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## About The Pull Request This PR adds a bunch of sanity checking to the `prefs.chat_toggles` var accesses. Prefs can be null when client is creating/deleting and this causes a runtime where you might not be able to use emotes.  EDIT: as per suggestion I stopped masking the issue and added stack traces instead. And made them into helper procs to avoid code duplication. For some of these procs it is important that we are able to continue running to get to the end. **A ghost having null prefs should not stop everyone else from hearing/seeing the emote.** So now they will put the stack trace and keep on trucking if that issue occurs. This is the main 'point' of the PR, which has seemingly gotten bogged down in the creation of the two helper procs--apologies. See https://github.com/tgstation/tgstation/pull/70404 for essentially the same issue but applied to chat messages. I have gone back and replaced the duplicated code from that to use the new helper procs instead. ## Why It's Good For The Game Anything chat related is a bad place to runtime. Some messages can take a while to type out and to have it not display is frustrating at worst, possibly detrimental if you have to communicate something urgently. ## Changelog 🆑 fix: fixes a bug that can cause emotes to stop working if a client is being created or deleted /🆑
316 lines
11 KiB
Plaintext
316 lines
11 KiB
Plaintext
/**
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* # Emote
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*
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* Most of the text that's not someone talking is based off of this.
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*
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* Yes, the displayed message is stored on the datum, it would cause problems
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* for emotes with a message that can vary, but that's handled differently in
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* run_emote(), so be sure to use can_message_change if you plan to have
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* different displayed messages from player to player.
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*
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*/
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/datum/emote
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/// What calls the emote.
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var/key = ""
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/// This will also call the emote.
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var/key_third_person = ""
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/// Message displayed when emote is used.
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var/message = ""
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/// Message displayed if the user is a mime.
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var/message_mime = ""
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/// Message displayed if the user is a grown alien.
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var/message_alien = ""
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/// Message displayed if the user is an alien larva.
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var/message_larva = ""
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/// Message displayed if the user is a robot.
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var/message_robot = ""
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/// Message displayed if the user is an AI.
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var/message_AI = ""
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/// Message displayed if the user is a monkey.
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var/message_monkey = ""
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/// Message to display if the user is a simple_animal or basic mob.
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var/message_animal_or_basic = ""
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/// Message with %t at the end to allow adding params to the message, like for mobs doing an emote relatively to something else.
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var/message_param = ""
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/// Whether the emote is visible and/or audible bitflag
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var/emote_type = EMOTE_VISIBLE
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/// Checks if the mob can use its hands before performing the emote.
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var/hands_use_check = FALSE
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/// Will only work if the emote is EMOTE_AUDIBLE.
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var/muzzle_ignore = FALSE
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/// Types that are allowed to use that emote.
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var/list/mob_type_allowed_typecache = /mob
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/// Types that are NOT allowed to use that emote.
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var/list/mob_type_blacklist_typecache
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/// Types that can use this emote regardless of their state.
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var/list/mob_type_ignore_stat_typecache
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/// In which state can you use this emote? (Check stat.dm for a full list of them)
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var/stat_allowed = CONSCIOUS
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/// Sound to play when emote is called.
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var/sound
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/// Used for the honk borg emote.
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var/vary = FALSE
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/// Can only code call this event instead of the player.
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var/only_forced_audio = FALSE
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/// The cooldown between the uses of the emote.
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var/cooldown = 0.8 SECONDS
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/// Does this message have a message that can be modified by the user?
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var/can_message_change = FALSE
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/// How long is the cooldown on the audio of the emote, if it has one?
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var/audio_cooldown = 2 SECONDS
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/datum/emote/New()
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switch(mob_type_allowed_typecache)
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if(/mob)
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mob_type_allowed_typecache = GLOB.typecache_mob
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if(/mob/living)
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mob_type_allowed_typecache = GLOB.typecache_living
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else
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mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
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mob_type_blacklist_typecache = typecacheof(mob_type_blacklist_typecache)
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mob_type_ignore_stat_typecache = typecacheof(mob_type_ignore_stat_typecache)
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/**
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* Handles the modifications and execution of emotes.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * params - Parameters added after the emote.
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* * type_override - Override to the current emote_type.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns TRUE if it was able to run the emote, FALSE otherwise.
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*/
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/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
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. = TRUE
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if(!can_run_emote(user, TRUE, intentional))
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return FALSE
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if(SEND_SIGNAL(user, COMSIG_MOB_PRE_EMOTED, key, params, type_override, intentional) & COMPONENT_CANT_EMOTE)
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return // We don't return FALSE because the error output would be incorrect, provide your own if necessary.
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var/msg = select_message_type(user, message, intentional)
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if(params && message_param)
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msg = select_param(user, params)
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msg = replace_pronoun(user, msg)
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if(!msg)
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return
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user.log_message(msg, LOG_EMOTE)
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var/dchatmsg = "<b>[user]</b> [msg]"
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var/tmp_sound = get_sound(user)
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if(tmp_sound && should_play_sound(user, intentional) && !TIMER_COOLDOWN_CHECK(user, type))
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TIMER_COOLDOWN_START(user, type, audio_cooldown)
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playsound(user, tmp_sound, 50, vary)
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var/user_turf = get_turf(user)
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if (user.client)
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for(var/mob/ghost as anything in GLOB.dead_mob_list)
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if(!ghost.client || isnewplayer(ghost))
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continue
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if(get_chat_toggles(ghost.client) & CHAT_GHOSTSIGHT && !(ghost in viewers(user_turf, null)))
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ghost.show_message("<span class='emote'>[FOLLOW_LINK(ghost, user)] [dchatmsg]</span>")
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if(emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE)) //emote is audible and visible
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user.audible_message(msg, deaf_message = "<span class='emote'>You see how <b>[user]</b> [msg]</span>", audible_message_flags = EMOTE_MESSAGE)
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else if(emote_type & EMOTE_VISIBLE) //emote is only visible
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user.visible_message(msg, visible_message_flags = EMOTE_MESSAGE)
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if(emote_type & EMOTE_IMPORTANT)
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for(var/mob/living/viewer in viewers())
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if(viewer.is_blind() && !viewer.can_hear())
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to_chat(viewer, msg)
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/**
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* For handling emote cooldown, return true to allow the emote to happen.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns FALSE if the cooldown is not over, TRUE if the cooldown is over.
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*/
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/datum/emote/proc/check_cooldown(mob/user, intentional)
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if(!intentional)
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return TRUE
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if(user.emotes_used && user.emotes_used[src] + cooldown > world.time)
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var/datum/emote/default_emote = /datum/emote
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if(cooldown > initial(default_emote.cooldown)) // only worry about longer-than-normal emotes
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to_chat(user, span_danger("You must wait another [DisplayTimeText(user.emotes_used[src] - world.time + cooldown)] before using that emote."))
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return FALSE
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if(!user.emotes_used)
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user.emotes_used = list()
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user.emotes_used[src] = world.time
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return TRUE
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/**
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* To get the sound that the emote plays, for special sound interactions depending on the mob.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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*
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* Returns the sound that will be made while sending the emote.
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*/
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/datum/emote/proc/get_sound(mob/living/user)
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return sound //by default just return this var.
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/**
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* To replace pronouns in the inputed string with the user's proper pronouns.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * msg - The string to modify.
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*
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* Returns the modified msg string.
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*/
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/datum/emote/proc/replace_pronoun(mob/user, msg)
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if(findtext(msg, "their"))
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msg = replacetext(msg, "their", user.p_their())
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if(findtext(msg, "them"))
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msg = replacetext(msg, "them", user.p_them())
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if(findtext(msg, "they"))
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msg = replacetext(msg, "they", user.p_they())
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if(findtext(msg, "%s"))
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msg = replacetext(msg, "%s", user.p_s())
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return msg
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/**
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* Selects the message type to override the message with.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * msg - The string to modify.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns the new message, or msg directly, if no change was needed.
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*/
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/datum/emote/proc/select_message_type(mob/user, msg, intentional)
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// Basically, we don't care that the others can use datum variables, because they're never going to change.
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. = msg
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if(!muzzle_ignore && user.is_muzzled() && emote_type & EMOTE_AUDIBLE)
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return "makes a [pick("strong ", "weak ", "")]noise."
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if(HAS_MIND_TRAIT(user, TRAIT_MIMING) && message_mime)
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. = message_mime
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if(isalienadult(user) && message_alien)
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. = message_alien
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else if(islarva(user) && message_larva)
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. = message_larva
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else if(iscyborg(user) && message_robot)
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. = message_robot
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else if(isAI(user) && message_AI)
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. = message_AI
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else if(ismonkey(user) && message_monkey)
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. = message_monkey
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else if(isanimal_or_basicmob(user) && message_animal_or_basic)
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. = message_animal_or_basic
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/**
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* Replaces the %t in the message in message_param by params.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * params - Parameters added after the emote.
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*
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* Returns the modified string.
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*/
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/datum/emote/proc/select_param(mob/user, params)
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return replacetext(message_param, "%t", params)
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/**
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* Check to see if the user is allowed to run the emote.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * status_check - Bool that says whether we should check their stat or not.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns a bool about whether or not the user can run the emote.
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*/
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/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE)
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if(!is_type_in_typecache(user, mob_type_allowed_typecache))
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return FALSE
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if(is_type_in_typecache(user, mob_type_blacklist_typecache))
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return FALSE
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if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
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if(user.stat > stat_allowed)
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if(!intentional)
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return FALSE
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switch(user.stat)
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if(SOFT_CRIT)
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to_chat(user, span_warning("You cannot [key] while in a critical condition!"))
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if(UNCONSCIOUS, HARD_CRIT)
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to_chat(user, span_warning("You cannot [key] while unconscious!"))
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if(DEAD)
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to_chat(user, span_warning("You cannot [key] while dead!"))
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return FALSE
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if(hands_use_check && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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if(!intentional)
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return FALSE
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to_chat(user, span_warning("You cannot use your hands to [key] right now!"))
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return FALSE
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if(HAS_TRAIT(user, TRAIT_EMOTEMUTE))
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return FALSE
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return TRUE
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/**
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* Check to see if the user should play a sound when performing the emote.
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*
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* Arguments:
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* * user - Person that is doing the emote.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns a bool about whether or not the user should play a sound when performing the emote.
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*/
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/datum/emote/proc/should_play_sound(mob/user, intentional = FALSE)
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if(emote_type & EMOTE_AUDIBLE && !muzzle_ignore)
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if(user.is_muzzled())
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return FALSE
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if(HAS_TRAIT(user, TRAIT_MUTE))
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return FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/loud_mouth = user
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if(HAS_MIND_TRAIT(loud_mouth, TRAIT_MIMING)) // vow of silence prevents outloud noises
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return FALSE
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if(!loud_mouth.get_organ_slot(ORGAN_SLOT_TONGUE))
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return FALSE
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if(only_forced_audio && intentional)
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return FALSE
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return TRUE
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/**
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* Allows the intrepid coder to send a basic emote
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* Takes text as input, sends it out to those who need to know after some light parsing
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* If you need something more complex, make it into a datum emote
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* Arguments:
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* * text - The text to send out
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*
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* Returns TRUE if it was able to run the emote, FALSE otherwise.
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*/
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/atom/proc/manual_emote(text)
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if(!text)
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CRASH("Someone passed nothing to manual_emote(), fix it")
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log_message(text, LOG_EMOTE)
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visible_message(text, visible_message_flags = EMOTE_MESSAGE)
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return TRUE
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/mob/manual_emote(text)
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if (stat != CONSCIOUS)
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return FALSE
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. = ..()
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if (!.)
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return FALSE
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if (!client)
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return TRUE
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var/ghost_text = "<b>[src]</b> [text]"
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var/origin_turf = get_turf(src)
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for(var/mob/ghost as anything in GLOB.dead_mob_list)
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if(!ghost.client || isnewplayer(ghost))
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continue
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if(get_chat_toggles(ghost.client) & CHAT_GHOSTSIGHT && !(ghost in viewers(origin_turf, null)))
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ghost.show_message("[FOLLOW_LINK(ghost, src)] [ghost_text]")
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return TRUE
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