use crate::{
audio::sfx::{SfxEvent, SfxTriggerItem, SfxTriggers, SFX_DIST_LIMIT_SQR},
scene::{Camera, Terrain},
AudioFrontend,
};
use super::EventMapper;
use client::Client;
use common::{
comp::{object, Body, Pos},
terrain::TerrainChunk,
};
use common_state::State;
use hashbrown::HashMap;
use specs::{Entity as EcsEntity, Join, WorldExt};
use std::time::{Duration, Instant};
#[derive(Clone)]
struct PreviousEntityState {
event: SfxEvent,
time: Instant,
}
impl Default for PreviousEntityState {
fn default() -> Self {
Self {
event: SfxEvent::Idle,
time: Instant::now(),
}
}
}
pub struct CampfireEventMapper {
event_history: HashMap<EcsEntity, PreviousEntityState>,
}
impl EventMapper for CampfireEventMapper {
fn maintain(
&mut self,
audio: &mut AudioFrontend,
state: &State,
player_entity: specs::Entity,
camera: &Camera,
triggers: &SfxTriggers,
_terrain: &Terrain<TerrainChunk>,
_client: &Client,
) {
let ecs = state.ecs();
let cam_pos = camera.get_pos_with_focus();
for (entity, body, pos) in (
&ecs.entities(),
&ecs.read_storage::<Body>(),
&ecs.read_storage::<Pos>(),
)
.join()
.filter(|(_, _, e_pos)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
{
if let Body::Object(object::Body::CampfireLit) = body {
let internal_state = self.event_history.entry(entity).or_default();
let mapped_event = SfxEvent::Campfire;
if Self::should_emit(internal_state, triggers.get_key_value(&mapped_event)) {
let sfx_trigger_item = triggers.get_key_value(&mapped_event);
const CAMPFIRE_VOLUME: f32 = 0.8;
audio.emit_sfx(sfx_trigger_item, pos.0, Some(CAMPFIRE_VOLUME));
internal_state.time = Instant::now();
}
internal_state.event = mapped_event;
}
}
self.cleanup(player_entity);
}
}
impl CampfireEventMapper {
pub fn new() -> Self {
Self {
event_history: HashMap::new(),
}
}
fn cleanup(&mut self, player: EcsEntity) {
const TRACKING_TIMEOUT: u64 = 10;
let now = Instant::now();
self.event_history.retain(|entity, event| {
now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
|| entity.id() == player.id()
});
}
fn should_emit(
previous_state: &PreviousEntityState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
) -> bool {
if let Some((event, item)) = sfx_trigger_item {
if &previous_state.event == event {
previous_state.time.elapsed().as_secs_f32() >= item.threshold
} else {
true
}
} else {
false
}
}
}