Files
Bubberstation/code/datums/emotes.dm
SmArtKar d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00

386 lines
13 KiB
Plaintext

/**
* # Emote
*
* Most of the text that's not someone talking is based off of this.
*
* Yes, the displayed message is stored on the datum, it would cause problems
* for emotes with a message that can vary, but that's handled differently in
* run_emote(), so be sure to use can_message_change if you plan to have
* different displayed messages from player to player.
*
*/
/datum/emote
/// What calls the emote.
var/key = ""
/// This will also call the emote.
var/key_third_person = ""
/// Needed for more user-friendly emote names, so emotes with keys like "aflap" will show as "flap angry". Defaulted to key.
var/name = ""
/// Message displayed when emote is used.
var/message = ""
/// Message displayed if the user is a mime.
var/message_mime = ""
/// Message displayed if the user is a grown alien.
var/message_alien = ""
/// Message displayed if the user is an alien larva.
var/message_larva = ""
/// Message displayed if the user is a robot.
var/message_robot = ""
/// Message displayed if the user is an AI.
var/message_AI = ""
/// Message displayed if the user is a monkey.
var/message_monkey = ""
/// Message to display if the user is a simple_animal or basic mob.
var/message_animal_or_basic = ""
/// Message with %t at the end to allow adding params to the message, like for mobs doing an emote relatively to something else.
var/message_param = ""
/// Whether the emote is visible and/or audible bitflag
var/emote_type = EMOTE_VISIBLE
/// Checks if the mob can use its hands before performing the emote.
var/hands_use_check = FALSE
/// Types that are allowed to use that emote.
var/list/mob_type_allowed_typecache = /mob
/// Types that are NOT allowed to use that emote.
var/list/mob_type_blacklist_typecache
/// Types that can use this emote regardless of their state.
var/list/mob_type_ignore_stat_typecache
/// Trait that is required to use this emote.
var/trait_required
/// In which state can you use this emote? (Check stat.dm for a full list of them)
var/stat_allowed = CONSCIOUS
/// Sound to play when emote is called.
var/sound
/// Used for the honk borg emote.
var/vary = FALSE
/// Can only code call this event instead of the player.
var/only_forced_audio = FALSE
/// The cooldown between the uses of the emote.
var/cooldown = 0.8 SECONDS
/// Does this message have a message that can be modified by the user?
var/can_message_change = FALSE
/// How long is the cooldown on the audio of the emote, if it has one?
var/audio_cooldown = 2 SECONDS
/// Does this emote's sound ignore walls?
var/sound_wall_ignore = FALSE
/datum/emote/New()
switch(mob_type_allowed_typecache)
if(/mob)
mob_type_allowed_typecache = GLOB.typecache_mob
if(/mob/living)
mob_type_allowed_typecache = GLOB.typecache_living
else
mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
mob_type_blacklist_typecache = typecacheof(mob_type_blacklist_typecache)
mob_type_ignore_stat_typecache = typecacheof(mob_type_ignore_stat_typecache)
if(!name)
name = key
/**
* Handles the modifications and execution of emotes.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * params - Parameters added after the emote.
* * type_override - Override to the current emote_type.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
*
*/
/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
var/msg = select_message_type(user, message, intentional)
if(params && message_param)
msg = select_param(user, params)
msg = replace_pronoun(user, msg)
if(!msg)
return
user.log_message(msg, LOG_EMOTE)
var/tmp_sound = get_sound(user)
if(tmp_sound && should_play_sound(user, intentional) && TIMER_COOLDOWN_FINISHED(user, "audible_emote_cooldown"))
TIMER_COOLDOWN_START(user, "audible_emote_cooldown", audio_cooldown)
playsound(source = user,soundin = tmp_sound,vol = 50, vary = vary, ignore_walls = sound_wall_ignore)
var/is_important = emote_type & EMOTE_IMPORTANT
var/is_visual = emote_type & EMOTE_VISIBLE
var/is_audible = emote_type & EMOTE_AUDIBLE
// Emote doesn't get printed to chat, runechat only
if(emote_type & EMOTE_RUNECHAT)
for(var/mob/viewer as anything in viewers(user))
if(isnull(viewer.client))
continue
if(!is_important && viewer != user && (!is_visual || !is_audible))
if(is_audible && !viewer.can_hear())
continue
if(is_visual && viewer.is_blind())
continue
if(user.runechat_prefs_check(viewer, EMOTE_MESSAGE))
viewer.create_chat_message(
speaker = user,
raw_message = msg,
runechat_flags = EMOTE_MESSAGE,
)
else if(is_important)
to_chat(viewer, span_emote("<b>[user]</b> [msg]"))
else if(is_audible && is_visual)
viewer.show_message(
span_emote("<b>[user]</b> [msg]"), MSG_AUDIBLE,
span_emote("You see how <b>[user]</b> [msg]"), MSG_VISUAL,
)
else if(is_audible)
viewer.show_message(span_emote("<b>[user]</b> [msg]"), MSG_AUDIBLE)
else if(is_visual)
viewer.show_message(span_emote("<b>[user]</b> [msg]"), MSG_VISUAL)
return // Early exit so no dchat message
// The emote has some important information, and should always be shown to the user
else if(is_important)
for(var/mob/viewer as anything in viewers(user))
to_chat(viewer, span_emote("<b>[user]</b> [msg]"))
if(user.runechat_prefs_check(viewer, EMOTE_MESSAGE))
viewer.create_chat_message(
speaker = user,
raw_message = msg,
runechat_flags = EMOTE_MESSAGE,
)
// Emotes has both an audible and visible component
// Prioritize audible, and provide a visible message if the user is deaf
else if(is_visual && is_audible)
user.audible_message(
message = msg,
deaf_message = span_emote("You see how <b>[user]</b> [msg]"),
self_message = msg,
audible_message_flags = EMOTE_MESSAGE|ALWAYS_SHOW_SELF_MESSAGE,
)
// Emote is entirely audible, no visible component
else if(is_audible)
user.audible_message(
message = msg,
self_message = msg,
audible_message_flags = EMOTE_MESSAGE,
)
// Emote is entirely visible, no audible component
else if(is_visual)
user.visible_message(
message = msg,
self_message = msg,
visible_message_flags = EMOTE_MESSAGE|ALWAYS_SHOW_SELF_MESSAGE,
)
else
CRASH("Emote [type] has no valid emote type set!")
if(!isnull(user.client))
var/dchatmsg = "<b>[user]</b> [msg]"
for(var/mob/ghost as anything in GLOB.dead_mob_list - viewers(get_turf(user)))
if(isnull(ghost.client) || isnewplayer(ghost))
continue
if(!(get_chat_toggles(ghost.client) & CHAT_GHOSTSIGHT))
continue
to_chat(ghost, span_emote("[FOLLOW_LINK(ghost, user)] [dchatmsg]"))
return
/**
* For handling emote cooldown, return true to allow the emote to happen.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
*
* Returns FALSE if the cooldown is not over, TRUE if the cooldown is over.
*/
/datum/emote/proc/check_cooldown(mob/user, intentional)
if(!intentional)
return TRUE
if(user.emotes_used && user.emotes_used[src] + cooldown > world.time)
var/datum/emote/default_emote = /datum/emote
if(cooldown > initial(default_emote.cooldown)) // only worry about longer-than-normal emotes
to_chat(user, span_danger("You must wait another [DisplayTimeText(user.emotes_used[src] - world.time + cooldown)] before using that emote."))
return FALSE
if(!user.emotes_used)
user.emotes_used = list()
user.emotes_used[src] = world.time
return TRUE
/**
* To get the sound that the emote plays, for special sound interactions depending on the mob.
*
* Arguments:
* * user - Person that is trying to send the emote.
*
* Returns the sound that will be made while sending the emote.
*/
/datum/emote/proc/get_sound(mob/living/user)
return sound //by default just return this var.
/**
* To replace pronouns in the inputed string with the user's proper pronouns.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * msg - The string to modify.
*
* Returns the modified msg string.
*/
/datum/emote/proc/replace_pronoun(mob/user, msg)
if(findtext(msg, "their"))
msg = replacetext(msg, "their", user.p_their())
if(findtext(msg, "them"))
msg = replacetext(msg, "them", user.p_them())
if(findtext(msg, "they"))
msg = replacetext(msg, "they", user.p_they())
if(findtext(msg, "%s"))
msg = replacetext(msg, "%s", user.p_s())
return msg
/**
* Selects the message type to override the message with.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * msg - The string to modify.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
*
* Returns the new message, or msg directly, if no change was needed.
*/
/datum/emote/proc/select_message_type(mob/user, msg, intentional)
// Basically, we don't care that the others can use datum variables, because they're never going to change.
. = msg
if(!isliving(user))
return .
var/mob/living/living_user = user
if(HAS_MIND_TRAIT(user, TRAIT_MIMING) && message_mime)
. = message_mime
if(isalienadult(user) && message_alien)
. = message_alien
else if(islarva(user) && message_larva)
. = message_larva
else if(isAI(user) && message_AI)
. = message_AI
else if(ismonkey(user) && message_monkey)
. = message_monkey
else if((iscyborg(user) || (living_user.mob_biotypes & MOB_ROBOTIC)) && message_robot)
. = message_robot
else if(isanimal_or_basicmob(user) && message_animal_or_basic)
. = message_animal_or_basic
return .
/**
* Replaces the %t in the message in message_param by params.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * params - Parameters added after the emote.
*
* Returns the modified string.
*/
/datum/emote/proc/select_param(mob/user, params)
return replacetext(message_param, "%t", params)
/**
* Check to see if the user is allowed to run the emote.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * status_check - Bool that says whether we should check their stat or not.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
* * params - Parameters added after the emote.
*
* Returns a bool about whether or not the user can run the emote.
*/
/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE, params)
if(trait_required && !HAS_TRAIT(user, trait_required))
return FALSE
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
return FALSE
if(is_type_in_typecache(user, mob_type_blacklist_typecache))
return FALSE
if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
if(user.stat > stat_allowed)
if(!intentional)
return FALSE
switch(user.stat)
if(SOFT_CRIT)
to_chat(user, span_warning("You cannot [key] while in a critical condition!"))
if(UNCONSCIOUS, HARD_CRIT)
to_chat(user, span_warning("You cannot [key] while unconscious!"))
if(DEAD)
to_chat(user, span_warning("You cannot [key] while dead!"))
return FALSE
if(hands_use_check && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
if(!intentional)
return FALSE
to_chat(user, span_warning("You cannot use your hands to [key] right now!"))
return FALSE
if(HAS_TRAIT(user, TRAIT_EMOTEMUTE))
return FALSE
return TRUE
/**
* Check to see if the user should play a sound when performing the emote.
*
* Arguments:
* * user - Person that is doing the emote.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
*
* Returns a bool about whether or not the user should play a sound when performing the emote.
*/
/datum/emote/proc/should_play_sound(mob/user, intentional = FALSE)
if(emote_type & EMOTE_AUDIBLE && !hands_use_check)
if(HAS_TRAIT(user, TRAIT_MUTE))
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/loud_mouth = user
if(HAS_MIND_TRAIT(loud_mouth, TRAIT_MIMING)) // vow of silence prevents outloud noises
return FALSE
if(!loud_mouth.get_organ_slot(ORGAN_SLOT_TONGUE))
return FALSE
if(only_forced_audio && intentional)
return FALSE
return TRUE
/**
* Allows the intrepid coder to send a basic emote
* Takes text as input, sends it out to those who need to know after some light parsing
* If you need something more complex, make it into a datum emote
* Arguments:
* * text - The text to send out
*
* Returns TRUE if it was able to run the emote, FALSE otherwise.
*/
/atom/proc/manual_emote(text)
if(!text)
CRASH("Someone passed nothing to manual_emote(), fix it")
log_message(text, LOG_EMOTE)
visible_message(text, visible_message_flags = EMOTE_MESSAGE)
return TRUE
/mob/manual_emote(text)
if (stat != CONSCIOUS)
return FALSE
. = ..()
if (!.)
return FALSE
if (!client)
return TRUE
var/ghost_text = "<b>[src]</b> [text]"
var/origin_turf = get_turf(src)
for(var/mob/ghost as anything in GLOB.dead_mob_list)
if(!ghost.client || isnewplayer(ghost))
continue
if(get_chat_toggles(ghost.client) & CHAT_GHOSTSIGHT && !(ghost in viewers(origin_turf, null)))
ghost.show_message("[FOLLOW_LINK(ghost, src)] [ghost_text]")
return TRUE