using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
namespace Content.Shared.Weapons.Melee;
///
/// This handles
///
public sealed class MeleeSoundSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
public const float DamagePitchVariation = 0.05f;
///
/// Plays the SwingSound from a weapon component
/// for immediate feedback, misses and such
/// (Swinging a weapon goes "whoosh" whether it hits or not)
///
public void PlaySwingSound(EntityUid userUid, EntityUid weaponUid, MeleeWeaponComponent weaponComponent)
{
_audio.PlayPredicted(weaponComponent.SwingSound, weaponUid, userUid);
}
///
/// 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
///
/// Serves as a lookup key for a hit sound
/// A sound can be supplied by the itself to override everything else
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(targetUid, out var damageSoundComp))
{
if (damageType == null && damageSoundComp.NoDamageSound != null)
{
_audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, userUid, damageSoundComp.NoDamageSound.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (damageType != null && damageSoundComp.SoundTypes?.TryGetValue(damageType, out var damageSoundType) == true)
{
_audio.PlayPredicted(damageSoundType, coords, userUid, damageSoundType.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (damageType != null && damageSoundComp.SoundGroups?.TryGetValue(damageType, out var damageSoundGroup) == true)
{
_audio.PlayPredicted(damageSoundGroup, coords, userUid, damageSoundGroup.Params.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, hitSoundOverride.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
_audio.PlayPredicted(hitSound, coords, userUid, hitSound.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else
{
_audio.PlayPredicted(noDamageSound, coords, userUid, noDamageSound.Params.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;
}
}
}
}