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crystall-punk-14/Content.Shared/Instruments/SharedInstrumentComponent.cs

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using System.Collections;
using System.Text;
using Robust.Shared.Audio.Midi;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
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namespace Content.Shared.Instruments;
[NetworkedComponent]
[Access(typeof(SharedInstrumentSystem))]
public abstract partial class SharedInstrumentComponent : Component
{
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[ViewVariables]
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public bool Playing { get; set; }
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[DataField("program"), ViewVariables(VVAccess.ReadWrite)]
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public byte InstrumentProgram { get; set; }
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[DataField("bank"), ViewVariables(VVAccess.ReadWrite)]
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public byte InstrumentBank { get; set; }
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[DataField("allowPercussion"), ViewVariables(VVAccess.ReadWrite)]
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public bool AllowPercussion { get; set; }
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[DataField("allowProgramChange"), ViewVariables(VVAccess.ReadWrite)]
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public bool AllowProgramChange { get ; set; }
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[DataField("respectMidiLimits"), ViewVariables(VVAccess.ReadWrite)]
public bool RespectMidiLimits { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
public EntityUid? Master { get; set; } = null;
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[ViewVariables]
public BitArray FilteredChannels { get; set; } = new(RobustMidiEvent.MaxChannels, true);
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}
3mo xeno archeology (first phase) (#33370) * DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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/// <summary>
/// Component that indicates that musical instrument was activated (ui opened).
/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState(true)]
public sealed partial class ActiveInstrumentComponent : Component
{
[DataField]
[AutoNetworkedField]
public MidiTrack?[] Tracks = [];
}
3mo xeno archeology (first phase) (#33370) * DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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[Serializable, NetSerializable]
public sealed class InstrumentComponentState : ComponentState
{
public bool Playing;
public byte InstrumentProgram;
public byte InstrumentBank;
public bool AllowPercussion;
public bool AllowProgramChange;
public bool RespectMidiLimits;
public NetEntity? Master;
public BitArray FilteredChannels = default!;
}
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/// <summary>
/// This message is sent to the client to completely stop midi input and midi playback.
/// </summary>
[Serializable, NetSerializable]
public sealed class InstrumentStopMidiEvent : EntityEventArgs
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{
public NetEntity Uid { get; }
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public InstrumentStopMidiEvent(NetEntity uid)
{
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Uid = uid;
}
}
/// <summary>
/// Send from the client to the server to set a master instrument.
/// </summary>
[Serializable, NetSerializable]
public sealed class InstrumentSetMasterEvent : EntityEventArgs
{
public NetEntity Uid { get; }
public NetEntity? Master { get; }
public InstrumentSetMasterEvent(NetEntity uid, NetEntity? master)
{
Uid = uid;
Master = master;
}
}
/// <summary>
/// Send from the client to the server to set a master instrument channel.
/// </summary>
[Serializable, NetSerializable]
public sealed class InstrumentSetFilteredChannelEvent : EntityEventArgs
{
public NetEntity Uid { get; }
public int Channel { get; }
public bool Value { get; }
public InstrumentSetFilteredChannelEvent(NetEntity uid, int channel, bool value)
{
Uid = uid;
Channel = channel;
Value = value;
}
}
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/// <summary>
/// This message is sent to the client to start the synth.
/// </summary>
[Serializable, NetSerializable]
public sealed class InstrumentStartMidiEvent : EntityEventArgs
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{
public NetEntity Uid { get; }
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public InstrumentStartMidiEvent(NetEntity uid)
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{
Uid = uid;
}
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}
/// <summary>
/// This message carries a MidiEvent to be played on clients.
/// </summary>
[Serializable, NetSerializable]
public sealed class InstrumentMidiEventEvent : EntityEventArgs
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{
public NetEntity Uid { get; }
public RobustMidiEvent[] MidiEvent { get; }
public InstrumentMidiEventEvent(NetEntity uid, RobustMidiEvent[] midiEvent)
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{
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Uid = uid;
MidiEvent = midiEvent;
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}
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}
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[NetSerializable, Serializable]
public enum InstrumentUiKey
{
Key,
}
/// <summary>
/// Sets the MIDI channels on an instrument.
/// </summary>
[Serializable, NetSerializable]
public sealed class InstrumentSetChannelsEvent : EntityEventArgs
{
public NetEntity Uid { get; }
public MidiTrack?[] Tracks { get; set; }
public InstrumentSetChannelsEvent(NetEntity uid, MidiTrack?[] tracks)
{
Uid = uid;
Tracks = tracks;
}
}
/// <summary>
/// Represents a single midi track with the track name, instrument name and bank instrument name extracted.
/// </summary>
[Serializable, NetSerializable]
public sealed class MidiTrack
{
/// <summary>
/// The first specified Track Name
/// </summary>
public string? TrackName;
/// <summary>
/// The first specified instrument name
/// </summary>
public string? InstrumentName;
/// <summary>
/// The first program change resolved to the name.
/// </summary>
public string? ProgramName;
public override string ToString()
{
return $"Track Name: {TrackName}; Instrument Name: {InstrumentName}; Program Name: {ProgramName}";
}
/// <summary>
/// Truncates the fields based on the limit inputted into this method.
/// </summary>
public void TruncateFields(int limit)
{
if (InstrumentName != null)
InstrumentName = Truncate(InstrumentName, limit);
if (TrackName != null)
TrackName = Truncate(TrackName, limit);
if (ProgramName != null)
ProgramName = Truncate(ProgramName, limit);
}
public void SanitizeFields()
{
if (InstrumentName != null)
InstrumentName = Sanitize(InstrumentName);
if (TrackName != null)
TrackName = Sanitize(TrackName);
if (ProgramName != null)
ProgramName = Sanitize(ProgramName);
}
private const string Postfix = "…";
// TODO: Make a general method to use in RT? idk if we have that.
private string Truncate(string input, int limit)
{
if (string.IsNullOrEmpty(input) || limit <= 0 || input.Length <= limit)
return input;
var truncatedLength = limit - Postfix.Length;
return input.Substring(0, truncatedLength) + Postfix;
}
private static string Sanitize(string input)
{
var sanitized = new StringBuilder(input.Length);
foreach (char c in input)
{
if (!char.IsControl(c) && c <= 127) // no control characters, only ASCII
sanitized.Append(c);
}
return sanitized.ToString();
}
}