Arcade machine improvements (#24200)

* Give 'em something to talk about

* Wire panel visuals

* Wire graphics tweak

* More ads and thanks

* More ads for a noisy arcade

* New screen for space villain machines

* Implement EmitSoundIntervalComponent and a bunch of arcade noises

* Require power for sounds

* Allow earlier startup intervals

* Orange glow

* Audio attributions

* Include the PR link

* Replace EmitSoundInterval with expanded SpamEmitSound

* Remove pacman-themed arcade sounds

* Documentation good.

* Updated methods to use Entity<T>

* Refactored SpamEmitSound to get rid of accumulator and chance.

* Fixed prewarm logic

* Moved stuff to Shared

* Fix outdated YAML

* Better prediction, auto pause handling

* Make enable/disable reset the timer instead of trying to save it.
This commit is contained in:
Tayrtahn
2024-03-28 02:28:45 -04:00
committed by GitHub
parent a071bc5dbf
commit b1ba6b5bb6
35 changed files with 425 additions and 57 deletions

View File

@@ -2,12 +2,17 @@ using Content.Server.Explosion.EntitySystems;
using Content.Server.Sound.Components;
using Content.Shared.UserInterface;
using Content.Shared.Sound;
using Robust.Shared.Random;
using Content.Shared.Sound.Components;
using Robust.Shared.Timing;
using Robust.Shared.Network;
namespace Content.Server.Sound;
public sealed class EmitSoundSystem : SharedEmitSoundSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
@@ -18,18 +23,13 @@ public sealed class EmitSoundSystem : SharedEmitSoundSystem
if (!soundSpammer.Enabled)
continue;
soundSpammer.Accumulator += frameTime;
if (soundSpammer.Accumulator < soundSpammer.RollInterval)
{
continue;
}
soundSpammer.Accumulator -= soundSpammer.RollInterval;
if (Random.Prob(soundSpammer.PlayChance))
if (_timing.CurTime >= soundSpammer.NextSound)
{
if (soundSpammer.PopUp != null)
Popup.PopupEntity(Loc.GetString(soundSpammer.PopUp), uid);
TryEmitSound(uid, soundSpammer, predict: false);
SpamEmitSoundReset((uid, soundSpammer));
}
}
}
@@ -40,6 +40,8 @@ public sealed class EmitSoundSystem : SharedEmitSoundSystem
SubscribeLocalEvent<EmitSoundOnTriggerComponent, TriggerEvent>(HandleEmitSoundOnTrigger);
SubscribeLocalEvent<EmitSoundOnUIOpenComponent, AfterActivatableUIOpenEvent>(HandleEmitSoundOnUIOpen);
SubscribeLocalEvent<SpamEmitSoundComponent, MapInitEvent>(HandleSpamEmitSoundMapInit);
}
private void HandleEmitSoundOnUIOpen(EntityUid uid, EmitSoundOnUIOpenComponent component, AfterActivatableUIOpenEvent args)
@@ -52,4 +54,39 @@ public sealed class EmitSoundSystem : SharedEmitSoundSystem
TryEmitSound(uid, component, args.User, false);
args.Handled = true;
}
private void HandleSpamEmitSoundMapInit(Entity<SpamEmitSoundComponent> entity, ref MapInitEvent args)
{
SpamEmitSoundReset(entity);
// Prewarm so multiple entities have more variation.
entity.Comp.NextSound -= Random.Next(entity.Comp.MaxInterval);
Dirty(entity);
}
private void SpamEmitSoundReset(Entity<SpamEmitSoundComponent> entity)
{
if (_net.IsClient)
return;
entity.Comp.NextSound = _timing.CurTime + ((entity.Comp.MinInterval < entity.Comp.MaxInterval)
? Random.Next(entity.Comp.MinInterval, entity.Comp.MaxInterval)
: entity.Comp.MaxInterval);
Dirty(entity);
}
public override void SetEnabled(Entity<SpamEmitSoundComponent?> entity, bool enabled)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
if (entity.Comp.Enabled == enabled)
return;
entity.Comp.Enabled = enabled;
if (enabled)
SpamEmitSoundReset((entity, entity.Comp));
}
}