Re-add action prototypes (#7508)

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-04-14 16:17:34 +12:00
committed by GitHub
parent c30b38a476
commit ba75934512
34 changed files with 291 additions and 189 deletions

View File

@@ -2,8 +2,7 @@ using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Speech.Components;
@@ -25,19 +24,16 @@ public sealed class VocalComponent : Component
[DataField("audioParams")]
public AudioParams AudioParams = AudioParams.Default.WithVolume(4f);
[DataField("wilhelmProbability")]
public float WilhelmProbability = 0.01f;
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")]
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(),
CheckCanInteract = false, // system checks a speech related action blocker.
};
[DataField("actionId", customTypeSerializer:typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public string ActionId = "Scream";
[DataField("action")] // must be a data-field to properly save cooldown when saving game state.
public InstantAction? ScreamAction = null;
}
public sealed class ScreamActionEvent : PerformActionEvent { };
public sealed class ScreamActionEvent : InstantActionEvent { };

View File

@@ -1,10 +1,12 @@
using Content.Server.Speech.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.CharacterAppearance;
using Content.Shared.CharacterAppearance.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Speech;
@@ -18,6 +20,7 @@ namespace Content.Server.Speech;
public sealed class VocalSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
@@ -32,12 +35,20 @@ public sealed class VocalSystem : EntitySystem
private void OnStartup(EntityUid uid, VocalComponent component, ComponentStartup args)
{
_actions.AddAction(uid, component.Action, null);
if (component.ScreamAction == null
&& _proto.TryIndex(component.ActionId, out InstantActionPrototype? act))
{
component.ScreamAction = new(act);
}
if (component.ScreamAction != null)
_actions.AddAction(uid, component.ScreamAction, null);
}
private void OnShutdown(EntityUid uid, VocalComponent component, ComponentShutdown args)
{
_actions.RemoveAction(uid, component.Action);
if (component.ScreamAction != null)
_actions.RemoveAction(uid, component.ScreamAction);
}
private void OnActionPerform(EntityUid uid, VocalComponent component, ScreamActionEvent args)
@@ -60,7 +71,7 @@ public sealed class VocalSystem : EntitySystem
if (!TryComp(uid, out HumanoidAppearanceComponent? humanoid))
return false;
if (_random.Prob(.01f))
if (_random.Prob(component.WilhelmProbability))
{
SoundSystem.Play(Filter.Pvs(uid), component.Wilhelm.GetSound(), uid, component.AudioParams);
return true;