veloren_voxygen/audio/sfx/event_mapper/
campfire.rs

1/// EventMapper::Campfire maps sfx to campfires
2use crate::{
3    AudioFrontend,
4    audio::sfx::{SFX_DIST_LIMIT_SQR, SfxEvent, SfxTriggerItem, SfxTriggers},
5    scene::{Camera, Terrain},
6};
7
8use super::EventMapper;
9
10use client::Client;
11use common::{
12    comp::{Body, Pos, object},
13    terrain::TerrainChunk,
14};
15use common_state::State;
16use hashbrown::HashMap;
17use specs::{Entity as EcsEntity, Join, WorldExt};
18use std::time::{Duration, Instant};
19
20#[derive(Clone)]
21struct PreviousEntityState {
22    event: SfxEvent,
23    time: Instant,
24}
25
26impl Default for PreviousEntityState {
27    fn default() -> Self {
28        Self {
29            event: SfxEvent::Idle,
30            time: Instant::now(),
31        }
32    }
33}
34
35pub struct CampfireEventMapper {
36    event_history: HashMap<EcsEntity, PreviousEntityState>,
37}
38
39impl EventMapper for CampfireEventMapper {
40    fn maintain(
41        &mut self,
42        audio: &mut AudioFrontend,
43        state: &State,
44        player_entity: specs::Entity,
45        camera: &Camera,
46        triggers: &SfxTriggers,
47        _terrain: &Terrain<TerrainChunk>,
48        _client: &Client,
49    ) {
50        let ecs = state.ecs();
51
52        let cam_pos = camera.get_pos_with_focus();
53
54        for (entity, body, pos) in (
55            &ecs.entities(),
56            &ecs.read_storage::<Body>(),
57            &ecs.read_storage::<Pos>(),
58        )
59            .join()
60            .filter(|(_, _, e_pos)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
61        {
62            if let Body::Object(object::Body::CampfireLit) = body {
63                let internal_state = self.event_history.entry(entity).or_default();
64
65                let mapped_event = SfxEvent::Campfire;
66
67                // Check for SFX config entry for this movement
68                if Self::should_emit(internal_state, triggers.get_key_value(&mapped_event))
69                    && let Some(player_pos) = state.read_component_copied::<Pos>(player_entity)
70                {
71                    let sfx_trigger_item = triggers.get_key_value(&mapped_event);
72                    const CAMPFIRE_VOLUME: f32 = 0.8;
73                    audio.emit_sfx_ext(
74                        sfx_trigger_item,
75                        pos.0,
76                        Some(CAMPFIRE_VOLUME),
77                        player_pos.0,
78                    );
79                    internal_state.time = Instant::now();
80                }
81
82                // update state to determine the next event. We only record the time (above) if
83                // it was dispatched
84                internal_state.event = mapped_event;
85            }
86        }
87        self.cleanup(player_entity);
88    }
89}
90
91impl CampfireEventMapper {
92    pub fn new() -> Self {
93        Self {
94            event_history: HashMap::new(),
95        }
96    }
97
98    /// As the player explores the world, we track the last event of the nearby
99    /// entities to determine the correct SFX item to play next based on
100    /// their activity. `cleanup` will remove entities from event tracking if
101    /// they have not triggered an event for > n seconds. This prevents
102    /// stale records from bloating the Map size.
103    fn cleanup(&mut self, player: EcsEntity) {
104        const TRACKING_TIMEOUT: u64 = 10;
105
106        let now = Instant::now();
107        self.event_history.retain(|entity, event| {
108            now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
109                || entity.id() == player.id()
110        });
111    }
112
113    /// Ensures that:
114    /// 1. An sfx.ron entry exists for an SFX event
115    /// 2. The sfx has not been played since it's timeout threshold has elapsed,
116    ///    which prevents firing every tick
117    fn should_emit(
118        previous_state: &PreviousEntityState,
119        sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
120    ) -> bool {
121        if let Some((event, item)) = sfx_trigger_item {
122            if &previous_state.event == event {
123                previous_state.time.elapsed().as_secs_f32() >= item.threshold
124            } else {
125                true
126            }
127        } else {
128            false
129        }
130    }
131}