Speech verbs & conditional markup modification (#18980)
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@@ -1,12 +1,14 @@
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using System.Collections.Specialized;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Shared.Speech
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{
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/// <summary>
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/// Component required for entities to be able to speak. (TODO: Entities can speak fine without this, this only forbids them speak if they have it and enabled is false.)
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/// Contains the option to let entities make noise when speaking, datafields for the sounds in question, and relevant AudioParams.
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/// Contains the option to let entities make noise when speaking, change speech verbs, datafields for the sounds in question, and relevant AudioParams.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class SpeechComponent : Component
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@@ -20,6 +22,25 @@ namespace Content.Shared.Speech
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[DataField("speechSounds", customTypeSerializer:typeof(PrototypeIdSerializer<SpeechSoundsPrototype>))]
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public string? SpeechSounds;
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/// <summary>
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/// What speech verb prototype should be used by default for displaying this entity's messages?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("speechVerb", customTypeSerializer:typeof(PrototypeIdSerializer<SpeechVerbPrototype>))]
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public string SpeechVerb = "Default";
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/// <summary>
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/// A mapping from chat suffixes loc strings to speech verb prototypes that should be conditionally used.
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/// For things like '?' changing to 'asks' or '!!' making text bold and changing to 'yells'. Can be overridden if necessary.
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/// </summary>
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[DataField("suffixSpeechVerbs", customTypeSerializer:typeof(PrototypeIdValueDictionarySerializer<string, SpeechVerbPrototype>))]
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public Dictionary<string, string> SuffixSpeechVerbs = new()
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{
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{ "chat-speech-verb-suffix-exclamation-strong", "DefaultExclamationStrong" },
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{ "chat-speech-verb-suffix-exclamation", "DefaultExclamation" },
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{ "chat-speech-verb-suffix-question", "DefaultQuestion" },
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};
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[DataField("audioParams")]
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public AudioParams AudioParams = AudioParams.Default.WithVolume(6f).WithRolloffFactor(4.5f);
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47
Content.Shared/Speech/SpeechVerbPrototype.cs
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47
Content.Shared/Speech/SpeechVerbPrototype.cs
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@@ -0,0 +1,47 @@
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Speech;
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/// <summary>
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/// Handles replacing speech verbs and other conditional chat modifications like bolding or font type depending
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/// on punctuation or by directly overriding the prototype.
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/// </summary>
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[Prototype("speechVerb")]
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public sealed class SpeechVerbPrototype : IPrototype
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{
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[IdDataField] public string ID { get; } = default!;
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/// <summary>
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/// Loc strings to be passed to the chat wrapper. 'says', 'states', etc.
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/// Picks one at random if there are multiple.
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/// </summary>
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[DataField("speechVerbStrings", required: true)]
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public List<string> SpeechVerbStrings = default!;
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/// <summary>
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/// Should use of this speech verb bold the corresponding message?
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/// </summary>
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[DataField("bold")]
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public bool Bold = false;
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/// <summary>
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/// What font size should be used for the message contents?
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/// </summary>
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[DataField("fontSize")]
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public int FontSize = 12;
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/// <summary>
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/// What font prototype ID should be used for the message contents?
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/// </summary>
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/// font proto is client only so cant lint this lol sorry
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[DataField("fontId")]
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public string FontId = "Default";
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/// <summary>
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/// If multiple applicable speech verb protos are found (i.e. through speech suffixes) this will determine
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/// which one is picked. Higher = more priority.
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/// </summary>
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[DataField("priority")]
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public int Priority = 0;
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}
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