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Bubberstation/code/datums/emotes.dm
TemporalOroboros 6be8e0feee Adds an option to generate typecaches as zebras. (#63710)
About The Pull Request

Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list.
Also adds another argument to specify whether to remove falsey values after the typecache is generated.
Why It's Good For The Game

Might make zaps slightly faster???
Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
2022-02-07 14:23:38 +13:00

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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
/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)
/**
* 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(!msg)
return
user.log_message(msg, LOG_EMOTE)
var/dchatmsg = "<b>[user]</b> [msg]"
var/tmp_sound = get_sound(user)
if(tmp_sound && should_play_sound(user, intentional) && !TIMER_COOLDOWN_CHECK(user, type))
TIMER_COOLDOWN_START(user, type, audio_cooldown)
playsound(user, tmp_sound, 50, vary)
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>")
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
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(!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
/**
* 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(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.
*/
/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)