* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
93 lines
2.8 KiB
C#
93 lines
2.8 KiB
C#
using Content.Shared.Audio;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Items
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{
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[RegisterComponent]
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public class DiceComponent : Component, IActivate, IUse, ILand, IExamine
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Dice";
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[DataField("step")]
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private int _step = 1;
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private int _sides = 20;
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private int _currentSide = 20;
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[ViewVariables]
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[DataField("diceSoundCollection")]
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public string _soundCollectionName = "dice";
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[ViewVariables]
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public int Step => _step;
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[ViewVariables]
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[DataField("sides")]
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public int Sides
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{
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get => _sides;
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set
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{
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_sides = value;
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_currentSide = value;
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}
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}
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[ViewVariables]
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public int CurrentSide => _currentSide;
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public void Roll()
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{
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_currentSide = _random.Next(1, (_sides/_step)+1) * _step;
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if (!Owner.TryGetComponent(out SpriteComponent? sprite)) return;
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sprite.LayerSetState(0, $"d{_sides}{_currentSide}");
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PlayDiceEffect();
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}
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public void PlayDiceEffect()
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{
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if (!string.IsNullOrWhiteSpace(_soundCollectionName))
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
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var file = _random.Pick(soundCollection.PickFiles);
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SoundSystem.Play(Filter.Pvs(Owner), file, Owner, AudioParams.Default);
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}
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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Roll();
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Roll();
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return false;
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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Roll();
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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//No details check, since the sprite updates to show the side.
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message.AddMarkup(Loc.GetString(
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"A dice with [color=lightgray]{0}[/color] sides.\n" + "It has landed on a [color=white]{1}[/color].",
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_sides, _currentSide));
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}
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}
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}
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