MeleeHitSoundSystem (#25005)

* Began work to unscrew melee noises

* finished

* cleanup

* cleanup

* Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>

* _Style

* Fix merge

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Bixkitts
2024-03-31 07:21:01 +02:00
committed by GitHub
parent 90a880a9be
commit ae8a68b7cd
4 changed files with 146 additions and 107 deletions

View File

@@ -23,6 +23,7 @@ using Content.Shared.Tag;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
@@ -33,6 +34,7 @@ namespace Content.Server.Weapons.Melee;
public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ChatSystem _chat = default!;
@@ -158,7 +160,8 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
return false;
}
Audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
_audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
var targetEnt = Identity.Entity(target, EntityManager);
var userEnt = Identity.Entity(user, EntityManager);
@@ -175,7 +178,6 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
PopupSystem.PopupEntity(msgOther, user, filterOther, true);
PopupSystem.PopupEntity(msgUser, target, user);
if (eventArgs.IsStunned)
{

View File

@@ -38,7 +38,7 @@ public sealed partial class GunSystem : SharedGunSystem
[Dependency] private readonly StaminaSystem _stamina = default!;
[Dependency] private readonly StunSystem _stun = default!;
public const float DamagePitchVariation = SharedMeleeWeaponSystem.DamagePitchVariation;
private const float DamagePitchVariation = 0.05f;
public const float GunClumsyChance = 0.5f;
public override void Initialize()

View File

@@ -0,0 +1,108 @@
using Content.Shared.Weapons.Melee.Components;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
namespace Content.Shared.Weapons.Melee;
/// <summary>
/// This handles <see cref="MeleeSoundComponent"/>
/// </summary>
public sealed class MeleeSoundSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
public const float DamagePitchVariation = 0.05f;
/// <summary>
/// Plays the SwingSound from a weapon component
/// for immediate feedback, misses and such
/// (Swinging a weapon goes "whoosh" whether it hits or not)
/// </summary>
public void PlaySwingSound(EntityUid userUid, EntityUid weaponUid, MeleeWeaponComponent weaponComponent)
{
_audio.PlayPredicted(weaponComponent.SwingSound, weaponUid, userUid);
}
/// <summary>
/// Takes a "damageType" string as an argument and uses it to
/// search one of the various Dictionaries in the MeleeSoundComponent
/// for a sound to play, and falls back if that fails
/// </summary>
/// <param name="damageType"> Serves as a lookup key for a hit sound </param>
/// <param name="hitSoundOverride"> A sound can be supplied by the <see cref="MeleeHitEvent"/> itself to override everything else </param>
public void PlayHitSound(EntityUid targetUid, EntityUid? userUid, string? damageType, SoundSpecifier? hitSoundOverride, MeleeWeaponComponent weaponComponent)
{
var hitSound = weaponComponent.HitSound;
var noDamageSound = weaponComponent.NoDamageSound;
var playedSound = false;
if (Deleted(targetUid))
return;
// hitting can obv destroy an entity so we play at coords and not following them
var coords = Transform(targetUid).Coordinates;
// Play sound based off of highest damage type.
if (TryComp<MeleeSoundComponent>(targetUid, out var damageSoundComp))
{
if (damageType == null && damageSoundComp.NoDamageSound != null)
{
_audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (damageType != null && damageSoundComp.SoundTypes?.TryGetValue(damageType, out var damageSoundType) == true)
{
_audio.PlayPredicted(damageSoundType, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (damageType != null && damageSoundComp.SoundGroups?.TryGetValue(damageType, out var damageSoundGroup) == true)
{
_audio.PlayPredicted(damageSoundGroup, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Use weapon sounds if the thing being hit doesn't specify its own sounds.
if (!playedSound)
{
if (hitSoundOverride != null)
{
_audio.PlayPredicted(hitSoundOverride, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
_audio.PlayPredicted(hitSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else
{
_audio.PlayPredicted(noDamageSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Fallback to generic sounds.
if (!playedSound)
{
switch (damageType)
{
// Unfortunately heat returns caustic group so can't just use the damagegroup in that instance.
case "Burn":
case "Heat":
case "Radiation":
case "Cold":
_audio.PlayPredicted(new SoundPathSpecifier("/Audio/Items/welder.ogg"), targetUid, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
// No damage, fallback to tappies
case null:
_audio.PlayPredicted(new SoundCollectionSpecifier("WeakHit"), targetUid, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
case "Brute":
_audio.PlayPredicted(new SoundCollectionSpecifier("MetalThud"), targetUid, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
}
}
}
}

View File

@@ -21,8 +21,6 @@ using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
@@ -36,22 +34,21 @@ namespace Content.Shared.Weapons.Melee;
public abstract class SharedMeleeWeaponSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MeleeSoundSystem _meleeSound = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
public const float DamagePitchVariation = 0.05f;
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
/// <summary>
@@ -83,7 +80,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
#if DEBUG
SubscribeLocalEvent<MeleeWeaponComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<MeleeWeaponComponent,
MapInitEvent> (OnMapInit);
}
private void OnMapInit(EntityUid uid, MeleeWeaponComponent component, MapInitEvent args)
@@ -465,7 +463,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
}
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, null);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
_meleeSound.PlaySwingSound(user, meleeUid, component);
return;
}
@@ -520,7 +518,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
}
PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound, component.NoDamageSound);
_meleeSound.PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component);
if (damageResult?.GetTotal() > FixedPoint2.Zero)
{
@@ -563,7 +561,9 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, direction);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
// immediate audio feedback
_meleeSound.PlaySwingSound(user, meleeUid, component);
return true;
}
@@ -658,7 +658,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (entities.Count != 0)
{
var target = entities.First();
PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound, component.NoDamageSound);
_meleeSound.PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component);
}
if (appliedDamage.GetTotal() > FixedPoint2.Zero)
@@ -702,77 +702,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return true;
}
public void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound, SoundSpecifier? noDamageSound)
{
var playedSound = false;
if (Deleted(target))
return;
// hitting can obv destroy an entity so we play at coords and not following them
var coords = Transform(target).Coordinates;
// Play sound based off of highest damage type.
if (TryComp<MeleeSoundComponent>(target, out var damageSoundComp))
{
if (type == null && damageSoundComp.NoDamageSound != null)
{
Audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
Audio.PlayPredicted(damageSoundType, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
Audio.PlayPredicted(damageSoundGroup, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Use weapon sounds if the thing being hit doesn't specify its own sounds.
if (!playedSound)
{
if (hitSoundOverride != null)
{
Audio.PlayPredicted(hitSoundOverride, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
Audio.PlayPredicted(hitSound, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (noDamageSound != null)
{
Audio.PlayPredicted(noDamageSound, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Fallback to generic sounds.
if (!playedSound)
{
switch (type)
{
// Unfortunately heat returns caustic group so can't just use the damagegroup in that instance.
case "Burn":
case "Heat":
case "Radiation":
case "Cold":
Audio.PlayPredicted(new SoundPathSpecifier("/Audio/Items/welder.ogg"), target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
// No damage, fallback to tappies
case null:
Audio.PlayPredicted(new SoundCollectionSpecifier("WeakHit"), target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
case "Brute":
Audio.PlayPredicted(new SoundCollectionSpecifier("MetalThud"), target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
}
}
}
public static string? GetHighestDamageSound(DamageSpecifier modifiedDamage, IPrototypeManager protoManager)
{
@@ -809,7 +738,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
}
// Play a sound to give instant feedback; same with playing the animations
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
_meleeSound.PlaySwingSound(user, meleeUid, component);
return true;
}