Unrevert audio (#21330)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
This commit is contained in:
metalgearsloth
2023-11-27 22:12:34 +11:00
committed by GitHub
parent d3486d3b25
commit 269c93245d
288 changed files with 848 additions and 427 deletions

View File

@@ -6,6 +6,7 @@ using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
@@ -18,6 +19,7 @@ public sealed class InteractionPopupSystem : EntitySystem
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
@@ -41,15 +43,17 @@ public sealed class InteractionPopupSystem : EntitySystem
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
if (TryComp<MobStateComponent>(uid, out var state) // if it has a MobStateComponent,
&& !_mobStateSystem.IsAlive(uid, state)) // AND if that state is not Alive (e.g. dead/incapacitated/critical)
if (TryComp<MobStateComponent>(uid, out var state)
&& !_mobStateSystem.IsAlive(uid, state))
{
return;
}
// TODO: Should be an attempt event
// TODO: Need to handle pausing with an accumulator.
string msg = ""; // Stores the text to be shown in the popup message
string? sfx = null; // Stores the filepath of the sound to be played
SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played
if (_random.Prob(component.SuccessChance))
{
@@ -57,7 +61,7 @@ public sealed class InteractionPopupSystem : EntitySystem
msg = Loc.GetString(component.InteractSuccessString, ("target", Identity.Entity(uid, EntityManager))); // Success message (localized).
if (component.InteractSuccessSound != null)
sfx = component.InteractSuccessSound.GetSound();
sfx = component.InteractSuccessSound;
if (component.InteractSuccessSpawn != null)
Spawn(component.InteractSuccessSpawn, Transform(uid).MapPosition);
@@ -68,7 +72,7 @@ public sealed class InteractionPopupSystem : EntitySystem
msg = Loc.GetString(component.InteractFailureString, ("target", Identity.Entity(uid, EntityManager))); // Failure message (localized).
if (component.InteractFailureSound != null)
sfx = component.InteractFailureSound.GetSound();
sfx = component.InteractFailureSound;
if (component.InteractFailureSpawn != null)
Spawn(component.InteractFailureSpawn, Transform(uid).MapPosition);
@@ -76,7 +80,7 @@ public sealed class InteractionPopupSystem : EntitySystem
if (component.MessagePerceivedByOthers != null)
{
string msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
var msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
("user", Identity.Entity(args.User, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
_popupSystem.PopupEntity(msg, uid, args.User);
_popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(args.User, entityManager: EntityManager), true);
@@ -87,9 +91,9 @@ public sealed class InteractionPopupSystem : EntitySystem
if (sfx is not null) //not all cases will have sound.
{
if (component.SoundPerceivedByOthers)
SoundSystem.Play(sfx, Filter.Pvs(args.Target), args.Target); //play for everyone in range
_audio.PlayPvs(sfx, args.Target); //play for everyone in range
else
SoundSystem.Play(sfx, Filter.Entities(args.User, args.Target), args.Target); //play only for the initiating entity and its target.
_audio.PlayEntity(sfx, Filter.Entities(args.User, args.Target), args.Target, true); //play only for the initiating entity and its target.
}
component.LastInteractTime = curTime;