veloren/common/src/comp/chat.rs

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use crate::sync::Uid;
use specs::Component;
use specs_idvs::IDVStorage;
use std::time::{Duration, Instant};
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/// A player's current chat mode.
#[derive(Clone, Debug)]
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
Group(String),
/// Talk to your faction
Faction(String),
/// Talk to every player on the server
World,
}
impl Component for ChatMode {
type Storage = IDVStorage<Self>;
}
impl ChatMode {
/// Create a message from your current chat mode and uuid.
pub fn new_message(&self, from: Uid, message: String) -> ChatMsg {
let chat_type = match self {
ChatMode::Tell(to) => ChatType::Tell(from, *to),
ChatMode::Say => ChatType::Say(from),
ChatMode::Region => ChatType::Region(from),
ChatMode::Group(name) => ChatType::Group(from, name.to_string()),
ChatMode::Faction(name) => ChatType::Faction(from, name.to_string()),
ChatMode::World => ChatType::World(from),
};
ChatMsg { chat_type, message }
}
}
impl Default for ChatMode {
fn default() -> Self { Self::World }
}
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/// List of chat types. Note that this is a superset of `ChatMode`; this is
/// because `ChatType::Kill`, `ChatType::Broadcast`, and `ChatType::Private`
/// cannot be sent by players.
#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum ChatType {
/// Tell all players something (such as players connecting or alias changes)
Broadcast,
/// Private messages from the server (such as results of chat commands)
Private,
/// Inform players that someone died
Kill,
/// One-on-one chat (from, to)
Tell(Uid, Uid),
/// Chat with nearby players
Say(Uid),
/// Group chat
Group(Uid, String),
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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)
///
/// The u16 field is a random number for selecting localization variants.
Npc(Uid, u16),
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}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ChatMsg {
pub chat_type: ChatType,
pub message: String,
}
impl ChatMsg {
pub const NPC_DISTANCE: f32 = 100.0;
pub const REGION_DISTANCE: f32 = 1000.0;
pub const SAY_DISTANCE: f32 = 100.0;
pub fn broadcast(message: String) -> Self {
let chat_type = ChatType::Broadcast;
Self { chat_type, message }
}
pub fn npc(uid: Uid, message: String) -> Self {
let chat_type = ChatType::Npc(uid, rand::random());
Self { chat_type, message }
}
pub fn to_bubble(&self) -> Option<(SpeechBubble, Uid)> {
let icon = self.icon();
if let ChatType::Npc(from, r) = self.chat_type {
Some((SpeechBubble::npc_new(self.message.clone(), r, icon), from))
} else {
self.uid()
.map(|from| (SpeechBubble::player_new(self.message.clone(), icon), from))
}
}
pub fn icon(&self) -> SpeechBubbleIcon {
match &self.chat_type {
ChatType::Broadcast => SpeechBubbleIcon::Broadcast,
ChatType::Private => SpeechBubbleIcon::Private,
ChatType::Kill => SpeechBubbleIcon::Kill,
ChatType::Tell(_u, _) => SpeechBubbleIcon::Tell,
ChatType::Say(_u) => SpeechBubbleIcon::Say,
ChatType::Group(_u, _s) => SpeechBubbleIcon::Group,
ChatType::Faction(_u, _s) => SpeechBubbleIcon::Faction,
ChatType::Region(_u) => SpeechBubbleIcon::Region,
ChatType::World(_u) => SpeechBubbleIcon::World,
ChatType::Npc(_u, _r) => SpeechBubbleIcon::None,
}
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}
pub fn uid(&self) -> Option<Uid> {
match &self.chat_type {
ChatType::Broadcast => None,
ChatType::Private => 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, _r) => Some(*u),
}
}
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}
/// Player groups are useful when forming raiding parties and coordinating
/// gameplay.
///
/// Groups are currently just an associated String (the group's name)
#[derive(Clone, Debug)]
pub struct Group(pub String);
impl Component for Group {
type Storage = IDVStorage<Self>;
}
impl From<String> for Group {
fn from(s: String) -> Self { Group(s) }
}
/// 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 = IDVStorage<Self>;
}
impl From<String> for Faction {
fn from(s: String) -> Self { Faction(s) }
}
/// The contents of a speech bubble
pub enum SpeechBubbleMessage {
/// This message was said by a player and needs no translation
Plain(String),
/// This message was said by an NPC. The fields are a i18n key and a random
/// u16 index
Localized(String, u16),
}
pub enum SpeechBubbleIcon {
// One for each chat mode
Tell,
Say,
Region,
Group,
Faction,
World,
// Server chat types
Broadcast,
Private,
Kill,
// 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 message: SpeechBubbleMessage,
pub icon: SpeechBubbleIcon,
pub timeout: Instant,
}
impl SpeechBubble {
/// Default duration in seconds of speech bubbles
pub const DEFAULT_DURATION: f64 = 5.0;
pub fn npc_new(i18n_key: String, r: u16, icon: SpeechBubbleIcon) -> Self {
let message = SpeechBubbleMessage::Localized(i18n_key, r);
let timeout = Instant::now() + Duration::from_secs_f64(SpeechBubble::DEFAULT_DURATION);
Self {
message,
timeout,
icon,
}
}
pub fn player_new(message: String, icon: SpeechBubbleIcon) -> Self {
let message = SpeechBubbleMessage::Plain(message);
let timeout = Instant::now() + Duration::from_secs_f64(SpeechBubble::DEFAULT_DURATION);
Self {
message,
timeout,
icon,
}
}
pub fn message<F>(&self, i18n_variation: F) -> String
where
F: Fn(String, u16) -> String,
{
match &self.message {
SpeechBubbleMessage::Plain(m) => m.to_string(),
SpeechBubbleMessage::Localized(k, i) => i18n_variation(k.to_string(), *i).to_string(),
}
}
}