Slight refactor
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@ -15,8 +15,8 @@ function widget:GetInfo()
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return {
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name = "Music Player",
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desc = "Plays music based on situation",
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author = "cake, trepan, Smoth, Licho, xponen",
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date = "Mar 01, 2008, Aug 20 2009, Nov 23 2011",
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author = "cake, trepan, Smoth, Licho, xponen, Birdulon",
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date = "Mar 01, 2008, Aug 20 2009, Nov 23 2011, June 2020",
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license = "GNU GPL, v2 or later",
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layer = 0,
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enabled = true -- loaded by default?
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@ -62,16 +62,40 @@ options = {
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desc = "Music switches to Winning when recent attrition ratio rises above this value",
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noHotkey = true,
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},
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war1Threshold = {
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name = "War Threshold 1",
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type = "number",
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value = 30000,
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min = 10000,
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max = 100000,
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step = 100,
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desc = "Music switches to War when recent war points rise above this value",
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noHotkey = true,
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},
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war2Threshold = {
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name = "War Threshold 2",
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type = "number",
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value = 300000,
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min = 20000,
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max = 1000000,
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step = 100,
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desc = "Music switches to War2 when recent war points rise above this value",
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noHotkey = true,
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},
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}
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local unitExceptions = include("Configs/snd_music_exception.lua")
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local windows = {}
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local moodPriorities = {peace=0, war=1, war2=2, winning=4, losing=4, briefing=10, victory=10, defeat=10} -- Determines which music moods will instantly interrupt others, and which will wait for playing track to finish
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local moodDynamic = {peace=true, war=true, war2=true, winning=true, losing=true, briefing=false, victory=false, defeat=false} -- Determines which music moods will instantly interrupt others, and which will wait for playing track to finish
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local war2Threshold = 400000
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local warThreshold = 50000
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local spAreTeamsAllied = Spring.AreTeamsAllied
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local MOODS = {"peace", "war", "war2", "winning", "losing", "briefing", "victory", "defeat"}
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local moodPriorities = {peace=0, war=1, war2=2, winning=4, losing=4, briefing=10, victory=10, defeat=10, [""]=0} -- Determines which music moods will instantly interrupt others, and which will wait for playing track to finish
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local moodDynamic = {peace=true, war=true, war2=true, winning=true, losing=true, briefing=false, victory=false, defeat=false, [""]=true} -- Determines which music moods will instantly interrupt others, and which will wait for playing track to finish
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local war2Threshold = 300000
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local warThreshold = 30000
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local peaceThreshold = 10000
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local PLAYLIST_FILE = "sounds/music/playlist.lua"
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local LOOP_BUFFER = 0.015 -- if looping track is this close to the end, go ahead and loop
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@ -202,24 +226,21 @@ end
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function InitializeTracks()
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Spring.Echo("Initializing music tracks")
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if VFS.FileExists(PLAYLIST_FILE, VFS.RAW_FIRST) then
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local plTracks = VFS.Include(PLAYLIST_FILE, nil, VFS.RAW_FIRST)
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tracks.war = plTracks.war
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tracks.peace = plTracks.peace
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tracks.briefing = plTracks.briefing
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tracks.victory = plTracks.victory
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tracks.defeat = plTracks.defeat
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end
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-- if VFS.FileExists(PLAYLIST_FILE, VFS.RAW_FIRST) then
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-- local plTracks = VFS.Include(PLAYLIST_FILE, nil, VFS.RAW_FIRST)
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-- tracks.war = plTracks.war
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-- tracks.peace = plTracks.peace
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-- tracks.briefing = plTracks.briefing
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-- tracks.victory = plTracks.victory
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-- tracks.defeat = plTracks.defeat
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-- end
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local vfsMode = (options.useIncludedTracks.value and VFS.RAW_FIRST) or VFS.RAW
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tracks.war = tracks.war or VFS.DirList("sounds/music/war/", "*.ogg", vfsMode)
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tracks.war2 = tracks.war2 or VFS.DirList("sounds/music/war2/", "*.ogg", vfsMode)
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tracks.winning = tracks.winning or VFS.DirList("sounds/music/winning/", "*.ogg", vfsMode)
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tracks.losing = tracks.losing or VFS.DirList("sounds/music/losing/", "*.ogg", vfsMode)
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tracks.peace = tracks.peace or VFS.DirList("sounds/music/peace/", "*.ogg", vfsMode)
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tracks.briefing = tracks.briefing or VFS.DirList("sounds/music/briefing/", "*.ogg", vfsMode)
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tracks.victory = tracks.victory or VFS.DirList("sounds/music/victory/", "*.ogg", vfsMode)
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tracks.defeat = tracks.defeat or VFS.DirList("sounds/music/defeat/", "*.ogg", vfsMode)
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for i=1,#MOODS do
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local mood = MOODS[i]
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tracks[mood] = VFS.DirList("sounds/music/" .. mood .. "/", "*.ogg", vfsMode)
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-- tracks[mood] = tracks[mood] or VFS.DirList("sounds/music/" .. mood .. "/", "*.ogg", vfsMode)
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end
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end
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function CheckLoop()
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@ -278,16 +299,17 @@ function EvaluateMood()
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deathPointsHostile[iNext] = deathPointsHostile[warPointsIter] % warPointsRollover
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warPointsIter = iNext
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local warPoints = totalKilled + totalDmg
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if moodDynamic[musicType] then
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if (totalKilled >= warThreshold) then
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if (warPoints >= options.war1Threshold.value) then
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musicType = "war"
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if (totalKilled >= war2Threshold) then musicType = "war2" end
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if attritionRatio < options.attritionRatioLosing then
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if (warPoints >= options.war2Threshold.value) then musicType = "war2" end
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if attritionRatio < options.attritionRatioLosing.value then
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musicType = "losing"
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elseif attritionRatio > options.attritionRatioWinning then
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elseif attritionRatio > options.attritionRatioWinning.value then
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musicType = "winning"
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end
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else --if (totalKilled <= peaceThreshold) then
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else --if (warPoints <= peaceThreshold) then
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musicType = "peace"
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end
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end
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@ -377,7 +399,7 @@ function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer)
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if (UnitDefs[unitDefID] == nil) then return end
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if paralyzer then return end
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if (teamID == myTeam) then
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if spAreTeamsAllied(unitTeam or 0, myTeam) then
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dmgPointsFriendly[warPointsIter] = dmgPointsFriendly[warPointsIter] + damage
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else
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dmgPointsHostile[warPointsIter] = dmgPointsHostile[warPointsIter] + damage
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@ -388,7 +410,7 @@ function widget:UnitDestroyed(unitID, unitDefID, teamID)
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if unitExceptions[unitDefID] then return end
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local unitCost = UnitDefs[unitDefID].metalCost
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if (teamID == myTeam) then
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if spAreTeamsAllied(teamID or 0, myTeam) then
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deathPointsFriendly[warPointsIter] = deathPointsFriendly[warPointsIter] + unitCost
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else
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deathPointsHostile[warPointsIter] = deathPointsHostile[warPointsIter] + unitCost
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