Minor change to match current master. Will properly rebase all the other stuff later.

This commit is contained in:
Luke Hubmayer-Werner 2020-10-30 14:19:56 +10:30
parent 3e1154347e
commit 263359a7da
1 changed files with 77 additions and 89 deletions

View File

@ -86,14 +86,12 @@ options = {
local unitExceptions = include("Configs/snd_music_exception.lua")
local windows = {}
local spAreTeamsAllied = Spring.AreTeamsAllied
local MOODS = {"peace", "war", "war2", "winning", "losing", "briefing", "victory", "defeat"}
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
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
local moodDynamic = {peace=true, war=true, war2=true, winning=true, losing=true, briefing=false, victory=false, defeat=false, [""]=false} -- Determines which music moods will change dynamically
local war2Threshold = 300000
local warThreshold = 30000
local peaceThreshold = 10000
@ -126,18 +124,19 @@ local paused = false
local lastTrackTime = -1
local tracks = {}
local firstTime = false
local firstTime = true
local wasPaused = false
local firstFade = true
local initSeed = 0
local initialized = false
local gameStarted = Spring.GetGameFrame() > 0
local gameStarted = Spring.GetGameFrame() > 30 --0
local gameOver = false
local myTeam = Spring.GetMyTeamID()
local isSpec = Spring.GetSpectatingState() or Spring.IsReplay()
local defeat = false
local timesStartTrack = 0
--------------------------------------------------------------------------------
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local function GetMusicType()
@ -149,34 +148,50 @@ local function StartLoopingTrack(trackInit, trackLoop)
Spring.Log(widget:GetInfo().name, LOG.ERROR, "Missing one or both tracks for looping")
end
haltMusic = true
Spring.StopSoundStream()
musicType = "custom"
curTrack = trackInit
loopTrack = trackLoop
Spring.StopSoundStream()
Spring.PlaySoundStream(trackInit, WG.music_volume or 0.5)
looping = 0.5
end
function CheckLoop()
local playedTime, totalTime = Spring.GetSoundStreamTime()
paused = (playedTime == lastTrackTime)
lastTrackTime = playedTime
if looping then
if looping == 0.5 then
looping = 1
elseif playedTime >= totalTime - LOOP_BUFFER then
Spring.StopSoundStream()
Spring.PlaySoundStream(loopTrack, WG.music_volume or 0.5)
end
end
end
local function StartTrack(track)
timesStartTrack = timesStartTrack + 1
Spring.Echo("StartTrack called with mood: " .. musicType .. " (" .. tostring(timesStartTrack) .. ")")
if not tracks.peace then
Spring.Echo("Missing tracks.peace file, no music started")
return
end
haltMusic = false
looping = false
Spring.StopSoundStream()
local newTrack = previousTrack
if musicType == "custom" then
prevMusicType = "peace"
musicType = "peace"
end
if (not gameStarted) then
prevMusicType = "briefing"
musicType = "briefing"
end
haltMusic = false
looping = false
if track then
newTrack = track -- play specified track
musicType = "custom"
@ -192,6 +207,7 @@ local function StartTrack(track)
firstFade = false
previousTrack = newTrack
curTrack = newTrack
Spring.StopSoundStream()
Spring.PlaySoundStream(newTrack, WG.music_volume or 0.5)
WG.music_start_volume = WG.music_volume
@ -243,24 +259,8 @@ function InitializeTracks()
end
end
function CheckLoop()
local playedTime, totalTime = Spring.GetSoundStreamTime()
paused = (playedTime == lastTrackTime)
lastTrackTime = playedTime
if looping then
if looping == 0.5 then
looping = 1
elseif playedTime >= totalTime - LOOP_BUFFER then
Spring.StopSoundStream()
Spring.PlaySoundStream(loopTrack, WG.music_volume or 0.5)
end
end
end
function EvaluateMood()
-- (Spring.GetGameRulesParam("recentNukeLaunch") == 1) -- Might need this for superweapon music later
newTrackWait = newTrackWait + 1
numVisibleFriendly = 0
numVisibleEnemy = 0
local doods = Spring.GetVisibleUnits(-1, nil, true)
@ -300,46 +300,30 @@ function EvaluateMood()
warPointsIter = iNext
local warPoints = totalKilled + totalDmg
if moodDynamic[musicType] then
if (warPoints >= options.war1Threshold.value) then
musicType = "war"
if (warPoints >= options.war2Threshold.value) then musicType = "war2" end
if (not isSpec) then
if attritionRatio < options.attritionRatioLosing.value then
musicType = "losing"
elseif attritionRatio > options.attritionRatioWinning.value then
musicType = "winning"
end
end
else --if (warPoints <= peaceThreshold) then
musicType = "peace"
end
end
if (not firstTime) then
StartTrack()
firstTime = true
function UpdateTick()
newTrackWait = newTrackWait + 1
if moodDynamic[musicType] then
EvaluateMood()
end
local playedTime, totalTime = Spring.GetSoundStreamTime()
-- playedTime = math.floor(playedTime)
-- totalTime = math.floor(totalTime)
--Spring.Echo(playedTime, totalTime, newTrackWait)
--if((totalTime - playedTime) <= 6 and (totalTime >= 1) ) then
--Spring.Echo("time left:", (totalTime - playedTime))
--Spring.Echo("volume:", (totalTime - playedTime)/6)
--if ((totalTime - playedTime)/6 >= 0) then
-- Spring.SetSoundStreamVolume((totalTime - playedTime)/6)
--else
-- Spring.SetSoundStreamVolume(0.1)
--end
--elseif(playedTime <= 5 )then--and not firstFade
--Spring.Echo("time playing:", playedTime)
--Spring.Echo("volume:", playedTime/5)
--Spring.SetSoundStreamVolume( playedTime/5)
--end
--Spring.Echo(prevMusicType, musicType)
if (prevMusicType ~= musicType and moodPriorities[musicType] >= moodPriorities[prevMusicType])
if ((prevMusicType ~= musicType) and (moodPriorities[musicType] >= moodPriorities[prevMusicType]))
or (playedTime >= totalTime) -- both zero means track stopped
and not(haltMusic or looping) then
prevMusicType = musicType
@ -357,6 +341,21 @@ end
function widget:Update(dt)
if gameOver then return end
if firstTime then
musicType = "briefing"
StartTrack()
firstTime = false
return
end
if ((not gameStarted) and (Spring.GetGameFrame() > 30)) then
gameStarted = true
prevMusicType = musicType
musicType = "peace"
StartTrack()
newTrackWait = 0
end
if not initialized then
math.randomseed(os.clock()* 100)
initialized=true
@ -372,27 +371,27 @@ function widget:Update(dt)
timeframetimer = timeframetimer + dt
if (timeframetimer > UPDATE_PERIOD) then -- every second
EvaluateMood()
UpdateTick()
timeframetimer = 0
end
end
function widget:GameStart()
if not gameStarted then
gameStarted = true
prevMusicType = musicType
musicType = "peace"
StartTrack()
end
newTrackWait = 0
end
-- function widget:GameStart()
-- if not gameStarted then
-- gameStarted = true
-- prevMusicType = musicType
-- musicType = "peace"
-- StartTrack()
-- end
--
-- newTrackWait = 0
-- end
-- Safety of a heisenbug
function widget:GameFrame()
widget:GameStart()
widgetHandler:RemoveCallIn("GameFrame")
end
-- function widget:GameFrame()
-- widget:GameStart()
-- widgetHandler:RemoveCallIn("GameFrame")
-- end
function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer)
if unitExceptions[unitDefID] then return end
@ -424,20 +423,13 @@ function widget:TeamDied(team)
end
local function PlayGameOverMusic(gameWon)
local track
gameOver = true
if gameWon then
if #tracks.victory <= 0 then return end
track = tracks.victory[math.random(1, #tracks.victory)]
musicType = "victory"
else
if #tracks.defeat <= 0 then return end
track = tracks.defeat[math.random(1, #tracks.defeat)]
musicType = "defeat"
end
looping = false
Spring.StopSoundStream()
Spring.PlaySoundStream(track, WG.music_volume or 0.5)
WG.music_start_volume = WG.music_volume
StartTrack()
end
function widget:GameOver()
@ -446,12 +438,12 @@ end
function widget:Initialize()
WG.Music = WG.Music or {}
WG.Music.StartTrack = StartTrack
WG.Music.StartLoopingTrack = StartLoopingTrack
WG.Music.StopTrack = StopTrack
WG.Music.SetWarThreshold = SetWarThreshold
WG.Music.SetPeaceThreshold = SetPeaceThreshold
WG.Music.GetMusicType = GetMusicType
-- WG.Music.StartTrack = StartTrack
-- WG.Music.StartLoopingTrack = StartLoopingTrack
-- WG.Music.StopTrack = StopTrack
-- WG.Music.SetWarThreshold = SetWarThreshold
-- WG.Music.SetPeaceThreshold = SetPeaceThreshold
-- WG.Music.GetMusicType = GetMusicType
WG.Music.PlayGameOverMusic = PlayGameOverMusic
-- for TrackName,TrackDef in pairs(tracks.peace) do
@ -471,10 +463,6 @@ end
function widget:Shutdown()
Spring.StopSoundStream()
WG.Music = nil
for i=1,#windows do
(windows[i]):Dispose()
end
end
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