Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Billions Must Flip #1318

Merged
merged 7 commits into from
Dec 11, 2024
Merged
Show file tree
Hide file tree
Changes from 5 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
121 changes: 121 additions & 0 deletions Content.Client/Emoting/AnimatedEmotesSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,121 @@
using Robust.Client.Animations;
using Robust.Shared.Animations;
using Robust.Shared.GameStates;
using Robust.Client.GameObjects;
using Content.Shared.Emoting;
using System.Numerics;
using Robust.Shared.Prototypes;
using Content.Shared.Chat.Prototypes;

namespace Content.Client.Emoting;

public sealed partial class AnimatedEmotesSystem : SharedAnimatedEmotesSystem
{
[Dependency] private readonly AnimationPlayerSystem _anim = default!;
[Dependency] private readonly IPrototypeManager _prot = default!;

public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<AnimatedEmotesComponent, ComponentHandleState>(OnHandleState);

SubscribeLocalEvent<AnimatedEmotesComponent, AnimationFlipEmoteEvent>(OnFlip);
SubscribeLocalEvent<AnimatedEmotesComponent, AnimationSpinEmoteEvent>(OnSpin);
SubscribeLocalEvent<AnimatedEmotesComponent, AnimationJumpEmoteEvent>(OnJump);
}

public void PlayEmote(EntityUid uid, Animation anim, string animationKey = "emoteAnimKeyId")
{
if (_anim.HasRunningAnimation(uid, animationKey))
return;

_anim.Play(uid, anim, animationKey);
}

private void OnHandleState(EntityUid uid, AnimatedEmotesComponent component, ref ComponentHandleState args)
{
if (args.Current is not AnimatedEmotesComponentState state
|| !_prot.TryIndex<EmotePrototype>(state.Emote, out var emote))
return;

if (emote.Event != null)
RaiseLocalEvent(uid, emote.Event);
}

private void OnFlip(Entity<AnimatedEmotesComponent> ent, ref AnimationFlipEmoteEvent args)
{
var a = new Animation
{
Length = TimeSpan.FromMilliseconds(500),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.25f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(360), 0.25f),
}
}
}
};
PlayEmote(ent, a);
}
private void OnSpin(Entity<AnimatedEmotesComponent> ent, ref AnimationSpinEmoteEvent args)
{
var a = new Animation
{
Length = TimeSpan.FromMilliseconds(600),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(TransformComponent),
Property = nameof(TransformComponent.LocalRotation),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
}
}
}
};
PlayEmote(ent, a, "emoteAnimSpin");
}
private void OnJump(Entity<AnimatedEmotesComponent> ent, ref AnimationJumpEmoteEvent args)
{
var a = new Animation
{
Length = TimeSpan.FromMilliseconds(250),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Cubic,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f),
new AnimationTrackProperty.KeyFrame(new Vector2(0, .35f), 0.125f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0.125f),
}
}
}
};
PlayEmote(ent, a);
}
}
2 changes: 1 addition & 1 deletion Content.Server/Chat/Systems/ChatSystem.Emote.cs
Original file line number Diff line number Diff line change
Expand Up @@ -176,7 +176,7 @@ private void TryEmoteChatInput(EntityUid uid, string textInput)
private void InvokeEmoteEvent(EntityUid uid, EmotePrototype proto)
{
var ev = new EmoteEvent(proto);
RaiseLocalEvent(uid, ref ev);
RaiseLocalEvent(uid, ref ev, true); // goob edit
}
}

Expand Down
28 changes: 28 additions & 0 deletions Content.Server/Emoting/AnimatedEmotesSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,28 @@
using Robust.Shared.GameStates;
using Content.Server.Chat.Systems;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Emoting;
using Robust.Shared.Prototypes;

namespace Content.Server.Emoting;

public sealed partial class AnimatedEmotesSystem : SharedAnimatedEmotesSystem
{
public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<AnimatedEmotesComponent, EmoteEvent>(OnEmote);
}

private void OnEmote(EntityUid uid, AnimatedEmotesComponent component, ref EmoteEvent args)
{
PlayEmoteAnimation(uid, component, args.Emote.ID);
}

public void PlayEmoteAnimation(EntityUid uid, AnimatedEmotesComponent component, ProtoId<EmotePrototype> prot)
{
component.Emote = prot;
Dirty(uid, component);
}
}
4 changes: 4 additions & 0 deletions Content.Shared/Chat/Prototypes/EmotePrototype.cs
Original file line number Diff line number Diff line change
Expand Up @@ -68,6 +68,10 @@ public sealed partial class EmotePrototype : IPrototype
/// </summary>
[DataField]
public HashSet<string> ChatTriggers = new();

// goob edit - animations
[DataField]
public object? Event = null;
}

/// <summary>
Expand Down
28 changes: 28 additions & 0 deletions Content.Shared/Emoting/AnimatedEmotesComponent.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,28 @@
using Content.Shared.Chat.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;

namespace Content.Shared.Emoting;

// use as a template
//[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationNameEmoteEvent : EntityEventArgs { }

[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationFlipEmoteEvent : EntityEventArgs { }
[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationSpinEmoteEvent : EntityEventArgs { }
[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationJumpEmoteEvent : EntityEventArgs { }

[RegisterComponent, NetworkedComponent] public sealed partial class AnimatedEmotesComponent : Component
{
[DataField] public ProtoId<EmotePrototype>? Emote;
}

[Serializable, NetSerializable] public sealed partial class AnimatedEmotesComponentState : ComponentState
{
public ProtoId<EmotePrototype>? Emote;

public AnimatedEmotesComponentState(ProtoId<EmotePrototype>? emote)
{
Emote = emote;
}
}
2 changes: 1 addition & 1 deletion Content.Shared/Emoting/EmoteSystem.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
namespace Content.Shared.Emoting;
namespace Content.Shared.Emoting;

public sealed class EmoteSystem : EntitySystem
{
Expand Down
18 changes: 18 additions & 0 deletions Content.Shared/Emoting/SharedAnimatedEmotesSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
using Robust.Shared.GameStates;

namespace Content.Shared.Emoting;

public abstract class SharedAnimatedEmotesSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<AnimatedEmotesComponent, ComponentGetState>(OnGetState);
}

private void OnGetState(Entity<AnimatedEmotesComponent> ent, ref ComponentGetState args)
{
args.State = new AnimatedEmotesComponentState(ent.Comp.Emote);
}
}
7 changes: 7 additions & 0 deletions Resources/Locale/en-US/emotes.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
chat-emote-name-flip = Do a flip
chat-emote-name-spin = Spin
chat-emote-name-jump = Jump

chat-emote-msg-flip = does a flip!
chat-emote-msg-spin = spins!
chat-emote-msg-jump = jumps!
35 changes: 35 additions & 0 deletions Resources/Prototypes/Actions/emotes.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
- type: emote
id: Flip
name: chat-emote-name-flip
chatMessages: ["chat-emote-msg-flip"]
chatTriggers:
- flip
sleepyyapril marked this conversation as resolved.
Show resolved Hide resolved
- flips
- flips.
- flips!
- does a flip
- does a flip.
- does a flip!
event: !type:AnimationFlipEmoteEvent

- type: emote
id: Spin
name: chat-emote-name-spin
chatMessages: ["chat-emote-msg-spin"]
chatTriggers:
- spin
- spins
- spins.
- spins!
event: !type:AnimationSpinEmoteEvent

- type: emote
id: Jump
name: chat-emote-name-jump
chatMessages: ["chat-emote-msg-jump"]
chatTriggers:
- jump
- jumps
- jumps.
- jumps!
event: !type:AnimationJumpEmoteEvent
8 changes: 8 additions & 0 deletions Resources/Prototypes/Entities/Mobs/base.yml
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,14 @@
- type: LanguageSpeaker # Einstein Engines. This component is required to support speech, although it does not define known languages.
- type: RequireProjectileTarget
active: False
- type: AnimatedEmotes

- type: entity
save: false
id: MobPolymorphable
abstract: true
components:
- type: Polymorphable
- type: OwnInteractionVerbs
allowedVerbs: [] # TODO: define something here, or don't.
Comment on lines 57 to 58
Copy link
Contributor

@Mnemotechnician Mnemotechnician Dec 10, 2024

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This should belong to BaseMob as it always did. This allows all mobs to use interaction verbs.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

That is the point, yes.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

That is not the point, you nuked interaction verbs on all mobs by doing that

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

That's crazy


Expand Down
Loading