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PuroSlavKing committed Sep 1, 2024
2 parents d0910c4 + e17ef18 commit f699942
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35 changes: 35 additions & 0 deletions Content.Shared/Clothing/Components/EmitsSoundOnMoveComponent.cs
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using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;

namespace Content.Shared.Clothing.Components;

/// <summary>
/// Indicates that the clothing entity emits sound when it moves.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EmitsSoundOnMoveComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField(required: true), AutoNetworkedField]
public SoundSpecifier SoundCollection = default!;

[ViewVariables(VVAccess.ReadWrite)]
[DataField("requiresGravity"), AutoNetworkedField]
public bool RequiresGravity = true;

[ViewVariables(VVAccess.ReadOnly)]
public EntityCoordinates LastPosition = EntityCoordinates.Invalid;

/// <summary>
/// The distance moved since the played sound.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public float SoundDistance = 0f;

/// <summary>
/// Whether this item is equipped in a inventory item slot.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public bool IsSlotValid = true;
}
96 changes: 96 additions & 0 deletions Content.Shared/Clothing/EntitySystems/EmitsSoundOnMoveSystem.cs
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using System.Numerics;
using Content.Shared.Clothing.Components;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;

namespace Content.Shared.Clothing.Systems;

public sealed class EmitsSoundOnMoveSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMapSystem _grid = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly IGameTiming _timing = default!;

private EntityQuery<InputMoverComponent> _moverQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<ClothingComponent> _clothingQuery;

public override void Initialize()
{
_moverQuery = GetEntityQuery<InputMoverComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_clothingQuery = GetEntityQuery<ClothingComponent>();

SubscribeLocalEvent<EmitsSoundOnMoveComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<EmitsSoundOnMoveComponent, GotUnequippedEvent>(OnUnequipped);
}

private void OnEquipped(EntityUid uid, EmitsSoundOnMoveComponent component, GotEquippedEvent args)
{
component.IsSlotValid = !args.SlotFlags.HasFlag(SlotFlags.POCKET);
}

private void OnUnequipped(EntityUid uid, EmitsSoundOnMoveComponent component, GotUnequippedEvent args)
{
component.IsSlotValid = true;
}

public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<EmitsSoundOnMoveComponent>();
while (query.MoveNext(out var uid, out var comp))
{
UpdateSound(uid, comp);
}
query.Dispose();
}

private void UpdateSound(EntityUid uid, EmitsSoundOnMoveComponent component)
{
if (!_physicsQuery.TryGetComponent(uid, out var physics))
return;

// Space does not transmit sound
if (Transform(uid).GridUid == null)
return;

if (component.RequiresGravity && _gravity.IsWeightless(uid, physics, Transform(uid)))
return;

var parent = Transform(uid).ParentUid;

var isWorn = parent is { Valid: true } &&
_clothingQuery.TryGetComponent(uid, out var clothing)
&& clothing.InSlot != null
&& component.IsSlotValid;
// If this entity is worn by another entity, use that entity's coordinates
var coordinates = isWorn ? Transform(parent).Coordinates : Transform(uid).Coordinates;
var distanceNeeded = (isWorn && _moverQuery.TryGetComponent(parent, out var mover) && mover.Sprinting)
? 1.5f // The parent is a mob that is currently sprinting
: 2f; // The parent is not a mob or is not sprinting

if (!coordinates.TryDistance(EntityManager, component.LastPosition, out var distance) || distance > distanceNeeded)
component.SoundDistance = distanceNeeded;
else
component.SoundDistance += distance;

component.LastPosition = coordinates;
if (component.SoundDistance < distanceNeeded)
return;
component.SoundDistance -= distanceNeeded;

var sound = component.SoundCollection;
var audioParams = sound.Params
.WithVolume(sound.Params.Volume)
.WithVariation(sound.Params.Variation ?? 0f);

_audio.PlayPredicted(sound, uid, uid, audioParams);
}
}
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Expand Up @@ -89,6 +89,7 @@
ClothingHandsGlovesColorPurple: 2
ClothingEyesGlassesCheapSunglasses: 3
# DO NOT ADD MORE, USE UNIFORM DYING
ClothingClothWrap: 4
contrabandInventory:
ClothingMaskNeckGaiter: 2
ClothingUniformJumpsuitTacticool: 1
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Expand Up @@ -56,6 +56,8 @@
ClothingShoesBootsCowboyBlack: 1
ClothingShoesBootsCowboyWhite: 1
ClothingMaskNeckGaiterRed: 2
ClothingNeckBellCollar: 2
ClothingOuterUnathiRobe: 1
emaggedInventory:
ClothingShoesBling: 1
ClothingShoesBootsCowboyFancy: 1
Expand Down
22 changes: 22 additions & 0 deletions Resources/Prototypes/Entities/Clothing/Neck/mantles.yml
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Expand Up @@ -85,3 +85,25 @@
sprite: Clothing/Neck/mantles/mantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/mantle.rsi

- type: entity
parent: ClothingNeckBase
id: ClothingNeckOldMantle
name: old wrap
description: A tattered fabric wrap, faded over the years. Smells faintly of cigars.
components:
- type: Sprite
sprite: Clothing/Neck/mantles/oldmantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/oldmantle.rsi

- type: entity
parent: ClothingNeckBase
id: ClothingNeckUnathiMantle
name: hide mantle
description: A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle.
components:
- type: Sprite
sprite: Clothing/Neck/mantles/unathimantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/unathimantle.rsi
14 changes: 14 additions & 0 deletions Resources/Prototypes/Entities/Clothing/Neck/misc.yml
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Expand Up @@ -78,3 +78,17 @@
event: !type:StethoscopeActionEvent
checkCanInteract: false
priority: -1

- type: entity
parent: ClothingNeckBase
id: ClothingNeckBellCollar
name: bell collar
description: A way to inform others about your presence, or just to annoy everyone around you!
components:
- type: Sprite
sprite: Clothing/Neck/Misc/bellcollar.rsi
- type: Clothing
sprite: Clothing/Neck/Misc/bellcollar.rsi
- type: EmitsSoundOnMove
soundCollection:
collection: FootstepJester
11 changes: 11 additions & 0 deletions Resources/Prototypes/Entities/Clothing/OuterClothing/misc.yml
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Expand Up @@ -384,3 +384,14 @@
sprite: Clothing/OuterClothing/Misc/red_racoon.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Misc/red_racoon.rsi

- type: entity
parent: ClothingOuterBase
id: ClothingOuterUnathiRobe
name: roughspun robes
description: A traditional Unathi garment.
components:
- type: Sprite
sprite: Clothing/OuterClothing/Misc/unathirobe.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Misc/unathirobe.rsi
38 changes: 38 additions & 0 deletions Resources/Prototypes/Entities/Clothing/clothwarps.yml
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- type: entity
parent: Clothing
id: ClothingClothWrap
name: cloth wraps
description: A roll of treated canvas used for wrapping claws or paws.
components:
- type: Item
size: Small
storedRotation: -90
- type: Sprite
state: icon
sprite: Clothing/Shoes/Misc/clothWrap.rsi
- type: Clothing
slots:
- gloves
- FEET
sprite: Clothing/Shoes/Misc/clothWrap.rsi
- type: Construction
graph: ClothingClothWrap
node: shoes
- type: Butcherable
butcheringType: Knife
spawned:
- id: MaterialCloth1
amount: 1
- type: Food
requiresSpecialDigestion: true
- type: SolutionContainerManager
solutions:
food:
maxVol: 10
reagents:
- ReagentId: Fiber
Quantity: 10
- type: Tag
tags:
- ClothMade
- WhitelistChameleon
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Expand Up @@ -31,4 +31,5 @@
- VendingMachineSoda
- VendingMachineStarkist
- VendingMachineSpaceUp
- PrizeCounter # Ataraxia
chance: 1
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- type: constructionGraph
id: ClothingClothWrap
start: start
graph:
- node: start
edges:
- to: shoes
steps:
- material: Cloth
amount: 2
doAfter: 1
- node: shoes
entity: ClothingClothWrap
11 changes: 11 additions & 0 deletions Resources/Prototypes/Recipes/Construction/clothing.yml
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Expand Up @@ -118,3 +118,14 @@
description: Can hold up to 15 arrows, and fits snug around your waist.
icon: { sprite: Clothing/Belt/quiver.rsi, state: icon }
objectType: Item

- type: construction
name: cloth wraps
id: ClothingClothWrap
graph: ClothingClothWrap
startNode: start
targetNode: shoes
category: construction-category-clothing
description: A roll of treated canvas used for wrapping claws or paws.
icon: { sprite: Clothing/Shoes/Misc/clothWrap.rsi, state: icon }
objectType: Item
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26 changes: 26 additions & 0 deletions Resources/Textures/Clothing/Neck/Misc/bellcollar.rsi/meta.json
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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Made by mnemotechnician (GitHub)",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-NECK",
"directions": 4
},
{
"name": "inhand-left",
"directions": 4
},
{
"name": "inhand-right",
"directions": 4
}
]
}
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18 changes: 18 additions & 0 deletions Resources/Textures/Clothing/Neck/mantles/oldmantle.rsi/meta.json
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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/ParadiseSS13/Paradise/blob/master/icons/mob/clothing/suit.dmi",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-NECK",
"directions": 4
}
]
}
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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/ParadiseSS13/Paradise/blob/master/icons/mob/clothing/suit.dmi",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-NECK",
"directions": 4
}
]
}
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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/ParadiseSS13/Paradise/blob/master/icons/mob/clothing/suit.dmi",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-OUTERCLOTHING",
"directions": 4
}
]
}
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22 changes: 22 additions & 0 deletions Resources/Textures/Clothing/Shoes/Misc/clothWrap.rsi/meta.json
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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/ParadiseSS13/Paradise/blob/master/icons/mob/clothing/feet.dmi / https://github.com/ParadiseSS13/Paradise/blob/master/icons/mob/clothing/hands.dmi",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-FEET",
"directions": 4
},
{
"name": "equipped-HAND",
"directions": 4
}
]
}

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