i forgot about this component. Lavaland should have sounds now

This commit is contained in:
LetterN
2021-11-22 14:18:46 +08:00
parent 8dcfea5817
commit 41e5034005
8 changed files with 200 additions and 30 deletions
+6
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@@ -25,6 +25,12 @@
/// Do not allow this random event to continue.
#define CANCEL_PRE_RANDOM_EVENT (1<<0)
/// a weather event of some kind occured
#define COMSIG_WEATHER_TELEGRAPH(event_type) "!weather_telegraph [event_type]"
#define COMSIG_WEATHER_START(event_type) "!weather_start [event_type]"
#define COMSIG_WEATHER_WINDDOWN(event_type) "!weather_winddown [event_type]"
#define COMSIG_WEATHER_END(event_type) "!weather_end [event_type]"
// signals from globally accessible objects
/// from SSsun when the sun changes position : (primary_sun, suns)
#define COMSIG_SUN_MOVED "sun_moved"
@@ -0,0 +1,77 @@
///Allows you to set a theme for a set of areas without tying them to looping sounds explicitly
/datum/component/area_sound_manager
///area -> looping sound type
var/list/area_to_looping_type = list()
///Current sound loop
var/datum/looping_sound/our_loop
///A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves
var/list/accepted_zs
///The timer id of our current start delay, if it exists
var/timerid
/datum/component/area_sound_manager/Initialize(area_loop_pairs, change_on, remove_on, acceptable_zs)
if(!ismovable(parent))
return
area_to_looping_type = area_loop_pairs
accepted_zs = acceptable_zs
change_the_track()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/react_to_move)
RegisterSignal(parent, COMSIG_MOVABLE_Z_CHANGED, .proc/react_to_z_move)
RegisterSignal(parent, change_on, .proc/handle_change)
RegisterSignal(parent, remove_on, .proc/handle_removal)
/datum/component/area_sound_manager/Destroy(force, silent)
QDEL_NULL(our_loop)
. = ..()
/datum/component/area_sound_manager/proc/react_to_move(datum/source, atom/oldloc, dir, forced)
SIGNAL_HANDLER
var/list/loop_lookup = area_to_looping_type
if(loop_lookup[get_area(oldloc)] == loop_lookup[get_area(parent)])
return
change_the_track(TRUE)
/datum/component/area_sound_manager/proc/react_to_z_move(datum/source, old_z, new_z)
SIGNAL_HANDLER
if(!length(accepted_zs) || (new_z in accepted_zs))
return
qdel(src)
/datum/component/area_sound_manager/proc/handle_removal(datum/source)
SIGNAL_HANDLER
qdel(src)
/datum/component/area_sound_manager/proc/handle_change(datum/source)
SIGNAL_HANDLER
change_the_track()
/datum/component/area_sound_manager/proc/change_the_track(skip_start = FALSE)
var/time_remaining = 0
if(our_loop)
var/our_id = our_loop.timerid || timerid
if(our_id)
time_remaining = timeleft(our_id, SSsound_loops) || 0
//Time left will sometimes return negative values, just ignore them and start a new sound loop now
time_remaining = max(time_remaining, 0)
QDEL_NULL(our_loop)
var/area/our_area = get_area(parent)
var/new_loop_type = area_to_looping_type[our_area]
if(!new_loop_type)
return
our_loop = new new_loop_type(parent, FALSE, TRUE, skip_start)
//If we're still playing, wait a bit before changing the sound so we don't double up
if(time_remaining)
timerid = addtimer(CALLBACK(src, .proc/start_looping_sound), time_remaining, TIMER_UNIQUE | TIMER_CLIENT_TIME | TIMER_STOPPABLE | TIMER_NO_HASH_WAIT | TIMER_DELETE_ME, SSsound_loops)
return
timerid = null
our_loop.start()
/datum/component/area_sound_manager/proc/start_looping_sound()
timerid = null
if(our_loop)
our_loop.start()
+44
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@@ -0,0 +1,44 @@
///This element just handles creating and destroying an area sound manager that's hooked into weather stuff
/datum/element/weather_listener
element_flags = ELEMENT_BESPOKE
id_arg_index = 2
var/weather_type
//What events to change the track on
var/list/sound_change_signals
//The weather type we're working with
var/weather_trait
//The playlist of sounds to draw from. Pass by ref
var/list/playlist
/datum/element/weather_listener/Attach(datum/target, w_type, trait, weather_playlist)
. = ..()
if(!weather_type)
weather_type = w_type
sound_change_signals = list(
COMSIG_WEATHER_TELEGRAPH(weather_type),
COMSIG_WEATHER_START(weather_type),
COMSIG_WEATHER_WINDDOWN(weather_type),
COMSIG_WEATHER_END(weather_type)
)
weather_trait = trait
playlist = weather_playlist
RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, .proc/handle_z_level_change, override = TRUE)
RegisterSignal(target, COMSIG_MOB_CLIENT_LOGOUT, .proc/handle_logout, override = TRUE)
/datum/element/weather_listener/Detach(datum/source)
. = ..()
UnregisterSignal(source, COMSIG_MOVABLE_Z_CHANGED, COMSIG_MOB_CLIENT_LOGOUT)
/datum/element/weather_listener/proc/handle_z_level_change(datum/source, old_z, new_z)
SIGNAL_HANDLER
var/list/fitting_z_levels = SSmapping.levels_by_trait(weather_trait)
if(!(new_z in fitting_z_levels))
return
var/datum/component/our_comp = source.AddComponent(/datum/component/area_sound_manager, playlist, list(), COMSIG_MOB_CLIENT_LOGOUT, fitting_z_levels)
our_comp.RegisterSignal(SSdcs, sound_change_signals, /datum/component/area_sound_manager/proc/handle_change)
/datum/element/weather_listener/proc/handle_logout(datum/source, client/this_is_a_null_ref)
SIGNAL_HANDLER
source.RemoveElement(/datum/element/weather_listener, weather_type, weather_trait, playlist)
-5
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@@ -1118,11 +1118,6 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
return
to_chat(src, span_userdanger("Statpanel failed to load, click <a href='?src=[REF(src)];reload_statbrowser=1'>here</a> to reload the panel "))
/client/proc/check_panel_loaded()
if(statbrowser_ready)
return
to_chat(src, span_userdanger("Statpanel failed to load, click <a href='?src=[REF(src)];reload_statbrowser=1'>here</a> to reload the panel "))
//increment progress for an unlockable loadout item
/client/proc/increment_progress(key, amount)
if(prefs)
+41
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@@ -1,4 +1,31 @@
/**
* Run when a client is put in this mob or reconnets to byond and their client was on this mob
*
* Things it does:
* * Adds player to player_list
* * sets lastKnownIP
* * sets computer_id
* * logs the login
* * tells the world to update it's status (for player count)
* * create mob huds for the mob if needed
* * reset next_move to 1
* * parent call
* * if the client exists set the perspective to the mob loc
* * call on_log on the loc (sigh)
* * reload the huds for the mob
* * reload all full screen huds attached to this mob
* * load any global alternate apperances
* * sync the mind datum via sync_mind()
* * call any client login callbacks that exist
* * grant any actions the mob has to the client
* * calls [auto_deadmin_on_login](mob.html#proc/auto_deadmin_on_login)
* * send signal COMSIG_MOB_CLIENT_LOGIN
* * attaches the ash listener element so clients can hear weather
* client can be deleted mid-execution of this proc, chiefly on parent calls, with lag
*/
/mob/Login()
if(!client)
return FALSE
add_to_player_list()
lastKnownIP = client.address
computer_id = client.computer_id
@@ -15,6 +42,14 @@
. = ..()
if(!client)
return FALSE
// SEND_SIGNAL(src, COMSIG_MOB_LOGIN)
if (key != client.key)
key = client.key
reset_perspective(loc)
if(loc)
@@ -53,6 +88,12 @@
log_message("Client [key_name(src)] has taken ownership of mob [src]([src.type])", LOG_OWNERSHIP)
SEND_SIGNAL(src, COMSIG_MOB_CLIENT_LOGIN, client)
client.init_verbs()
if(has_field_of_vision && CONFIG_GET(flag/use_field_of_vision))
LoadComponent(/datum/component/field_of_vision, field_of_vision_type)
AddElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
// optimized area sound effects. Enable during events (compile flag when 😳)
// AddElement(/datum/element/weather_listener, /datum/weather/long_rain, ZTRAIT_STATION, GLOB.rain_sounds)
-1
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@@ -4,7 +4,6 @@
SStgui.on_logout(src)
unset_machine()
remove_from_player_list()
..()
if(loc)
@@ -463,6 +463,11 @@
name = "grass baseturf helper" //Basically just changes the baseturf into grass
baseturf = /turf/open/floor/spooktime/spooktimegrass //Wherever it is at.
//A reference to this list is passed into area sound managers, and it's modified in a manner that preserves that reference in ash_storm.dm
GLOBAL_LIST_EMPTY(rain_sounds)
// HEY!! IF THIS DOES NOT WORK CHECK LOGIN.DM !!!!!
/*
HERE COMES THE MOTHERFUCKING RAIN
*/
@@ -487,45 +492,46 @@
barometer_predictable = TRUE
var/datum/looping_sound/active_outside_longrain/sound_ao = new(list(), FALSE, TRUE) //Outside
var/datum/looping_sound/active_inside_longrain/sound_ai = new(list(), FALSE, TRUE) //Inside
var/datum/looping_sound/active_mountain_longrain/sound_am = new(list(), FALSE, TRUE) //Mountain
var/list/outside_longrain = list()
var/list/inside_longrain = list()
var/list/mountain_longrain = list()
// var/datum/looping_sound/active_outside_longrain/sound_ao = new(list(), FALSE, TRUE) //Outside
// var/datum/looping_sound/active_inside_longrain/sound_ai = new(list(), FALSE, TRUE) //Inside
// var/datum/looping_sound/active_mountain_longrain/sound_am = new(list(), FALSE, TRUE) //Mountain
/datum/weather/long_rain/telegraph() //Yeah, I'm sorry but I just stole ash storm sound loops
. = ..()
var/list/inside_areas = list() //It already handled inside and outside areas lol.
var/list/outside_areas = list() //Now this is what I call, some real disgusting lazy list abuse
var/list/mountain_areas = list()
var/list/eligible_areas = list()
for(var/z in impacted_z_levels) //We check the Z level
eligible_areas += SSmapping.areas_in_z["[z]"] //And append them to eligible areas list
for(var/i in 1 to eligible_areas.len) //We check the list
var/area/place = eligible_areas[i] //Place is the list
for(var/i in 1 to eligible_areas.len)
var/area/place = eligible_areas[i]
if(istype(place, /area/eventmap/outside)) //If the place is this path
outside_areas += place //Outside areas is the place
outside_longrain[place] = /datum/looping_sound/active_outside_longrain //Outside areas is the place
if(istype(place, /area/eventmap/inside))
inside_areas += place
inside_longrain[place] = /datum/looping_sound/active_inside_longrain
if(istype(place, /area/eventmap/mountain))
mountain_areas += place
CHECK_TICK //We check the tick this all occurs on.
mountain_longrain[place] = /datum/looping_sound/active_mountain_longrain
sound_ao.output_atoms = outside_areas //The output atom is now set to the areas
sound_ai.output_atoms = inside_areas
sound_am.output_atoms = mountain_areas
CHECK_TICK
sound_ao.start() //Outside - We can hear it begin
//We modify this list instead of setting it to weak/stron sounds in order to preserve things that hold a reference to it
//It's essentially a playlist for a bunch of components that chose what sound to loop based on the area a player is in
GLOB.rain_sounds += outside_longrain
return ..()
/datum/weather/long_rain/start()
. = ..()
sound_am.start() //Mountain - We only hear after it begins
sound_ai.start() //Inside - Ditto
GLOB.ash_storm_sounds += mountain_longrain
GLOB.ash_storm_sounds += inside_longrain
return ..()
/datum/weather/long_rain/end()
. = ..()
sound_am.stop() //Mountain
sound_ao.stop() //Outside - And then we stop it all, but only people outside hear the entire segment
sound_ai.stop() //Inside
GLOB.ash_storm_sounds -= outside_longrain
GLOB.ash_storm_sounds -= inside_longrain
GLOB.ash_storm_sounds -= mountain_longrain
return ..()
/datum/looping_sound/active_outside_longrain
mid_sounds = list('modular_citadel/code/modules/eventmaps/Spookystation/outsideloop1.ogg'=1,
+2
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@@ -484,6 +484,7 @@
#include "code\datums\components\acid.dm"
#include "code\datums\components\activity.dm"
#include "code\datums\components\anti_magic.dm"
#include "code\datums\components\area_sound_manager.dm"
#include "code\datums\components\armor_plate.dm"
#include "code\datums\components\bane.dm"
#include "code\datums\components\bouncy.dm"
@@ -667,6 +668,7 @@
#include "code\datums\elements\update_icon_blocker.dm"
#include "code\datums\elements\update_icon_updates_onmob.dm"
#include "code\datums\elements\ventcrawling.dm"
#include "code\datums\elements\weather_listener.dm"
#include "code\datums\elements\wuv.dm"
#include "code\datums\helper_datums\events.dm"
#include "code\datums\helper_datums\getrev.dm"