/// <param name="hideLog">Whether or not this message should appear in the adminlog window</param>
/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
+ /// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
public void TryEmoteWithChat(
EntityUid source,
string emoteId,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
- bool ignoreActionBlocker = false
+ bool ignoreActionBlocker = false,
+ bool forceEmote = false
)
{
if (!_prototypeManager.TryIndex<EmotePrototype>(emoteId, out var proto))
return;
- TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker);
+ TryEmoteWithChat(source, proto, range, hideLog: hideLog, nameOverride, ignoreActionBlocker: ignoreActionBlocker, forceEmote: forceEmote);
}
/// <summary>
/// <param name="hideChat">Whether or not this message should appear in the chat window</param>
/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
+ /// <param name="forceEmote">Bypasses whitelist/blacklist/availibility checks for if the entity can use this emote</param>
public void TryEmoteWithChat(
EntityUid source,
EmotePrototype emote,
ChatTransmitRange range = ChatTransmitRange.Normal,
bool hideLog = false,
string? nameOverride = null,
- bool ignoreActionBlocker = false
+ bool ignoreActionBlocker = false,
+ bool forceEmote = false
)
{
-
- if (_whitelistSystem.IsWhitelistFail(emote.Whitelist, source) || _whitelistSystem.IsBlacklistPass(emote.Blacklist, source))
- return;
-
- if (!emote.Available &&
- TryComp<SpeechComponent>(source, out var speech) &&
- !speech.AllowedEmotes.Contains(emote.ID))
+ if (!forceEmote && !AllowedToUseEmote(source, emote))
return;
// check if proto has valid message for chat
_audio.PlayPvs(sound, uid, param);
return true;
}
-
+ /// <summary>
+ /// Checks if a valid emote was typed, to play sounds and etc and invokes an event.
+ /// </summary>
+ /// <param name="uid"></param>
+ /// <param name="textInput"></param>
private void TryEmoteChatInput(EntityUid uid, string textInput)
{
var actionLower = textInput.ToLower();
if (!_wordEmoteDict.TryGetValue(actionLower, out var emote))
return;
+ if (!AllowedToUseEmote(uid, emote))
+ return;
+
InvokeEmoteEvent(uid, emote);
}
+ /// <summary>
+ /// Checks if we can use this emote based on the emotes whitelist, blacklist, and availibility to the entity.
+ /// </summary>
+ /// <param name="source">The entity that is speaking</param>
+ /// <param name="emote">The emote being used</param>
+ /// <returns></returns>
+ private bool AllowedToUseEmote(EntityUid source, EmotePrototype emote)
+ {
+ if ((_whitelistSystem.IsWhitelistFail(emote.Whitelist, source) || _whitelistSystem.IsBlacklistPass(emote.Blacklist, source)))
+ return false;
+
+ if (!emote.Available &&
+ TryComp<SpeechComponent>(source, out var speech) &&
+ !speech.AllowedEmotes.Contains(emote.ID))
+ return false;
+
+ return true;
+ }
private void InvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
{
namespace Content.Server.Chemistry.ReagentEffects;
/// <summary>
-/// Tries to force someone to emote (scream, laugh, etc).
+/// Tries to force someone to emote (scream, laugh, etc). Still respects whitelists/blacklists and other limits of the specified emote unless forced.
/// </summary>
[UsedImplicitly]
public sealed partial class Emote : ReagentEffect
[DataField]
public bool ShowInChat;
+ [DataField]
+ public bool Force = false;
+
// JUSTIFICATION: Emoting is flavor, so same reason popup messages are not in here.
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> null;
var chatSys = args.EntityManager.System<ChatSystem>();
if (ShowInChat)
- chatSys.TryEmoteWithChat(args.SolutionEntity, EmoteId, ChatTransmitRange.GhostRangeLimit);
+ chatSys.TryEmoteWithChat(args.SolutionEntity, EmoteId, ChatTransmitRange.GhostRangeLimit, forceEmote: Force);
else
chatSys.TryEmoteWithoutChat(args.SolutionEntity, EmoteId);