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/// EventMapper::Block watches the sound emitting blocks within
/// chunk range of the player and emits ambient sfx
use crate::{
audio::sfx::{SfxEvent, SfxTriggerItem, SfxTriggers, SFX_DIST_LIMIT_SQR},
scene::{terrain::BlocksOfInterest, Camera, Terrain},
AudioFrontend,
};
use super::EventMapper;
use client::Client;
use common::{comp::Pos, spiral::Spiral2d, terrain::TerrainChunk, vol::RectRasterableVol};
use common_state::State;
use hashbrown::HashMap;
use rand::{prelude::*, seq::SliceRandom, thread_rng, Rng};
use rand_chacha::ChaCha8Rng;
use std::time::{Duration, Instant};
use vek::*;
#[derive(Clone, PartialEq)]
struct PreviousBlockState {
event: SfxEvent,
time: Instant,
}
impl Default for PreviousBlockState {
fn default() -> Self {
Self {
event: SfxEvent::Idle,
time: Instant::now()
.checked_add(Duration::from_millis(thread_rng().gen_range(0..500)))
.unwrap_or_else(Instant::now),
}
}
}
pub struct BlockEventMapper {
history: HashMap<Vec3<i32>, PreviousBlockState>,
}
impl EventMapper for BlockEventMapper {
fn maintain(
&mut self,
audio: &mut AudioFrontend,
state: &State,
player_entity: specs::Entity,
camera: &Camera,
triggers: &SfxTriggers,
terrain: &Terrain<TerrainChunk>,
client: &Client,
) {
let mut rng = ChaCha8Rng::from_seed(thread_rng().gen());
// Get the player position and chunk
if let Some(player_pos) = state.read_component_copied::<Pos>(player_entity) {
let player_chunk = player_pos.0.xy().map2(TerrainChunk::RECT_SIZE, |e, sz| {
(e.floor() as i32).div_euclid(sz as i32)
});
// For determining if crickets should chirp
let (terrain_alt, temp) = match client.current_chunk() {
Some(chunk) => (chunk.meta().alt(), chunk.meta().temp()),
None => (0.0, 0.0),
};
struct BlockSounds<'a> {
// The function to select the blocks of interest that we should emit from
blocks: fn(&'a BlocksOfInterest) -> &'a [Vec3<i32>],
// The range, in chunks, that the particles should be generated in from the player
range: usize,
// The sound of the generated particle
sfx: SfxEvent,
// The volume of the sfx
volume: f32,
// Condition that must be true to play
cond: fn(&State) -> bool,
}
let sounds: &[BlockSounds] = &[
BlockSounds {
blocks: |boi| &boi.leaves,
range: 1,
sfx: SfxEvent::Birdcall,
volume: 1.0,
cond: |st| st.get_day_period().is_light(),
},
BlockSounds {
blocks: |boi| &boi.leaves,
range: 1,
sfx: SfxEvent::Owl,
volume: 1.0,
cond: |st| st.get_day_period().is_dark(),
},
BlockSounds {
blocks: |boi| &boi.slow_river,
range: 1,
sfx: SfxEvent::RunningWaterSlow,
volume: 1.2,
cond: |_| true,
},
BlockSounds {
blocks: |boi| &boi.fast_river,
range: 1,
sfx: SfxEvent::RunningWaterFast,
volume: 1.5,
cond: |_| true,
},
BlockSounds {
blocks: |boi| &boi.lavapool,
range: 1,
sfx: SfxEvent::Lavapool,
volume: 1.8,
cond: |_| true,
},
//BlockSounds {
// blocks: |boi| &boi.embers,
// range: 1,
// sfx: SfxEvent::Embers,
// volume: 0.15,
// //volume: 0.05,
// cond: |_| true,
// //cond: |st| st.get_day_period().is_dark(),
//},
BlockSounds {
blocks: |boi| &boi.frogs,
range: 1,
sfx: SfxEvent::Frog,
volume: 0.8,
cond: |st| st.get_day_period().is_dark(),
},
//BlockSounds {
// blocks: |boi| &boi.flowers,
// range: 4,
// sfx: SfxEvent::LevelUp,
// volume: 1.0,
// cond: |st| st.get_day_period().is_dark(),
//},
BlockSounds {
blocks: |boi| &boi.cricket1,
range: 1,
sfx: SfxEvent::Cricket1,
volume: 0.33,
cond: |st| st.get_day_period().is_dark(),
},
BlockSounds {
blocks: |boi| &boi.cricket2,
range: 1,
sfx: SfxEvent::Cricket2,
volume: 0.33,
cond: |st| st.get_day_period().is_dark(),
},
BlockSounds {
blocks: |boi| &boi.cricket3,
range: 1,
sfx: SfxEvent::Cricket3,
volume: 0.33,
cond: |st| st.get_day_period().is_dark(),
},
BlockSounds {
blocks: |boi| &boi.beehives,
range: 1,
sfx: SfxEvent::Bees,
volume: 0.5,
cond: |st| st.get_day_period().is_light(),
},
];
// Iterate through each kind of block of interest
for sounds in sounds.iter() {
// If the timing condition is false, continue
// TODO Address bird hack properly. See TODO below
if !(sounds.cond)(state)
|| (!(sounds.sfx == SfxEvent::Lavapool) && player_pos.0.z < (terrain_alt - 30.0))
|| (sounds.sfx == SfxEvent::Birdcall && rng.gen_bool(0.995))
|| (sounds.sfx == SfxEvent::Owl && rng.gen_bool(0.998))
|| (sounds.sfx == SfxEvent::Frog && rng.gen_bool(0.95))
//Crickets will not chirp below 5 Celsius
|| (sounds.sfx == SfxEvent::Cricket1 && (temp < -0.33))
|| (sounds.sfx == SfxEvent::Cricket2 && (temp < -0.33))
|| (sounds.sfx == SfxEvent::Cricket3 && (temp < -0.33))
{
continue;
}
// For chunks surrounding the player position
for offset in Spiral2d::new().take((sounds.range * 2 + 1).pow(2)) {
let chunk_pos = player_chunk + offset;
// Get all the blocks of interest in this chunk
terrain.get(chunk_pos).map(|chunk_data| {
// Get the positions of the blocks of type sounds
let blocks = (sounds.blocks)(&chunk_data.blocks_of_interest);
let absolute_pos: Vec3<i32> =
Vec3::from(chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32));
// Replace all RunningWater blocks with just one random one per tick
let blocks = if sounds.sfx == SfxEvent::RunningWaterSlow
|| sounds.sfx == SfxEvent::RunningWaterFast
|| sounds.sfx == SfxEvent::Lavapool
{
blocks
.choose(&mut rng)
.map(std::slice::from_ref)
.unwrap_or(&[])
} else {
blocks
};
// Iterate through each individual block
for block in blocks {
// TODO Address this hack properly, potentially by making a new
// block of interest type which picks fewer leaf blocks
// Hack to reduce the number of bird, frog, and water sounds
if ((sounds.sfx == SfxEvent::Birdcall || sounds.sfx == SfxEvent::Owl)
&& rng.gen_bool(0.9995))
|| (sounds.sfx == SfxEvent::Frog && rng.gen_bool(0.75))
|| (sounds.sfx == SfxEvent::RunningWaterSlow && rng.gen_bool(0.5))
|| (sounds.sfx == SfxEvent::Lavapool && rng.gen_bool(0.99))
{
continue;
}
let block_pos: Vec3<i32> = absolute_pos + block;
let internal_state = self.history.entry(block_pos).or_default();
let cam_pos = camera.get_pos_with_focus();
let block_pos = block_pos.map(|x| x as f32);
if Self::should_emit(
internal_state,
triggers.get_key_value(&sounds.sfx),
temp,
) {
// If the camera is within SFX distance
if (block_pos.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR {
let sfx_trigger_item = triggers.get_key_value(&sounds.sfx);
audio.emit_sfx(
sfx_trigger_item,
block_pos,
Some(sounds.volume),
);
}
internal_state.time = Instant::now();
internal_state.event = sounds.sfx.clone();
}
}
});
}
}
}
}
}
impl BlockEventMapper {
pub fn new() -> Self {
Self {
history: HashMap::new(),
}
}
/// Ensures that:
/// 1. An sfx.ron entry exists for an SFX event
/// 2. The sfx has not been played since it's timeout threshold has elapsed,
/// which prevents firing every tick. Note that with so many blocks to
/// choose from and different blocks being selected each time, this is
/// not perfect, but does reduce the number of plays from blocks that
/// have already emitted sfx and are stored in the BlockEventMapper
/// history.
fn should_emit(
previous_state: &PreviousBlockState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
temp: f32,
) -> bool {
let mut rng = ChaCha8Rng::from_seed(thread_rng().gen());
if let Some((event, item)) = sfx_trigger_item {
//The interval between cricket chirps calculated by converting chunk
// temperature to centigrade (we should create a function for this) and applying
// the "cricket formula" to it
let cricket_interval = (25.0 / (3.0 * ((temp * 30.0) + 15.0))).max(0.5);
if &previous_state.event == event {
//In case certain sounds need modification to their threshold,
//use match event
match event {
SfxEvent::Cricket1 => {
previous_state.time.elapsed().as_secs_f32()
>= cricket_interval + rng.gen_range(-0.1..0.1)
},
SfxEvent::Cricket2 => {
//the length and manner of this sound is quite different
if cricket_interval < 0.75 {
previous_state.time.elapsed().as_secs_f32() >= 0.75
} else {
previous_state.time.elapsed().as_secs_f32()
>= cricket_interval + rng.gen_range(-0.1..0.1)
}
},
SfxEvent::Cricket3 => {
previous_state.time.elapsed().as_secs_f32()
>= cricket_interval + rng.gen_range(-0.1..0.1)
},
//Adds random factor to frogs (probably doesn't do anything most of the time)
SfxEvent::Frog => {
previous_state.time.elapsed().as_secs_f32() >= rng.gen_range(-2.0..2.0)
},
_ => previous_state.time.elapsed().as_secs_f32() >= item.threshold,
}
} else {
true
}
} else {
false
}
}
}