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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>
This commit is contained in:
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@@ -70,26 +70,26 @@
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t+= "<span class='notice'>N2O: [environment.sleeping_agent] \n</span>"
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t+= "<span class='notice'>Agent B: [environment.agent_b] \n</span>"
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usr.show_message(t, 1)
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usr.show_message(t, EMOTE_VISIBLE)
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/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client) return
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if(type)
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if(type & 1 && !has_vision(information_only=TRUE))//Vision related
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if(type & EMOTE_VISIBLE && !has_vision(information_only=TRUE))//Vision related
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if(!(alt))
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return
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else
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msg = alt
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type = alt_type
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if(type & EMOTE_AUDIBLE && !can_hear())//Hearing related
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if(!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if(type & 2 && !can_hear())//Hearing related
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if(!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if(type & 1 && !has_vision(information_only=TRUE))
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if(type & EMOTE_VISIBLE && !has_vision(information_only=TRUE))
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return
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// Added voice muffling for Issue 41.
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if(stat == UNCONSCIOUS)
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@@ -111,7 +111,7 @@
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var/msg = message
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if(self_message && M == src)
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msg = self_message
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M.show_message(msg, 1, blind_message, 2)
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M.show_message(msg, EMOTE_VISIBLE, blind_message, EMOTE_AUDIBLE)
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// Show a message to all mobs in sight of this atom
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// Use for objects performing visible actions
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@@ -121,7 +121,7 @@
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for(var/mob/M in get_mobs_in_view(7, src))
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if(!M.client)
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continue
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M.show_message(message, 1, blind_message, 2)
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M.show_message(message, EMOTE_VISIBLE, blind_message, EMOTE_AUDIBLE)
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// Show a message to all mobs in earshot of this one
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// This would be for audible actions by the src mob
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@@ -135,7 +135,7 @@
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range = hearing_distance
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var/msg = message
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for(var/mob/M in get_mobs_in_view(range, src))
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M.show_message(msg, 2, deaf_message, 1)
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M.show_message(msg, EMOTE_AUDIBLE, deaf_message, EMOTE_VISIBLE)
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// based on say code
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var/omsg = replacetext(message, "<B>[src]</B> ", "")
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@@ -161,7 +161,7 @@
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if(hearing_distance)
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range = hearing_distance
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for(var/mob/M in get_mobs_in_view(range, src))
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M.show_message(message, 2, deaf_message, 1)
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M.show_message(message, EMOTE_AUDIBLE, deaf_message, EMOTE_VISIBLE)
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/mob/proc/findname(msg)
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for(var/mob/M in GLOB.mob_list)
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