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Datumized Emotes (#17544)
* Add raw tg emote datums * Some more initial implementation * First (big) commit * More reworks, most emotes seem to work but cooldowns are weird * Add the remaining emote species * Add simple mobs * Update defines, add more comments * Remove unnecessary intentional calls * Fix some bugs, add more functionality - Silicon mobs/bots can't use all the living emotes - Sound volume can now be specified for emotes - Added a define for emotes to not go thru runechat - Reorganized some emotes - Some human emotes that need breath will gasp - IPCs can beep boop - Restore power warn for robits - Sneezing and coughing have sound effects * Fixes emote species separation not working in *help * Reorganize emotes based on what's available on paradise * mouthful mode * Update implants to use emote signals * Update species whitelist to use a typecache * Cleanups * More small changes - Remove old extraneous typecache - Reconfigure drask emotes - Make all mime emotes visible (since they're silent) * Remove old emote functions * Update emote sounds, volume * Rework more emotes into EMOTE_VISIBLE * *rumble* * More slight testing and cleanup - Drop audio emote cooldown from 10 to 5 seconds - Change clapping behaivor slightly, putting it into run_emote - Update some emote flags here and there - Fix up johnny, though remind me why this one exists? * Fix indentation, missing typecast * fix some returns * More review * Rename emote files * Add'l review * Even more emote fixes! - Move defines out into an emote define file - Integrate audio and general emote cooldowns - change some 1 and 2 into visible/audible - Try to fix monkey screech * Add ability for admins to mute users' emotes. * Rename cooldowns, add general mob emote cooldown. * Fix flip not always geting the right message * Add some emote target handling, docs * Fix admin rights, indentation * Update emote.dm set default mode to ANY * General implant fixes - The way implant triggers are handled is now improved, with separate checks for death and emotes instead of just checking deathgasp. - Implants can choose to be triggered for the first death or for every death. - Voice of God play dead now activates sad trombone read: voice of god can now no longer lowtiergod nukies * Bunch of other changes and bugfixes - Adds number flag for behavior - Reworks how muzzling/vocalizing emotes works - Breaks out sound effects - Drops cooldown to 1.5s * Fix people being able to snore/nightmare while awake. * Bump paralysis on living emotes * First review pass * Clean up implants (while we're here) and fix compile errors * in living error * More outstanding review fixes * use more isx() checks * Add pre-emote signal, try_run_emote() * Prevent silicons from playing their deathgasp multiple times * Add emote postfix behavior for adding parameters to non-message params. Also adds a signal to intercept emote actions. * Fix linter complaints * Remove new player checks on GLOB.dead_mob_list * Fix species emotes not being distinguished, remove weird legacy code * monkey ball * better docs == better code * Fix audio cooldown, silicon emotes * Fix ghost emotes (don't worry they're staying) * Restore spin to 2 seconds * oh johnny boy * Make fainting last two seconds instead of .2 seconds * Remove extra highfive message * Tick friendly emotes * Fix up friendly emotes, ghost emotes * Add some emote message safeguards, prevent flip from showing twice * Fix ghost vision message format * Fix hands_use_check on non-carbon mobs * Bring emotes in line with say re. oxyloss * Add option for death implants to not trigger on gib * Try adding some unit testing * Include emote unit tests * More attempts at unit testing * More attempts at unit testing? * forget it this is fine * Housekeeping * Little bit more * Remove extra bolding from ghostsight emotes * More sanity checks, fix snore * Remove stack trace when unintentional emote fails * Update code/modules/mob/living/silicon/silicon_emote.dm oops Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * More implant cleanups * Oh I missed this * Silence wagging, more review fixes * Oops 2 * ensure everything can swear * High-five fixes and status effect stuff - Adds new on_timeout() function that gets triggered when a status effect expires - Fixes up passing arguments to status effects - Ensures high-five explosions don't kill the wizards * More review stuff - Add a stat to text to make things easier - Make it harder to delete emotes - BIG DANGER - pose can no longer be set while unconscious * Remove extra high five logic, godmode changes * forgor * Fix gasp not working * Update docs for good measure * Some review and custom emote fixes * Fixes death alarms being broken * Better handle stat_allowed, more review comments. * ..() conventions * This is why unit tests are nice * Remove drone snowflake emote stuff * Linting * No more flipping on the ground * Snap doesn't require hands free * Does it make complete sense? no, but it's Fun * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * Fix revenant messages, power warning * epic webedit fail, laugh at this user Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
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@@ -6,7 +6,8 @@
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#define MUTE_PRAY 4
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#define MUTE_ADMINHELP 8
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#define MUTE_DEADCHAT 16
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#define MUTE_ALL 31
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#define MUTE_EMOTE 32
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#define MUTE_ALL 63
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//Number of identical messages required to get the spam-prevention automute thing to trigger warnings and automutes
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#define SPAM_TRIGGER_WARNING 5
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@@ -335,12 +335,31 @@
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///from /mob/say_dead(): (mob/speaker, message)
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#define COMSIG_MOB_DEADSAY "mob_deadsay"
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#define MOB_DEADSAY_SIGNAL_INTERCEPT (1<<0)
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///from /mob/living/emote(): ()
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/// Signal fired when an emote is used but before it's executed.
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///from /datum/emote/proc/try_run_emote(): (key, intentional)
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#define COMSIG_MOB_PREEMOTE "mob_preemote"
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// Use these to block execution of emotes from components.
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/// Return this to block an emote and let the user know the emote is unusable.
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#define COMPONENT_BLOCK_EMOTE_UNUSABLE (1<<0)
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/// Return this to block an emote silently.
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#define COMPONENT_BLOCK_EMOTE_SILENT (1<<1)
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/// General signal fired when a mob does any old emote
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///from /datum/emote/proc/run_emote(): (key, intentional)
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#define COMSIG_MOB_EMOTE "mob_emote"
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/// Specific signal used to track when a specific emote is used.
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/// From /datum/emote/run_emote(): (P, key, m_type, message, intentional)
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#define COMSIG_MOB_EMOTED(emote_key) "mob_emoted_[emote_key]"
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/// From /datum/emote/select_param(): (target, key, intentional)
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#define COMSIG_MOB_EMOTE_AT "mob_emote_at"
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#define COMPONENT_BLOCK_EMOTE_ACTION (1<<2)
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///from base of mob/swap_hand(): (obj/item)
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#define COMSIG_MOB_SWAP_HANDS "mob_swap_hands"
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#define COMPONENT_BLOCK_SWAP (1<<0)
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// /mob/living signals
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///from base of mob/living/resist() (/mob/living)
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@@ -0,0 +1,73 @@
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/**
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* General defines used for emotes
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*/
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// Emote types.
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// These determine how the emote is treated when not directly visible (or audible).
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// These are also used in some cases for visible/audible messages.
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/// Emote is visible. These emotes will be runechatted.
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#define EMOTE_VISIBLE (1<<0)
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/// Emote is audible (in character).
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#define EMOTE_AUDIBLE (1<<1)
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/// Emote makes a sound. These emotes will specifically not be runechatted.
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#define EMOTE_SOUND (1<<2)
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/// Regardless of its existing flags, an emote with this flag will not be sent to runechat.
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#define EMOTE_FORCE_NO_RUNECHAT (1<<3)
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/// This emote uses the mouth, and so should be blocked if the user is muzzled or can't breathe (for humans).
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#define EMOTE_MOUTH (1<<4)
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// User audio cooldown system.
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// This is a value stored on the user and represents their current ability to perform audio emotes.
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/// The user is not on emote cooldown, and is ready to emote whenever.
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#define EMOTE_READY 0
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/// The user can spam emotes to their heart's content.
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#define EMOTE_INFINITE 1
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/// The user cannot emote as they have been blocked by an admin.
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#define EMOTE_ADMIN_BLOCKED 2
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/// The user cannot emote until their cooldown expires.
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#define EMOTE_ON_COOLDOWN 3
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/// Marker to separate an emote key from its parameters in user input.
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#define EMOTE_PARAM_SEPARATOR "-"
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/// Default cooldown for normal (non-audio) emotes.
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#define DEFAULT_EMOTE_COOLDOWN (1.5 SECONDS)
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// Each mob can only play an emote with audio every AUDIO_EMOTE_COOLDOWN seconds, unless a given emote overrides its own audio cooldown.
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/// Default cooldown for audio that comes from emotes.
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#define AUDIO_EMOTE_COOLDOWN (5 SECONDS)
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// Emote parameter types
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// If nothing is passed in for a target, this can determine the possible target.
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// Our emote code will search around the user to find a matching target to use, based on the second set of defines.
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// This first set of defines denotes the behavior if a match can't be found.
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/// If this is set and a valid target is not found, the emote will not execute.
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#define EMOTE_TARGET_BHVR_MUST_MATCH 1
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/// If this is set and a valid target is not found, the emote will just ignore the parameter entirely.
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#define EMOTE_TARGET_BHVR_DEFAULT_TO_BASE 2
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/// If this is set and a valid target is not found, the emote will work with the params that it has.
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#define EMOTE_TARGET_BHVR_USE_PARAMS_ANYWAY 3
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/// No matching/processing will be performed, and the target will be purely what's passed in.
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#define EMOTE_TARGET_BHVR_RAW 4
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/// The emote target should be just a number. Anything else will be rejected.
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#define EMOTE_TARGET_BHVR_NUM 5
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// This set determines the type of target that we want to check for.
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/// The target will check all nearby living mobs.
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#define EMOTE_TARGET_MOB (1<<0)
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/// The target will check all objects nearby.
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#define EMOTE_TARGET_OBJ (1<<1)
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/// The target will check nearby mobs and objects.
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#define EMOTE_TARGET_ANY (EMOTE_TARGET_MOB | EMOTE_TARGET_OBJ)
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/// If passed as message_param, will default to using the message's postfix.
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#define EMOTE_PARAM_USE_POSTFIX 1
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/// If returned from act_on_target(), emote execution will stop.
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#define EMOTE_ACT_STOP_EXECUTION 1
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@@ -191,9 +191,6 @@
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#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
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#define EYE_SHINE_THRESHOLD 6 //dark_view threshold past which a humanoid's eyes will 'shine' in the dark.
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#define EMOTE_VISUAL 1 //A mob emote is visual
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#define EMOTE_SOUND 2 //A mob emote is sound
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#define STATUS_UPDATE_HEALTH 1
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#define STATUS_UPDATE_STAT 2
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#define STATUS_UPDATE_STAMINA 8
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