Glorfcode (force say on damage/stun/crit) (#20562)

This commit is contained in:
Kara
2023-09-28 18:05:36 -07:00
committed by GitHub
parent 6c8e79adfa
commit 80f36ea6d4
10 changed files with 321 additions and 3 deletions

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using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.ForceSay;
/// <summary>
/// The reason for this component's existence is slightly unintuitive, so for context: this is put on an entity
/// to allow its next speech attempt to bypass <see cref="MobStateComponent"/> checks. The reason for this is to allow
/// 'force saying'--for instance, with deathgasping or with <see cref="DamageForceSayComponent"/>.
///
/// This component is either removed in the <see cref="MobStateSystem"/> speech attempt check, or after <see cref="Timeout"/>
/// has passed. This is to allow a player-submitted forced message in the case of <see cref="DamageForceSayComponent"/>,
/// while also ensuring that it isn't valid forever. It has to work this way, because the server is not a keylogger and doesn't
/// have any knowledge of what the client might actually have typed, so it gives them some leeway for ping.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class AllowNextCritSpeechComponent : Component
{
/// <summary>
/// Should be set when adding the component to specify the time that this should be valid for,
/// if it should stay valid for some amount of time.
/// </summary>
public TimeSpan? Timeout = null;
}

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using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Shared.Damage.ForceSay;
/// <summary>
/// This is used for forcing clients to send messages with a suffix attached (like -GLORF) when taking large amounts
/// of damage, or things like entering crit or being stunned.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class DamageForceSayComponent : Component
{
/// <summary>
/// The localization string that the message & suffix will be passed into
/// </summary>
[DataField]
public LocId ForceSayMessageWrap = "damage-force-say-message-wrap";
/// <summary>
/// Same as <see cref="ForceSayMessageWrap"/> but for cases where no suffix is used,
/// such as when going into crit.
/// </summary>
[DataField]
public LocId ForceSayMessageWrapNoSuffix = "damage-force-say-message-wrap-no-suffix";
/// <summary>
/// The fluent string prefix to use when picking a random suffix
/// </summary>
[DataField]
public string ForceSayStringPrefix = "damage-force-say-";
/// <summary>
/// The number of suffixes that exist for use with <see cref="ForceSayStringPrefix"/>.
/// i.e. (prefix)-1 through (prefix)-(count)
/// </summary>
[DataField]
public int ForceSayStringCount = 7;
/// <summary>
/// The amount of total damage between <see cref="ValidDamageGroups"/> that needs to be taken before
/// a force say occurs.
/// </summary>
[DataField]
public FixedPoint2 DamageThreshold = FixedPoint2.New(10);
/// <summary>
/// A list of damage group types that are considered when checking <see cref="DamageThreshold"/>.
/// </summary>
[DataField]
public HashSet<ProtoId<DamageGroupPrototype>>? ValidDamageGroups = new()
{
"Brute",
"Burn",
};
/// <summary>
/// The time enforced between force says to avoid spam.
/// </summary>
[DataField]
public TimeSpan Cooldown = TimeSpan.FromSeconds(5.0);
public TimeSpan? NextAllowedTime = null;
}

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using Robust.Shared.Serialization;
namespace Content.Shared.Damage.ForceSay;
/// <summary>
/// Sent to clients as a network event when their entity contains <see cref="DamageForceSayComponent"/>
/// that COMMANDS them to speak the current message in their chatbox
/// </summary>
[Serializable, NetSerializable]
public sealed class DamageForceSayEvent : EntityEventArgs
{
public string? Suffix;
}