Fix duplicate mech footstep sounds (#12972)
* Fix duplicate mech footstep sounds We just add a new component for relay targets so we can use that for audio prediction. * Fix cwash * woop
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@@ -140,7 +140,7 @@ namespace Content.Client.Physics.Controllers
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protected override bool CanSound()
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{
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return _timing.IsFirstTimePredicted && _timing.InSimulation;
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return _timing is { IsFirstTimePredicted: true, InSimulation: true };
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}
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}
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}
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@@ -84,7 +84,7 @@ namespace Content.Server.Physics.Controllers
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}
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PhysicsComponent? body = null;
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TransformComponent? xformMover = xform;
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var xformMover = xform;
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if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
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{
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@@ -0,0 +1,12 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class MovementRelayTargetComponent : Component
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{
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/// <summary>
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/// Entities that are relaying to us.
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/// </summary>
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[ViewVariables] public readonly List<EntityUid> Entities = new();
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}
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@@ -12,6 +12,10 @@ public abstract partial class SharedMoverController
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentGetState>(OnTargetRelayGetState);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentHandleState>(OnTargetRelayHandleState);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
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}
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/// <summary>
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@@ -20,7 +24,7 @@ public abstract partial class SharedMoverController
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/// </summary>
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public void SetRelay(EntityUid uid, EntityUid relayEntity, RelayInputMoverComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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if (!Resolve(uid, ref component) || component.RelayEntity == relayEntity)
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return;
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if (uid == relayEntity)
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@@ -29,14 +33,38 @@ public abstract partial class SharedMoverController
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return;
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}
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if (TryComp<MovementRelayTargetComponent>(relayEntity, out var targetComp))
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{
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targetComp.Entities.Remove(uid);
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if (targetComp.Entities.Count == 0)
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RemComp<MovementRelayTargetComponent>(relayEntity);
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}
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component.RelayEntity = relayEntity;
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targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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targetComp.Entities.Add(uid);
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Dirty(component);
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Dirty(targetComp);
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}
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private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
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{
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// If relay is removed then cancel all inputs.
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if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
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if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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return;
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if (TryComp<MovementRelayTargetComponent>(component.RelayEntity, out var targetComp) &&
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targetComp.LifeStage < ComponentLifeStage.Stopping)
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{
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targetComp.Entities.Remove(uid);
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if (targetComp.Entities.Count == 0)
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RemCompDeferred<MovementRelayTargetComponent>(component.RelayEntity.Value);
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else
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Dirty(targetComp);
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}
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SetMoveInput(inputMover, MoveButtons.None);
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}
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@@ -56,9 +84,59 @@ public abstract partial class SharedMoverController
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};
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}
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#region Target Relay
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private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
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{
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if (component.Entities.Count == 0)
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return;
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var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
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foreach (var ent in component.Entities)
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{
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if (!relayQuery.TryGetComponent(ent, out var relay))
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continue;
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DebugTools.Assert(relay.RelayEntity == uid);
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if (relay.RelayEntity != uid)
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continue;
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RemCompDeferred<RelayInputMoverComponent>(ent);
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}
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}
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private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MovementRelayTargetComponentState state)
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return;
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component.Entities.Clear();
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component.Entities.AddRange(state.Entities);
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}
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private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
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{
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args.State = new MovementRelayTargetComponentState(component.Entities);
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}
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#endregion
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[Serializable, NetSerializable]
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private sealed class RelayInputMoverComponentState : ComponentState
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{
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public EntityUid? Entity;
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}
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[Serializable, NetSerializable]
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private sealed class MovementRelayTargetComponentState : ComponentState
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{
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public List<EntityUid> Entities;
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public MovementRelayTargetComponentState(List<EntityUid> entities)
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{
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Entities = entities;
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}
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}
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}
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@@ -287,9 +287,20 @@ namespace Content.Shared.Movement.Systems
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.WithVolume(FootstepVolume * soundModifier)
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.WithVariation(sound.Params.Variation ?? FootstepVariation);
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// If we're a relay target then predict the sound for all relays.
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if (TryComp<MovementRelayTargetComponent>(mover.Owner, out var targetComp))
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{
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foreach (var ent in targetComp.Entities)
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{
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_audio.PlayPredicted(sound, mover.Owner, ent, audioParams);
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}
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}
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else
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{
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_audio.PlayPredicted(sound, mover.Owner, mover.Owner, audioParams);
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}
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}
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}
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worldTotal *= weightlessModifier;
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