Files
crystall-punk-14/Content.Server/Audio/ContentAudioSystem.cs
Ed 7a8326d41e Merge remote-tracking branch 'upstream/stable' into ed-08-07-2025-upstream
# Conflicts:
#	Content.Server/Audio/ContentAudioSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.cs
#	Resources/Locale/en-US/navmap-beacons/station-beacons.ftl
2025-07-08 00:40:30 +03:00

115 lines
3.9 KiB
C#

using System.Linq;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Shared.Audio;
using Content.Shared.Audio.Events;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Robust.Server.Audio;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Audio;
public sealed class ContentAudioSystem : SharedContentAudioSystem
{
[ValidatePrototypeId<SoundCollectionPrototype>]
private const string LobbyMusicCollection = "CP14LobbyMusic";
[Dependency] private readonly AudioSystem _serverAudio = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private SoundCollectionPrototype? _lobbyMusicCollection = default!;
private string[]? _lobbyPlaylist;
public override void Initialize()
{
base.Initialize();
//changes the music collection and reshuffles the playlist to update the lobby music
Subs.CVar(
_cfg,
CCVars.LobbyMusicCollection,
x =>
{
//Checks to see if the sound collection exists. If it does change it if not defaults to null
// as the new _lobbyMusicCollection meaning it wont play anything in the lobby.
if(_prototypeManager.TryIndex<SoundCollectionPrototype>(x, out var outputSoundCollection))
{
_lobbyMusicCollection = outputSoundCollection;
}
else
{
Log.Error($"Invalid Lobby Music sound collection specified: {x}");
_lobbyMusicCollection = null;
}
_lobbyPlaylist = ShuffleLobbyPlaylist();
},
true);
SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEnd);
SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
}
private void OnRoundCleanup(RoundRestartCleanupEvent ev)
{
SilenceAudio();
}
private void OnProtoReload(PrototypesReloadedEventArgs obj)
{
if (obj.WasModified<AudioPresetPrototype>())
_serverAudio.ReloadPresets();
}
private void OnRoundStart(RoundStartingEvent ev)
{
// On cleanup all entities get purged so need to ensure audio presets are still loaded
// yeah it's whacky af.
_serverAudio.ReloadPresets();
}
private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
{
if (_lobbyPlaylist != null)
{
var session = ev.PlayerSession;
RaiseNetworkEvent(new LobbyPlaylistChangedEvent(_lobbyPlaylist), session);
}
}
private void OnRoundEnd(RoundEndMessageEvent ev)
{
// The lobby song is set here instead of in RestartRound,
// because ShowRoundEndScoreboard triggers the start of the music playing
// at the end of a round, and this needs to be set before RestartRound
// in order for the lobby song status display to be accurate.
_lobbyPlaylist = ShuffleLobbyPlaylist();
RaiseNetworkEvent(new LobbyPlaylistChangedEvent(_lobbyPlaylist));
}
private string[] ShuffleLobbyPlaylist()
{
if (_lobbyMusicCollection == null)
{
return [];
}
var playlist = _lobbyMusicCollection.PickFiles
.Select(x => x.ToString())
.ToArray();
_robustRandom.Shuffle(playlist);
return playlist;
}
}