# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.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/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.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/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
284 lines
11 KiB
C#
284 lines
11 KiB
C#
using System.Collections.Frozen;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Speech;
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using Robust.Shared.Audio;
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using Robust.Shared.Random;
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namespace Content.Shared.Chat;
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public abstract partial class SharedChatSystem
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{
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private FrozenDictionary<string, EmotePrototype> _wordEmoteDict = FrozenDictionary<string, EmotePrototype>.Empty;
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private void CacheEmotes()
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{
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var dict = new Dictionary<string, EmotePrototype>();
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var emotes = _prototypeManager.EnumeratePrototypes<EmotePrototype>();
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foreach (var emote in emotes)
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{
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foreach (var word in emote.ChatTriggers)
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{
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var lowerWord = word.ToLower();
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if (dict.TryGetValue(lowerWord, out var value))
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{
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var errMsg = $"Duplicate of emote word {lowerWord} in emotes {emote.ID} and {value.ID}";
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Log.Error(errMsg);
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continue;
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}
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dict.Add(lowerWord, emote);
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}
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}
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_wordEmoteDict = dict.ToFrozenDictionary();
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emoteId">The id of emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/></param>
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/// <param name="hideLog">Whether this message should appear in the adminlog window, or not.</param>
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/// <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>
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/// <param name="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</param>
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/// <param name="nameOverride">
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/// The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>.
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/// If this is set, the event will not get raised.
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/// </param>
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/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
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/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
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public bool TryEmoteWithChat(
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EntityUid source,
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string emoteId,
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ChatTransmitRange range = ChatTransmitRange.Normal,
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bool hideLog = false,
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string? nameOverride = null,
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bool ignoreActionBlocker = false,
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bool forceEmote = false
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)
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{
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if (!_prototypeManager.Resolve<EmotePrototype>(emoteId, out var proto))
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return false;
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return TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> and sends a message to chat.
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/// </summary>
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/// <param name="source">The entity that is speaking.</param>
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/// <param name="emote">The emote prototype. Should have valid <see cref="EmotePrototype.ChatMessages"/>.</param>
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/// <param name="hideLog">Whether this message should appear in the adminlog window or not.</param>
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/// <param name="ignoreActionBlocker">Whether emote action blocking should be ignored or not.</param>
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/// <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>
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/// <param name="nameOverride">
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/// The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>.
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/// If this is set, the event will not get raised.
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/// </param>
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/// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
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/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
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public bool TryEmoteWithChat(
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EntityUid source,
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EmotePrototype emote,
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ChatTransmitRange range = ChatTransmitRange.Normal,
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bool hideLog = false,
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string? nameOverride = null,
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bool ignoreActionBlocker = false,
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bool forceEmote = false
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)
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{
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if (!forceEmote && !AllowedToUseEmote(source, emote))
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return false;
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var didEmote = TryEmoteWithoutChat(source, emote, ignoreActionBlocker);
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// check if proto has valid message for chat
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if (didEmote && emote.ChatMessages.Count != 0)
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{
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// not all emotes are loc'd, but for the ones that are we pass in entity
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var action = Loc.GetString(_random.Pick(emote.ChatMessages), ("entity", source));
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SendEntityEmote(source, action, range, nameOverride, hideLog: hideLog, checkEmote: false, ignoreActionBlocker: ignoreActionBlocker);
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}
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// Sunrise-Start
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if (didEmote && emote.PopupMessages.Count != 0)
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{
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var action = Loc.GetString(_random.Pick(emote.PopupMessages), ("entity", source));
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_popup.PopupEntity(action, source);
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}
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// Sunrise-End
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return didEmote;
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
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public bool TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
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{
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if (!_prototypeManager.Resolve<EmotePrototype>(emoteId, out var proto))
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return false;
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return TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
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}
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/// <summary>
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/// Makes the selected entity emote using the given <see cref="EmotePrototype"/> without sending any messages to chat.
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/// </summary>
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/// <returns>True if an emote was performed. False if the emote is unavailable, cancelled, etc.</returns>
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public bool TryEmoteWithoutChat(EntityUid uid, EmotePrototype proto, bool ignoreActionBlocker = false)
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{
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if (!_actionBlocker.CanEmote(uid) && !ignoreActionBlocker)
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return false;
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return TryInvokeEmoteEvent(uid, proto);
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}
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/// <summary>
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/// Tries to find and play the relevant emote sound in an emote sounds collection.
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/// </summary>
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/// <returns>True if emote sound was played.</returns>
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public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, EmotePrototype emote, AudioParams? audioParams = null)
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{
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return TryPlayEmoteSound(uid, proto, emote.ID, audioParams);
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}
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/// <summary>
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/// Tries to find and play the relevant emote sound in an emote sounds collection.
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/// </summary>
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/// <returns>True if emote sound was played.</returns>
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public bool TryPlayEmoteSound(EntityUid uid, EmoteSoundsPrototype? proto, string emoteId, AudioParams? audioParams = null)
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{
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if (proto == null)
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return false;
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// try to get specific sound for this emote
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if (!proto.Sounds.TryGetValue(emoteId, out var sound))
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{
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// no specific sound - check fallback
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sound = proto.FallbackSound;
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if (sound == null)
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return false;
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}
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// optional override params > general params for all sounds in set > individual sound params
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var param = audioParams ?? proto.GeneralParams ?? sound.Params;
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_audio.PlayPvs(sound, uid, param);
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return true;
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}
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/// <summary>
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/// Checks if a valid emote was typed, to play sounds and etc and invokes an event.
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="textInput">Formatted emote message.</param>
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/// <returns>True if the chat message should be displayed (because the emote was explicitly cancelled), false if it should not be.</returns>
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protected bool TryEmoteChatInput(EntityUid source, string textInput)
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{
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var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
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if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emote))
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return true;
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if (!AllowedToUseEmote(source, emote))
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return true;
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return TryInvokeEmoteEvent(source, emote);
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}
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/// <summary>
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/// Checks if we can use this emote based on the emotes whitelist, blacklist, and availability to the entity.
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/// </summary>
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/// <param name="source">The entity that is speaking</param>
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/// <param name="emote">The emote being used</param>
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public bool AllowedToUseEmote(EntityUid source, EmotePrototype emote)
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{
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// If emote is in AllowedEmotes, it will bypass whitelist and blacklist
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if (TryComp<SpeechComponent>(source, out var speech) &&
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speech.AllowedEmotes.Contains(emote.ID))
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{
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return true;
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}
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// Check the whitelist and blacklist
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if (_whitelist.IsWhitelistFail(emote.Whitelist, source) ||
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_whitelist.IsWhitelistPass(emote.Blacklist, source))
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{
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return false;
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}
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// Check if the emote is available for all
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if (!emote.Available)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// 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];
|
|
}
|
|
}
|