otherwise.</returns>
|
|
private bool TryInvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
|
|
{
|
|
var beforeEv = new BeforeEmoteEvent(uid, proto);
|
|
RaiseLocalEvent(uid, ref beforeEv);
|
|
|
|
if (beforeEv.Cancelled)
|
|
{
|
|
// Chat is not predicted anyways, so no need to predict this popup either.
|
|
if (_net.IsClient)
|
|
return false;
|
|
|
|
if (beforeEv.Blocker != null)
|
|
{
|
|
_popup.PopupEntity(
|
|
Loc.GetString(
|
|
"chat-system-emote-cancelled-blocked",
|
|
("emote", Loc.GetString(proto.Name).ToLower()),
|
|
("blocker", beforeEv.Blocker.Value)
|
|
),
|
|
uid,
|
|
uid
|
|
);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupEntity(
|
|
Loc.GetString("chat-system-emote-cancelled-generic",
|
|
("emote", Loc.GetString(proto.Name).ToLower())),
|
|
uid,
|
|
uid
|
|
);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
var ev = new EmoteEvent(proto);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return true;
|
|
}
|
|
|
|
private 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];
|
|
}
|
|
}
|