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Bubberstation/code/datums/emotes.dm
Seris02 3c5207b882 [SEMI-MODULAR] (mostly) fixes AI improvement PR code (#7621)
* GANDALF WHY

* fixed

* skip typecheck

* yes
2021-08-21 22:27:42 +01:00

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#define EMOTE_VISIBLE 1
#define EMOTE_AUDIBLE 2
/**
* # 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 = ""
/// 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.
var/message_simple = ""
/// 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 or audible.
var/emote_type = EMOTE_VISIBLE
/// Checks if the mob can use its hands before performing the emote.
var/hands_use_check = FALSE
/// Will only work if the emote is EMOTE_AUDIBLE.
var/muzzle_ignore = 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
/// 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
//SKYRAT EDIT ADDITION BEGIN - EMOTES
var/sound_volume = 25 //Emote volume
var/list/allowed_species
//SKYRAT EDIT ADDITION END
/datum/emote/New()
if (ispath(mob_type_allowed_typecache))
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)
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)
/**
* 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).
*
* Returns TRUE if it was able to run the emote, FALSE otherwise.
*/
/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
. = TRUE
if(!can_run_emote(user, TRUE, intentional))
return FALSE
var/msg = select_message_type(user, message, intentional)
if(params && message_param)
msg = select_param(user, params)
msg = replace_pronoun(user, msg)
if(isliving(user))
var/mob/living/sender = user
for(var/obj/item/implant/implant in sender.implants)
implant.trigger(key, sender)
if(!msg)
return
user.log_message(msg, LOG_EMOTE)
var/dchatmsg = "<b>[user]</b> [msg]"
var/tmp_sound = get_sound(user)
if(tmp_sound && (!only_forced_audio || !intentional) && !TIMER_COOLDOWN_CHECK(user, type))
TIMER_COOLDOWN_START(user, type, audio_cooldown)
//SKYRAT EDIT CHANGE BEGIN
//playsound(user, tmp_sound, 50, vary) - SKYRAT EDIT - ORIGINAL
playsound(user, tmp_sound, sound_volume, vary)
//SKYRAT EDIT CHANGE END
var/user_turf = get_turf(user)
if (user.client)
for(var/mob/ghost as anything in GLOB.dead_mob_list)
if(!ghost.client || isnewplayer(ghost))
continue
if(ghost.client.prefs.chat_toggles & CHAT_GHOSTSIGHT && !(ghost in viewers(user_turf, null)))
ghost.show_message("<span class='emote'>[FOLLOW_LINK(ghost, user)] [dchatmsg]</span>")
//SKYRAT EDIT ADDITION BEGIN - AI QoL
for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list)
var/ai_eye_turf = get_turf(ai.eyeobj)
if(ai.client && !(ai.stat == DEAD) && (get_dist(user_turf, ai_eye_turf)<8))
ai.show_message("<span class='emote'>[dchatmsg]</span>")
//SKYRAT EDIT ADDITION END - AI QoL
if(emote_type == EMOTE_AUDIBLE)
user.audible_message(msg, deaf_message = "<span class='emote'>You see how <b>[user]</b> [msg]</span>", audible_message_flags = EMOTE_MESSAGE)
else
user.visible_message(msg, blind_message = "<span class='emote'>You hear how <b>[user]</b> [msg]</span>", visible_message_flags = EMOTE_MESSAGE)
SEND_SIGNAL(user, COMSIG_MOB_EMOTED(key))
/**
* 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
//SKYRAT EDIT CHANGE BEGIN - EMOTES - GLOBAL COOLDOWN
//if(user.emotes_used && user.emotes_used[src] + cooldown > world.time) - SKYRAT EDIT - ORIGINAL
if(user.nextsoundemote > 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 - SKYRAT EDIT - ORIGINAL
user.nextsoundemote = world.time + cooldown
//SKYRAT EDIT CHANGE END
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(!muzzle_ignore && user.is_muzzled() && emote_type == EMOTE_AUDIBLE)
return "makes a [pick("strong ", "weak ", "")]noise."
if(user.mind && user.mind.miming && message_mime)
. = message_mime
if(isalienadult(user) && message_alien)
. = message_alien
else if(islarva(user) && message_larva)
. = message_larva
else if(iscyborg(user) && message_robot)
. = message_robot
else if(isAI(user) && message_AI)
. = message_AI
else if(ismonkey(user) && message_monkey)
. = message_monkey
else if(isanimal(user) && message_simple)
. = message_simple
/**
* 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).
*
* 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)
. = TRUE
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(isliving(user))
var/mob/living/sender = user
if(HAS_TRAIT(sender, TRAIT_EMOTEMUTE))
return FALSE
//SKYRAT EDIT BEGIN
if(allowed_species)
var/check = FALSE
if(ishuman(user))
var/mob/living/carbon/human/sender = user
if(sender.dna.species.type in allowed_species)
check = TRUE
return check
//SKYRAT EDIT END
/**
* 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.
*/
/mob/proc/manual_emote(text) //Just override the song and dance
. = TRUE
if(stat != CONSCIOUS)
return
if(!text)
CRASH("Someone passed nothing to manual_emote(), fix it")
log_message(text, LOG_EMOTE)
var/ghost_text = "<b>[src]</b> [text]"
var/origin_turf = get_turf(src)
if(client)
for(var/mob/ghost as anything in GLOB.dead_mob_list)
if(!ghost.client || isnewplayer(ghost))
continue
if(ghost.client.prefs.chat_toggles & CHAT_GHOSTSIGHT && !(ghost in viewers(origin_turf, null)))
ghost.show_message("[FOLLOW_LINK(ghost, src)] [ghost_text]")
visible_message(text, visible_message_flags = EMOTE_MESSAGE)