Ambient music fixes (#17685)

This commit is contained in:
metalgearsloth
2023-06-27 21:28:51 +10:00
committed by GitHub
parent 46a0f178e5
commit 1485666a23
16 changed files with 456 additions and 362 deletions

View File

@@ -13,304 +13,302 @@ using Robust.Shared.Utility;
using System.Linq; using System.Linq;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
namespace Content.Client.Audio namespace Content.Client.Audio;
//TODO: This is using a incomplete version of the whole "only play nearest sounds" algo, that breaks down a bit should the ambient sound cap get hit.
//TODO: This'll be fixed when GetEntitiesInRange produces consistent outputs.
/// <summary>
/// Samples nearby <see cref="AmbientSoundComponent"/> and plays audio.
/// </summary>
public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
{ {
//TODO: This is using a incomplete version of the whole "only play nearest sounds" algo, that breaks down a bit should the ambient sound cap get hit. [Dependency] private readonly AmbientSoundTreeSystem _treeSys = default!;
//TODO: This'll be fixed when GetEntitiesInRange produces consistent outputs. [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
protected override void QueueUpdate(EntityUid uid, AmbientSoundComponent ambience)
=> _treeSys.QueueTreeUpdate(uid, ambience);
private AmbientSoundOverlay? _overlay;
private int _maxAmbientCount;
private bool _overlayEnabled;
private float _maxAmbientRange;
private float _cooldown;
private TimeSpan _targetTime = TimeSpan.Zero;
private float _ambienceVolume = 0.0f;
private static AudioParams _params = AudioParams.Default.WithVariation(0.01f).WithLoop(true).WithAttenuation(Attenuation.LinearDistance);
/// <summary> /// <summary>
/// Samples nearby <see cref="AmbientSoundComponent"/> and plays audio. /// How many times we can be playing 1 particular sound at once.
/// </summary> /// </summary>
public sealed class AmbientSoundSystem : SharedAmbientSoundSystem private int MaxSingleSound => (int) (_maxAmbientCount / (16.0f / 6.0f));
private readonly Dictionary<AmbientSoundComponent, (IPlayingAudioStream? Stream, string Sound)> _playingSounds = new();
private readonly Dictionary<string, int> _playingCount = new();
public bool OverlayEnabled
{ {
[Dependency] private readonly AmbientSoundTreeSystem _treeSys = default!; get => _overlayEnabled;
[Dependency] private readonly SharedAudioSystem _audio = default!; set
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
protected override void QueueUpdate(EntityUid uid, AmbientSoundComponent ambience)
=> _treeSys.QueueTreeUpdate(uid, ambience);
private AmbientSoundOverlay? _overlay;
private int _maxAmbientCount;
private bool _overlayEnabled;
private float _maxAmbientRange;
private float _cooldown;
private TimeSpan _targetTime = TimeSpan.Zero;
private float _ambienceVolume = 0.0f;
private static AudioParams _params = AudioParams.Default.WithVariation(0.01f).WithLoop(true).WithAttenuation(Attenuation.LinearDistance);
/// <summary>
/// How many times we can be playing 1 particular sound at once.
/// </summary>
private int MaxSingleSound => (int) (_maxAmbientCount / (16.0f / 6.0f));
private readonly Dictionary<AmbientSoundComponent, (IPlayingAudioStream? Stream, string Sound)> _playingSounds = new();
private readonly Dictionary<string, int> _playingCount = new();
public bool OverlayEnabled
{ {
get => _overlayEnabled; if (_overlayEnabled == value) return;
set _overlayEnabled = value;
{ var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_overlayEnabled == value) return;
_overlayEnabled = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_overlayEnabled) if (_overlayEnabled)
{ {
_overlay = new AmbientSoundOverlay(EntityManager, this, EntityManager.System<EntityLookupSystem>()); _overlay = new AmbientSoundOverlay(EntityManager, this, EntityManager.System<EntityLookupSystem>());
overlayManager.AddOverlay(_overlay); overlayManager.AddOverlay(_overlay);
} }
else else
{ {
overlayManager.RemoveOverlay(_overlay!); overlayManager.RemoveOverlay(_overlay!);
_overlay = null; _overlay = null;
}
} }
} }
}
/// <summary> /// <summary>
/// Is this AmbientSound actively playing right now? /// Is this AmbientSound actively playing right now?
/// </summary> /// </summary>
/// <param name="component"></param> /// <param name="component"></param>
/// <returns></returns> /// <returns></returns>
public bool IsActive(AmbientSoundComponent component) public bool IsActive(AmbientSoundComponent component)
{
return _playingSounds.ContainsKey(component);
}
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
UpdatesAfter.Add(typeof(AmbientSoundTreeSystem));
_cfg.OnValueChanged(CCVars.AmbientCooldown, SetCooldown, true);
_cfg.OnValueChanged(CCVars.MaxAmbientSources, SetAmbientCount, true);
_cfg.OnValueChanged(CCVars.AmbientRange, SetAmbientRange, true);
_cfg.OnValueChanged(CCVars.AmbienceVolume, SetAmbienceVolume, true);
SubscribeLocalEvent<AmbientSoundComponent, ComponentShutdown>(OnShutdown);
}
private void OnShutdown(EntityUid uid, AmbientSoundComponent component, ComponentShutdown args)
{
if (!_playingSounds.Remove(component, out var sound))
return;
sound.Stream?.Stop();
_playingCount[sound.Sound] -= 1;
if (_playingCount[sound.Sound] == 0)
_playingCount.Remove(sound.Sound);
}
private void SetAmbienceVolume(float value)
{
_ambienceVolume = value;
foreach (var (comp, values) in _playingSounds)
{ {
return _playingSounds.ContainsKey(component); if (values.Stream == null)
continue;
var stream = (AudioSystem.PlayingStream) values.Stream;
stream.Volume = _params.Volume + comp.Volume + _ambienceVolume;
}
}
private void SetCooldown(float value) => _cooldown = value;
private void SetAmbientCount(int value) => _maxAmbientCount = value;
private void SetAmbientRange(float value) => _maxAmbientRange = value;
public override void Shutdown()
{
base.Shutdown();
ClearSounds();
_cfg.UnsubValueChanged(CCVars.AmbientCooldown, SetCooldown);
_cfg.UnsubValueChanged(CCVars.MaxAmbientSources, SetAmbientCount);
_cfg.UnsubValueChanged(CCVars.AmbientRange, SetAmbientRange);
_cfg.UnsubValueChanged(CCVars.AmbienceVolume, SetAmbienceVolume);
}
private int PlayingCount(string countSound)
{
var count = 0;
foreach (var (_, (_, sound)) in _playingSounds)
{
if (sound.Equals(countSound))
count++;
} }
public override void Initialize() return count;
{ }
base.Initialize();
UpdatesOutsidePrediction = true;
UpdatesAfter.Add(typeof(AmbientSoundTreeSystem));
_cfg.OnValueChanged(CCVars.AmbientCooldown, SetCooldown, true); public override void Update(float frameTime)
_cfg.OnValueChanged(CCVars.MaxAmbientSources, SetAmbientCount, true); {
_cfg.OnValueChanged(CCVars.AmbientRange, SetAmbientRange, true); base.Update(frameTime);
_cfg.OnValueChanged(CCVars.AmbienceVolume, SetAmbienceVolume, true);
SubscribeLocalEvent<AmbientSoundComponent, ComponentShutdown>(OnShutdown); if (!_gameTiming.IsFirstTimePredicted)
return;
if (_cooldown <= 0f)
return;
if (_gameTiming.CurTime < _targetTime)
return;
_targetTime = _gameTiming.CurTime+TimeSpan.FromSeconds(_cooldown);
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (!EntityManager.TryGetComponent(player, out TransformComponent? xform))
{
ClearSounds();
return;
} }
private void OnShutdown(EntityUid uid, AmbientSoundComponent component, ComponentShutdown args) ProcessNearbyAmbience(xform);
}
private void ClearSounds()
{
foreach (var (stream, _) in _playingSounds.Values)
{ {
if (!_playingSounds.Remove(component, out var sound)) stream?.Stop();
return; }
_playingSounds.Clear();
_playingCount.Clear();
}
private readonly struct QueryState
{
public readonly Dictionary<string, List<(float Importance, AmbientSoundComponent)>> SourceDict = new();
public readonly Vector2 MapPos;
public readonly TransformComponent Player;
public readonly EntityQuery<TransformComponent> Query;
public QueryState(Vector2 mapPos, TransformComponent player, EntityQuery<TransformComponent> query)
{
MapPos = mapPos;
Player = player;
Query = query;
}
}
private static bool Callback(
ref QueryState state,
in ComponentTreeEntry<AmbientSoundComponent> value)
{
var (ambientComp, xform) = value;
DebugTools.Assert(ambientComp.Enabled);
var delta = xform.ParentUid == state.Player.ParentUid
? xform.LocalPosition - state.Player.LocalPosition
: xform.WorldPosition - state.MapPos;
var range = delta.Length;
if (range >= ambientComp.Range)
return true;
string key;
if (ambientComp.Sound is SoundPathSpecifier path)
key = path.Path.ToString();
else
key = ((SoundCollectionSpecifier) ambientComp.Sound).Collection ?? string.Empty;
// Prioritize far away & loud sounds.
var importance = range * (ambientComp.Volume + 32);
state.SourceDict.GetOrNew(key).Add((importance, ambientComp));
return true;
}
/// <summary>
/// Get a list of ambient components in range and determine which ones to start playing.
/// </summary>
private void ProcessNearbyAmbience(TransformComponent playerXform)
{
var query = GetEntityQuery<TransformComponent>();
var metaQuery = GetEntityQuery<MetaDataComponent>();
var mapPos = playerXform.MapPosition;
// Remove out-of-range ambiences
foreach (var (comp, sound) in _playingSounds)
{
var entity = comp.Owner;
if (comp.Enabled &&
query.TryGetComponent(entity, out var xform) &&
xform.MapID == playerXform.MapID &&
!metaQuery.GetComponent(entity).EntityPaused)
{
var distance = (xform.ParentUid == playerXform.ParentUid)
? xform.LocalPosition - playerXform.LocalPosition
: xform.WorldPosition - mapPos.Position;
if (distance.LengthSquared < comp.Range * comp.Range)
continue;
}
sound.Stream?.Stop(); sound.Stream?.Stop();
_playingSounds.Remove(comp);
_playingCount[sound.Sound] -= 1; _playingCount[sound.Sound] -= 1;
if (_playingCount[sound.Sound] == 0) if (_playingCount[sound.Sound] == 0)
_playingCount.Remove(sound.Sound); _playingCount.Remove(sound.Sound);
} }
private void SetAmbienceVolume(float value) if (_playingSounds.Count >= _maxAmbientCount)
{ return;
_ambienceVolume = value;
foreach (var (comp, values) in _playingSounds) var pos = mapPos.Position;
var state = new QueryState(pos, playerXform, query);
var worldAabb = new Box2(pos - _maxAmbientRange, pos + _maxAmbientRange);
_treeSys.QueryAabb(ref state, Callback, mapPos.MapId, worldAabb);
// Add in range ambiences
foreach (var (key, sources) in state.SourceDict)
{
if (_playingSounds.Count >= _maxAmbientCount)
break;
if (_playingCount.TryGetValue(key, out var playingCount) && playingCount >= MaxSingleSound)
continue;
sources.Sort(static (a, b) => b.Importance.CompareTo(a.Importance));
foreach (var (_, comp) in sources)
{ {
if (values.Stream == null) var uid = comp.Owner;
if (_playingSounds.ContainsKey(comp) ||
metaQuery.GetComponent(uid).EntityPaused)
continue; continue;
var stream = (AudioSystem.PlayingStream) values.Stream; var audioParams = _params
stream.Volume = _params.Volume + comp.Volume + _ambienceVolume; .AddVolume(comp.Volume + _ambienceVolume)
} // Randomise start so 2 sources don't increase their volume.
} .WithPlayOffset(_random.NextFloat(0.0f, 100.0f))
private void SetCooldown(float value) => _cooldown = value; .WithMaxDistance(comp.Range);
private void SetAmbientCount(int value) => _maxAmbientCount = value;
private void SetAmbientRange(float value) => _maxAmbientRange = value;
public override void Shutdown() var stream = _audio.PlayPvs(comp.Sound, uid, audioParams);
{ if (stream == null)
base.Shutdown(); continue;
ClearSounds();
_cfg.UnsubValueChanged(CCVars.AmbientCooldown, SetCooldown); _playingSounds[comp] = (stream, key);
_cfg.UnsubValueChanged(CCVars.MaxAmbientSources, SetAmbientCount); playingCount++;
_cfg.UnsubValueChanged(CCVars.AmbientRange, SetAmbientRange);
_cfg.UnsubValueChanged(CCVars.AmbienceVolume, SetAmbienceVolume);
}
private int PlayingCount(string countSound)
{
var count = 0;
foreach (var (_, (_, sound)) in _playingSounds)
{
if (sound.Equals(countSound))
count++;
}
return count;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
if (_cooldown <= 0f)
return;
if (_gameTiming.CurTime < _targetTime)
return;
_targetTime = _gameTiming.CurTime+TimeSpan.FromSeconds(_cooldown);
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (!EntityManager.TryGetComponent(player, out TransformComponent? xform))
{
ClearSounds();
return;
}
ProcessNearbyAmbience(xform);
}
private void ClearSounds()
{
foreach (var (stream, _) in _playingSounds.Values)
{
stream?.Stop();
}
_playingSounds.Clear();
_playingCount.Clear();
}
private readonly struct QueryState
{
public readonly Dictionary<string, List<(float Importance, AmbientSoundComponent)>> SourceDict = new();
public readonly Vector2 MapPos;
public readonly TransformComponent Player;
public readonly EntityQuery<TransformComponent> Query;
public QueryState(Vector2 mapPos, TransformComponent player, EntityQuery<TransformComponent> query)
{
MapPos = mapPos;
Player = player;
Query = query;
}
}
private static bool Callback(
ref QueryState state,
in ComponentTreeEntry<AmbientSoundComponent> value)
{
var (ambientComp, xform) = value;
DebugTools.Assert(ambientComp.Enabled);
var delta = xform.ParentUid == state.Player.ParentUid
? xform.LocalPosition - state.Player.LocalPosition
: xform.WorldPosition - state.MapPos;
var range = delta.Length;
if (range >= ambientComp.Range)
return true;
string key;
if (ambientComp.Sound is SoundPathSpecifier path)
key = path.Path.ToString();
else
key = ((SoundCollectionSpecifier) ambientComp.Sound).Collection ?? string.Empty;
// Prioritize far away & loud sounds.
var importance = range * (ambientComp.Volume + 32);
state.SourceDict.GetOrNew(key).Add((importance, ambientComp));
return true;
}
/// <summary>
/// Get a list of ambient components in range and determine which ones to start playing.
/// </summary>
private void ProcessNearbyAmbience(TransformComponent playerXform)
{
var query = GetEntityQuery<TransformComponent>();
var metaQuery = GetEntityQuery<MetaDataComponent>();
var mapPos = playerXform.MapPosition;
// Remove out-of-range ambiences
foreach (var (comp, sound) in _playingSounds)
{
var entity = comp.Owner;
if (comp.Enabled &&
query.TryGetComponent(entity, out var xform) &&
xform.MapID == playerXform.MapID &&
!metaQuery.GetComponent(entity).EntityPaused)
{
var distance = (xform.ParentUid == playerXform.ParentUid)
? xform.LocalPosition - playerXform.LocalPosition
: xform.WorldPosition - mapPos.Position;
if (distance.LengthSquared < comp.Range * comp.Range)
continue;
}
sound.Stream?.Stop();
_playingSounds.Remove(comp);
_playingCount[sound.Sound] -= 1;
if (_playingCount[sound.Sound] == 0)
_playingCount.Remove(sound.Sound);
}
if (_playingSounds.Count >= _maxAmbientCount)
return;
var pos = mapPos.Position;
var state = new QueryState(pos, playerXform, query);
var worldAabb = new Box2(pos - _maxAmbientRange, pos + _maxAmbientRange);
_treeSys.QueryAabb(ref state, Callback, mapPos.MapId, worldAabb);
// Add in range ambiences
foreach (var (key, sources) in state.SourceDict)
{
if (_playingSounds.Count >= _maxAmbientCount) if (_playingSounds.Count >= _maxAmbientCount)
break; break;
if (_playingCount.TryGetValue(key, out var playingCount) && playingCount >= MaxSingleSound)
continue;
sources.Sort(static (a, b) => b.Importance.CompareTo(a.Importance));
foreach (var (_, comp) in sources)
{
var uid = comp.Owner;
if (_playingSounds.ContainsKey(comp) ||
metaQuery.GetComponent(uid).EntityPaused)
continue;
var audioParams = _params
.AddVolume(comp.Volume + _ambienceVolume)
// Randomise start so 2 sources don't increase their volume.
.WithPlayOffset(_random.NextFloat(0.0f, 100.0f))
.WithMaxDistance(comp.Range);
var stream = _audio.PlayPvs(comp.Sound, uid, audioParams);
if (stream == null)
continue;
_playingSounds[comp] = (stream, key);
playingCount++;
if (_playingSounds.Count >= _maxAmbientCount)
break;
}
if (playingCount != 0)
_playingCount[key] = playingCount;
} }
DebugTools.Assert(_playingCount.All(x => x.Value == PlayingCount(x.Key))); if (playingCount != 0)
_playingCount[key] = playingCount;
} }
DebugTools.Assert(_playingCount.All(x => x.Value == PlayingCount(x.Key)));
} }
} }

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@@ -245,6 +245,12 @@ public sealed partial class ContentAudioSystem
if (player == null) if (player == null)
return null; return null;
var ev = new PlayAmbientMusicEvent();
RaiseLocalEvent(ref ev);
if (ev.Cancelled)
return null;
var ambiences = _proto.EnumeratePrototypes<AmbientMusicPrototype>().ToList(); var ambiences = _proto.EnumeratePrototypes<AmbientMusicPrototype>().ToList();
ambiences.Sort((x, y) => y.Priority.CompareTo(x.Priority)); ambiences.Sort((x, y) => y.Priority.CompareTo(x.Priority));
@@ -259,4 +265,13 @@ public sealed partial class ContentAudioSystem
_sawmill.Warning($"Unable to find fallback ambience track"); _sawmill.Warning($"Unable to find fallback ambience track");
return null; return null;
} }
/// <summary>
/// Fades out the current ambient music temporarily.
/// </summary>
public void DisableAmbientMusic()
{
FadeOut(_ambientMusicStream);
_ambientMusicStream = null;
}
} }

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@@ -122,3 +122,9 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
#endregion #endregion
} }
/// <summary>
/// Raised whenever ambient music tries to play.
/// </summary>
[ByRefEvent]
public record struct PlayAmbientMusicEvent(bool Cancelled = false);

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@@ -0,0 +1,9 @@
using Content.Shared.Salvage.Expeditions;
namespace Content.Client.Salvage;
[RegisterComponent]
public sealed class SalvageExpeditionComponent : SharedSalvageExpeditionComponent
{
}

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@@ -1,8 +1,50 @@
using Content.Client.Audio;
using Content.Shared.Salvage; using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Robust.Client.Player;
using Robust.Shared.GameStates;
namespace Content.Client.Salvage; namespace Content.Client.Salvage;
public sealed class SalvageSystem : SharedSalvageSystem public sealed class SalvageSystem : SharedSalvageSystem
{ {
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly ContentAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayAmbientMusicEvent>(OnPlayAmbientMusic);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentHandleState>(OnExpeditionHandleState);
}
private void OnExpeditionHandleState(EntityUid uid, SalvageExpeditionComponent component, ref ComponentHandleState args)
{
if (args.Current is not SalvageExpeditionComponentState state)
return;
component.Stage = state.Stage;
if (component.Stage >= ExpeditionStage.MusicCountdown)
{
_audio.DisableAmbientMusic();
}
}
private void OnPlayAmbientMusic(ref PlayAmbientMusicEvent ev)
{
if (ev.Cancelled)
return;
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (!TryComp<TransformComponent>(player, out var xform) ||
!TryComp<SalvageExpeditionComponent>(xform.MapUid, out var expedition) ||
expedition.Stage < ExpeditionStage.MusicCountdown)
{
return;
}
ev.Cancelled = true;
}
} }

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@@ -1,4 +1,5 @@
using Content.Shared.Salvage; using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;

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@@ -5,6 +5,7 @@ using Content.Client.UserInterface.Controls;
using Content.Shared.CCVar; using Content.Shared.CCVar;
using Content.Shared.Parallax.Biomes; using Content.Shared.Parallax.Biomes;
using Content.Shared.Salvage; using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers; using Content.Shared.Salvage.Expeditions.Modifiers;
using Content.Shared.Shuttles.BUIStates; using Content.Shared.Shuttles.BUIStates;
using Robust.Client.AutoGenerated; using Robust.Client.AutoGenerated;

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@@ -2,25 +2,24 @@ using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems; using Content.Server.Power.EntitySystems;
using Content.Shared.Audio; using Content.Shared.Audio;
namespace Content.Server.Audio namespace Content.Server.Audio;
public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
{ {
public sealed class AmbientSoundSystem : SharedAmbientSoundSystem public override void Initialize()
{ {
public override void Initialize() base.Initialize();
{ SubscribeLocalEvent<AmbientOnPoweredComponent, PowerChangedEvent>(HandlePowerChange);
base.Initialize(); SubscribeLocalEvent<AmbientOnPoweredComponent, PowerNetBatterySupplyEvent>(HandlePowerSupply);
SubscribeLocalEvent<AmbientOnPoweredComponent, PowerChangedEvent>(HandlePowerChange); }
SubscribeLocalEvent<AmbientOnPoweredComponent, PowerNetBatterySupplyEvent>(HandlePowerSupply);
}
private void HandlePowerSupply(EntityUid uid, AmbientOnPoweredComponent component, ref PowerNetBatterySupplyEvent args) private void HandlePowerSupply(EntityUid uid, AmbientOnPoweredComponent component, ref PowerNetBatterySupplyEvent args)
{ {
SetAmbience(uid, args.Supply); SetAmbience(uid, args.Supply);
} }
private void HandlePowerChange(EntityUid uid, AmbientOnPoweredComponent component, ref PowerChangedEvent args) private void HandlePowerChange(EntityUid uid, AmbientOnPoweredComponent component, ref PowerChangedEvent args)
{ {
SetAmbience(uid, args.Powered); SetAmbience(uid, args.Powered);
}
} }
} }

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@@ -1,9 +1,8 @@
using Content.Shared.Random;
using Content.Shared.Salvage; using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.Salvage.Expeditions; namespace Content.Server.Salvage.Expeditions;
@@ -12,7 +11,7 @@ namespace Content.Server.Salvage.Expeditions;
/// Designates this entity as holding a salvage expedition. /// Designates this entity as holding a salvage expedition.
/// </summary> /// </summary>
[RegisterComponent] [RegisterComponent]
public sealed class SalvageExpeditionComponent : Component public sealed class SalvageExpeditionComponent : SharedSalvageExpeditionComponent
{ {
public SalvageMissionParams MissionParams = default!; public SalvageMissionParams MissionParams = default!;
@@ -36,9 +35,6 @@ public sealed class SalvageExpeditionComponent : Component
[ViewVariables] public bool Completed = false; [ViewVariables] public bool Completed = false;
[ViewVariables(VVAccess.ReadWrite), DataField("stage")]
public ExpeditionStage Stage = ExpeditionStage.Added;
/// <summary> /// <summary>
/// Countdown audio stream. /// Countdown audio stream.
/// </summary> /// </summary>
@@ -50,7 +46,7 @@ public sealed class SalvageExpeditionComponent : Component
[ViewVariables(VVAccess.ReadWrite), DataField("sound")] [ViewVariables(VVAccess.ReadWrite), DataField("sound")]
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Misc/tension_session.ogg") public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Misc/tension_session.ogg")
{ {
Params = AudioParams.Default.WithVolume(-15), Params = AudioParams.Default.WithVolume(-5),
}; };
/// <summary> /// <summary>
@@ -65,12 +61,3 @@ public sealed class SalvageExpeditionComponent : Component
[ViewVariables(VVAccess.ReadWrite), DataField("rewards", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))] [ViewVariables(VVAccess.ReadWrite), DataField("rewards", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Rewards = default!; public List<string> Rewards = default!;
} }
public enum ExpeditionStage : byte
{
Added,
Running,
Countdown,
MusicCountdown,
FinalCountdown,
}

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@@ -1,4 +1,5 @@
using Content.Shared.Salvage; using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
namespace Content.Server.Salvage; namespace Content.Server.Salvage;

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@@ -2,16 +2,15 @@ using Content.Server.Cargo.Components;
using Content.Server.Cargo.Systems; using Content.Server.Cargo.Systems;
using Content.Server.Salvage.Expeditions; using Content.Server.Salvage.Expeditions;
using Content.Server.Salvage.Expeditions.Structure; using Content.Server.Salvage.Expeditions.Structure;
using Content.Server.Station.Systems;
using Content.Shared.CCVar; using Content.Shared.CCVar;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.Salvage; using Content.Shared.Salvage;
using Robust.Shared.CPUJob.JobQueues; using Robust.Shared.CPUJob.JobQueues;
using Robust.Shared.CPUJob.JobQueues.Queues; using Robust.Shared.CPUJob.JobQueues.Queues;
using System.Linq; using System.Linq;
using System.Threading; using System.Threading;
using Content.Shared.Salvage.Expeditions;
using Robust.Shared.GameStates;
namespace Content.Server.Salvage; namespace Content.Server.Salvage;
@@ -42,6 +41,7 @@ public sealed partial class SalvageSystem
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentShutdown>(OnExpeditionShutdown); SubscribeLocalEvent<SalvageExpeditionComponent, ComponentShutdown>(OnExpeditionShutdown);
SubscribeLocalEvent<SalvageExpeditionComponent, EntityUnpausedEvent>(OnExpeditionUnpaused); SubscribeLocalEvent<SalvageExpeditionComponent, EntityUnpausedEvent>(OnExpeditionUnpaused);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentGetState>(OnExpeditionGetState);
SubscribeLocalEvent<SalvageStructureComponent, ExaminedEvent>(OnStructureExamine); SubscribeLocalEvent<SalvageStructureComponent, ExaminedEvent>(OnStructureExamine);
@@ -51,6 +51,14 @@ public sealed partial class SalvageSystem
_configurationManager.OnValueChanged(CCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange); _configurationManager.OnValueChanged(CCVars.SalvageExpeditionFailedCooldown, SetFailedCooldownChange);
} }
private void OnExpeditionGetState(EntityUid uid, SalvageExpeditionComponent component, ref ComponentGetState args)
{
args.State = new SalvageExpeditionComponentState()
{
Stage = component.Stage
};
}
private void ShutdownExpeditions() private void ShutdownExpeditions()
{ {
_configurationManager.UnsubValueChanged(CCVars.SalvageExpeditionCooldown, SetCooldownChange); _configurationManager.UnsubValueChanged(CCVars.SalvageExpeditionCooldown, SetCooldownChange);

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@@ -8,9 +8,7 @@ using Content.Shared.Chat;
using Content.Shared.Humanoid; using Content.Shared.Humanoid;
using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems; using Content.Shared.Mobs.Systems;
using Content.Shared.Salvage; using Content.Shared.Salvage.Expeditions;
using Content.Shared.Shuttles.Components;
using Robust.Shared.Audio;
using Robust.Shared.Map.Components; using Robust.Shared.Map.Components;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -110,6 +108,7 @@ public sealed partial class SalvageSystem
Announce(args.MapUid, Loc.GetString("salvage-expedition-announcement-dungeon", ("direction", component.DungeonLocation.GetDir()))); Announce(args.MapUid, Loc.GetString("salvage-expedition-announcement-dungeon", ("direction", component.DungeonLocation.GetDir())));
component.Stage = ExpeditionStage.Running; component.Stage = ExpeditionStage.Running;
Dirty(component);
} }
private void OnFTLStarted(ref FTLStartedEvent ev) private void OnFTLStarted(ref FTLStartedEvent ev)
@@ -158,6 +157,7 @@ public sealed partial class SalvageSystem
if (comp.Stage < ExpeditionStage.FinalCountdown && remaining < TimeSpan.FromSeconds(30)) if (comp.Stage < ExpeditionStage.FinalCountdown && remaining < TimeSpan.FromSeconds(30))
{ {
comp.Stage = ExpeditionStage.FinalCountdown; comp.Stage = ExpeditionStage.FinalCountdown;
Dirty(comp);
Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-seconds", ("duration", TimeSpan.FromSeconds(30).Seconds))); Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-seconds", ("duration", TimeSpan.FromSeconds(30).Seconds)));
} }
else if (comp.Stage < ExpeditionStage.MusicCountdown && remaining < TimeSpan.FromMinutes(2)) else if (comp.Stage < ExpeditionStage.MusicCountdown && remaining < TimeSpan.FromMinutes(2))
@@ -165,11 +165,13 @@ public sealed partial class SalvageSystem
// TODO: Some way to play audio attached to a map for players. // TODO: Some way to play audio attached to a map for players.
comp.Stream = _audio.PlayGlobal(comp.Sound, Filter.BroadcastMap(Comp<MapComponent>(uid).MapId), true); comp.Stream = _audio.PlayGlobal(comp.Sound, Filter.BroadcastMap(Comp<MapComponent>(uid).MapId), true);
comp.Stage = ExpeditionStage.MusicCountdown; comp.Stage = ExpeditionStage.MusicCountdown;
Dirty(comp);
Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-minutes", ("duration", TimeSpan.FromMinutes(2).Minutes))); Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-minutes", ("duration", TimeSpan.FromMinutes(2).Minutes)));
} }
else if (comp.Stage < ExpeditionStage.Countdown && remaining < TimeSpan.FromMinutes(5)) else if (comp.Stage < ExpeditionStage.Countdown && remaining < TimeSpan.FromMinutes(5))
{ {
comp.Stage = ExpeditionStage.Countdown; comp.Stage = ExpeditionStage.Countdown;
Dirty(comp);
Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-minutes", ("duration", TimeSpan.FromMinutes(5).Minutes))); Announce(uid, Loc.GetString("salvage-expedition-announcement-countdown-minutes", ("duration", TimeSpan.FromMinutes(5).Minutes)));
} }
// Auto-FTL out any shuttles // Auto-FTL out any shuttles

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@@ -1,66 +1,65 @@
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
namespace Content.Shared.Audio namespace Content.Shared.Audio;
public abstract class SharedAmbientSoundSystem : EntitySystem
{ {
public abstract class SharedAmbientSoundSystem : EntitySystem public override void Initialize()
{ {
public override void Initialize() base.Initialize();
SubscribeLocalEvent<AmbientSoundComponent, ComponentGetState>(GetCompState);
SubscribeLocalEvent<AmbientSoundComponent, ComponentHandleState>(HandleCompState);
}
public virtual void SetAmbience(EntityUid uid, bool value, AmbientSoundComponent? ambience = null)
{
if (!Resolve(uid, ref ambience, false) || ambience.Enabled == value)
return;
ambience.Enabled = value;
QueueUpdate(uid, ambience);
Dirty(ambience);
}
public virtual void SetRange(EntityUid uid, float value, AmbientSoundComponent? ambience = null)
{
if (!Resolve(uid, ref ambience, false) || MathHelper.CloseToPercent(ambience.Range, value))
return;
ambience.Range = value;
QueueUpdate(uid, ambience);
Dirty(ambience);
}
protected virtual void QueueUpdate(EntityUid uid, AmbientSoundComponent ambience)
{
// client side tree
}
public virtual void SetVolume(EntityUid uid, float value, AmbientSoundComponent? ambience = null)
{
if (!Resolve(uid, ref ambience, false) || MathHelper.CloseToPercent(ambience.Volume, value))
return;
ambience.Volume = value;
Dirty(ambience);
}
private void HandleCompState(EntityUid uid, AmbientSoundComponent component, ref ComponentHandleState args)
{
if (args.Current is not AmbientSoundComponentState state) return;
SetAmbience(uid, state.Enabled, component);
SetRange(uid, state.Range, component);
SetVolume(uid, state.Volume, component);
}
private void GetCompState(EntityUid uid, AmbientSoundComponent component, ref ComponentGetState args)
{
args.State = new AmbientSoundComponentState
{ {
base.Initialize(); Enabled = component.Enabled,
SubscribeLocalEvent<AmbientSoundComponent, ComponentGetState>(GetCompState); Range = component.Range,
SubscribeLocalEvent<AmbientSoundComponent, ComponentHandleState>(HandleCompState); Volume = component.Volume,
} };
public virtual void SetAmbience(EntityUid uid, bool value, AmbientSoundComponent? ambience = null)
{
if (!Resolve(uid, ref ambience, false) || ambience.Enabled == value)
return;
ambience.Enabled = value;
QueueUpdate(uid, ambience);
Dirty(ambience);
}
public virtual void SetRange(EntityUid uid, float value, AmbientSoundComponent? ambience = null)
{
if (!Resolve(uid, ref ambience, false) || MathHelper.CloseToPercent(ambience.Range, value))
return;
ambience.Range = value;
QueueUpdate(uid, ambience);
Dirty(ambience);
}
protected virtual void QueueUpdate(EntityUid uid, AmbientSoundComponent ambience)
{
// client side tree
}
public virtual void SetVolume(EntityUid uid, float value, AmbientSoundComponent? ambience = null)
{
if (!Resolve(uid, ref ambience, false) || MathHelper.CloseToPercent(ambience.Volume, value))
return;
ambience.Volume = value;
Dirty(ambience);
}
private void HandleCompState(EntityUid uid, AmbientSoundComponent component, ref ComponentHandleState args)
{
if (args.Current is not AmbientSoundComponentState state) return;
SetAmbience(uid, state.Enabled, component);
SetRange(uid, state.Range, component);
SetVolume(uid, state.Volume, component);
}
private void GetCompState(EntityUid uid, AmbientSoundComponent component, ref ComponentGetState args)
{
args.State = new AmbientSoundComponentState
{
Enabled = component.Enabled,
Range = component.Range,
Volume = component.Volume,
};
}
} }
} }

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@@ -0,0 +1,10 @@
namespace Content.Shared.Salvage.Expeditions;
public enum ExpeditionStage : byte
{
Added,
Running,
Countdown,
MusicCountdown,
FinalCountdown,
}

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@@ -1,10 +1,9 @@
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers; using Content.Shared.Salvage.Expeditions.Modifiers;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Salvage; namespace Content.Shared.Salvage.Expeditions;
[Serializable, NetSerializable] [Serializable, NetSerializable]
public sealed class SalvageExpeditionConsoleState : BoundUserInterfaceState public sealed class SalvageExpeditionConsoleState : BoundUserInterfaceState

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@@ -0,0 +1,17 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Salvage.Expeditions;
[NetworkedComponent]
public abstract class SharedSalvageExpeditionComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("stage")]
public ExpeditionStage Stage = ExpeditionStage.Added;
}
[Serializable, NetSerializable]
public sealed class SalvageExpeditionComponentState : ComponentState
{
public ExpeditionStage Stage;
}