Emulate server loot/xp and combat feedback in single-player

This commit is contained in:
Kelsi 2026-02-05 14:01:26 -08:00
parent 1383e6c159
commit e6e3093467
16 changed files with 824 additions and 29 deletions

View file

@ -53,6 +53,21 @@ bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
preloadLandingSet(FootstepSurface::WATER, "Water");
preloadLandingSet(FootstepSurface::SNOW, "Snow");
preloadCandidates(meleeSwingClips, {
"Sound\\Item\\Weapons\\Sword\\SwordSwing1.wav",
"Sound\\Item\\Weapons\\Sword\\SwordSwing2.wav",
"Sound\\Item\\Weapons\\Sword\\SwordSwing3.wav",
"Sound\\Item\\Weapons\\Sword\\SwordHit1.wav",
"Sound\\Item\\Weapons\\Sword\\SwordHit2.wav",
"Sound\\Item\\Weapons\\Sword\\SwordHit3.wav",
"Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing1.wav",
"Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing2.wav",
"Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing3.wav",
"Sound\\Item\\Weapons\\Melee\\MeleeSwing1.wav",
"Sound\\Item\\Weapons\\Melee\\MeleeSwing2.wav",
"Sound\\Item\\Weapons\\Melee\\MeleeSwing3.wav"
});
initialized = true;
core::Logger::getInstance().info("Activity SFX loaded: jump=", jumpClips.size(),
" splash=", splashEnterClips.size(),
@ -71,6 +86,7 @@ void ActivitySoundManager::shutdown() {
splashExitClips.clear();
swimLoopClips.clear();
hardLandClips.clear();
meleeSwingClips.clear();
swimmingActive = false;
swimMoving = false;
initialized = false;
@ -275,6 +291,23 @@ void ActivitySoundManager::playLanding(FootstepSurface surface, bool hardLanding
}
}
void ActivitySoundManager::playMeleeSwing() {
if (meleeSwingClips.empty()) {
if (!meleeSwingWarned) {
core::Logger::getInstance().warning("No melee swing SFX found in assets");
meleeSwingWarned = true;
}
return;
}
auto now = std::chrono::steady_clock::now();
if (lastMeleeSwingAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastMeleeSwingAt).count() < 0.12f) return;
}
if (playOneShot(meleeSwingClips, 0.80f, 0.96f, 1.04f)) {
lastMeleeSwingAt = now;
}
}
void ActivitySoundManager::setSwimmingState(bool swimming, bool moving) {
swimMoving = moving;
if (swimming == swimmingActive) return;