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
This commit is contained in:
metalgearsloth
2022-12-12 00:18:25 +11:00
committed by GitHub
parent a7a43c8b34
commit 748b79d1df
5 changed files with 106 additions and 5 deletions

View File

@@ -140,7 +140,7 @@ namespace Content.Client.Physics.Controllers
protected override bool CanSound()
{
return _timing.IsFirstTimePredicted && _timing.InSimulation;
return _timing is { IsFirstTimePredicted: true, InSimulation: true };
}
}
}

View File

@@ -84,7 +84,7 @@ namespace Content.Server.Physics.Controllers
}
PhysicsComponent? body = null;
TransformComponent? xformMover = xform;
var xformMover = xform;
if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
{

View File

@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
[RegisterComponent, NetworkedComponent]
public sealed class MovementRelayTargetComponent : Component
{
/// <summary>
/// Entities that are relaying to us.
/// </summary>
[ViewVariables] public readonly List<EntityUid> Entities = new();
}

View File

@@ -12,6 +12,10 @@ public abstract partial class SharedMoverController
SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentGetState>(OnTargetRelayGetState);
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentHandleState>(OnTargetRelayHandleState);
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
}
/// <summary>
@@ -20,7 +24,7 @@ public abstract partial class SharedMoverController
/// </summary>
public void SetRelay(EntityUid uid, EntityUid relayEntity, RelayInputMoverComponent? component = null)
{
if (!Resolve(uid, ref component))
if (!Resolve(uid, ref component) || component.RelayEntity == relayEntity)
return;
if (uid == relayEntity)
@@ -29,14 +33,38 @@ public abstract partial class SharedMoverController
return;
}
if (TryComp<MovementRelayTargetComponent>(relayEntity, out var targetComp))
{
targetComp.Entities.Remove(uid);
if (targetComp.Entities.Count == 0)
RemComp<MovementRelayTargetComponent>(relayEntity);
}
component.RelayEntity = relayEntity;
targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
targetComp.Entities.Add(uid);
Dirty(component);
Dirty(targetComp);
}
private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
{
// If relay is removed then cancel all inputs.
if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
return;
if (TryComp<MovementRelayTargetComponent>(component.RelayEntity, out var targetComp) &&
targetComp.LifeStage < ComponentLifeStage.Stopping)
{
targetComp.Entities.Remove(uid);
if (targetComp.Entities.Count == 0)
RemCompDeferred<MovementRelayTargetComponent>(component.RelayEntity.Value);
else
Dirty(targetComp);
}
SetMoveInput(inputMover, MoveButtons.None);
}
@@ -56,9 +84,59 @@ public abstract partial class SharedMoverController
};
}
#region Target Relay
private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
{
if (component.Entities.Count == 0)
return;
var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
foreach (var ent in component.Entities)
{
if (!relayQuery.TryGetComponent(ent, out var relay))
continue;
DebugTools.Assert(relay.RelayEntity == uid);
if (relay.RelayEntity != uid)
continue;
RemCompDeferred<RelayInputMoverComponent>(ent);
}
}
private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
{
if (args.Current is not MovementRelayTargetComponentState state)
return;
component.Entities.Clear();
component.Entities.AddRange(state.Entities);
}
private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
{
args.State = new MovementRelayTargetComponentState(component.Entities);
}
#endregion
[Serializable, NetSerializable]
private sealed class RelayInputMoverComponentState : ComponentState
{
public EntityUid? Entity;
}
[Serializable, NetSerializable]
private sealed class MovementRelayTargetComponentState : ComponentState
{
public List<EntityUid> Entities;
public MovementRelayTargetComponentState(List<EntityUid> entities)
{
Entities = entities;
}
}
}

View File

@@ -287,7 +287,18 @@ namespace Content.Shared.Movement.Systems
.WithVolume(FootstepVolume * soundModifier)
.WithVariation(sound.Params.Variation ?? FootstepVariation);
_audio.PlayPredicted(sound, mover.Owner, mover.Owner, audioParams);
// If we're a relay target then predict the sound for all relays.
if (TryComp<MovementRelayTargetComponent>(mover.Owner, out var targetComp))
{
foreach (var ent in targetComp.Entities)
{
_audio.PlayPredicted(sound, mover.Owner, ent, audioParams);
}
}
else
{
_audio.PlayPredicted(sound, mover.Owner, mover.Owner, audioParams);
}
}
}