Files
Delta-v/Content.Server/Chat/Systems/ChatSystem.Emote.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

310 lines
12 KiB
C#

using Content.Server._RMC14.Emote; //RMC emote system
using System.Collections.Frozen;
using System.Collections.Immutable;
using Content.Server.Popups;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Emoting;
using Content.Shared.Speech;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Chat.Systems;
// emotes using emote prototype
public partial class ChatSystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
private FrozenDictionary<string, ImmutableList<EmotePrototype>> _wordEmoteDict = FrozenDictionary<string, ImmutableList<EmotePrototype>>.Empty; // DeltaV - Multiple emotes
protected override void OnPrototypeReload(PrototypesReloadedEventArgs obj)
{
base.OnPrototypeReload(obj);
if (obj.WasModified<EmotePrototype>())
CacheEmotes();
}
private void CacheEmotes()
{
var dict = new Dictionary<string, ImmutableList<EmotePrototype>>(); // DeltaV - Multiple triggers for the same emote
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))
{
// Begin DeltaV modification - Multiple emotes for the same words
dict[lowerWord] = value.Add(emote);
var errMsg = $"Duplicate of emote word {lowerWord}";
Log.Warning(errMsg);
continue;
}
dict.Add(lowerWord, ImmutableList.Create(emote)); // End DeltaV modification
}
}
_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>
/// <returns>True if an emote was performed. False if the emote is unvailable, 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.TryIndex<EmotePrototype>(emoteId, out var proto))
return false;
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>
/// <returns>True if an emote was performed. False if the emote is unvailable, 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);
}
return didEmote;
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
/// <returns>True if an emote was performed. False if the emote is unvailable, cancelled, etc.</returns>
public bool TryEmoteWithoutChat(EntityUid uid, string emoteId, bool ignoreActionBlocker = false)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return false;
return TryEmoteWithoutChat(uid, proto, ignoreActionBlocker);
}
/// <summary>
/// Makes selected entity to emote using <see cref="EmotePrototype"/> without sending any messages to chat.
/// </summary>
/// <returns>True if an emote was performed. False if the emote is unvailable, 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 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, AudioParams? audioParams = null)
{
return TryPlayEmoteSound(uid, proto, emote.ID, audioParams);
}
/// <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, 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="uid"></param>
/// <param name="textInput"></param>
/// <returns>True if the chat message should be displayed (because the emote was explicitly cancelled), false if it should not be.</returns>
private bool TryEmoteChatInput(EntityUid uid, string textInput)
{
var actionTrimmedLower = TrimPunctuation(textInput.ToLower());
if (!_wordEmoteDict.TryGetValue(actionTrimmedLower, out var emotes)) // DeltaV, renames to emotes
return false;
//RMC emote system
if (!_rmcEmote.TryEmote(uid))
return false;
bool validEmote = false; // DeltaV - Multiple emotes for the same trigger
foreach (var emote in emotes)
{
if (!AllowedToUseEmote(uid, emote))
continue;
TryInvokeEmoteEvent(uid, emote);
validEmote = true; // DeltaV
}
return validEmote; // DeltaV
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;
}
/// <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)
{
if (beforeEv.Blocker != null)
{
_popupSystem.PopupEntity(
Loc.GetString(
"chat-system-emote-cancelled-blocked",
("emote", Loc.GetString(proto.Name).ToLower()),
("blocker", beforeEv.Blocker.Value)
),
uid,
uid
);
}
else
{
_popupSystem.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;
}
}
/// <summary>
/// Raised by chat system when entity made some emote.
/// Use it to play sound, change sprite or something else.
/// </summary>
[ByRefEvent]
public sealed class EmoteEvent : HandledEntityEventArgs
{
public readonly EmotePrototype Emote;
public EmoteEvent(EmotePrototype emote)
{
Emote = emote;
Handled = false;
}
}