Speech and Emoting components (#3075)
* Add Speech and Emoting components. * makesentient gives you speech and emoting abilities. * Ghosts do *not* need a SpeechComponent. * I hate you all, and I hate shared code as well.
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@@ -0,0 +1,33 @@
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs.Speech
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{
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[RegisterComponent]
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public class SharedEmotingComponent : Component, IActionBlocker
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{
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private bool _enabled = true;
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public override string Name => "Emoting";
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public bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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_enabled = value;
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Dirty();
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}
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}
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bool IActionBlocker.CanEmote() => Enabled;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Enabled, "enabled", true);
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}
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}
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}
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@@ -0,0 +1,36 @@
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs.Speech
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{
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/// <summary>
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/// Component required for entities to be able to speak.
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/// </summary>
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[RegisterComponent]
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public class SharedSpeechComponent : Component, IActionBlocker
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{
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private bool _enabled = true;
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public override string Name => "Speech";
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public bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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_enabled = value;
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Dirty();
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}
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}
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bool IActionBlocker.CanSpeak() => Enabled;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Enabled, "enabled", true);
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Content.Shared.GameObjects.Components.Mobs.Speech;
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -62,6 +63,9 @@ namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
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public static bool CanSpeak(IEntity entity)
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{
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if (!entity.HasComponent<SharedSpeechComponent>())
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return false;
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var canSpeak = true;
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foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
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@@ -98,6 +102,9 @@ namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
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public static bool CanEmote(IEntity entity)
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{
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if (!entity.HasComponent<SharedEmotingComponent>())
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return false;
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var canEmote = true;
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foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
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