flatland-client-lib 0.2.117

Flatland3 remote game client library (TCP session, bots, game state)
Documentation
//! Client SFX edge detection — UI overlays, doors, buildings, chests.
//!
//! Cues are queued on [`crate::social::SocialChatState`] and drained by gfx
//! [`flatland_gfx_engine::ToneBank`] (see `docs/audio.md`).

use crate::game::GameState;
use crate::social::AudioCue;

/// Bitmask of open HUD overlays / panels (see [`ui_overlay_signature`]).
pub fn ui_overlay_signature(state: &GameState) -> u64 {
    let mut s = 0u64;
    macro_rules! bit {
        ($n:expr, $cond:expr) => {
            if $cond {
                s |= 1u64 << $n;
            }
        };
    }
    bit!(0, state.show_stats);
    bit!(1, state.show_inventory_menu);
    bit!(2, state.show_craft_menu);
    bit!(3, state.show_plot_build_menu);
    bit!(4, state.show_shop_menu);
    bit!(5, state.bank_panel.is_some());
    bit!(6, state.storage_panel.is_some());
    bit!(7, state.market_panel.is_some());
    bit!(8, state.show_npc_verb_menu);
    bit!(9, state.show_npc_chat);
    bit!(10, state.player_verbs.open);
    bit!(11, state.trade_ui.panel.is_some());
    bit!(12, state.whisper_pouch_ui.open);
    bit!(13, state.social_chat.input_focused);
    bit!(14, state.social_chat.picking_stone);
    bit!(15, state.show_move_picker);
    bit!(16, state.show_grant_picker);
    bit!(17, state.show_destroy_picker);
    bit!(18, state.show_rename_prompt);
    bit!(19, state.show_worker_rename);
    bit!(20, state.show_loadout_menu);
    bit!(21, state.show_keychain_menu);
    bit!(22, state.show_rotation_editor);
    bit!(23, state.show_quest_offer);
    bit!(24, state.show_quest_menu);
    bit!(25, state.show_workers_menu);
    bit!(26, state.show_worker_give_picker);
    bit!(27, state.show_worker_give_target_picker);
    bit!(28, state.show_worker_take_picker);
    bit!(29, state.show_worker_teach_picker);
    bit!(30, state.worker_route_editor.is_some());
    bit!(31, state.show_plant_menu);
    bit!(32, state.show_farm_access);
    bit!(33, state.show_equip_menu);
    bit!(34, state.claim_mode.is_some());
    bit!(35, state.relocate_mode.is_some());
    s
}

const UI_BIT_SHOP: u64 = 1 << 4;
const UI_BIT_STORAGE: u64 = 1 << 6;
const UI_BIT_NPC: u64 = (1 << 8) | (1 << 9);

fn cue_for_ui_open(opened: u64) -> Option<AudioCue> {
    if opened == 0 {
        return None;
    }
    if opened & UI_BIT_SHOP != 0 {
        return Some(AudioCue::ShopOpen);
    }
    if opened & UI_BIT_STORAGE != 0 {
        return Some(AudioCue::ChestOpen);
    }
    if opened & UI_BIT_NPC != 0 {
        return Some(AudioCue::NpcGreet);
    }
    Some(AudioCue::UiOpen)
}

/// Rising/falling edges on overlay flags → open/close cues.
pub fn sync_ui_audio(state: &mut GameState) {
    let sig = ui_overlay_signature(state);
    let audio = &mut state.social_chat;
    if !audio.audio_ui_bootstrapped {
        audio.audio_ui_sig = sig;
        audio.audio_ui_bootstrapped = true;
        return;
    }
    let prev = audio.audio_ui_sig;
    if sig == prev {
        return;
    }
    let opened = sig & !prev;
    let closed = prev & !sig;
    if let Some(cue) = cue_for_ui_open(opened) {
        audio.push_cue(cue);
    }
    if closed != 0 {
        audio.push_cue(AudioCue::UiClose);
    }
    audio.audio_ui_sig = sig;
}

/// Door, building, and placed-chest state edges.
pub fn sync_world_audio(state: &mut GameState) {
    let inside = state.effective_inside_building();
    let audio = &mut state.social_chat;

    if !audio.audio_world_bootstrapped {
        audio.audio_inside_building = inside.clone();
        for door in &state.doors {
            audio.audio_door_open.insert(door.id.clone(), door.open);
            audio.audio_door_locked.insert(door.id.clone(), door.locked);
        }
        for chest in &state.placed_containers {
            audio
                .audio_chest_locked
                .insert(chest.id.clone(), chest.locked);
        }
        audio.audio_world_bootstrapped = true;
        return;
    }

    match (&audio.audio_inside_building, &inside) {
        (None, Some(_)) => audio.push_cue(AudioCue::BuildingEnter),
        (Some(_), None) => audio.push_cue(AudioCue::BuildingExit),
        _ => {}
    }
    audio.audio_inside_building = inside;

    for door in &state.doors {
        let id = &door.id;
        if let Some(was_open) = audio.audio_door_open.get(id).copied() {
            if !was_open && door.open {
                audio.push_cue(AudioCue::DoorOpen);
            } else if was_open && !door.open {
                audio.push_cue(AudioCue::DoorClose);
            }
        }
        if let Some(was_locked) = audio.audio_door_locked.get(id).copied() {
            if !was_locked && door.locked {
                audio.push_cue(AudioCue::DoorLock);
            } else if was_locked && !door.locked {
                audio.push_cue(AudioCue::DoorUnlock);
            }
        }
        audio.audio_door_open.insert(id.clone(), door.open);
        audio.audio_door_locked.insert(id.clone(), door.locked);
    }

    // Drop stale door ids so reconnect maps stay bounded.
    audio
        .audio_door_open
        .retain(|id, _| state.doors.iter().any(|d| &d.id == id));
    audio
        .audio_door_locked
        .retain(|id, _| state.doors.iter().any(|d| &d.id == id));

    for chest in &state.placed_containers {
        let id = &chest.id;
        if let Some(was_locked) = audio.audio_chest_locked.get(id).copied() {
            if !was_locked && chest.locked {
                audio.push_cue(AudioCue::ChestLock);
            } else if was_locked && !chest.locked {
                audio.push_cue(AudioCue::ChestUnlock);
            }
        }
        audio.audio_chest_locked.insert(id.clone(), chest.locked);
    }
    audio
        .audio_chest_locked
        .retain(|id, _| state.placed_containers.iter().any(|c| &c.id == id));
}

/// UI + world SFX edges — call every frame (or before draining the cue queue).
pub fn sync_frame_audio(state: &mut GameState) {
    sync_ui_audio(state);
    sync_world_audio(state);
}