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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request So I was running into the bit where custom emotes actually don't get the `+|_` emphasis formatting applied to them, _except_ for the runechat portion which *does*. This felt annoying, especially given I've seen a lot of people try it and have it not work. Add to that that your own emotes would keep getting highlighted, blotting out other people mentioning your highlighted messages, and here's this pr. In this pr we add a few flags to audible/visible messages, `WITH_EMPHASIS_MESSAGE` and `BLOCK_SELF_HIGHLIGHT_MESSAGE`, which respectively apply emphasis formatting and block highlighting the message to oneself. We're doing this with flags because I felt always applying this would be unnecessary. Most audible/visible messages won't need to check for formatting, and quite a lot we *do* want to be highlighted. As such, we apply these flags as need be. For emotes we do this by having `get_message_flags(intentional)`, which applies `BLOCK_SELF_HIGHLIGHT_MESSAGE` based on whether the message is intentional, and on the custom emote subtype applies `WITH_EMPHASIS_MESSAGE`. Because it's not just for _say_ anymore, and already was also used for emote runechats, we rename `say_emphasis(input)` into `apply_message_emphasis(input)`. We additionally move it down to `/atom` from `/atom/movable`, such that visible/audible messages can in fact call it. That resolves our issues. We also apply `BLOCK_SELF_HIGHLIGHT_MESSAGE` to sign language tone messages, as they're essentially a part of speech. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Being able to do `+|_` emphasis formatting on your emotes is nice, I've seen a lot of people try it and have it not work. Especially weird given it DOES apply to the runechat message, just not the text chat message. It's annoying when your own emotes trip your own highlights! Like if you have a name highlight, your own emotes getting constantly highlighted would blot out other people talking to you. So having your own emotes not trip it just like your own talking makes that less of a pain. But sometimes emotes are forced, and in that case I think it's better to keep the highlight because it's just like other people's messages information the player might want to be notified of. Generally, I think if it's the player's input it probably shouldn't be highlighted, while if it isn't the player's input it probably should. There's no need for us to ever highlight our own sign language tone messages, because they're essentially a part of our talking. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: When performing a custom emote, `+|_` emphasis formatting applies to the text chat message instead of just the runechat message. qol: Intentional emotes don't trip your own highlights. qol: Sign language tone messages don't trip your own highlights. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
415 lines
14 KiB
Plaintext
415 lines
14 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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/// Needed for more user-friendly emote names, so emotes with keys like "aflap" will show as "flap angry". Defaulted to key.
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var/name = ""
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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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/// 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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/// Trait that is required to use this emote.
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var/trait_required
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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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/// Does this emote vary in pitch?
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var/vary = FALSE
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/// If this emote's sound is affected by TTS pitch
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var/affected_by_pitch = TRUE
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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 shared emote cooldown triggered by this emote?
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var/general_emote_audio_cooldown = 2 SECONDS
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/// How long is the specific emote cooldown triggered by this emote?
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var/specific_emote_audio_cooldown = 5 SECONDS
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/// Does this emote's sound ignore walls?
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var/sound_wall_ignore = FALSE
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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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if(!name)
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name = key
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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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*/
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/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
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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/tmp_sound = get_sound(user)
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if(tmp_sound && should_play_sound(user, intentional) && TIMER_COOLDOWN_FINISHED(user, "general_emote_audio_cooldown") && TIMER_COOLDOWN_FINISHED(user, type))
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TIMER_COOLDOWN_START(user, type, specific_emote_audio_cooldown)
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TIMER_COOLDOWN_START(user, "general_emote_audio_cooldown", general_emote_audio_cooldown)
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var/frequency = null
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if (affected_by_pitch && SStts.tts_enabled && SStts.pitch_enabled)
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frequency = rand(MIN_EMOTE_PITCH, MAX_EMOTE_PITCH) * (1 + sqrt(abs(user.pitch)) * SIGN(user.pitch) * EMOTE_TTS_PITCH_MULTIPLIER)
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else if(vary)
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frequency = rand(MIN_EMOTE_PITCH, MAX_EMOTE_PITCH)
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playsound(source = user,soundin = tmp_sound,vol = 50, vary = FALSE, ignore_walls = sound_wall_ignore, frequency = frequency)
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var/is_important = emote_type & EMOTE_IMPORTANT
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var/is_visual = emote_type & EMOTE_VISIBLE
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var/is_audible = emote_type & EMOTE_AUDIBLE
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var/additional_message_flags = get_message_flags(intentional)
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// Emote doesn't get printed to chat, runechat only
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if(emote_type & EMOTE_RUNECHAT)
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for(var/mob/viewer as anything in viewers(user))
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if(isnull(viewer.client))
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continue
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if(!is_important && viewer != user && (!is_visual || !is_audible))
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if(is_audible && !viewer.can_hear())
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continue
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if(is_visual && viewer.is_blind())
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continue
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if(user.runechat_prefs_check(viewer, EMOTE_MESSAGE))
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viewer.create_chat_message(
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speaker = user,
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raw_message = msg,
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runechat_flags = EMOTE_MESSAGE,
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)
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else if(is_important)
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to_chat(viewer, span_emote("<b>[user]</b> [msg]"))
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else if(is_audible && is_visual)
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viewer.show_message(
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span_emote("<b>[user]</b> [msg]"), MSG_AUDIBLE,
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span_emote("You see how <b>[user]</b> [msg]"), MSG_VISUAL,
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)
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else if(is_audible)
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viewer.show_message(span_emote("<b>[user]</b> [msg]"), MSG_AUDIBLE)
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else if(is_visual)
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viewer.show_message(span_emote("<b>[user]</b> [msg]"), MSG_VISUAL)
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return // Early exit so no dchat message
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// The emote has some important information, and should always be shown to the user
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else if(is_important)
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for(var/mob/viewer as anything in viewers(user))
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to_chat(viewer, span_emote("<b>[user]</b> [msg]"))
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if(user.runechat_prefs_check(viewer, EMOTE_MESSAGE))
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viewer.create_chat_message(
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speaker = user,
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raw_message = msg,
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runechat_flags = EMOTE_MESSAGE,
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)
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// Emotes has both an audible and visible component
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// Prioritize audible, and provide a visible message if the user is deaf
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else if(is_visual && is_audible)
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user.audible_message(
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message = msg,
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deaf_message = span_emote("You see how <b>[user]</b> [msg]"),
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self_message = msg,
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audible_message_flags = EMOTE_MESSAGE|ALWAYS_SHOW_SELF_MESSAGE|additional_message_flags,
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)
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// Emote is entirely audible, no visible component
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else if(is_audible)
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user.audible_message(
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message = msg,
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self_message = msg,
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audible_message_flags = EMOTE_MESSAGE|additional_message_flags,
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)
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// Emote is entirely visible, no audible component
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else if(is_visual)
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user.visible_message(
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message = msg,
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self_message = msg,
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visible_message_flags = EMOTE_MESSAGE|ALWAYS_SHOW_SELF_MESSAGE|additional_message_flags,
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)
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else
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CRASH("Emote [type] has no valid emote type set!")
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if(!isnull(user.client))
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var/dchatmsg = "<b>[user]</b> [msg]"
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for(var/mob/ghost as anything in GLOB.dead_mob_list - viewers(get_turf(user)))
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if(isnull(ghost.client) || isnewplayer(ghost))
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continue
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if(!(get_chat_toggles(ghost.client) & CHAT_GHOSTSIGHT))
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continue
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to_chat(ghost, span_emote("[FOLLOW_LINK(ghost, user)] [dchatmsg]"))
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return
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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(SEND_SIGNAL(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK, src.key, intentional) & COMPONENT_EMOTE_COOLDOWN_BYPASS)
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intentional = FALSE
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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 get the flags visible/audible messages for ran by the emote.
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*
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* Arguments:
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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 additional message flags we should be using, if any.
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*/
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/datum/emote/proc/get_message_flags(intentional)
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// If we did it, we most often already know what's in it, so we try to avoid highlight clutter.
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return intentional ? BLOCK_SELF_HIGHLIGHT_MESSAGE : NONE
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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(!isliving(user))
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return .
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var/mob/living/living_user = user
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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(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((iscyborg(user) || (living_user.mob_biotypes & MOB_ROBOTIC)) && message_robot)
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. = message_robot
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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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return .
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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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* * params - Parameters added after the emote.
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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, params)
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if(trait_required && !HAS_TRAIT(user, trait_required))
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return 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 && !hands_use_check)
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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
|
|
*
|
|
* 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
|