#3935 - Refactored ToysComponent functionality into ECS (#4127)

* #3935 - toys properly play sounds when: Activated, Landed (after throwing) and Used in hand

* #3935 - extracted BaseEmitSoundComponent

* #3935 - refactored EmitSound components to use ECS

* #3935 - added new components to client ignored components

* #3935 - added suggested stuff for EmitSoundSystem et al.

* #3935 added suggestions from PR

* #3935 implemented suggestions from PR

* #3935 updated namespace
This commit is contained in:
Galactic Chimp
2021-06-19 11:35:56 +02:00
committed by GitHub
parent 4093e2b5ba
commit 53671aeee7
9 changed files with 128 additions and 99 deletions

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@@ -17,6 +17,8 @@ namespace Content.Client.Entry
"OnUseTimerTrigger",
"WarpPoint",
"EmitSoundOnUse",
"EmitSoundOnLand",
"EmitSoundOnActivate",
"FootstepModifier",
"HeatResistance",
"ItemTeleporter",

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@@ -1,45 +1,15 @@
using Content.Shared.Audio;
using Content.Shared.Interaction;
using Robust.Shared.Audio;
using Content.Server.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Interaction.Components
{
/// <summary>
/// Simple sound emitter that emits sound on use in hand
/// Simple sound emitter that emits sound on UseInHand
/// </summary>
[RegisterComponent]
public class EmitSoundOnUseComponent : Component, IUse
public class EmitSoundOnUseComponent : BaseEmitSoundComponent
{
/// <inheritdoc />
///
public override string Name => "EmitSoundOnUse";
[ViewVariables(VVAccess.ReadWrite)] [DataField("sound")] public string? _soundName;
[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float _pitchVariation;
[ViewVariables(VVAccess.ReadWrite)] [DataField("semitoneVariation")] public int _semitoneVariation;
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!string.IsNullOrWhiteSpace(_soundName))
{
if (_pitchVariation > 0.0)
{
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
return true;
}
if (_semitoneVariation > 0)
{
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithSemitoneVariation(_semitoneVariation).WithVolume(-2f));
return true;
}
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
return true;
}
return false;
}
}
}

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@@ -0,0 +1,15 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Sound
{
/// <summary>
/// Base sound emitter which defines most of the data fields.
/// </summary>
public abstract class BaseEmitSoundComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float PitchVariation { get; set; } = 0.0f;
[ViewVariables(VVAccess.ReadWrite)] [DataField("soundCollection", required: true)] public string SoundCollectionName { get; set; } = default!;
}
}

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@@ -0,0 +1,14 @@
using Robust.Shared.GameObjects;
namespace Content.Server.Sound
{
/// <summary>
/// Simple sound emitter that emits sound on ActivateInWorld
/// </summary>
[RegisterComponent]
public class EmitSoundOnActivateComponent : BaseEmitSoundComponent
{
/// <inheritdoc />
public override string Name => "EmitSoundOnActivate";
}
}

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@@ -0,0 +1,14 @@
using Robust.Shared.GameObjects;
namespace Content.Server.Sound
{
/// <summary>
/// Simple sound emitter that emits sound on LandEvent
/// </summary>
[RegisterComponent]
public class EmitSoundOnLandComponent : BaseEmitSoundComponent
{
/// <inheritdoc />
public override string Name => "EmitSoundOnLand";
}
}

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@@ -0,0 +1,56 @@
using Content.Shared.Audio;
using Content.Shared.Interaction;
using Content.Shared.Throwing;
using Content.Server.Interaction.Components;
using Content.Server.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.Sound
{
[UsedImplicitly]
public class EmitSoundSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmitSoundOnLandComponent, LandEvent>((eUI, comp, arg) => PlaySound(comp));
SubscribeLocalEvent<EmitSoundOnUseComponent, UseInHandEvent>((eUI, comp, arg) => PlaySound(comp));
SubscribeLocalEvent<EmitSoundOnThrowComponent, ThrownEvent>((eUI, comp, arg) => PlaySound(comp));
SubscribeLocalEvent<EmitSoundOnActivateComponent, ActivateInWorldEvent>((eUI, comp, args) => PlaySound(comp));
}
private void PlaySound(BaseEmitSoundComponent component)
{
PlayRandomSoundFromCollection(component);
}
private void PlayRandomSoundFromCollection(BaseEmitSoundComponent component)
{
var file = SelectRandomSoundFromSoundCollection(component.SoundCollectionName!);
PlaySingleSound(file, component);
}
private string SelectRandomSoundFromSoundCollection(string soundCollectionName)
{
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
return _random.Pick(soundCollection.PickFiles);
}
private static void PlaySingleSound(string soundName, BaseEmitSoundComponent component)
{
SoundSystem.Play(Filter.Pvs(component.Owner), soundName, component.Owner,
AudioHelpers.WithVariation(component.PitchVariation).WithVolume(-2f));
}
}
}

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@@ -1,42 +1,15 @@
using Content.Shared.Audio;
using Content.Shared.Throwing;
using Robust.Shared.Audio;
using Content.Server.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Throwing
{
/// <summary>
/// Simple sound emitter that emits sound on use in hand
/// Simple sound emitter that emits sound on ThrowEvent
/// </summary>
[RegisterComponent]
public class EmitSoundOnThrowComponent : Component, ILand
public class EmitSoundOnThrowComponent : BaseEmitSoundComponent
{
/// <inheritdoc />
///
public override string Name => "EmitSoundOnThrow";
[DataField("sound")]
public string? _soundName;
[DataField("variation")]
public float _pitchVariation;
public void PlaySoundEffect()
{
if (!string.IsNullOrWhiteSpace(_soundName))
{
if (_pitchVariation > 0.0)
{
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
}
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
}
}
void ILand.Land(LandEventArgs eventArgs)
{
PlaySoundEffect();
}
}
}

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@@ -99,7 +99,7 @@ namespace Content.Shared.Throwing
// LandInteraction
// TODO: Refactor these to system messages
var landMsg = new LandEvent(user, landing, coordinates);
RaiseLocalEvent(landMsg);
RaiseLocalEvent(landing.Uid, landMsg);
if (landMsg.Handled)
{
return;

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@@ -2,96 +2,81 @@
- type: entity
parent: BaseItem
id: BasePlushie
components:
- type: EmitSoundOnUse
soundCollection: ToySqueak
- type: EmitSoundOnLand
soundCollection: ToySqueak
- type: EmitSoundOnActivate
soundCollection: ToySqueak
- type: LoopingSound
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BasePlushie
id: PlushieBee
name: bee plushie
description: A cute toy that resembles an even cuter programmer.
components:
- type: Toys
- type: LoopingSound
- type: Sprite
sprite: Objects/Fun/toys.rsi
state: plushie_h
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BaseItem
parent: BasePlushie
id: PlushieNuke
name: nukie plushie
description: A stuffed toy that resembles a syndicate nuclear operative. The tag claims operatives to be purely fictitious.
components:
- type: Toys
- type: LoopingSound
- type: Sprite
sprite: Objects/Fun/toys.rsi
state: plushie_nuke
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BaseItem
parent: BasePlushie
id: PlushieLizard
name: lizard plushie
description: An adorable stuffed toy that resembles a lizardperson. Made by CentCom as a token initiative to combat speciesism in work environments. "Welcome your new colleges as you do this plush, with open arms!"
components:
- type: Toys
- type: LoopingSound
- type: Sprite
sprite: Objects/Fun/toys.rsi
state: plushie_lizard
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BaseItem
parent: BasePlushie
id: PlushieNar
name: nar'sie plushie
description: A small stuffed doll of the elder goddess Nar'Sie.
components:
- type: Toys
- type: LoopingSound
- type: Sprite
sprite: Objects/Fun/toys.rsi
state: narplush
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BaseItem
parent: BasePlushie
id: PlushieCarp
name: carp plushie
description: An adorable stuffed toy that resembles the monstrous space carp.
components:
- type: Toys
- type: LoopingSound
- type: Sprite
sprite: Objects/Fun/toys.rsi
state: carpplush
- type: Item
sprite: Objects/Fun/toys.rsi
HeldPrefix: carpplush
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BaseItem
parent: BasePlushie
id: PlushieSlime
name: slime plushie
description: An adorable stuffed toy that resembles a slime. It's basically a hacky sack.
components:
- type: Toys
- type: LoopingSound
- type: Sprite
sprite: Objects/Fun/toys.rsi
state: plushie_slime
- type: ItemCooldown
- type: UseDelay
delay: 1.0
- type: entity
parent: BaseItem