Synth emote fix (#6136)
* testing * Actually fix synth emotes. * Fixed harpies playing the emote sound twice. * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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@ -5,7 +5,9 @@ using Content.Shared.Chat;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Chat.TypingIndicator;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Speech;
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using Content.Shared.Speech.Components;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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@ -16,22 +18,22 @@ public sealed class SynthSystem : EntitySystem
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// Begin DeltaV - make strings static readonly
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private static readonly ProtoId<TypingIndicatorPrototype> RobotTypingIndicator = "robot";
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private static readonly ProtoId<ReagentPrototype> SynthBloodReagent = "SynthBlood";
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private static readonly ProtoId<TagPrototype> SyntheticEmotesTag = "SyntheticEmotes";
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private static readonly ProtoId<TagPrototype> SyntheticEmotesTag = "SiliconEmotes";
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private static readonly ProtoId<EmoteSoundsPrototype> SyntheticEmoteSounds = "SyntheticEmoteSounds";
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private static readonly ProtoId<EmotePrototype>[] SiliconEmotes = ["Beep", "Chime", "Buzz", "Buzz-Two", "Ping"];
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// End DeltaV
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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private EmoteSoundsPrototype? _syntheticEmoteSounds; // delta-v - proper synthe emote implementation
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SynthComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<SynthComponent, EmoteEvent>(OnEmote); // delta-v - proper synthe emote implementation
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SubscribeLocalEvent<SynthComponent, EmoteEvent>(OnEmote);
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}
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private void OnStartup(EntityUid uid, SynthComponent component, ComponentStartup args)
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@ -42,26 +44,30 @@ public sealed class SynthSystem : EntitySystem
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Dirty(uid, indicator);
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}
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// Begin DeltaV - Change blood amount according to original BloodstreamCompoent.ReferenceSolution volume
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if (TryComp<BloodstreamComponent>(uid, out var bloodstream))
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{
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// Give them synth blood. Ion storm notif is handled in that system
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_bloodstream.ChangeBloodReagents((uid, bloodstream), new([new(SynthBloodReagent, bloodstream.BloodReferenceSolution.Volume)]));
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}
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// End DeltaV
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_tag.AddTag(uid, SyntheticEmotesTag); // delta-v - proper synthe emote implementation
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// Add the silicon emotes to the allow list so we can ignore the emote whitelist/blacklist. This just allows the emote event to
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// be sent but it does not associate a sound with the emote. We'll intercept that event in OnEmote and play the sound manually there
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// since we cannot add just add sounds on the fly to the emote sounds of a species (everyone will have a different sound).
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if (HasComp<VocalComponent>(uid) && TryComp<SpeechComponent>(uid, out var speech))
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{
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speech.AllowedEmotes.AddRange(SiliconEmotes);
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Dirty(uid, speech);
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}
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}
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// Start DeltaV - proper synthe emote implementation
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private void OnEmote(EntityUid uid, SynthComponent component, ref EmoteEvent args)
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{
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if (args.Handled)
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return;
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_syntheticEmoteSounds ??= _proto.Index(SyntheticEmoteSounds);
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args.Handled = _chat.TryPlayEmoteSound(uid, _syntheticEmoteSounds, args.Emote);
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// If we make it this far, its an allowed emote, so just resolve the sound from
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// the SyntheticEmoteSounds prototype and play it.
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if (_proto.Resolve(SyntheticEmoteSounds, out var emoteSound))
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args.Handled = _chat.TryPlayEmoteSound(uid, emoteSound, args.Emote);
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}
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// End DeltaV
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}
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@ -344,12 +344,11 @@
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category: Vocal
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icon: Interface/Emotes/buzz.png
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whitelist:
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# requireAll: true # Delta-V change - makes the whitelist become an any check instead of requiring everything.
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requireAll: true
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components:
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- Vocal
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tags:
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- SiliconEmotes
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- SyntheticEmotes # Delta-V change - added machine emotes for the synthetic trait.
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chatMessages: ["chat-emote-msg-buzz"]
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chatTriggers:
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- buzzing
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@ -433,12 +432,11 @@
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category: Vocal
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icon: Interface/Emotes/beep.png
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whitelist:
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# requireAll: true # Delta-V change - makes the whitelist become an any check instead of requiring everything.
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requireAll: true
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components:
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- Vocal
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tags:
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- SiliconEmotes
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- SyntheticEmotes # Delta-V change - added machine emotes for the synthetic trait.
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chatMessages: ["chat-emote-msg-beep"]
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chatTriggers:
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- beep
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@ -452,12 +450,11 @@
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category: Vocal
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icon: Interface/Emotes/chime.png
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whitelist:
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# requireAll: true # Delta-V change - makes the whitelist become an any check instead of requiring everything.
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requireAll: true
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components:
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- Vocal
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tags:
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- SiliconEmotes
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- SyntheticEmotes # Delta-V change - added machine emotes for the synthetic trait.
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chatMessages: ["chat-emote-msg-chime"]
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chatTriggers:
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- chime
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@ -471,12 +468,11 @@
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category: Vocal
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icon: Interface/Emotes/buzztwo.png
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whitelist:
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# requireAll: true # Delta-V change - makes the whitelist become an any check instead of requiring everything.
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requireAll: true
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components:
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- Vocal
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tags:
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- SiliconEmotes
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- SyntheticEmotes # Delta-V change - added machine emotes for the synthetic trait.
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chatMessages: ["chat-emote-msg-buzzestwo"]
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chatTriggers:
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- buzztwice
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@ -496,12 +492,11 @@
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category: Vocal
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icon: Interface/Emotes/ping.png
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whitelist:
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# requireAll: true # Delta-V change - makes the whitelist become an any check instead of requiring everything.
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requireAll: true
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components:
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- Vocal
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tags:
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- SiliconEmotes
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- SyntheticEmotes # Delta-V change - added machine emotes for the synthetic trait.
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chatMessages: ["chat-emote-msg-ping"]
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chatTriggers:
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- ping
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