H.O.N.K. mech (#14670)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -0,0 +1,16 @@
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using Content.Shared.Mech.Equipment.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Mech.Equipment.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(MechSoundboardSystem))]
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public sealed partial class MechSoundboardComponent : Component
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{
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/// <summary>
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/// List of sounds that can be played
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/// </summary>
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[DataField("sounds"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public List<SoundCollectionSpecifier> Sounds = new();
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}
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@@ -0,0 +1,57 @@
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using Content.Shared.Mech;
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using Content.Shared.Mech.Equipment.Components;
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using Content.Shared.Mech.Equipment.Systems;
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using Content.Shared.Timing;
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using Robust.Shared.Audio;
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using System.Linq;
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namespace Content.Shared.Mech.Equipment.Systems;
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/// <summary>
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/// Handles everything for mech soundboard.
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/// </summary>
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public sealed class MechSoundboardSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MechSoundboardComponent, MechEquipmentUiStateReadyEvent>(OnUiStateReady);
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SubscribeLocalEvent<MechSoundboardComponent, MechEquipmentUiMessageRelayEvent>(OnSoundboardMessage);
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}
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private void OnUiStateReady(EntityUid uid, MechSoundboardComponent comp, MechEquipmentUiStateReadyEvent args)
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{
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// you have to specify a collection so it must exist probably
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var sounds = comp.Sounds.Select(sound => sound.Collection!);
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var state = new MechSoundboardUiState
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{
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Sounds = sounds.ToList()
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};
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args.States.Add(uid, state);
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}
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private void OnSoundboardMessage(EntityUid uid, MechSoundboardComponent comp, MechEquipmentUiMessageRelayEvent args)
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{
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if (args.Message is not MechSoundboardPlayMessage msg)
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return;
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if (!TryComp<MechEquipmentComponent>(uid, out var equipment) ||
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equipment.EquipmentOwner == null)
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return;
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if (msg.Sound >= comp.Sounds.Count)
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return;
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if (_useDelay.ActiveDelay(uid))
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return;
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// honk!!!!!
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var mech = equipment.EquipmentOwner.Value;
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_useDelay.BeginDelay(uid);
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_audio.PlayPvs(comp.Sounds[msg.Sound], uid);
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}
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}
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@@ -67,6 +67,21 @@ public sealed class MechGrabberEjectMessage : MechEquipmentUiMessage
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}
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}
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/// <summary>
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/// Event raised for the soundboard equipment to play a sound from its component
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MechSoundboardPlayMessage : MechEquipmentUiMessage
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{
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public int Sound;
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public MechSoundboardPlayMessage(EntityUid equipment, int sound)
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{
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Equipment = equipment;
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Sound = sound;
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}
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}
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/// <summary>
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/// BUI state for mechs that also contains all equipment ui states.
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/// </summary>
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@@ -100,3 +115,12 @@ public sealed class MechGrabberUiState : BoundUserInterfaceState
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public List<EntityUid> Contents = new();
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public int MaxContents;
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}
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/// <summary>
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/// List of sound collection ids to be localized and displayed.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MechSoundboardUiState : BoundUserInterfaceState
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{
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public List<string> Sounds = new();
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}
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