169 lines
6.0 KiB
C#
169 lines
6.0 KiB
C#
using System.Numerics;
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using Content.Shared.Light.Components;
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using Content.Shared.Weather;
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using Robust.Client.Audio;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using AudioComponent = Robust.Shared.Audio.Components.AudioComponent;
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namespace Content.Client.Weather;
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public sealed class WeatherSystem : SharedWeatherSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly MapSystem _mapSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeatherComponent, ComponentHandleState>(OnWeatherHandleState);
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}
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protected override void Run(EntityUid uid, WeatherData weather, WeatherPrototype weatherProto, float frameTime)
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{
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base.Run(uid, weather, weatherProto, frameTime);
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var ent = _playerManager.LocalEntity;
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if (ent == null)
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return;
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var mapUid = Transform(uid).MapUid;
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var entXform = Transform(ent.Value);
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// Maybe have the viewports manage this?
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if (mapUid == null || entXform.MapUid != mapUid)
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{
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weather.Stream = _audio.Stop(weather.Stream);
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return;
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}
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if (!Timing.IsFirstTimePredicted || weatherProto.Sound == null)
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return;
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weather.Stream ??= _audio.PlayGlobal(weatherProto.Sound, Filter.Local(), true)?.Entity;
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if (!TryComp(weather.Stream, out AudioComponent? comp))
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return;
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var occlusion = 0f;
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// Work out tiles nearby to determine volume.
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if (TryComp<MapGridComponent>(entXform.GridUid, out var grid))
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{
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TryComp(entXform.GridUid, out RoofComponent? roofComp);
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var gridId = entXform.GridUid.Value;
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// FloodFill to the nearest tile and use that for audio.
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var seed = _mapSystem.GetTileRef(gridId, grid, entXform.Coordinates);
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var frontier = new Queue<TileRef>();
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frontier.Enqueue(seed);
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// If we don't have a nearest node don't play any sound.
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EntityCoordinates? nearestNode = null;
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var visited = new HashSet<Vector2i>();
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while (frontier.TryDequeue(out var node))
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{
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if (!visited.Add(node.GridIndices))
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continue;
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if (!CanWeatherAffect(entXform.GridUid.Value, grid, node, roofComp))
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{
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// Add neighbors
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// TODO: Ideally we pick some deterministically random direction and use that
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// We can't just do that naively here because it will flicker between nearby tiles.
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (Math.Abs(x) == 1 && Math.Abs(y) == 1 ||
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x == 0 && y == 0 ||
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(new Vector2(x, y) + node.GridIndices - seed.GridIndices).Length() > 3)
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{
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continue;
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}
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frontier.Enqueue(_mapSystem.GetTileRef(gridId, grid, new Vector2i(x, y) + node.GridIndices));
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}
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}
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continue;
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}
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nearestNode = new EntityCoordinates(entXform.GridUid.Value,
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node.GridIndices + grid.TileSizeHalfVector);
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break;
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}
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// Get occlusion to the targeted node if it exists, otherwise set a default occlusion.
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if (nearestNode != null)
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{
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var entPos = _transform.GetMapCoordinates(entXform);
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var nodePosition = _transform.ToMapCoordinates(nearestNode.Value).Position;
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var delta = nodePosition - entPos.Position;
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var distance = delta.Length();
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occlusion = _audio.GetOcclusion(entPos, delta, distance);
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}
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else
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{
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occlusion = 3f;
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}
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}
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var alpha = GetPercent(weather, uid);
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alpha *= SharedAudioSystem.VolumeToGain(weatherProto.Sound.Params.Volume);
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_audio.SetGain(weather.Stream, alpha, comp);
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comp.Occlusion = occlusion;
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}
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protected override bool SetState(EntityUid uid, WeatherState state, WeatherComponent comp, WeatherData weather, WeatherPrototype weatherProto)
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{
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if (!base.SetState(uid, state, comp, weather, weatherProto))
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return false;
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if (!Timing.IsFirstTimePredicted)
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return true;
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// TODO: Fades (properly)
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weather.Stream = _audio.Stop(weather.Stream);
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weather.Stream = _audio.PlayGlobal(weatherProto.Sound, Filter.Local(), true)?.Entity;
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return true;
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}
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private void OnWeatherHandleState(EntityUid uid, WeatherComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not WeatherComponentState state)
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return;
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foreach (var (proto, weather) in component.Weather)
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{
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// End existing one
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if (!state.Weather.TryGetValue(proto, out var stateData))
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{
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EndWeather(uid, component, proto);
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continue;
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}
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// Data update?
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weather.StartTime = stateData.StartTime;
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weather.EndTime = stateData.EndTime;
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weather.State = stateData.State;
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}
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foreach (var (proto, weather) in state.Weather)
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{
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if (component.Weather.ContainsKey(proto))
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continue;
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// New weather
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StartWeather(uid, component, ProtoMan.Index<WeatherPrototype>(proto), weather.EndTime);
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}
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}
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}
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