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Bubberstation/code/datums/emotes.dm
jimmyl cd2dda91ee Facehuggers dont sleep people + muzzle code exorcism (#83721)
## About The Pull Request

Facehuggers dont make people fall asleep, instead making them unable if
on (already was in), and muffling speech
Xenomorphs still have decent tools to stun people in melee thats stuff
for another pr

muzzle is now an element and also just makes you talk like
word word word -> mmmmf mmmf mf
COMPLETELY evaporates BLOCKS_SPEECH flag

## Why It's Good For The Game

Being instantly sent to sleep by a facehugger thrown the hunter that
materialized from a vent then getting dragged to their goon cave where
you spend 2 minutes to get gibbed so someone else but you can play antag
is just extremely unfun
This should allow you to survive if youre quick enough after getting
hugged instead of being forced to get gibbed, allowing cooler xenomorph
combat (you could try fistfighting the dude or something idk)
2024-07-01 15:50:19 +00:00

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/**
* # 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 = ""
/// Needed for more user-friendly emote names, so emotes with keys like "aflap" will show as "flap angry". Defaulted to key.
var/name = ""
/// 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 or basic mob.
var/message_animal_or_basic = ""
/// 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 and/or audible bitflag
var/emote_type = EMOTE_VISIBLE
/// Checks if the mob can use its hands before performing the emote.
var/hands_use_check = 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)
if(!name)
name = key
/**
* 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)
if(!can_run_emote(user, TRUE, intentional))
return FALSE
if(SEND_SIGNAL(user, COMSIG_MOB_PRE_EMOTED, key, params, type_override, intentional, src) & COMPONENT_CANT_EMOTE)
return TRUE // We don't return FALSE because the error output would be incorrect, provide your own if necessary.
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 TRUE
user.log_message(msg, LOG_EMOTE)
var/tmp_sound = get_sound(user)
if(tmp_sound && should_play_sound(user, intentional) && TIMER_COOLDOWN_FINISHED(user, type))
TIMER_COOLDOWN_START(user, type, audio_cooldown)
playsound(user, tmp_sound, 50, vary)
var/is_important = emote_type & EMOTE_IMPORTANT
var/is_visual = emote_type & EMOTE_VISIBLE
var/is_audible = emote_type & EMOTE_AUDIBLE
// Emote doesn't get printed to chat, runechat only
if(emote_type & EMOTE_RUNECHAT)
for(var/mob/viewer as anything in viewers(user))
if(isnull(viewer.client))
continue
if(!is_important && viewer != user && (!is_visual || !is_audible))
if(is_audible && !viewer.can_hear())
continue
if(is_visual && viewer.is_blind())
continue
if(user.runechat_prefs_check(viewer, EMOTE_MESSAGE))
viewer.create_chat_message(
speaker = user,
raw_message = msg,
runechat_flags = EMOTE_MESSAGE,
)
else if(is_important)
to_chat(viewer, "<span class='emote'><b>[user]</b> [msg]</span>")
else if(is_audible && is_visual)
viewer.show_message(
"<span class='emote'><b>[user]</b> [msg]</span>", MSG_AUDIBLE,
"<span class='emote'>You see how <b>[user]</b> [msg]</span>", MSG_VISUAL,
)
else if(is_audible)
viewer.show_message("<span class='emote'><b>[user]</b> [msg]</span>", MSG_AUDIBLE)
else if(is_visual)
viewer.show_message("<span class='emote'><b>[user]</b> [msg]</span>", MSG_VISUAL)
return TRUE // Early exit so no dchat message
// The emote has some important information, and should always be shown to the user
else if(is_important)
for(var/mob/viewer as anything in viewers(user))
to_chat(viewer, "<span class='emote'><b>[user]</b> [msg]</span>")
if(user.runechat_prefs_check(viewer, EMOTE_MESSAGE))
viewer.create_chat_message(
speaker = user,
raw_message = msg,
runechat_flags = EMOTE_MESSAGE,
)
// Emotes has both an audible and visible component
// Prioritize audible, and provide a visible message if the user is deaf
else if(is_visual && is_audible)
user.audible_message(
message = msg,
deaf_message = "<span class='emote'>You see how <b>[user]</b> [msg]</span>",
self_message = msg,
audible_message_flags = EMOTE_MESSAGE|ALWAYS_SHOW_SELF_MESSAGE,
)
// Emote is entirely audible, no visible component
else if(is_audible)
user.audible_message(
message = msg,
self_message = msg,
audible_message_flags = EMOTE_MESSAGE,
)
// Emote is entirely visible, no audible component
else if(is_visual)
user.visible_message(
message = msg,
self_message = msg,
visible_message_flags = EMOTE_MESSAGE|ALWAYS_SHOW_SELF_MESSAGE,
)
else
CRASH("Emote [type] has no valid emote type set!")
if(!isnull(user.client))
var/dchatmsg = "<b>[user]</b> [msg]"
for(var/mob/ghost as anything in GLOB.dead_mob_list - viewers(get_turf(user)))
if(isnull(ghost.client) || isnewplayer(ghost))
continue
if(!(get_chat_toggles(ghost.client) & CHAT_GHOSTSIGHT))
continue
to_chat(ghost, "<span class='emote'>[FOLLOW_LINK(ghost, user)] [dchatmsg]</span>")
return TRUE
/**
* 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(!isliving(user))
return .
var/mob/living/living_user = user
if(HAS_MIND_TRAIT(user, TRAIT_MIMING) && message_mime)
. = message_mime
if(isalienadult(user) && message_alien)
. = message_alien
else if(islarva(user) && message_larva)
. = message_larva
else if(isAI(user) && message_AI)
. = message_AI
else if(ismonkey(user) && message_monkey)
. = message_monkey
else if((iscyborg(user) || (living_user.mob_biotypes & MOB_ROBOTIC)) && message_robot)
. = message_robot
else if(isanimal_or_basicmob(user) && message_animal_or_basic)
. = message_animal_or_basic
return .
/**
* 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)
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(HAS_TRAIT(user, TRAIT_EMOTEMUTE))
return FALSE
return TRUE
/**
* 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(emote_type & EMOTE_AUDIBLE && !hands_use_check)
if(HAS_TRAIT(user, TRAIT_MUTE))
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/loud_mouth = user
if(HAS_MIND_TRAIT(loud_mouth, TRAIT_MIMING)) // vow of silence prevents outloud noises
return FALSE
if(!loud_mouth.get_organ_slot(ORGAN_SLOT_TONGUE))
return 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.
*/
/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