veloren/common/src/comp/chat.rs

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use crate::{
comp::{group::Group, BuffKind},
uid::Uid,
};
use hashbrown::HashMap;
use serde::{Deserialize, Serialize};
use specs::{Component, DenseVecStorage};
use std::time::{Duration, Instant};
/// A player's current chat mode. These are chat types that can only be sent by
/// the player.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum ChatMode {
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/// Private message to another player (by uuid)
Tell(Uid),
/// Talk to players within shouting distance
Say,
/// Talk to players in your region of the world
Region,
/// Talk to your current group of players
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Group(Group),
/// Talk to your faction
Faction(String),
/// Talk to every player on the server
World,
}
impl Component for ChatMode {
type Storage = DenseVecStorage<Self>;
}
impl ChatMode {
/// Create a plain message from your current chat mode and uuid.
pub fn to_plain_msg(&self, from: Uid, text: impl ToString) -> UnresolvedChatMsg {
let chat_type = match self {
ChatMode::Tell(to) => ChatType::Tell(from, *to),
ChatMode::Say => ChatType::Say(from),
ChatMode::Region => ChatType::Region(from),
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ChatMode::Group(group) => ChatType::Group(from, *group),
ChatMode::Faction(faction) => ChatType::Faction(from, faction.clone()),
ChatMode::World => ChatType::World(from),
};
UnresolvedChatMsg {
chat_type,
content: Content::Plain(text.to_string()),
}
}
}
impl ChatMode {
pub const fn default() -> Self { Self::World }
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum KillType {
Buff(BuffKind),
Melee,
Projectile,
Explosion,
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Energy,
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Other,
// Projectile(String), TODO: add projectile name when available
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum KillSource {
Player(Uid, KillType),
NonPlayer(String, KillType),
NonExistent(KillType),
Environment(String),
FallDamage,
Suicide,
Other,
}
/// List of chat types. Each one is colored differently and has its own icon.
///
/// This is a superset of `SpeechBubbleType`, which is a superset of `ChatMode`
#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum ChatType<G> {
/// A player came online
Online(Uid),
/// A player went offline
Offline(Uid),
/// The result of chat commands
CommandInfo,
/// A chat command failed
CommandError,
/// Inform players that someone died (Source, Victim) Source may be None
/// (ex: fall damage)
Kill(KillSource, Uid),
/// Server notifications to a group, such as player join/leave
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GroupMeta(G),
/// Server notifications to a faction, such as player join/leave
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FactionMeta(String),
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/// One-on-one chat (from, to)
Tell(Uid, Uid),
/// Chat with nearby players
Say(Uid),
/// Group chat
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Group(Uid, G),
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/// Factional chat
Faction(Uid, String),
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/// Regional chat
Region(Uid),
/// World chat
World(Uid),
/// Messages sent from NPCs (Not shown in chat but as speech bubbles)
Npc(Uid),
/// From NPCs but in the chat for clients in the near vicinity
NpcSay(Uid),
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/// From NPCs but in the chat for a specific client. Shows a chat bubble.
/// (from, to, localization variant)
NpcTell(Uid, Uid),
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/// Anything else
Meta,
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}
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impl<G> ChatType<G> {
pub fn into_plain_msg(self, text: impl ToString) -> GenericChatMsg<G> {
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GenericChatMsg {
chat_type: self,
content: Content::Plain(text.to_string()),
}
}
pub fn into_msg(self, content: Content) -> GenericChatMsg<G> {
GenericChatMsg {
chat_type: self,
content,
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}
}
pub fn uid(&self) -> Option<Uid> {
match self {
ChatType::Online(_) => None,
ChatType::Offline(_) => None,
ChatType::CommandInfo => None,
ChatType::CommandError => None,
ChatType::FactionMeta(_) => None,
ChatType::GroupMeta(_) => None,
ChatType::Kill(_, _) => None,
ChatType::Tell(u, _t) => Some(*u),
ChatType::Say(u) => Some(*u),
ChatType::Group(u, _s) => Some(*u),
ChatType::Faction(u, _s) => Some(*u),
ChatType::Region(u) => Some(*u),
ChatType::World(u) => Some(*u),
ChatType::Npc(u) => Some(*u),
ChatType::NpcSay(u) => Some(*u),
ChatType::NpcTell(u, _t) => Some(*u),
ChatType::Meta => None,
}
}
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/// `None` means that the chat type is automated.
pub fn is_private(&self) -> Option<bool> {
match self {
ChatType::Online(_)
| ChatType::Offline(_)
| ChatType::CommandInfo
| ChatType::CommandError
| ChatType::FactionMeta(_)
| ChatType::GroupMeta(_)
| ChatType::Npc(_)
| ChatType::NpcSay(_)
| ChatType::NpcTell(_, _)
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| ChatType::Meta
| ChatType::Kill(_, _) => None,
ChatType::Tell(_, _) | ChatType::Group(_, _) | ChatType::Faction(_, _) => Some(true),
ChatType::Say(_) | ChatType::Region(_) | ChatType::World(_) => Some(false),
}
}
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}
/// The content of a chat message.
// TODO: This could be generalised to *any* in-game text, not just chat messages (hence it not being
// called `ChatContent`). A few examples:
//
// - Signposts, both those appearing as overhead messages and those displayed 'in-world' on a shop
// sign
// - UI elements
// - In-game notes/books (we could add a variant that allows structuring complex, novel textual
// information as a syntax tree or some other intermediate format that can be localised by the
// client)
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// TODO: We probably want to have this type be able to represent similar things to
// `fluent::FluentValue`, such as numeric values, so that they can be properly localised in whatever
// manner is required.
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
pub enum Content {
/// The content is a plaintext string that should be shown to the user
/// verbatim.
Plain(String),
/// The content is a localizable message with the given arguments.
Localized {
/// i18n key
key: String,
/// Pseudorandom seed value that allows frontends to select a
/// deterministic (but pseudorandom) localised output
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#[serde(default = "random_seed")]
seed: u16,
/// i18n arguments
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#[serde(default)]
args: HashMap<String, LocalizationArg>,
},
}
// TODO: Remove impl and make use of `Plain(...)` explicit (to discourage it)
impl From<String> for Content {
fn from(text: String) -> Self { Self::Plain(text) }
}
// TODO: Remove impl and make use of `Plain(...)` explicit (to discourage it)
impl<'a> From<&'a str> for Content {
fn from(text: &'a str) -> Self { Self::Plain(text.to_string()) }
}
/// A localisation argument for localised content (see [`Content::Localized`]).
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
pub enum LocalizationArg {
/// The localisation argument is itself a section of content.
///
/// Note that this allows [`Content`] to recursively refer to itself. It may
/// be tempting to decide to parameterise everything, having dialogue
/// generated with a compact tree. "It's simpler!", you might say. False.
/// Over-parameterisation is an anti-pattern that hurts translators. Where
/// possible, prefer fewer levels of nesting unless doing so would
/// result in an intractably larger number of combinations. See [here](https://github.com/projectfluent/fluent/wiki/Good-Practices-for-Developers#prefer-wet-over-dry) for the
/// guidance provided by the docs for `fluent`, the localisation library
/// used by clients.
Content(Content),
/// The localisation argument is a natural number
Nat(u64),
}
impl From<Content> for LocalizationArg {
fn from(content: Content) -> Self { Self::Content(content) }
}
// TODO: Remove impl and make use of `Content(Plain(...))` explicit (to
// discourage it)
impl From<String> for LocalizationArg {
fn from(text: String) -> Self { Self::Content(Content::Plain(text)) }
}
// TODO: Remove impl and make use of `Content(Plain(...))` explicit (to
// discourage it)
impl<'a> From<&'a str> for LocalizationArg {
fn from(text: &'a str) -> Self { Self::Content(Content::Plain(text.to_string())) }
}
// TODO: Remove impl and make use of `Content(Plain(...))` explicit (to
// discourage it)
impl From<u64> for LocalizationArg {
fn from(n: u64) -> Self { Self::Nat(n) }
}
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fn random_seed() -> u16 { rand::random() }
impl Content {
pub fn localized(key: impl ToString) -> Self {
Self::Localized {
key: key.to_string(),
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seed: random_seed(),
args: HashMap::default(),
}
}
pub fn localized_with_args<'a, A: Into<LocalizationArg>>(
key: impl ToString,
args: impl IntoIterator<Item = (&'a str, A)>,
) -> Self {
Self::Localized {
key: key.to_string(),
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seed: rand::random(),
args: args
.into_iter()
.map(|(k, v)| (k.to_string(), v.into()))
.collect(),
}
}
pub fn as_plain(&self) -> Option<&str> {
match self {
Self::Plain(text) => Some(text.as_str()),
Self::Localized { .. } => None,
}
}
}
// Stores chat text, type
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct GenericChatMsg<G> {
pub chat_type: ChatType<G>,
content: Content,
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}
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pub type ChatMsg = GenericChatMsg<String>;
pub type UnresolvedChatMsg = GenericChatMsg<Group>;
impl<G> GenericChatMsg<G> {
pub const NPC_DISTANCE: f32 = 100.0;
pub const NPC_SAY_DISTANCE: f32 = 30.0;
pub const REGION_DISTANCE: f32 = 1000.0;
pub const SAY_DISTANCE: f32 = 100.0;
pub fn npc(uid: Uid, content: Content) -> Self {
let chat_type = ChatType::Npc(uid);
Self { chat_type, content }
}
pub fn npc_say(uid: Uid, content: Content) -> Self {
let chat_type = ChatType::NpcSay(uid);
Self { chat_type, content }
}
pub fn npc_tell(from: Uid, to: Uid, content: Content) -> Self {
let chat_type = ChatType::NpcTell(from, to);
Self { chat_type, content }
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}
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pub fn map_group<T>(self, mut f: impl FnMut(G) -> T) -> GenericChatMsg<T> {
let chat_type = match self.chat_type {
ChatType::Online(a) => ChatType::Online(a),
ChatType::Offline(a) => ChatType::Offline(a),
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ChatType::CommandInfo => ChatType::CommandInfo,
ChatType::CommandError => ChatType::CommandError,
ChatType::FactionMeta(a) => ChatType::FactionMeta(a),
ChatType::GroupMeta(g) => ChatType::GroupMeta(f(g)),
ChatType::Kill(a, b) => ChatType::Kill(a, b),
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ChatType::Tell(a, b) => ChatType::Tell(a, b),
ChatType::Say(a) => ChatType::Say(a),
ChatType::Group(a, g) => ChatType::Group(a, f(g)),
ChatType::Faction(a, b) => ChatType::Faction(a, b),
ChatType::Region(a) => ChatType::Region(a),
ChatType::World(a) => ChatType::World(a),
ChatType::Npc(a) => ChatType::Npc(a),
ChatType::NpcSay(a) => ChatType::NpcSay(a),
ChatType::NpcTell(a, b) => ChatType::NpcTell(a, b),
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ChatType::Meta => ChatType::Meta,
};
GenericChatMsg {
chat_type,
content: self.content,
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}
}
pub fn get_group(&self) -> Option<&G> {
match &self.chat_type {
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ChatType::GroupMeta(g) => Some(g),
ChatType::Group(_, g) => Some(g),
_ => None,
}
}
pub fn to_bubble(&self) -> Option<(SpeechBubble, Uid)> {
self.uid()
.map(|from| (SpeechBubble::new(self.content.clone(), self.icon()), from))
}
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pub fn icon(&self) -> SpeechBubbleType {
match &self.chat_type {
ChatType::Online(_) => SpeechBubbleType::None,
ChatType::Offline(_) => SpeechBubbleType::None,
ChatType::CommandInfo => SpeechBubbleType::None,
ChatType::CommandError => SpeechBubbleType::None,
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ChatType::FactionMeta(_) => SpeechBubbleType::None,
ChatType::GroupMeta(_) => SpeechBubbleType::None,
ChatType::Kill(_, _) => SpeechBubbleType::None,
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ChatType::Tell(_u, _) => SpeechBubbleType::Tell,
ChatType::Say(_u) => SpeechBubbleType::Say,
ChatType::Group(_u, _s) => SpeechBubbleType::Group,
ChatType::Faction(_u, _s) => SpeechBubbleType::Faction,
ChatType::Region(_u) => SpeechBubbleType::Region,
ChatType::World(_u) => SpeechBubbleType::World,
ChatType::Npc(_u) => SpeechBubbleType::None,
ChatType::NpcSay(_u) => SpeechBubbleType::Say,
ChatType::NpcTell(_f, _t) => SpeechBubbleType::Say,
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ChatType::Meta => SpeechBubbleType::None,
}
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}
pub fn uid(&self) -> Option<Uid> { self.chat_type.uid() }
pub fn content(&self) -> &Content { &self.content }
pub fn into_content(self) -> Content { self.content }
pub fn set_content(&mut self, content: Content) { self.content = content; }
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}
/// Player factions are used to coordinate pvp vs hostile factions or segment
/// chat from the world
///
/// Factions are currently just an associated String (the faction's name)
#[derive(Clone, Debug)]
pub struct Faction(pub String);
impl Component for Faction {
type Storage = DenseVecStorage<Self>;
}
impl From<String> for Faction {
fn from(s: String) -> Self { Faction(s) }
}
/// List of chat types for players and NPCs. Each one has its own icon.
///
/// This is a subset of `ChatType`, and a superset of `ChatMode`
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pub enum SpeechBubbleType {
// One for each chat mode
Tell,
Say,
Region,
Group,
Faction,
World,
// For NPCs
Quest, // TODO not implemented
Trade, // TODO not implemented
None, // No icon (default for npcs)
}
/// Adds a speech bubble above the character
pub struct SpeechBubble {
pub content: Content,
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pub icon: SpeechBubbleType,
pub timeout: Instant,
}
impl SpeechBubble {
/// Default duration in seconds of speech bubbles
pub const DEFAULT_DURATION: f64 = 5.0;
pub fn new(content: Content, icon: SpeechBubbleType) -> Self {
let timeout = Instant::now() + Duration::from_secs_f64(SpeechBubble::DEFAULT_DURATION);
Self {
content,
icon,
timeout,
}
}
pub fn content(&self) -> &Content { &self.content }
}