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 * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it.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