mirror of
https://gitlab.com/veloren/veloren.git
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Add weapon wield/unwield sfx support
This commit is contained in:
parent
2afdebbe47
commit
9ab2833056
@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Tanslation status tracking
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- Added gamma setting
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- Added new orc hairstyles
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- Added sfx for wielding/unwielding weapons
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### Changed
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@ -23,5 +23,17 @@
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],
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threshold: 0.5,
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),
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Wield(Sword): (
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files: [
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"voxygen.audio.sfx.weapon.sword_out",
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],
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threshold: 0.5,
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),
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Unwield(Sword): (
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files: [
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"voxygen.audio.sfx.weapon.sword_in",
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],
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threshold: 0.5,
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),
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}
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)
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BIN
assets/voxygen/audio/sfx/weapon/sword_in.wav
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/audio/sfx/weapon/sword_in.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
assets/voxygen/audio/sfx/weapon/sword_out.wav
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/audio/sfx/weapon/sword_out.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -20,11 +20,6 @@ impl SfxEventItem {
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#[derive(Copy, Clone, Debug, PartialEq, Deserialize, Hash, Eq)]
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pub enum SfxEvent {
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Idle,
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PlaceBlock,
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RemoveBlock,
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OpenChest,
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ChatTellReceived,
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OpenBag,
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Run,
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Roll,
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Climb,
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@ -36,10 +31,8 @@ pub enum SfxEvent {
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Fall,
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ExperienceGained,
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LevelUp,
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LightLantern,
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ExtinguishLantern,
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Attack(Tool),
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AttackWolf,
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Wield(Tool),
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Unwield(Tool),
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}
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pub enum LocalEvent {
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@ -1,399 +0,0 @@
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/// event_mapper::movement watches all local entities movements and determines
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/// which sfx to emit, and the position at which the sound should be emitted
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/// from
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use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
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use client::Client;
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use common::{
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comp::{ActionState, Body, CharacterState, MovementState, Pos, Vel},
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event::{EventBus, SfxEvent, SfxEventItem},
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};
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use hashbrown::HashMap;
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use specs::{Entity as EcsEntity, Join, WorldExt};
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use std::time::{Duration, Instant};
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use vek::*;
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#[derive(Clone)]
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struct LastSfxEvent {
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event: SfxEvent,
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time: Instant,
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}
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pub struct MovementEventMapper {
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event_history: HashMap<EcsEntity, LastSfxEvent>,
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}
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impl MovementEventMapper {
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pub fn new() -> Self {
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Self {
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event_history: HashMap::new(),
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}
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}
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pub fn maintain(&mut self, client: &Client, triggers: &SfxTriggers) {
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const SFX_DIST_LIMIT_SQR: f32 = 22500.0;
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let ecs = client.state().ecs();
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let player_position = ecs
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.read_storage::<Pos>()
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.get(client.entity())
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.map_or(Vec3::zero(), |pos| pos.0);
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for (entity, pos, vel, body, character) in (
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&ecs.entities(),
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&ecs.read_storage::<Pos>(),
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&ecs.read_storage::<Vel>(),
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&ecs.read_storage::<Body>(),
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ecs.read_storage::<CharacterState>().maybe(),
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)
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.join()
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.filter(|(_, e_pos, ..)| {
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(e_pos.0.distance_squared(player_position)) < SFX_DIST_LIMIT_SQR
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})
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{
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if let Some(character) = character {
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let state = self
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.event_history
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.entry(entity)
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.or_insert_with(|| LastSfxEvent {
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event: SfxEvent::Idle,
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time: Instant::now(),
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});
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let mapped_event = match body {
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Body::Humanoid(_) => {
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Self::map_movement_event(character, state.event.clone(), vel.0)
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},
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Body::QuadrupedMedium(_) => {
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// TODO: Quadriped running sfx
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SfxEvent::Idle
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},
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_ => SfxEvent::Idle,
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};
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// Check for SFX config entry for this movement
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if Self::should_emit(state, triggers.get_key_value(&mapped_event)) {
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ecs.read_resource::<EventBus<SfxEventItem>>()
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.emitter()
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.emit(SfxEventItem::new(mapped_event, Some(pos.0)));
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// Update the last play time
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state.event = mapped_event;
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state.time = Instant::now();
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} else {
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// Keep the last event, it may not have an SFX trigger but it helps us determine
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// the next one
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state.event = mapped_event;
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}
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}
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}
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self.cleanup(client.entity());
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}
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/// As the player explores the world, we track the last event of the nearby
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/// entities to determine the correct SFX item to play next based on
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/// their activity. `cleanup` will remove entities from event tracking if
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/// they have not triggered an event for > n seconds. This prevents
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/// stale records from bloating the Map size.
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fn cleanup(&mut self, player: EcsEntity) {
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const TRACKING_TIMEOUT: u64 = 15;
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let now = Instant::now();
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self.event_history.retain(|entity, event| {
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now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
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|| entity.id() == player.id()
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});
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}
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/// When specific entity movements are detected, the associated sound (if
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/// any) needs to satisfy two conditions to be allowed to play:
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/// 1. An sfx.ron entry exists for the movement (we need to know which sound
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/// file(s) to play) 2. The sfx has not been played since it's timeout
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/// threshold has elapsed, which prevents firing every tick
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fn should_emit(
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last_play_entry: &LastSfxEvent,
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sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
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) -> bool {
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if let Some((event, item)) = sfx_trigger_item {
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if &last_play_entry.event == event {
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last_play_entry.time.elapsed().as_secs_f64() >= item.threshold
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} else {
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true
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}
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} else {
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false
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}
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}
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/// Voxygen has an existing list of character states via `MovementState::*`
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/// and `ActionState::*` however that list does not provide enough
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/// resolution to target specific entity events, such as opening or
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/// closing the glider. These methods translate those entity states with
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/// some additional data into more specific `SfxEvent`'s which we attach
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/// sounds to
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fn map_movement_event(
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current_event: &CharacterState,
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previous_event: SfxEvent,
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vel: Vec3<f32>,
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) -> SfxEvent {
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match (current_event.movement, current_event.action, previous_event) {
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(_, ActionState::Roll { .. }, _) => SfxEvent::Roll,
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(MovementState::Climb, ..) => SfxEvent::Climb,
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(MovementState::Swim, ..) => SfxEvent::Swim,
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(MovementState::Run, ..) => {
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// If the entitys's velocity is very low, they may be stuck, or walking into a
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// solid object. We should not trigger the run SFX in this case,
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// even if their move state indicates running. The 0.1 value is
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// an approximation from playtesting scenarios where this can occur.
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if vel.magnitude() > 0.1 {
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SfxEvent::Run
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} else {
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SfxEvent::Idle
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}
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},
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(MovementState::Jump, ..) => SfxEvent::Jump,
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(MovementState::Fall, _, SfxEvent::Glide) => SfxEvent::GliderClose,
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(MovementState::Stand, _, SfxEvent::Fall) => SfxEvent::Run,
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(MovementState::Fall, _, SfxEvent::Jump) => SfxEvent::Idle,
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(MovementState::Fall, _, _) => SfxEvent::Fall,
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(MovementState::Glide, _, previous_event) => {
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if previous_event != SfxEvent::GliderOpen && previous_event != SfxEvent::Glide {
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SfxEvent::GliderOpen
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} else {
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SfxEvent::Glide
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}
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},
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(MovementState::Stand, _, SfxEvent::Glide) => SfxEvent::GliderClose,
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_ => SfxEvent::Idle,
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use common::{
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comp::{ActionState, MovementState},
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event::SfxEvent,
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};
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use std::time::{Duration, Instant};
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#[test]
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fn no_item_config_no_emit() {
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let last_sfx_event = LastSfxEvent {
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event: SfxEvent::Idle,
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time: Instant::now(),
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};
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let result = MovementEventMapper::should_emit(&last_sfx_event, None);
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assert_eq!(result, false);
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}
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#[test]
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fn config_but_played_since_threshold_no_emit() {
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let event = SfxEvent::Run;
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let trigger_item = SfxTriggerItem {
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files: vec![String::from("some.path.to.sfx.file")],
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threshold: 1.0,
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};
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// Triggered a 'Run' 0 seconds ago
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let last_sfx_event = LastSfxEvent {
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event: SfxEvent::Run,
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time: Instant::now(),
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};
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let result =
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MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
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assert_eq!(result, false);
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}
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#[test]
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fn config_and_not_played_since_threshold_emits() {
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let event = SfxEvent::Run;
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let trigger_item = SfxTriggerItem {
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files: vec![String::from("some.path.to.sfx.file")],
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threshold: 0.5,
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};
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let last_sfx_event = LastSfxEvent {
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event: SfxEvent::Idle,
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time: Instant::now().checked_add(Duration::from_secs(1)).unwrap(),
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};
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let result =
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MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
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assert_eq!(result, true);
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}
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#[test]
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fn same_previous_event_elapsed_emits() {
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let event = SfxEvent::Run;
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let trigger_item = SfxTriggerItem {
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files: vec![String::from("some.path.to.sfx.file")],
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threshold: 0.5,
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};
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let last_sfx_event = LastSfxEvent {
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event: SfxEvent::Run,
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time: Instant::now()
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.checked_sub(Duration::from_millis(500))
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.unwrap(),
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};
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let result =
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MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
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assert_eq!(result, true);
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}
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#[test]
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fn maps_idle() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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},
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SfxEvent::Idle,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::Idle);
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}
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#[test]
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fn maps_run_with_sufficient_velocity() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Run,
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action: ActionState::Idle,
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},
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SfxEvent::Idle,
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Vec3::new(0.5, 0.8, 0.0),
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);
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assert_eq!(result, SfxEvent::Run);
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}
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#[test]
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fn does_not_map_run_with_insufficient_velocity() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Run,
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action: ActionState::Idle,
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},
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SfxEvent::Idle,
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Vec3::new(0.02, 0.0001, 0.0),
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);
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assert_eq!(result, SfxEvent::Idle);
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}
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#[test]
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fn maps_roll() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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action: ActionState::Roll {
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time_left: Duration::new(1, 0),
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was_wielding: false,
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},
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movement: MovementState::Run,
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},
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SfxEvent::Run,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::Roll);
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}
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#[test]
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fn maps_fall() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Fall,
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action: ActionState::Idle,
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},
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SfxEvent::Fall,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::Fall);
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}
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#[test]
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fn maps_land_on_ground_to_run() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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},
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SfxEvent::Fall,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::Run);
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}
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#[test]
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fn maps_glider_open() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Glide,
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action: ActionState::Idle,
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},
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SfxEvent::Jump,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::GliderOpen);
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}
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#[test]
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fn maps_glide() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Glide,
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action: ActionState::Idle,
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},
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SfxEvent::Glide,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::Glide);
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}
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#[test]
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fn maps_glider_close_when_closing_mid_flight() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Fall,
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action: ActionState::Idle,
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},
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SfxEvent::Glide,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::GliderClose);
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}
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#[test]
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fn maps_glider_close_when_landing() {
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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},
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SfxEvent::Glide,
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Vec3::zero(),
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);
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assert_eq!(result, SfxEvent::GliderClose);
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}
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}
|
207
voxygen/src/audio/sfx/event_mapper/movement/mod.rs
Normal file
207
voxygen/src/audio/sfx/event_mapper/movement/mod.rs
Normal file
@ -0,0 +1,207 @@
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/// event_mapper::movement watches all local entities movements and determines
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/// which sfx to emit, and the position at which the sound should be emitted
|
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/// from
|
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use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
|
||||
|
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use client::Client;
|
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use common::{
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comp::{ActionState, Body, CharacterState, Item, ItemKind, MovementState, Pos, Stats, Vel},
|
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event::{EventBus, SfxEvent, SfxEventItem},
|
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};
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use hashbrown::HashMap;
|
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use specs::{Entity as EcsEntity, Join, WorldExt};
|
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use std::time::{Duration, Instant};
|
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use vek::*;
|
||||
|
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#[derive(Clone)]
|
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struct LastSfxEvent {
|
||||
event: SfxEvent,
|
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weapon_drawn: bool,
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time: Instant,
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}
|
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|
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pub struct MovementEventMapper {
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event_history: HashMap<EcsEntity, LastSfxEvent>,
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}
|
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|
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impl MovementEventMapper {
|
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pub fn new() -> Self {
|
||||
Self {
|
||||
event_history: HashMap::new(),
|
||||
}
|
||||
}
|
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|
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pub fn maintain(&mut self, client: &Client, triggers: &SfxTriggers) {
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const SFX_DIST_LIMIT_SQR: f32 = 22500.0;
|
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let ecs = client.state().ecs();
|
||||
|
||||
let player_position = ecs
|
||||
.read_storage::<Pos>()
|
||||
.get(client.entity())
|
||||
.map_or(Vec3::zero(), |pos| pos.0);
|
||||
|
||||
for (entity, pos, vel, body, stats, character) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<Pos>(),
|
||||
&ecs.read_storage::<Vel>(),
|
||||
&ecs.read_storage::<Body>(),
|
||||
&ecs.read_storage::<Stats>(),
|
||||
ecs.read_storage::<CharacterState>().maybe(),
|
||||
)
|
||||
.join()
|
||||
.filter(|(_, e_pos, ..)| {
|
||||
(e_pos.0.distance_squared(player_position)) < SFX_DIST_LIMIT_SQR
|
||||
})
|
||||
{
|
||||
if let Some(character) = character {
|
||||
let state = self
|
||||
.event_history
|
||||
.entry(entity)
|
||||
.or_insert_with(|| LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
});
|
||||
|
||||
let mapped_event = match body {
|
||||
Body::Humanoid(_) => Self::map_movement_event(character, state, vel.0, stats),
|
||||
Body::QuadrupedMedium(_) => {
|
||||
// TODO: Quadriped running sfx
|
||||
SfxEvent::Idle
|
||||
},
|
||||
_ => SfxEvent::Idle,
|
||||
};
|
||||
|
||||
// Check for SFX config entry for this movement
|
||||
if Self::should_emit(state, triggers.get_key_value(&mapped_event)) {
|
||||
ecs.read_resource::<EventBus<SfxEventItem>>()
|
||||
.emitter()
|
||||
.emit(SfxEventItem::new(mapped_event, Some(pos.0)));
|
||||
|
||||
// Update the last play time
|
||||
state.event = mapped_event;
|
||||
state.time = Instant::now();
|
||||
state.weapon_drawn = Self::has_weapon_drawn(character.action);
|
||||
} else {
|
||||
// Keep the last event, it may not have an SFX trigger but it helps us determine
|
||||
// the next one
|
||||
state.event = mapped_event;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.cleanup(client.entity());
|
||||
}
|
||||
|
||||
/// As the player explores the world, we track the last event of the nearby
|
||||
/// entities to determine the correct SFX item to play next based on
|
||||
/// their activity. `cleanup` will remove entities from event tracking if
|
||||
/// they have not triggered an event for > n seconds. This prevents
|
||||
/// stale records from bloating the Map size.
|
||||
fn cleanup(&mut self, player: EcsEntity) {
|
||||
const TRACKING_TIMEOUT: u64 = 15;
|
||||
|
||||
let now = Instant::now();
|
||||
self.event_history.retain(|entity, event| {
|
||||
now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
|
||||
|| entity.id() == player.id()
|
||||
});
|
||||
}
|
||||
|
||||
/// When specific entity movements are detected, the associated sound (if
|
||||
/// any) needs to satisfy two conditions to be allowed to play:
|
||||
/// 1. An sfx.ron entry exists for the movement (we need to know which sound
|
||||
/// file(s) to play) 2. The sfx has not been played since it's timeout
|
||||
/// threshold has elapsed, which prevents firing every tick
|
||||
fn should_emit(
|
||||
last_play_entry: &LastSfxEvent,
|
||||
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
|
||||
) -> bool {
|
||||
if let Some((event, item)) = sfx_trigger_item {
|
||||
if &last_play_entry.event == event {
|
||||
last_play_entry.time.elapsed().as_secs_f64() >= item.threshold
|
||||
} else {
|
||||
true
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Voxygen has an existing list of character states via `MovementState::*`
|
||||
/// and `ActionState::*` however that list does not provide enough
|
||||
/// resolution to target specific entity events, such as opening or
|
||||
/// closing the glider. These methods translate those entity states with
|
||||
/// some additional data into more specific `SfxEvent`'s which we attach
|
||||
/// sounds to
|
||||
fn map_movement_event(
|
||||
current_event: &CharacterState,
|
||||
previous_event: &LastSfxEvent,
|
||||
vel: Vec3<f32>,
|
||||
stats: &Stats,
|
||||
) -> SfxEvent {
|
||||
// Handle any weapon wielding changes up front. Doing so here first simplifies
|
||||
// handling the movement/action state later, since they don't require querying
|
||||
// stats or previous wield state.
|
||||
if let Some(Item {
|
||||
kind: ItemKind::Tool { kind, .. },
|
||||
..
|
||||
}) = stats.equipment.main
|
||||
{
|
||||
if let Some(wield_event) = match (
|
||||
previous_event.weapon_drawn,
|
||||
Self::has_weapon_drawn(current_event.action),
|
||||
) {
|
||||
(false, true) => Some(SfxEvent::Wield(kind)),
|
||||
(true, false) => Some(SfxEvent::Unwield(kind)),
|
||||
_ => None,
|
||||
} {
|
||||
return wield_event;
|
||||
}
|
||||
}
|
||||
|
||||
// Match all other Movemement and Action states
|
||||
match (
|
||||
current_event.movement,
|
||||
current_event.action,
|
||||
previous_event.event,
|
||||
) {
|
||||
(_, ActionState::Roll { .. }, _) => SfxEvent::Roll,
|
||||
(MovementState::Climb, ..) => SfxEvent::Climb,
|
||||
(MovementState::Swim, ..) => SfxEvent::Swim,
|
||||
(MovementState::Run, ..) => {
|
||||
// If the entitys's velocity is very low, they may be stuck, or walking into a
|
||||
// solid object. We should not trigger the run SFX in this case,
|
||||
// even if their move state indicates running. The 0.1 value is
|
||||
// an approximation from playtesting scenarios where this can occur.
|
||||
if vel.magnitude() > 0.1 {
|
||||
SfxEvent::Run
|
||||
} else {
|
||||
SfxEvent::Idle
|
||||
}
|
||||
},
|
||||
(MovementState::Jump, ..) => SfxEvent::Jump,
|
||||
(MovementState::Fall, _, SfxEvent::Glide) => SfxEvent::GliderClose,
|
||||
(MovementState::Stand, _, SfxEvent::Fall) => SfxEvent::Run,
|
||||
(MovementState::Fall, _, SfxEvent::Jump) => SfxEvent::Idle,
|
||||
(MovementState::Fall, _, _) => SfxEvent::Fall,
|
||||
(MovementState::Glide, _, previous_event) => {
|
||||
if previous_event != SfxEvent::GliderOpen && previous_event != SfxEvent::Glide {
|
||||
SfxEvent::GliderOpen
|
||||
} else {
|
||||
SfxEvent::Glide
|
||||
}
|
||||
},
|
||||
(MovementState::Stand, _, SfxEvent::Glide) => SfxEvent::GliderClose,
|
||||
_ => SfxEvent::Idle,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true for any state where the player has their weapon drawn. This
|
||||
/// helps us manage the wield/unwield sfx events
|
||||
fn has_weapon_drawn(state: ActionState) -> bool {
|
||||
state.is_wield() | state.is_attack() | state.is_block() | state.is_charge()
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)] mod tests;
|
419
voxygen/src/audio/sfx/event_mapper/movement/tests.rs
Normal file
419
voxygen/src/audio/sfx/event_mapper/movement/tests.rs
Normal file
@ -0,0 +1,419 @@
|
||||
use super::*;
|
||||
use common::{
|
||||
assets,
|
||||
comp::{humanoid, item::Tool, ActionState, Body, MovementState, Stats},
|
||||
event::SfxEvent,
|
||||
};
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
#[test]
|
||||
fn no_item_config_no_emit() {
|
||||
let last_sfx_event = LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
};
|
||||
|
||||
let result = MovementEventMapper::should_emit(&last_sfx_event, None);
|
||||
|
||||
assert_eq!(result, false);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn config_but_played_since_threshold_no_emit() {
|
||||
let event = SfxEvent::Run;
|
||||
|
||||
let trigger_item = SfxTriggerItem {
|
||||
files: vec![String::from("some.path.to.sfx.file")],
|
||||
threshold: 1.0,
|
||||
};
|
||||
|
||||
// Triggered a 'Run' 0 seconds ago
|
||||
let last_sfx_event = LastSfxEvent {
|
||||
event: SfxEvent::Run,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
};
|
||||
|
||||
let result = MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
|
||||
|
||||
assert_eq!(result, false);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn config_and_not_played_since_threshold_emits() {
|
||||
let event = SfxEvent::Run;
|
||||
|
||||
let trigger_item = SfxTriggerItem {
|
||||
files: vec![String::from("some.path.to.sfx.file")],
|
||||
threshold: 0.5,
|
||||
};
|
||||
|
||||
let last_sfx_event = LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now().checked_add(Duration::from_secs(1)).unwrap(),
|
||||
};
|
||||
|
||||
let result = MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
|
||||
|
||||
assert_eq!(result, true);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn same_previous_event_elapsed_emits() {
|
||||
let event = SfxEvent::Run;
|
||||
|
||||
let trigger_item = SfxTriggerItem {
|
||||
files: vec![String::from("some.path.to.sfx.file")],
|
||||
threshold: 0.5,
|
||||
};
|
||||
|
||||
let last_sfx_event = LastSfxEvent {
|
||||
event: SfxEvent::Run,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now()
|
||||
.checked_sub(Duration::from_millis(500))
|
||||
.unwrap(),
|
||||
};
|
||||
|
||||
let result = MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
|
||||
|
||||
assert_eq!(result, true);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_idle() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Stand,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Idle);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_run_with_sufficient_velocity() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Run,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::new(0.5, 0.8, 0.0),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Run);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn does_not_map_run_with_insufficient_velocity() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Run,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::new(0.02, 0.0001, 0.0),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Idle);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_roll() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
action: ActionState::Roll {
|
||||
time_left: Duration::new(1, 0),
|
||||
was_wielding: false,
|
||||
},
|
||||
movement: MovementState::Run,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Run,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Roll);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_fall() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Fall,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Fall,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Fall);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_land_on_ground_to_run() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Stand,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Fall,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Run);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_glider_open() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Glide,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Jump,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::GliderOpen);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_glide() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Glide,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Glide,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Glide);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_glider_close_when_closing_mid_flight() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Fall,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Glide,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::GliderClose);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_glider_close_when_landing() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Stand,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Glide,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::GliderClose);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_wield() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
Some(assets::load_expect_cloned(
|
||||
"common.items.weapons.starter_sword",
|
||||
)),
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Stand,
|
||||
action: ActionState::Wield {
|
||||
time_left: Duration::from_millis(800),
|
||||
},
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Wield(Tool::Sword));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn maps_unwield() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
Some(assets::load_expect_cloned(
|
||||
"common.items.weapons.starter_axe",
|
||||
)),
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Stand,
|
||||
action: ActionState::Idle,
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: true,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::zero(),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Unwield(Tool::Axe));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn does_not_map_wield_when_no_main_weapon() {
|
||||
let stats = Stats::new(
|
||||
String::from("test"),
|
||||
Body::Humanoid(humanoid::Body::random()),
|
||||
None,
|
||||
);
|
||||
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState {
|
||||
movement: MovementState::Run,
|
||||
action: ActionState::Wield {
|
||||
time_left: Duration::from_millis(600),
|
||||
},
|
||||
},
|
||||
&LastSfxEvent {
|
||||
event: SfxEvent::Idle,
|
||||
weapon_drawn: false,
|
||||
time: Instant::now(),
|
||||
},
|
||||
Vec3::new(0.5, 0.8, 0.0),
|
||||
&stats,
|
||||
);
|
||||
|
||||
assert_eq!(result, SfxEvent::Run);
|
||||
}
|
Loading…
Reference in New Issue
Block a user