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emotes.dm
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#define EMOTE_VISIBLE 1
#define EMOTE_AUDIBLE 2
/datum/emote
/// What calls the emote.
var/key = ""
/// This will also call the emote.
var/key_third_person = ""
/// Message displayed when emote is used.
var/message = ""
/// Message displayed if the user is a mime.
var/message_mime = ""
/// Message displayed if the user is a grown alien.
var/message_alien = ""
/// Message displayed if the user is an alien larva.
var/message_larva = ""
/// Message displayed if the user is a robot.
var/message_robot = ""
/// Message displayed if the user is an AI.
var/message_AI = ""
/// Message displayed if the user is a monkey.
var/message_monkey = ""
/// Message to display if the user is an IPC
var/message_ipc = ""
/// Message to display if the user is a simple_animal or basic mob.
var/message_simple = ""
/// Message with %t at the end to allow adding params to the message, like for mobs doing an emote relatively to something else.
var/message_param = ""
/// Whether the emote is visible and/or audible bitflag
var/emote_type = EMOTE_VISIBLE
/// Checks if the mob can use its hands before performing the emote.
var/hands_use_check = FALSE
/// Will only work if the emote is EMOTE_AUDIBLE.
var/muzzle_ignore = FALSE
/// Types that are allowed to use that emote.
var/list/mob_type_allowed_typecache = /mob
/// Types that are NOT allowed to use that emote.
var/list/mob_type_blacklist_typecache
/// Types that can use this emote regardless of their state.
var/list/mob_type_ignore_stat_typecache
/// In which state can you use this emote? (Check stat.dm for a full list of them)
var/stat_allowed = CONSCIOUS
/// Sound to play when emote is called.
var/sound
/// Used for the honk borg emote.
var/vary = FALSE
/// Can only code call this event instead of the player.
var/only_forced_audio = FALSE
/// The cooldown between the uses of the emote.
var/cooldown = 0.8 SECONDS
/datum/emote/New()
if (ispath(mob_type_allowed_typecache))
switch (mob_type_allowed_typecache)
if (/mob)
mob_type_allowed_typecache = GLOB.typecache_mob
if (/mob/living)
mob_type_allowed_typecache = GLOB.typecache_living
else
mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
else
mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
mob_type_blacklist_typecache = typecacheof(mob_type_blacklist_typecache)
mob_type_ignore_stat_typecache = typecacheof(mob_type_ignore_stat_typecache)
/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
. = TRUE
if(!can_run_emote(user, TRUE, intentional))
return FALSE
var/msg = select_message_type(user, intentional)
if(params && message_param)
msg = select_param(user, params)
msg = replace_pronoun(user, msg)
if(isliving(user))
var/mob/living/L = user
for(var/obj/item/implant/I in L.implants)
I.trigger(key, L)
if(!msg)
return
user.log_message(msg, LOG_EMOTE)
var/dchatmsg = "<b>[user]</b> [msg]"
var/tmp_sound = get_sound(user)
if(tmp_sound && should_play_sound(user, intentional) && (!only_forced_audio || !intentional))
playsound(user, tmp_sound, 50, vary)
for(var/mob/M in GLOB.dead_mob_list)
if(!M.client || isnewplayer(M))
continue
var/T = get_turf(user)
if(M.stat == DEAD && M.client && (M.client.prefs.chat_toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T, null)))
M.show_message("[FOLLOW_LINK(M, user)] [dchatmsg]")
if(emote_type == EMOTE_AUDIBLE)
user.audible_message(msg, audible_message_flags = EMOTE_MESSAGE)
else
user.visible_message(msg, visible_message_flags = EMOTE_MESSAGE)
/// For handling emote cooldown, return true to allow the emote to happen
/datum/emote/proc/check_cooldown(mob/user, intentional, update=TRUE, is_keybind = FALSE)
if(!intentional)
return TRUE
var/cd = cooldown
if (is_keybind)
cd = 2 SECONDS // cooldown when used as a keybind
if(user.emotes_used && user.emotes_used[src] + cd > world.time)
return FALSE
if(!update)
return TRUE
if(!user.emotes_used)
user.emotes_used = list()
user.emotes_used[src] = world.time
return TRUE
/datum/emote/proc/get_sound(mob/living/user)
return sound //by default just return this var.
/datum/emote/proc/replace_pronoun(mob/user, message)
if(findtext(message, "their"))
message = replacetext(message, "their", user.p_their())
if(findtext(message, "them"))
message = replacetext(message, "them", user.p_them())
if(findtext(message, "%s"))
message = replacetext(message, "%s", user.p_s())
return message
/datum/emote/proc/select_message_type(mob/user, intentional)
. = message
if(!muzzle_ignore && user.is_muzzled() && emote_type == EMOTE_AUDIBLE)
return "makes a [pick("strong ", "weak ", "")]noise."
if(user.mind && user.mind.miming && message_mime)
. = message_mime
if(isalienadult(user) && message_alien)
. = message_alien
else if(islarva(user) && message_larva)
. = message_larva
else if(iscyborg(user) && message_robot)
. = message_robot
else if(isAI(user) && message_AI)
. = message_AI
else if(ismonkey(user) && message_monkey)
. = message_monkey
else if(isipc(user) && message_ipc)
. = message_ipc
else if(isvox(user) && message_vox)
. = message_vox
else if(isanimal(user) && message_simple)
. = message_simple
/datum/emote/proc/select_param(mob/user, params)
return replacetext(message_param, "%t", params)
/**
* Check to see if the user is allowed to run the emote.
*
* Arguments:
* * user - Person that is trying to send the emote.
* * status_check - Bool that says whether we should check their stat or not.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
*
* Returns a bool about whether or not the user can run the emote.
*/
/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE)
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
return FALSE
if(is_type_in_typecache(user, mob_type_blacklist_typecache))
return FALSE
if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
if(user.stat > stat_allowed)
if(!intentional)
return FALSE
switch(user.stat)
if(SOFT_CRIT)
to_chat(user, span_notice("You cannot [key] while in a critical condition."))
if(UNCONSCIOUS)
to_chat(user, span_notice("You cannot [key] while unconscious."))
if(DEAD)
to_chat(user, span_notice("You cannot [key] while dead."))
return FALSE
if(hands_use_check && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
if(!intentional)
return FALSE
to_chat(user, span_warning("You cannot use your hands to [key] right now!"))
return FALSE
if(HAS_TRAIT(user, TRAIT_EMOTEMUTE))
return FALSE
return TRUE
/**
* Check to see if the user should play a sound when performing the emote.
*
* Arguments:
* * user - Person that is doing the emote.
* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
*
* Returns a bool about whether or not the user should play a sound when performing the emote.
*/
/datum/emote/proc/should_play_sound(mob/user, intentional = FALSE)
if(emote_type & EMOTE_AUDIBLE && !muzzle_ignore)
if(user.is_muzzled())
return FALSE
if(HAS_TRAIT(user, TRAIT_MUTE))
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/loud_mouth = user
if(HAS_MIND_TRAIT(loud_mouth, TRAIT_MIMING)) // vow of silence prevents outloud noises
return FALSE
if(!loud_mouth.getorganslot(ORGAN_SLOT_TONGUE))
return FALSE
if(only_forced_audio && intentional)
return FALSE
return TRUE
/**
* Allows the intrepid coder to send a basic emote
* Takes text as input, sends it out to those who need to know after some light parsing
* If you need something more complex, make it into a datum emote
* Arguments:
* * text - The text to send out
*/
/mob/proc/manual_emote(text) //Just override the song and dance
. = TRUE
if(findtext(text, "their"))
text = replacetext(text, "their", p_their())
if(findtext(text, "them"))
text = replacetext(text, "them", p_them())
if(findtext(text, "%s"))
text = replacetext(text, "%s", p_s())
if(stat != CONSCIOUS)
return
if(!text)
CRASH("Someone passed nothing to manual_emote(), fix it")
log_message(text, LOG_EMOTE)
var/ghost_text = "<b>[src]</b> " + text //Sin I know
for(var/mob/M in GLOB.dead_mob_list)
if(!M.client || isnewplayer(M))
continue
var/T = get_turf(src)
if(M.stat == DEAD && M.client && (M.client.prefs.chat_toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T, null)))
M.show_message("[FOLLOW_LINK(M, src)] [ghost_text]")
visible_message(text, visible_message_flags = EMOTE_MESSAGE)