winning, losing, war2 music types
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parent
c003e8f38b
commit
95b4e08ebd
204
snd_music.lua
204
snd_music.lua
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@ -42,30 +42,56 @@ options = {
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desc = "Music pauses with game",
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noHotkey = true,
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},
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attritionRatioLosing = {
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name = "Attrition Ratio: Losing",
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type = "number",
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value = 0.4,
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min = 0.1,
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max = 1.0,
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step = 0.05,
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desc = "Music switches to Losing when recent attrition ratio falls below this value",
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noHotkey = true,
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},
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attritionRatioWinning = {
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name = "Attrition Ratio: Winning",
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type = "number",
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value = 3.0,
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min = 1.0,
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max = 8.0,
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step = 0.25,
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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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}
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local unitExceptions = include("Configs/snd_music_exception.lua")
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local windows = {}
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local warThreshold = 5000
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local peaceThreshold = 1000
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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 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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local UPDATE_PERIOD = 1
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local musicType = "peace"
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local warPointsIter = 1 -- Position in circular buffer. 1-indexed because L[ew]a
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local warPointsSize = 30 -- Size of circular buffer. Sampling is currently hardcoded but might change later.
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local warPointsFriendly = {} -- keeps track of the number of doods killed in each time frame
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local warPointsHostile = {}
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local warPointsSize = 90 -- Size of circular buffer. Sampling is currently hardcoded but might change later.
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local dmgPointsFriendly = {} -- keeps track of the number of doods killed in each time frame
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local dmgPointsHostile = {}
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local deathPointsFriendly = {} -- metal costs of destroyed units
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local deathPointsHostile = {}
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local warPointsRollover = 4000000000 -- Roll back to zero after this many have accumulated
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local timeframetimer = 0
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local timeframetimer_short = 0
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local loopTrack = ""
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local previousTrack = ""
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local previousTrackType = ""
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local prevMusicType = ""
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local newTrackWait = 1000
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local numVisibleFriendly = 0
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local numVisibleEnemy = 0
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local fadeVol
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local curTrac = "no name"
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@ -120,7 +146,7 @@ local function StartTrack(track)
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local newTrack = previousTrack
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if musicType == "custom" then
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previousTrackType = "peace"
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prevMusicType = "peace"
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musicType = "peace"
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end
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if (not gameStarted) then
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@ -139,20 +165,10 @@ local function StartTrack(track)
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end
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end
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-- for key, val in pairs(oggInfo) do
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-- Spring.Echo(key, val)
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-- end
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firstFade = false
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previousTrack = newTrack
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-- if (oggInfo.comments.TITLE and oggInfo.comments.TITLE) then
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-- Spring.Echo("Song changed to: " .. oggInfo.comments.TITLE .. " By: " .. oggInfo.comments.ARTIST)
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-- else
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-- Spring.Echo("Song changed but unable to get the artist and title info")
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-- end
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Spring.Echo ("game_message: Changing music to " .. newTrack)
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curTrack = newTrack
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Spring.PlaySoundStream(newTrack,WG.music_volume or 0.5)
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Spring.PlaySoundStream(newTrack, WG.music_volume or 0.5)
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WG.music_start_volume = WG.music_volume
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end
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@ -197,28 +213,17 @@ function InitializeTracks()
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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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end
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function widget:Update(dt)
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if gameOver then
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return
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end
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if not initialized then
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math.randomseed(os.clock()* 100)
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initialized=true
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-- these are here to give epicmenu time to set the values properly
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-- (else it's always default at startup)
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InitializeTracks()
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end
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timeframetimer_short = timeframetimer_short + dt
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if timeframetimer_short > 0.03 then
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function CheckLoop()
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local playedTime, totalTime = Spring.GetSoundStreamTime()
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playedTime = tonumber( ("%.2f"):format(playedTime) )
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paused = (playedTime == lastTrackTime)
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lastTrackTime = playedTime
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if looping then
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@ -229,43 +234,60 @@ function widget:Update(dt)
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Spring.PlaySoundStream(loopTrack, WG.music_volume or 0.5)
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end
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end
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timeframetimer_short = 0
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end
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end
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function EvaluateMood()
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-- (Spring.GetGameRulesParam("recentNukeLaunch") == 1) -- Might need this for superweapon music later
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timeframetimer = timeframetimer + dt
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if (timeframetimer > UPDATE_PERIOD) then -- every second
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timeframetimer = 0
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newTrackWait = newTrackWait + 1
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numVisibleFriendly = 0
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numVisibleEnemy = 0
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local doods = Spring.GetVisibleUnits(-1, nil, true)
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for i=1,#doods do
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if (Spring.IsUnitAllied(doods[i]) ~= true) then
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if Spring.IsUnitAllied(doods[i]) then
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numVisibleFriendly = numVisibleFriendly + 1
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else
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numVisibleEnemy = numVisibleEnemy + 1
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end
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end
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local totalKilled, friendliesKilled, hostilesKilled = 0, 0, 0
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local iLast = ((warPointsIter-11) % warPointsSize) + 1 -- Look back 10 periods.
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local iLast2 = ((warPointsIter-21) % warPointsSize) + 1 -- Look back 20 periods.
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local totalDmg, friendlyDmg, hostileDmg = 0, 0, 0
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local iLast = ((warPointsIter-16) % warPointsSize) + 1 -- Look back 15 periods.
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local iLast2 = ((warPointsIter-61) % warPointsSize) + 1 -- Look back 60 periods.
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-- Last 10 seconds count for double
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friendliesKilled = friendliesKilled + ((warPointsFriendly[warPointsIter] - warPointsFriendly[iLast]) % warPointsRollover)
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friendliesKilled = friendliesKilled + ((warPointsFriendly[warPointsIter] - warPointsFriendly[iLast2]) % warPointsRollover)
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hostilesKilled = hostilesKilled + ((warPointsHostile[warPointsIter] - warPointsHostile[iLast]) % warPointsRollover)
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hostilesKilled = hostilesKilled + ((warPointsHostile[warPointsIter] - warPointsHostile[iLast2]) % warPointsRollover)
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totalKilled = (friendliesKilled * 1.5) + hostilesKilled
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friendliesKilled = friendliesKilled + ((deathPointsFriendly[warPointsIter] - deathPointsFriendly[iLast]) % warPointsRollover)
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friendliesKilled = friendliesKilled + ((deathPointsFriendly[warPointsIter] - deathPointsFriendly[iLast2]) % warPointsRollover)
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hostilesKilled = hostilesKilled + ((deathPointsHostile[warPointsIter] - deathPointsHostile[iLast]) % warPointsRollover)
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hostilesKilled = hostilesKilled + ((deathPointsHostile[warPointsIter] - deathPointsHostile[iLast2]) % warPointsRollover)
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friendlyDmg = friendlyDmg + ((dmgPointsFriendly[warPointsIter] - dmgPointsFriendly[iLast]) % warPointsRollover)
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friendlyDmg = friendlyDmg + ((dmgPointsFriendly[warPointsIter] - dmgPointsFriendly[iLast2]) % warPointsRollover)
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hostileDmg = hostileDmg + ((dmgPointsHostile[warPointsIter] - dmgPointsHostile[iLast]) % warPointsRollover)
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hostileDmg = hostileDmg + ((dmgPointsHostile[warPointsIter] - dmgPointsHostile[iLast2]) % warPointsRollover)
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totalKilled = friendliesKilled + hostilesKilled
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local attritionRatio = (hostilesKilled+1)/(friendliesKilled+1) -- 1 metal is virtually nothing in the ratio, but this simplifies edge cases
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totalDmg = friendlyDmg + hostileDmg
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-- Roll to next index in the circular buffers, continue cumulative sum
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local iNext = (warPointsIter % warPointsSize) + 1
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warPointsFriendly[iNext] = warPointsFriendly[warPointsIter] % warPointsRollover
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warPointsHostile[iNext] = warPointsHostile[warPointsIter] % warPointsRollover
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dmgPointsFriendly[iNext] = dmgPointsFriendly[warPointsIter] % warPointsRollover
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dmgPointsHostile[iNext] = dmgPointsHostile[warPointsIter] % warPointsRollover
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deathPointsFriendly[iNext] = deathPointsFriendly[warPointsIter] % warPointsRollover
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deathPointsHostile[iNext] = deathPointsHostile[warPointsIter] % warPointsRollover
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warPointsIter = iNext
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if (musicType == "war" or musicType == "peace") then
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if moodDynamic[musicType] then
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if (totalKilled >= warThreshold) then
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musicType = "war"
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elseif (totalKilled <= peaceThreshold) then
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if (totalKilled >= war2Threshold) then musicType = "war2" end
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if attritionRatio < options.attritionRatioLosing then
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musicType = "losing"
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elseif attritionRatio > options.attritionRatioWinning 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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musicType = "peace"
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end
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end
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@ -276,9 +298,8 @@ function widget:Update(dt)
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end
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local playedTime, totalTime = Spring.GetSoundStreamTime()
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playedTime = math.floor(playedTime)
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totalTime = math.floor(totalTime)
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--Spring.Echo(playedTime, totalTime)
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-- playedTime = math.floor(playedTime)
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-- totalTime = math.floor(totalTime)
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--Spring.Echo(playedTime, totalTime, newTrackWait)
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@ -295,33 +316,53 @@ function widget:Update(dt)
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--Spring.Echo("volume:", playedTime/5)
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--Spring.SetSoundStreamVolume( playedTime/5)
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--end
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--Spring.Echo(previousTrackType, musicType)
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if ( previousTrackType == "peace" and musicType == "war" )
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--Spring.Echo(prevMusicType, musicType)
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if (prevMusicType ~= musicType and moodPriorities[musicType] >= moodPriorities[prevMusicType])
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or (playedTime >= totalTime) -- both zero means track stopped
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and not(haltMusic or looping) then
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previousTrackType = musicType
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prevMusicType = musicType
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StartTrack()
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--Spring.Echo("Track: " .. newTrack)
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newTrackWait = 0
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end
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local _, _, paused = Spring.GetGameSpeed()
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if (paused ~= wasPaused) and options.pausemusic.value then
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Spring.PauseSoundStream()
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wasPaused = paused
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end
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end
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function widget:Update(dt)
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if gameOver then return end
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if not initialized then
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math.randomseed(os.clock()* 100)
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initialized=true
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-- these are here to give epicmenu time to set the values properly (else it's always default at startup)
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InitializeTracks()
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end
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timeframetimer_short = timeframetimer_short + dt
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if timeframetimer_short > 0.03 then
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CheckLoop()
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timeframetimer_short = 0
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end
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timeframetimer = timeframetimer + dt
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if (timeframetimer > UPDATE_PERIOD) then -- every second
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EvaluateMood()
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timeframetimer = 0
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end
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end
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function widget:GameStart()
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if not gameStarted then
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gameStarted = true
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previousTrackType = musicType
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prevMusicType = musicType
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musicType = "peace"
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StartTrack()
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end
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--Spring.Echo("Track: " .. newTrack)
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newTrackWait = 0
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end
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@ -333,46 +374,24 @@ end
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function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer)
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if unitExceptions[unitDefID] then return end
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if (damage < 1.5) then return end
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if (UnitDefs[unitDefID] == nil) then return end
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if paralyzer then return end
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local multifactor = 1
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if (numVisibleEnemy > 3) then
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multifactor = math.log(numVisibleEnemy)
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end
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if (teamID == myTeam) then
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warPointsFriendly[warPointsIter] = warPointsFriendly[warPointsIter] + (damage * multifactor);
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dmgPointsFriendly[warPointsIter] = dmgPointsFriendly[warPointsIter] + damage
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else
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warPointsHostile[warPointsIter] = warPointsHostile[warPointsIter] + (damage * multifactor);
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dmgPointsHostile[warPointsIter] = dmgPointsHostile[warPointsIter] + damage
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end
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end
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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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local unitWorth = 50
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if (UnitDefs[unitDefID].metalCost > 500) then
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unitWorth = 200
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end
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if (UnitDefs[unitDefID].metalCost > 1000) then
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unitWorth = 300
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end
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if (UnitDefs[unitDefID].metalCost > 3000) then
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unitWorth = 500
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end
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if (UnitDefs[unitDefID].metalCost > 8000) then
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unitWorth = 700
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end
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local multifactor = 1
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if (numVisibleEnemy > 3) then
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multifactor = math.log(numVisibleEnemy)
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end
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if (teamID == myTeam) then
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warPointsFriendly[warPointsIter] = warPointsFriendly[warPointsIter] + (unitWorth*multifactor);
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deathPointsFriendly[warPointsIter] = deathPointsFriendly[warPointsIter] + unitCost
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else
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warPointsHostile[warPointsIter] = warPointsHostile[warPointsIter] + (unitWorth*multifactor);
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deathPointsHostile[warPointsIter] = deathPointsHostile[warPointsIter] + unitCost
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end
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end
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@ -413,9 +432,6 @@ function widget:Initialize()
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WG.Music.GetMusicType = GetMusicType
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WG.Music.PlayGameOverMusic = PlayGameOverMusic
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-- Spring.Echo(math.random(), math.random())
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-- Spring.Echo(os.clock())
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-- for TrackName,TrackDef in pairs(tracks.peace) do
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-- Spring.Echo("Track: " .. TrackDef)
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-- end
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@ -423,8 +439,10 @@ function widget:Initialize()
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-- for i=1,20 do Spring.Echo(math.random()) end
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for i = 1, warPointsSize do
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warPointsFriendly[i] = 0
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warPointsHostile[i] = 0
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dmgPointsFriendly[i] = 0
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dmgPointsHostile[i] = 0
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deathPointsFriendly[i] = 0
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deathPointsHostile[i] = 0
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end
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end
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