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flatland_client_lib/
audio.rs

1//! Client SFX edge detection — UI overlays, doors, buildings, chests.
2//!
3//! Cues are queued on [`crate::social::SocialChatState`] and drained by gfx
4//! [`flatland_gfx_engine::ToneBank`] (see `docs/audio.md`).
5
6use crate::game::GameState;
7use crate::social::AudioCue;
8
9/// Bitmask of open HUD overlays / panels (see [`ui_overlay_signature`]).
10pub fn ui_overlay_signature(state: &GameState) -> u64 {
11    let mut s = 0u64;
12    macro_rules! bit {
13        ($n:expr, $cond:expr) => {
14            if $cond {
15                s |= 1u64 << $n;
16            }
17        };
18    }
19    bit!(0, state.show_stats);
20    bit!(1, state.show_inventory_menu);
21    bit!(2, state.show_craft_menu);
22    bit!(3, state.show_plot_build_menu);
23    bit!(4, state.show_shop_menu);
24    bit!(5, state.bank_panel.is_some());
25    bit!(6, state.storage_panel.is_some());
26    bit!(7, state.market_panel.is_some());
27    bit!(8, state.show_npc_verb_menu);
28    bit!(9, state.show_npc_chat);
29    bit!(10, state.player_verbs.open);
30    bit!(11, state.trade_ui.panel.is_some());
31    bit!(12, state.whisper_pouch_ui.open);
32    bit!(13, state.social_chat.input_focused);
33    bit!(14, state.social_chat.picking_stone);
34    bit!(15, state.show_move_picker);
35    bit!(16, state.show_grant_picker);
36    bit!(17, state.show_destroy_picker);
37    bit!(18, state.show_rename_prompt);
38    bit!(19, state.show_worker_rename);
39    bit!(20, state.show_loadout_menu);
40    bit!(21, state.show_keychain_menu);
41    bit!(22, state.show_rotation_editor);
42    bit!(23, state.show_quest_offer);
43    bit!(24, state.show_quest_menu);
44    bit!(25, state.show_workers_menu);
45    bit!(26, state.show_worker_give_picker);
46    bit!(27, state.show_worker_give_target_picker);
47    bit!(28, state.show_worker_take_picker);
48    bit!(29, state.show_worker_teach_picker);
49    bit!(30, state.worker_route_editor.is_some());
50    bit!(31, state.show_plant_menu);
51    bit!(32, state.show_farm_access);
52    bit!(33, state.show_equip_menu);
53    bit!(34, state.claim_mode.is_some());
54    bit!(35, state.relocate_mode.is_some());
55    s
56}
57
58const UI_BIT_SHOP: u64 = 1 << 4;
59const UI_BIT_STORAGE: u64 = 1 << 6;
60const UI_BIT_NPC: u64 = (1 << 8) | (1 << 9);
61
62fn cue_for_ui_open(opened: u64) -> Option<AudioCue> {
63    if opened == 0 {
64        return None;
65    }
66    if opened & UI_BIT_SHOP != 0 {
67        return Some(AudioCue::ShopOpen);
68    }
69    if opened & UI_BIT_STORAGE != 0 {
70        return Some(AudioCue::ChestOpen);
71    }
72    if opened & UI_BIT_NPC != 0 {
73        return Some(AudioCue::NpcGreet);
74    }
75    Some(AudioCue::UiOpen)
76}
77
78/// Rising/falling edges on overlay flags → open/close cues.
79pub fn sync_ui_audio(state: &mut GameState) {
80    let sig = ui_overlay_signature(state);
81    let audio = &mut state.social_chat;
82    if !audio.audio_ui_bootstrapped {
83        audio.audio_ui_sig = sig;
84        audio.audio_ui_bootstrapped = true;
85        return;
86    }
87    let prev = audio.audio_ui_sig;
88    if sig == prev {
89        return;
90    }
91    let opened = sig & !prev;
92    let closed = prev & !sig;
93    if let Some(cue) = cue_for_ui_open(opened) {
94        audio.push_cue(cue);
95    }
96    if closed != 0 {
97        audio.push_cue(AudioCue::UiClose);
98    }
99    audio.audio_ui_sig = sig;
100}
101
102/// Door, building, and placed-chest state edges.
103pub fn sync_world_audio(state: &mut GameState) {
104    let inside = state.effective_inside_building();
105    let audio = &mut state.social_chat;
106
107    if !audio.audio_world_bootstrapped {
108        audio.audio_inside_building = inside.clone();
109        for door in &state.doors {
110            audio.audio_door_open.insert(door.id.clone(), door.open);
111            audio.audio_door_locked.insert(door.id.clone(), door.locked);
112        }
113        for chest in &state.placed_containers {
114            audio
115                .audio_chest_locked
116                .insert(chest.id.clone(), chest.locked);
117        }
118        audio.audio_world_bootstrapped = true;
119        return;
120    }
121
122    match (&audio.audio_inside_building, &inside) {
123        (None, Some(_)) => audio.push_cue(AudioCue::BuildingEnter),
124        (Some(_), None) => audio.push_cue(AudioCue::BuildingExit),
125        _ => {}
126    }
127    audio.audio_inside_building = inside;
128
129    for door in &state.doors {
130        let id = &door.id;
131        if let Some(was_open) = audio.audio_door_open.get(id).copied() {
132            if !was_open && door.open {
133                audio.push_cue(AudioCue::DoorOpen);
134            } else if was_open && !door.open {
135                audio.push_cue(AudioCue::DoorClose);
136            }
137        }
138        if let Some(was_locked) = audio.audio_door_locked.get(id).copied() {
139            if !was_locked && door.locked {
140                audio.push_cue(AudioCue::DoorLock);
141            } else if was_locked && !door.locked {
142                audio.push_cue(AudioCue::DoorUnlock);
143            }
144        }
145        audio.audio_door_open.insert(id.clone(), door.open);
146        audio.audio_door_locked.insert(id.clone(), door.locked);
147    }
148
149    // Drop stale door ids so reconnect maps stay bounded.
150    audio
151        .audio_door_open
152        .retain(|id, _| state.doors.iter().any(|d| &d.id == id));
153    audio
154        .audio_door_locked
155        .retain(|id, _| state.doors.iter().any(|d| &d.id == id));
156
157    for chest in &state.placed_containers {
158        let id = &chest.id;
159        if let Some(was_locked) = audio.audio_chest_locked.get(id).copied() {
160            if !was_locked && chest.locked {
161                audio.push_cue(AudioCue::ChestLock);
162            } else if was_locked && !chest.locked {
163                audio.push_cue(AudioCue::ChestUnlock);
164            }
165        }
166        audio.audio_chest_locked.insert(id.clone(), chest.locked);
167    }
168    audio
169        .audio_chest_locked
170        .retain(|id, _| state.placed_containers.iter().any(|c| &c.id == id));
171}
172
173/// UI + world SFX edges — call every frame (or before draining the cue queue).
174pub fn sync_frame_audio(state: &mut GameState) {
175    sync_ui_audio(state);
176    sync_world_audio(state);
177}