Files
wwdpublic/Content.Server/Sound/EmitSoundSystem.cs
sleepyyapril 67ea5d8c3e Station AI Features and Fixes (Also General Fixes) (#1525)
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# Description

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Check the changelog for the full list.

---

# Changelog

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🆑
- add: Added Holopads (unmapped)
- add: Intellicards are now useful for removing/adding a Station AI's
brain.
- add: Added the Communications Console to Station AI actions.
- add: AI now has a warp point.
- add: Added more things for the AI to press.
- add: More AI laws have been added.
- fix: Fixed the mail system
- fix: Fixed AI actions
- fix: Fixed invalid spawns for station AI breaking and ruining your
ability to play it.
- fix: The Station AI's name will now properly send in "arrived to the
station" announcements.
- fix: Changed the CPR sound to simply not loop until fixed.
- fix: Fixed unlocalized messages being sent for the random sentience
event.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Zachary Higgs <compgeek223@gmail.com>
Co-authored-by: MendaxxDev <153332064+MendaxxDev@users.noreply.github.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

(cherry picked from commit 3e8a7d9b00e19e160321eb81d69a884189dfa4e6)
2025-01-15 00:12:29 +03:00

86 lines
2.6 KiB
C#

using Content.Server.Explosion.EntitySystems;
using Content.Server.Sound.Components;
using Content.Shared.UserInterface;
using Content.Shared.Sound;
using Content.Shared.Sound.Components;
using Robust.Shared.Timing;
using Robust.Shared.Network;
namespace Content.Server.Sound;
public sealed class EmitSoundSystem : SharedEmitSoundSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SpamEmitSoundComponent>();
while (query.MoveNext(out var uid, out var soundSpammer))
{
if (!soundSpammer.Enabled)
continue;
if (_timing.CurTime >= soundSpammer.NextSound)
{
if (soundSpammer.PopUp != null)
Popup.PopupEntity(Loc.GetString(soundSpammer.PopUp), uid);
TryEmitSound(uid, soundSpammer, predict: false);
SpamEmitSoundReset((uid, soundSpammer));
}
}
}
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmitSoundOnTriggerComponent, TriggerEvent>(HandleEmitSoundOnTrigger);
SubscribeLocalEvent<SpamEmitSoundComponent, MapInitEvent>(HandleSpamEmitSoundMapInit);
}
private void HandleEmitSoundOnTrigger(EntityUid uid, EmitSoundOnTriggerComponent component, TriggerEvent args)
{
TryEmitSound(uid, component, args.User, false);
args.Handled = true;
}
private void HandleSpamEmitSoundMapInit(Entity<SpamEmitSoundComponent> entity, ref MapInitEvent args)
{
SpamEmitSoundReset(entity);
// Prewarm so multiple entities have more variation.
entity.Comp.NextSound -= Random.Next(entity.Comp.MaxInterval);
Dirty(entity);
}
private void SpamEmitSoundReset(Entity<SpamEmitSoundComponent> entity)
{
if (_net.IsClient)
return;
entity.Comp.NextSound = _timing.CurTime + ((entity.Comp.MinInterval < entity.Comp.MaxInterval)
? Random.Next(entity.Comp.MinInterval, entity.Comp.MaxInterval)
: entity.Comp.MaxInterval);
Dirty(entity);
}
public override void SetEnabled(Entity<SpamEmitSoundComponent?> entity, bool enabled)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
if (entity.Comp.Enabled == enabled)
return;
entity.Comp.Enabled = enabled;
if (enabled)
SpamEmitSoundReset((entity, entity.Comp));
}
}