Revert "Actions Rework" (#6888)

This commit is contained in:
Leon Friedrich
2022-02-25 18:55:18 +13:00
committed by GitHub
parent 5ac5dd6a64
commit 49ae383f06
135 changed files with 5165 additions and 3119 deletions

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@@ -1,42 +0,0 @@
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
namespace Content.Server.Speech.Components;
/// <summary>
/// Component required for entities to be able to scream.
/// </summary>
[RegisterComponent]
public sealed class VocalComponent : Component
{
[DataField("maleScream")]
public SoundSpecifier MaleScream = new SoundCollectionSpecifier("MaleScreams");
[DataField("femaleScream")]
public SoundSpecifier FemaleScream = new SoundCollectionSpecifier("FemaleScreams");
[DataField("wilhelm")]
public SoundSpecifier Wilhelm = new SoundPathSpecifier("/Audio/Voice/Human/wilhelm_scream.ogg");
[DataField("audioParams")]
public AudioParams AudioParams = AudioParams.Default.WithVolume(4f);
public const float Variation = 0.125f;
// Not using the in-build sound support for actions, given that the sound is modified non-prototype specific factors like gender.
[DataField("action", required: true)]
public InstantAction Action = new()
{
UseDelay = TimeSpan.FromSeconds(10),
Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/scream.png")),
Name = "action-name-scream",
Description = "AAAAAAAAAAAAAAAAAAAAAAAAA",
Event = new ScreamActionEvent(),
};
}
public sealed class ScreamActionEvent : PerformActionEvent { };

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@@ -1,86 +0,0 @@
using Content.Server.Speech.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.CharacterAppearance;
using Content.Shared.CharacterAppearance.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.Speech;
/// <summary>
/// Fer Screamin
/// </summary>
/// <remarks>
/// Or I guess other vocalizations, like laughing. If fun is ever legalized on the station.
/// </remarks>
public sealed class VocalSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VocalComponent, ScreamActionEvent>(OnActionPerform);
SubscribeLocalEvent<VocalComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<VocalComponent, ComponentShutdown>(OnShutdown);
}
private void OnStartup(EntityUid uid, VocalComponent component, ComponentStartup args)
{
_actions.AddAction(uid, component.Action, null);
}
private void OnShutdown(EntityUid uid, VocalComponent component, ComponentShutdown args)
{
_actions.RemoveAction(uid, component.Action);
}
private void OnActionPerform(EntityUid uid, VocalComponent component, ScreamActionEvent args)
{
if (args.Handled)
return;
args.Handled = TryScream(uid, component);
}
public bool TryScream(EntityUid uid, VocalComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;
if (!_blocker.CanSpeak(uid))
return false;
// Currently this requires humanoid appearance & doesn't have any sort of fall-back or gender-neutral scream.
if (!TryComp(uid, out HumanoidAppearanceComponent? humanoid))
return false;
if (_random.Prob(.01f))
{
SoundSystem.Play(Filter.Pvs(uid), component.Wilhelm.GetSound(), uid, component.AudioParams);
return true;
}
var scale = (float) _random.NextGaussian(1, VocalComponent.Variation);
var pitchedParams = component.AudioParams.WithPitchScale(scale);
switch (humanoid.Sex)
{
case Sex.Male:
SoundSystem.Play(Filter.Pvs(uid), component.MaleScream.GetSound(), uid, pitchedParams);
break;
case Sex.Female:
SoundSystem.Play(Filter.Pvs(uid), component.FemaleScream.GetSound(), uid, pitchedParams);
break;
default:
throw new ArgumentOutOfRangeException();
}
return true;
}
}