Files
Bubberstation/code/game/say.dm
SkyratBot df3ecc99b1 [MIRROR] Fixes text effects for runechat. (#26405)
* Fixes text effects for runechat. (#81170)

## About The Pull Request
This stuff has been cramping 100% heavy roleplay style for too long.

Somehow, the way maptext is formatted* seems to break tag ends found
around a line break. This usually happens when a space with width is
found by the end of the line, and I don't recall ever encountering the
issue otherwise.
Apparently, I've also found out that concatenating two spaces,
regardless of width, seems to fix the issue just fine, and that brings
in the solution to this whole pedantic problem: a <b>zero-width
space</b> at the end of the closing tag.

*That's handled behind the curtains by the engine, so I can only throw
wild guesses to why it happens.

Oh, by the by, I've also changed the tip about text modifiers I've made
over a year ago. It was too confusing to read.

* Fixes text effects for runechat.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-07 21:39:11 -05:00

315 lines
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/*
Miauw's big Say() rewrite.
This file has the basic atom/movable level speech procs.
And the base of the send_speech() proc, which is the core of saycode.
*/
GLOBAL_LIST_INIT(freqtospan, list(
"[FREQ_SCIENCE]" = "sciradio",
"[FREQ_MEDICAL]" = "medradio",
"[FREQ_ENGINEERING]" = "engradio",
"[FREQ_SUPPLY]" = "suppradio",
"[FREQ_SERVICE]" = "servradio",
"[FREQ_SECURITY]" = "secradio",
"[FREQ_COMMAND]" = "comradio",
"[FREQ_AI_PRIVATE]" = "aiprivradio",
"[FREQ_SYNDICATE]" = "syndradio",
"[FREQ_UPLINK]" = "syndradio", // this probably shouldnt appear ingame
"[FREQ_CENTCOM]" = "centcomradio",
"[FREQ_FACTION]" = "suppradio", //SKYRAT EDIT ADDITIION - FACTION
"[FREQ_CYBERSUN]" = "syndradio", //SKYRAT EDIT ADDITION - MAPPING
"[FREQ_INTERDYNE]" = "syndradio", //SKYRAT EDIT ADDITION - MAPPING
"[FREQ_GUILD]" = "syndradio", //SKYRAT EDIT ADDITION - MAPPING
"[FREQ_TARKON]" = "engradio", //SKYRAT EDIT ADDITION - MAPPING
"[FREQ_SOLFED]" = "medradio", //SKYRAT EDIT ADDITION - SOLFED
"[FREQ_CTF_RED]" = "redteamradio",
"[FREQ_CTF_BLUE]" = "blueteamradio",
"[FREQ_CTF_GREEN]" = "greenteamradio",
"[FREQ_CTF_YELLOW]" = "yellowteamradio"
))
/atom/movable/proc/say(message, bubble_type, list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null, filterproof = FALSE, message_range = 7, datum/saymode/saymode = null)
if(!try_speak(message, ignore_spam, forced, filterproof))
return
if(sanitize)
message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
if(!message || message == "")
return
spans |= speech_span
if(!language)
language = get_selected_language()
var/list/message_mods = list()
message_mods[SAY_MOD_VERB] = say_mod(message, message_mods)
send_speech(message, message_range, src, bubble_type, spans, language, message_mods, forced = forced)
/// Called when this movable hears a message from a source.
/// Returns TRUE if the message was received and understood.
/atom/movable/proc/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, list/message_mods = list(), message_range=0)
SEND_SIGNAL(src, COMSIG_MOVABLE_HEAR, args)
return TRUE
/**
* Checks if our movable can speak the provided message, passing it through filters
* and spam detection. Does not call can_speak. CAN include feedback messages about
* why someone can or can't speak
*
* Used in [proc/say] and other methods of speech (radios) after a movable has inputted some message.
* If you just want to check if the movable is able to speak in character, use [proc/can_speak] instead.
*
* Parameters:
* - message (string): the original message
* - ignore_spam (bool): should we ignore spam?
* - forced (null|string): what was it forced by? null if voluntary
* - filterproof (bool): are we filterproof?
*
* Returns:
* TRUE of FASE depending on if our movable can speak
*/
/atom/movable/proc/try_speak(message, ignore_spam = FALSE, forced = null, filterproof = FALSE)
return TRUE
/**
* Checks if our movable can currently speak, vocally, in general.
* Should NOT include feedback messages about why someone can or can't speak
* Used in various places to check if a movable is simply able to speak in general,
* regardless of OOC status (being muted) and regardless of what they're actually saying.
*
* Checked AFTER handling of xeno channels.
* (I'm not sure what this comment means, but it was here in the past, so I'll maintain it here.)
*
* allow_mimes - Determines if this check should skip over mimes. (Only matters for living mobs and up.)
* If FALSE, this check will always fail if the movable has a mind and is miming.
* if TRUE, we will check if the movable can speak REGARDLESS of if they have an active mime vow.
*/
/atom/movable/proc/can_speak(allow_mimes = FALSE)
return TRUE
/atom/movable/proc/send_speech(message, range = 7, obj/source = src, bubble_type, list/spans, datum/language/message_language, list/message_mods = list(), forced = FALSE, tts_message, list/tts_filter)
var/found_client = FALSE
var/list/listeners = get_hearers_in_view(range, source)
var/list/listened = list()
for(var/atom/movable/hearing_movable as anything in listeners)
if(!hearing_movable)//theoretically this should use as anything because it shouldnt be able to get nulls but there are reports that it does.
stack_trace("somehow theres a null returned from get_hearers_in_view() in send_speech!")
continue
if(hearing_movable.Hear(null, src, message_language, message, null, spans, message_mods, range))
listened += hearing_movable
if(!found_client && length(hearing_movable.client_mobs_in_contents))
found_client = TRUE
var/tts_message_to_use = tts_message
if(!tts_message_to_use)
tts_message_to_use = message
var/list/filter = list()
if(length(voice_filter) > 0)
filter += voice_filter
if(length(tts_filter) > 0)
filter += tts_filter.Join(",")
if(voice && found_client)
INVOKE_ASYNC(SStts, TYPE_PROC_REF(/datum/controller/subsystem/tts, queue_tts_message), src, html_decode(tts_message_to_use), message_language, voice, filter.Join(","), listened, message_range = range, pitch = pitch)
/atom/movable/proc/compose_message(atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, list/message_mods = list(), visible_name = FALSE)
//This proc uses [] because it is faster than continually appending strings. Thanks BYOND.
//Basic span
var/spanpart1 = "<span class='[radio_freq ? get_radio_span(radio_freq) : "game say"]'>"
//Start name span.
var/spanpart2 = "<span class='name'>"
//Radio freq/name display
var/freqpart = radio_freq ? "\[[get_radio_name(radio_freq)]\] " : ""
//Speaker name
var/namepart
var/list/stored_name = list(null)
SEND_SIGNAL(speaker, COMSIG_MOVABLE_MESSAGE_GET_NAME_PART, stored_name, visible_name)
namepart = stored_name[NAME_PART_INDEX] || "[speaker.GetVoice()]"
//End name span.
var/endspanpart = "</span>"
//Message
var/messagepart
var/languageicon = ""
if(message_mods[MODE_CUSTOM_SAY_ERASE_INPUT])
messagepart = message_mods[MODE_CUSTOM_SAY_EMOTE]
else
messagepart = speaker.say_quote(raw_message, spans, message_mods)
var/datum/language/dialect = GLOB.language_datum_instances[message_language]
if(istype(dialect) && dialect.display_icon(src))
languageicon = "[dialect.get_icon()] "
messagepart = " <span class='message'>[say_emphasis(messagepart)]</span></span>"
return "[spanpart1][spanpart2][freqpart][languageicon][compose_track_href(speaker, namepart)][namepart][compose_job(speaker, message_language, raw_message, radio_freq)][endspanpart][messagepart]"
/atom/movable/proc/compose_track_href(atom/movable/speaker, message_langs, raw_message, radio_freq)
return ""
/atom/movable/proc/compose_job(atom/movable/speaker, message_langs, raw_message, radio_freq)
return ""
/**
* Works out and returns which prefix verb the passed message should use.
*
* input - The message for which we want the verb.
* message_mods - A list of message modifiers, i.e. whispering/singing.
*/
/atom/movable/proc/say_mod(input, list/message_mods = list())
var/ending = copytext_char(input, -1)
if(copytext_char(input, -2) == "!!")
return verb_yell
else if(message_mods[MODE_SING])
. = verb_sing
else if(message_mods[WHISPER_MODE])
. = verb_whisper
else if(ending == "?")
return verb_ask
else if(ending == "!")
return verb_exclaim
else
return get_default_say_verb()
/**
* Gets the say verb we default to if no special verb is chosen.
* This is primarily a hook for inheritors,
* like human_say.dm's tongue-based verb_say changes.
*/
/atom/movable/proc/get_default_say_verb()
return verb_say
/atom/movable/proc/say_quote(input, list/spans=list(speech_span), list/message_mods = list())
if(!input)
input = "..."
var/say_mod = message_mods[MODE_CUSTOM_SAY_EMOTE] || message_mods[SAY_MOD_VERB] || say_mod(input, message_mods)
SEND_SIGNAL(src, COMSIG_MOVABLE_SAY_QUOTE, args)
if(copytext_char(input, -2) == "!!")
spans |= SPAN_YELL
var/spanned = attach_spans(input, spans)
return "[say_mod], \"[spanned]\""
/// Transforms the speech emphasis mods from [/atom/movable/proc/say_emphasis] into the appropriate HTML tags. Includes escaping.
#define ENCODE_HTML_EMPHASIS(input, char, html, varname) \
var/static/regex/##varname = regex("(?<!\\\\)[char](.+?)(?<!\\\\)[char]", "g");\
input = varname.Replace_char(input, "<[html]>$1</[html]>&#8203;") //zero-width space to force maptext to respect closing tags.
/// Scans the input sentence for speech emphasis modifiers, notably |italics|, +bold+, and _underline_ -mothblocks
/atom/movable/proc/say_emphasis(input)
ENCODE_HTML_EMPHASIS(input, "\\|", "i", italics)
ENCODE_HTML_EMPHASIS(input, "\\+", "b", bold)
ENCODE_HTML_EMPHASIS(input, "_", "u", underline)
var/static/regex/remove_escape_backlashes = regex("\\\\(_|\\+|\\|)", "g") // Removes backslashes used to escape text modification.
input = remove_escape_backlashes.Replace_char(input, "$1")
return input
#undef ENCODE_HTML_EMPHASIS
/// Modifies the message by comparing the languages of the speaker with the languages of the hearer. Called on the hearer.
/atom/movable/proc/translate_language(atom/movable/speaker, datum/language/language, raw_message, list/spans, list/message_mods)
if(!language)
return "makes a strange sound."
if(!has_language(language))
var/datum/language/dialect = GLOB.language_datum_instances[language]
raw_message = dialect.scramble(raw_message)
return raw_message
/proc/get_radio_span(freq)
var/returntext = GLOB.freqtospan["[freq]"]
if(returntext)
return returntext
return "radio"
/proc/get_radio_name(freq)
var/returntext = GLOB.reverseradiochannels["[freq]"]
if(returntext)
return returntext
return "[copytext_char("[freq]", 1, 4)].[copytext_char("[freq]", 4, 5)]"
/proc/attach_spans(input, list/spans)
return "[message_spans_start(spans)][input]</span>"
/proc/message_spans_start(list/spans)
var/output = "<span class='"
for(var/S in spans)
output = "[output][S] "
output = "[output]'>"
return output
/proc/say_test(text)
var/ending = copytext_char(text, -1)
if (ending == "?")
return "1"
else if (ending == "!")
return "2"
return "0"
/atom/proc/GetVoice()
return "[src]" //Returns the atom's name, prepended with 'The' if it's not a proper noun
//HACKY VIRTUALSPEAKER STUFF BEYOND THIS POINT
//these exist mostly to deal with the AIs hrefs and job stuff.
/atom/movable/proc/GetJob() //Get a job, you lazy butte
/atom/movable/proc/GetSource()
/atom/movable/proc/GetRadio()
//VIRTUALSPEAKERS
/atom/movable/virtualspeaker
var/job
var/atom/movable/source
var/obj/item/radio/radio
INITIALIZE_IMMEDIATE(/atom/movable/virtualspeaker)
/atom/movable/virtualspeaker/Initialize(mapload, atom/movable/M, _radio)
. = ..()
radio = _radio
source = M
if(istype(M))
name = radio.anonymize ? "Unknown" : M.GetVoice()
verb_say = M.get_default_say_verb()
verb_ask = M.verb_ask
verb_exclaim = M.verb_exclaim
verb_yell = M.verb_yell
// The mob's job identity
if(ishuman(M))
// Humans use their job as seen on the crew manifest. This is so the AI
// can know their job even if they don't carry an ID.
var/datum/record/crew/found_record = find_record(name)
if(found_record)
job = found_record.rank
else
job = "Unknown"
else if(iscarbon(M)) // Carbon nonhuman
job = "No ID"
else if(isAI(M)) // AI
job = "AI"
else if(iscyborg(M)) // Cyborg
var/mob/living/silicon/robot/B = M
job = "[B.designation] Cyborg"
else if(ispAI(M)) // Personal AI (pAI)
job = JOB_PERSONAL_AI
else if(isobj(M)) // Cold, emotionless machines
job = "Machine"
else // Unidentifiable mob
job = "Unknown"
/atom/movable/virtualspeaker/GetJob()
return job
/atom/movable/virtualspeaker/GetSource()
return source
/atom/movable/virtualspeaker/GetRadio()
return radio