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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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@@ -744,3 +744,48 @@ GLOBAL_LIST_INIT(intents, list(INTENT_HELP,INTENT_DISARM,INTENT_GRAB,INTENT_HARM
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message_admins("[src.ckey] just got booted back to lobby with no jobs enabled, but antag rolling enabled. Likely antag rolling abuse.")
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return FALSE //This is the only case someone should actually be completely blocked from antag rolling as well
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return TRUE
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/**
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* Helper proc to determine if a mob can use emotes that make sound or not.
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*/
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/mob/proc/can_use_audio_emote()
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switch(audio_emote_cd_status)
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if(EMOTE_INFINITE) // Spam those emotes
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return TRUE
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if(EMOTE_ADMIN_BLOCKED) // Cooldown emotes were disabled by an admin, prevent use
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return FALSE
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if(EMOTE_ON_COOLDOWN) // Already on CD, prevent use
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return FALSE
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if(EMOTE_READY)
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return TRUE
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CRASH("Invalid emote type")
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/**
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* # Start the cooldown for an emote that plays audio.
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*
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* * cooldown: The amount of time that should be waited before any other audio emote can fire.
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*/
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/mob/proc/start_audio_emote_cooldown(cooldown = AUDIO_EMOTE_COOLDOWN)
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if(!can_use_audio_emote())
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return FALSE
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if(audio_emote_cd_status == EMOTE_READY)
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audio_emote_cd_status = EMOTE_ON_COOLDOWN // Starting cooldown
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addtimer(CALLBACK(src, .proc/on_audio_emote_cooldown_end), cooldown)
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return TRUE // proceed with emote
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/mob/proc/on_audio_emote_cooldown_end()
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if(audio_emote_cd_status == EMOTE_ON_COOLDOWN)
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// only reset emotes that probably weren't set by an admin
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audio_emote_cd_status = EMOTE_READY
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/proc/stat_to_text(stat)
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switch(stat)
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if(CONSCIOUS)
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return "conscious"
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if(UNCONSCIOUS)
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return "unconscious"
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if(DEAD)
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return "dead"
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