Extends entity narrate functionality with TGUI

*Adds all the necessary procs for TGUI functionality as backend
*Creates EntityNarrate.tsx
*Extends entity_narrate datum with helper vars for TGUI
*TGUI window now allows:
* * Multi Selection
* * Single Selection
* * It shows details if single
* * It shows how many if multi
* * Allows picking between subtle/loud
* * Allows picking between talk/emote
* * Allows sending messages every 0.5 seconds
* * Uses new textbox feature to make editing and tracking narration easy!
This commit is contained in:
Runa Dacino
2023-06-05 17:25:14 +02:00
parent 721b9a990a
commit ae92270cc2
4 changed files with 331 additions and 11 deletions
+144 -6
View File
@@ -7,6 +7,20 @@
var/list/entity_refs = list()
//TGUI Helper Vars
var/tgui_id = "EntityNarrate"
var/tgui_selection_mode = 0 //0 for single entity, 1 for multi entity
var/tgui_selected_name = "" //String for single selection in-game name
var/tgui_selected_type = "" //String for single selection type
var/tgui_selected_id = "" //String to retrieve ref from entity_refs
var/tgui_selected_refs //object references
var/list/tgui_selected_id_multi = list() //List of strings containing mob ids for multi selection
var/tgui_narrate_mode = 0 //0 for speak, 1 for emote
var/tgui_narrate_privacy = 0 //0 for loud, 1 for subtle
var/tgui_last_message = 0 // int to avoid spam
//Appears as a right click verb on any obj and mob within view range.
//when not right clicking we get a list to pick from in aforementioned view range.
@@ -98,13 +112,17 @@
//Obtaining and sanitizing arguments for the actual proc
var/which_entity = tgui_input_list(usr, "Choose which mob to narrate", "Narrate mob", holder.entity_names, null)
var/choices = holder.entity_names + "Open TGUI"
var/which_entity = tgui_input_list(usr, "Choose which mob to narrate", "Narrate mob", choices, null)
if(!which_entity) return
var/mode = tgui_alert(usr, "Speak or emote?", "mode", list("Speak", "Emote", "Cancel"))
if(mode == "Cancel") return
var/message = sanitize(tgui_input_text(usr, "Input what you want [which_entity] to say or do", "narrate", null, multiline = TRUE, prevent_enter = TRUE))
if(message)
narrate_mob_args(which_entity, mode, message)
if(which_entity == "Open TGUI")
holder.tgui_interact(usr)
else
var/mode = tgui_alert(usr, "Speak or emote?", "mode", list("Speak", "Emote", "Cancel"))
if(mode == "Cancel") return
var/message = sanitize(tgui_input_text(usr, "Input what you want [which_entity] to say or do", "narrate", null, multiline = TRUE, prevent_enter = TRUE))
if(message)
narrate_mob_args(which_entity, mode, message)
//The actual logic of the verb. Called by narrate_mob() when used.
/client/proc/narrate_mob_args(name as text, mode as text, message as text)
@@ -165,3 +183,123 @@
our_entity.visible_message("<b>[our_entity.name]</b> [message]")
else
return
/datum/entity_narrate/tgui_state(mob/user)
return GLOB.tgui_admin_state
/datum/entity_narrate/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, tgui_id, "Entity Narration")
ui.open()
/datum/entity_narrate/tgui_data(mob/user)
var/list/data = list()
data["mode_select"] = tgui_narrate_mode
data["privacy_select"] = tgui_narrate_privacy
data["selected_id"] = tgui_selected_id
data["selected_name"] = tgui_selected_name
data["selected_type"] = tgui_selected_type
data["selection_mode"] = tgui_selection_mode
data["multi_id_selection"] = tgui_selected_id_multi
data["number_mob_selected"] = LAZYLEN(tgui_selected_id_multi)
data["entity_names"] = entity_names
return data
/datum/entity_narrate/tgui_act(action, list/params)
. = ..()
if(.) return
if(!check_rights_for(usr.client, R_FUN)) return
switch(action)
if("change_mode_multi")
tgui_selection_mode = !tgui_selection_mode
//Clearing selections after switching mode
tgui_selected_id_multi = list()
tgui_selected_id = ""
tgui_selected_type = ""
tgui_selected_name = ""
tgui_selected_refs = null
if("change_mode_privacy")
tgui_narrate_privacy = !tgui_narrate_privacy
if("change_mode_narration")
tgui_narrate_mode = !tgui_narrate_mode
if("select_entity")
if(tgui_selection_mode)
if(params["id_selected"] in tgui_selected_id_multi)
tgui_selected_id_multi -= params["id_selected"]
else
tgui_selected_id_multi += params["id_selected"]
else
if(params["id_selected"] in tgui_selected_id_multi)
tgui_selected_id_multi -= params["id_selected"]
tgui_selected_id = ""
tgui_selected_type = ""
tgui_selected_name = ""
tgui_selected_refs = null
else
tgui_selected_id_multi = list() //Using the same var for ease of implementation. Thus, we must reset to empty each time.
tgui_selected_id_multi += params["id_selected"]
tgui_selected_id = params["id_selected"]
tgui_selected_refs = entity_refs[tgui_selected_id]
if(istype(tgui_selected_refs, /mob/living))
var/mob/living/L = tgui_selected_refs
if(L.client)
tgui_selected_type = "!!!!PLAYER!!!!"
tgui_selected_name = L.name
else
tgui_selected_type = L.type
tgui_selected_name = L.name
else if(istype(tgui_selected_refs, /atom))
var/atom/A = tgui_selected_refs
tgui_selected_type = A.type
tgui_selected_name = A.name
if("narrate")
if(world.time < (tgui_last_message + 0.5 SECONDS))
to_chat(usr, SPAN_NOTICE("You can't messages that quickly! Wait at least half a second"))
else
to_chat(usr, SPAN_NOTICE("Message successfully sent!"))
tgui_last_message = world.time
var/message = sanitize(params["message"])
if(tgui_selection_mode)
for(var/entity in tgui_selected_id_multi)
var/ref = entity_refs[entity]
if(istype(ref, /mob/living))
var/mob/living/L = ref
if(L.client) continue //Skipping over mobs with players
narrate_tgui_mob(L, message)
else if(istype(ref, /atom))
var/atom/A = ref
narrate_tgui_atom(A, message)
else
var/ref = entity_refs[tgui_selected_id]
if(istype(ref, /mob/living))
var/mob/living/L = ref
if(!L.client)
narrate_tgui_mob(L, message)
else if(istype(ref, /atom))
var/atom/A = ref
narrate_tgui_atom(A, message)
/datum/entity_narrate/proc/narrate_tgui_mob(mob/living/L, message as text)
if(tgui_narrate_mode && tgui_narrate_privacy)
L.custom_emote_vr(m_type = VISIBLE_MESSAGE, message = message)
else if(tgui_narrate_mode && !tgui_narrate_privacy)
L.custom_emote(VISIBLE_MESSAGE, message)
else if(!tgui_narrate_mode && tgui_narrate_privacy)
L.say(message, whispering = 1)
else if(!tgui_narrate_mode && !tgui_narrate_privacy)
L.say(message)
/datum/entity_narrate/proc/narrate_tgui_atom(atom/A, message as text)
if(tgui_narrate_mode && tgui_narrate_privacy)
A.visible_message("<i><b>[A.name]</b> [message]</i>", range = 1)
else if(tgui_narrate_mode && !tgui_narrate_privacy)
A.visible_message("<b>[A.name]</b> [message]",)
else if(!tgui_narrate_mode && tgui_narrate_privacy)
A.audible_message("<i><b>[A.name]</b> [message]</i>", hearing_distance = 1)
else if(!tgui_narrate_mode && !tgui_narrate_privacy)
A.audible_message("<b>[A.name]</b> [message]")
@@ -0,0 +1,182 @@
import { BooleanLike } from 'common/react';
import { useBackend, useLocalState } from '../backend';
import { Flex, Tabs, Section, Button, Box, TextArea, Divider } from '../components';
import { Window } from '../layouts';
type data = {
mode_select: BooleanLike; // Data for emote/talk. 0 for talk, 1 for emote
privacy_select: BooleanLike; // Data for subtle/loud, 0 for loud, 1 for subtle
selection_mode: BooleanLike; // Data for whether we multiselect entities, 0 for single, 1 for multi
number_mob_selected: number; // Data to display on how many we selected
entity_names: string[]; // List of IDs to populate selection
selected_id: string; // To be used for single-mode details view
selected_name: string; // To be used for single-mode details view
selected_type: string; // To be used for single-mode details view
multi_id_selection: string[]; // To be used to highlight selection, and multi-use narrate
};
export const EntityNarrate = (props, context) => {
const { act, data } = useBackend<data>(context);
return (
<Window width={800} height={470} theme="abstract" resizable>
<Window.Content scrollable>
<Section>
<Flex>
<Flex.Item scrollable grow={2} fill>
<Section scrollable>
<EntitySelection />
</Section>
</Flex.Item>
<Flex.Item grow={0.25} fill>
<Divider vertical />
</Flex.Item>
<Flex.Item grow={6.75} fill>
<Section>
<Flex direction="column" justify="space-between">
<Flex.Item Flex>
<Section title="Details">
<DisplayDetails />
</Section>
</Flex.Item>
<Flex.Item Flex>
<Section title="Select Behaviour">
<ModeSelector />
</Section>
</Flex.Item>
<Flex.Item Flex>
<NarrationInput />
</Flex.Item>
</Flex>
</Section>
</Flex.Item>
</Flex>
</Section>
</Window.Content>
</Window>
);
};
// Selects entity from a vertical list, with mode to allow multiple selections.
// Clicking the tab again removes it
export const EntitySelection = (props, context) => {
const { act, data } = useBackend<data>(context);
const { selection_mode, multi_id_selection, entity_names } = data;
return (
<Flex direction="column" grow>
<Flex.Item>
<Section
title="Choose!"
buttons={
<Button
selected={selection_mode}
fill
content="Multi-Selection"
onClick={() => act('change_mode_multi')}
/>
}>
<Tabs vertical>
{entity_names.map((name) => (
<Tabs.Tab
key={name}
selected={multi_id_selection.includes(name)}
onClick={() => act('select_entity', { id_selected: name })}>
<Box inline>{name}</Box>
</Tabs.Tab>
))}
</Tabs>
</Section>
</Flex.Item>
</Flex>
);
};
export const DisplayDetails = (props, context) => {
const { act, data } = useBackend<data>(context);
const {
selection_mode,
number_mob_selected,
selected_id,
selected_name,
selected_type,
} = data;
if (selection_mode) {
return (
<Box>
<b>Number of entities selected:</b> {number_mob_selected}
</Box>
);
} else {
return (
<Box>
<b>Selected ID:</b> {selected_id} <br />
<b>Selected Name:</b> {selected_name} <br />
<b>Selected Type:</b> {selected_type} <br />
</Box>
);
}
};
export const ModeSelector = (props, context) => {
const { act, data } = useBackend<data>(context);
const { privacy_select, mode_select } = data;
return (
<Flex direction="row">
<Flex.Item grow>
<Button
onClick={() => act('change_mode_privacy')}
selected={privacy_select}
fluid
tooltip={
'This button changes whether your narration is loud (any who see/hear) or subtle (range of 1 tile)' +
' ' +
(privacy_select
? 'Click here to disable subtle mode'
: 'Click here to enable subtle mode')
}
content={privacy_select ? 'Currently: Subtle' : 'Currently: Loud'}
/>
</Flex.Item>
<Flex.Item grow>
<Button
onClick={() => act('change_mode_narration')}
selected={mode_select}
fluid
tooltip={
'This button sets your narration to talk audiably or emote visibly' +
' ' +
(mode_select
? 'Click here to emote visibly.'
: 'Click here to talk audiably.')
}
content={mode_select ? 'Currently: Emoting' : 'Currently: Talking'}
/>
</Flex.Item>
</Flex>
);
};
export const NarrationInput = (props, context) => {
const { act, data } = useBackend<data>(context);
const [narration, setNarration] = useLocalState(context, 'narration', '');
return (
<Section
title="Narration Text"
buttons={
<Button
onClick={() => act('narrate', { message: narration })}
content="Send Narration"
/>
}>
<Flex>
<Flex.Item width="85%">
<TextArea
height={'18rem'}
onChange={(e, val) => setNarration(val)}
value={narration || ''}
/>
</Flex.Item>
</Flex>
</Section>
);
};
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