Bullet flyby sounds (#8317)

This commit is contained in:
metalgearsloth
2022-05-21 18:04:47 +10:00
committed by GitHub
parent 850eebcabc
commit 4e2b94199e
16 changed files with 181 additions and 4 deletions

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@@ -0,0 +1,37 @@
using Content.Client.Projectiles;
using Content.Shared.Weapons.Ranged;
using Robust.Client.Player;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Client.Weapons.Ranged;
public sealed class FlyBySoundSystem : SharedFlyBySoundSystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlyBySoundComponent, StartCollideEvent>(OnCollide);
}
private void OnCollide(EntityUid uid, FlyBySoundComponent component, StartCollideEvent args)
{
var attachedEnt = _player.LocalPlayer?.ControlledEntity;
// If it's not our ent or we shot it.
if (attachedEnt == null ||
args.OtherFixture.Body.Owner != attachedEnt ||
TryComp<ProjectileComponent>(args.OurFixture.Body.Owner, out var projectile) &&
projectile.Shooter == attachedEnt) return;
if (args.OurFixture.ID != FlyByFixture ||
!_random.Prob(component.Prob)) return;
SoundSystem.Play(Filter.Local(), component.Sound.GetSound(), uid, component.Sound.Params);
}
}

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@@ -4,6 +4,7 @@ using Content.Shared.Body.Components;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Projectiles;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
@@ -13,7 +14,7 @@ using Robust.Shared.Player;
namespace Content.Server.Projectiles
{
[UsedImplicitly]
internal sealed class ProjectileSystem : EntitySystem
public sealed class ProjectileSystem : SharedProjectileSystem
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
@@ -28,7 +29,7 @@ namespace Content.Server.Projectiles
private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
{
// This is so entities that shouldn't get a collision are ignored.
if (!args.OtherFixture.Hard || component.DamagedEntity)
if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
{
return;
}
@@ -36,7 +37,7 @@ namespace Content.Server.Projectiles
var otherEntity = args.OtherFixture.Body.Owner;
var coordinates = EntityManager.GetComponent<TransformComponent>(args.OtherFixture.Body.Owner).Coordinates;
var playerFilter = Filter.Pvs(coordinates);
var playerFilter = Filter.Pvs(coordinates, entityMan: EntityManager);
if (!EntityManager.GetComponent<MetaDataComponent>(otherEntity).EntityDeleted && component.SoundHitSpecies != null &&
EntityManager.HasComponent<SharedBodyComponent>(otherEntity))

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@@ -23,5 +23,10 @@ namespace Content.Server.Stunnable.Components
[DataField("runSpeedMultiplier")]
public float RunSpeedMultiplier = 1f;
/// <summary>
/// Fixture we track for the collision.
/// </summary>
[ViewVariables, DataField("fixture")] public string FixtureID = "projectile";
}
}

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@@ -41,6 +41,8 @@ namespace Content.Server.Stunnable
}
private void HandleCollide(EntityUid uid, StunOnCollideComponent component, StartCollideEvent args)
{
if (args.OurFixture.ID != component.FixtureID) return;
TryDoCollideStun(uid, component, args.OtherFixture.Body.Owner);
}

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@@ -0,0 +1,5 @@
using Content.Shared.Weapons.Ranged;
namespace Content.Server.Weapon.Ranged;
public sealed class FlyBySoundSystem : SharedFlyBySoundSystem {}

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@@ -2,8 +2,10 @@ using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.Projectiles
{
public sealed class ProjectileSystem : EntitySystem
public abstract class SharedProjectileSystem : EntitySystem
{
public const string ProjectileFixture = "projectile";
public override void Initialize()
{
base.Initialize();

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@@ -0,0 +1,26 @@
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged;
/// <summary>
/// Plays a sound when its non-hard fixture collides with a player.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class FlyBySoundComponent : Component
{
/// <summary>
/// Probability that the sound plays
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("prob")]
public float Prob = 0.75f;
[ViewVariables(VVAccess.ReadWrite), DataField("sound")]
public SoundSpecifier Sound = new SoundCollectionSpecifier("BulletMiss")
{
Params = AudioParams.Default.WithVolume(5f),
};
[ViewVariables, DataField("range")] public float Range = 1.5f;
}

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@@ -0,0 +1,75 @@
using Content.Shared.Physics;
using Content.Shared.Sound;
using Robust.Shared.GameStates;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Ranged;
public abstract class SharedFlyBySoundSystem : EntitySystem
{
[Dependency] private readonly FixtureSystem _fixtures = default!;
public const string FlyByFixture = "fly-by";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlyBySoundComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<FlyBySoundComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<FlyBySoundComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<FlyBySoundComponent, ComponentShutdown>(OnShutdown);
}
private void OnStartup(EntityUid uid, FlyBySoundComponent component, ComponentStartup args)
{
if (!TryComp<PhysicsComponent>(uid, out var body)) return;
var shape = new PhysShapeCircle()
{
Radius = component.Range,
};
var fixture = new Fixture(body, shape)
{
Hard = false,
ID = FlyByFixture,
CollisionLayer = (int) CollisionGroup.MobMask,
};
_fixtures.TryCreateFixture(body, fixture);
}
private void OnShutdown(EntityUid uid, FlyBySoundComponent component, ComponentShutdown args)
{
if (!TryComp<PhysicsComponent>(uid, out var body)) return;
_fixtures.DestroyFixture(body, FlyByFixture);
}
private void OnHandleState(EntityUid uid, FlyBySoundComponent component, ref ComponentHandleState args)
{
if (args.Current is not FlyBySoundComponentState state) return;
component.Sound = state.Sound;
component.Range = state.Range;
}
private void OnGetState(EntityUid uid, FlyBySoundComponent component, ref ComponentGetState args)
{
args.State = new FlyBySoundComponentState()
{
Sound = component.Sound,
Range = component.Range,
};
}
[Serializable, NetSerializable]
private sealed class FlyBySoundComponentState : ComponentState
{
public SoundSpecifier Sound = default!;
public float Range;
}
}

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@@ -0,0 +1,2 @@
bullet_miss oggs taken from https://github.com/cmss13-devs/cmss13/tree/0535055a7abcd3016123f2be2cd3db428c122dac/sound/bullets under CC BY-SA 3.0
energy_miss ogg taken from https://github.com/cmss13-devs/cmss13/tree/0535055a7abcd3016123f2be2cd3db428c122dac/sound/bullets under CC BY-SA 3.0

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@@ -5,6 +5,7 @@
description: If you can see this you're probably dead!
abstract: true
components:
- type: FlyBySound
- type: Clickable
- type: Sprite
netsync: false
@@ -21,6 +22,7 @@
!type:PhysShapeAabb
bounds: "-0.1,-0.1,0.1,0.1"
hard: false
id: projectile
mask:
- Impassable
- BulletImpassable
@@ -47,6 +49,7 @@
!type:PhysShapeAabb
bounds: "-0.15,-0.45,0.15,0.15"
hard: false
id: projectile
mask:
- Impassable
- BulletImpassable
@@ -111,6 +114,11 @@
parent: BulletBase
noSpawn: true
components:
- type: FlyBySound
sound:
collection: EnergyMiss
params:
volume: 5
- type: Sprite
noRot: true
sprite: Objects/Weapons/Guns/Projectiles/spark.rsi
@@ -125,6 +133,7 @@
!type:PhysShapeAabb
bounds: "-0.2,-0.2,0.2,0.2"
hard: false
id: projectile
mask:
- Impassable
- BulletImpassable
@@ -159,6 +168,7 @@
!type:PhysShapeAabb
bounds: "-0.2,-0.2,0.2,0.2"
hard: false
id: projectile
mask:
- Impassable
- Opaque

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@@ -0,0 +1,12 @@
- type: soundCollection
id: BulletMiss
files:
- /Audio/Weapons/Guns/Miss/bullet_miss1.ogg
- /Audio/Weapons/Guns/Miss/bullet_miss2.ogg
- /Audio/Weapons/Guns/Miss/bullet_miss3.ogg
- /Audio/Weapons/Guns/Miss/bullet_miss4.ogg
- type: soundCollection
id: EnergyMiss
files:
- /Audio/Weapons/Guns/Miss/energy_miss1.ogg