Added marker and voice alerts for allied/owned units and buildings
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250d614338
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bca2153f53
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@ -2,15 +2,134 @@ function widget:GetInfo()
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return {
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return {
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name = "Attack Warning",
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name = "Attack Warning",
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desc = "Warns if stuff gets attacked",
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desc = "Warns if stuff gets attacked",
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author = "knorke",
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author = "knorke, Birdulon",
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date = "Oct 2011",
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date = "Oct 2011, June 2020",
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license = "GNU GPL, v2 or later",
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license = "GNU GPL, v2 or later",
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layer = 0,
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layer = 0,
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enabled = true,
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enabled = true,
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}
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}
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end
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end
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options_path = "Settings/Alerts"
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options_order = {
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'voiceSelfVolume', 'voiceAllyVolume', 'voiceSelfCooldown', 'voiceAllyCooldown',
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'markersEnable', 'markersSelfDuration', 'markersAllyDuration', 'markersSelfRadius', 'markersAllyRadius',
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}
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options = {
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markersEnable = {
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name = "Enable attack alert markers",
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type = "bool",
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value = true,
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desc = "Place temporary map markers to increase visibility of off-screen attacks",
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noHotkey = true,
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},
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markersSelfDuration = {
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name = "Attack marker duration (s) - self",
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type = "number",
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value = 5.0,
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min = 0.5,
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max = 15.0,
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step = 0.5,
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desc = "Attack markers for your own forces will be removed after this many seconds",
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noHotkey = true,
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},
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markersSelfRadius = {
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name = "Attack marker spacing (elmo) - self",
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type = "number",
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value = 750,
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min = 250,
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max = 2000,
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step = 250,
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desc = "If your forces are attacked within this distance of an existing attack marker, suppress the alert",
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noHotkey = true,
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},
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markersAllyDuration = {
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name = "Attack marker duration (s) - ally",
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type = "number",
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value = 2.5,
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min = 0.5,
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max = 15.0,
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step = 0.5,
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desc = "Attack markers for allied forces will be removed after this many seconds. You might want them to expire quicker than for your own forces.",
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noHotkey = true,
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},
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markersAllyRadius = {
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name = "Attack marker spacing (elmo) - ally",
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type = "number",
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value = 1500,
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min = 250,
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max = 3000,
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step = 250,
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desc = "If allied forces are attacked within this distance of an existing attack marker, suppress the alert. You might want them spaced out further than attacks on your forces.",
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noHotkey = true,
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},
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voiceSelfVolume = {
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name = "Attack alert volume - self",
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type = "number",
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value = 1.0,
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min = 0.0,
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max = 1.0,
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step = 0.05,
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desc = "Volume for attack alerts for your forces",
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noHotkey = true,
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},
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voiceSelfCooldown = {
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name = "Attack alert cooldown (s) - self",
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type = "number",
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value = 6,
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min = 1,
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max = 30,
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step = 1,
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desc = "Attack alerts for your forces will not be sounded if the last alert sound was within this period",
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noHotkey = true,
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},
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voiceAllyVolume = {
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name = "Attack alert volume - ally",
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type = "number",
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value = 1.0,
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min = 0.0,
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max = 1.0,
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step = 0.05,
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desc = "Volume for attack alerts for your forces",
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noHotkey = true,
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},
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voiceAllyCooldown = {
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name = "Attack alert cooldown (s) - ally",
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type = "number",
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value = 6,
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min = 1,
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max = 30,
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step = 1,
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desc = "Attack alerts for your forces will not be sounded if the last alert sound was within this period",
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noHotkey = true,
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},
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}
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local voiceFilenameSelfBaseAttacked = "sounds/alerts/SelfBaseAttacked.ogg"
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local voiceFilenameSelfUnitAttacked = "sounds/alerts/SelfUnitAttacked.ogg"
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local voiceFilenameAllyBaseAttacked = "sounds/alerts/AllyBaseAttacked.ogg"
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local voiceFilenameAllyUnitAttacked = "sounds/alerts/AllyUnitAttacked.ogg"
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local voiceFilenames = { -- [bSelf][isBuilding]
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[false]={
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[false]=voiceFilenameAllyUnitAttacked,
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[true]=voiceFilenameAllyBaseAttacked,
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},
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[true]={
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[false]=voiceFilenameSelfUnitAttacked,
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[true]=voiceFilenameSelfBaseAttacked,
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},
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}
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local osClock = os.clock
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local spPlaySoundFile = Spring.PlaySoundFile -- (filename, volume, posx, posy, posz, speedx, speedy, speedz, channel)
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local spMarkerAddPoint = Spring.MarkerAddPoint -- (x, y, z, text, localonly)
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local spMarkerErasePosition = Spring.MarkerErasePosition -- (x, y, z) Sadly you can't keep handles of markers
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local spGetUnitPosition = Spring.GetUnitPosition
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local spAreTeamsAllied = Spring.AreTeamsAllied
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local spGetGameFrame = Spring.GetGameFrame
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local spGetSpectatingState = Spring.GetSpectatingState
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local spGetSpectatingState = Spring.GetSpectatingState
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local spEcho = Spring.Echo
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local spSetLastMessagePosition = Spring.SetLastMessagePosition
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local warningDelay = 30 * 5 --in frames
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local warningDelay = 30 * 5 --in frames
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local lastWarning = 0 --in frames
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local lastWarning = 0 --in frames
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@ -21,23 +140,129 @@ local function languageChanged ()
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under_attack_translation = WG.Translate("interface", "unit_under_attack")
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under_attack_translation = WG.Translate("interface", "unit_under_attack")
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end
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end
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local function dist2(x1, z1, x2, z2)
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-- Distance squared between two points
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-- Coords are X and Z because Spring uses Y as the vertical axis, and we only care about the planar position.
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local dx, dz = x2-x1, z2-z1
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return dx*dx + dz*dz
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end
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function TextAlert(unitDefID, x, y, z)
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local currentFrame = spGetGameFrame()
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if (lastWarning+warningDelay > currentFrame) then return end
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lastWarning = currentFrame
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spEcho("game_message: " .. Spring.Utilities.GetHumanName(UnitDefs[unitDefID]) .. " " .. under_attack_translation)
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spSetLastMessagePosition(x, y, z)
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end
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local attackMarkers = {}
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local tLastVoice = 0
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local markerOffset = 2 -- Offset the marker Y coord by this much to avoid potential conflict with user-placed markers
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local data = { -- [bSelf]
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[false]={
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voiceCooldown=options.voiceAllyCooldown.value,
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voiceVolume=options.voiceAllyVolume.value,
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markerD2=options.markersAllyRadius.value*options.markersAllyRadius.value,
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markerPrefix={[false]="Allied Unit", [true]="Allied Base"},
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markerDuration=options.markersAllyDuration.value,
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},
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[true]={
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voiceCooldown=options.voiceSelfCooldown.value,
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voiceVolume=options.voiceSelfVolume.value,
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markerD2=options.markersSelfRadius.value*options.markersSelfRadius.value,
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markerPrefix={[false]="Unit", [true]="Base"},
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markerDuration=options.markersSelfDuration.value,
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},
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}
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function UpdateOptions()
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data = { -- [bSelf]
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[false]={
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voiceCooldown=options.voiceAllyCooldown.value,
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voiceVolume=options.voiceAllyVolume.value,
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markerD2=options.markersAllyRadius.value*options.markersAllyRadius.value,
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markerPrefix={[false]="Allied Unit", [true]="Allied Base"},
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markerDuration=options.markersAllyDuration.value,
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},
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[true]={
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voiceCooldown=options.voiceSelfCooldown.value,
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voiceVolume=options.voiceSelfVolume.value,
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markerD2=options.markersSelfRadius.value*options.markersSelfRadius.value,
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markerPrefix={[false]="Unit", [true]="Base"},
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markerDuration=options.markersSelfDuration.value,
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},
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}
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end
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function MarkerAlert(unitTeam, unitDefID, x, y, z)
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-- Assumptions for calling this function:
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-- - Unit is allied to the player
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-- - Unit is not on-screen for the player
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y = y + markerOffset
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local t = osClock()
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local isBuilding = UnitDefs[unitDefID].isBuilding
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local bSelf = (unitTeam == localTeamID)
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-- Do voice alert if appropriate
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if t > (tLastVoice + data[bSelf].voiceCooldown) then
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spPlaySoundFile(voiceFilenames[bSelf][isBuilding], data[bSelf].voiceVolume, nil, nil, nil, nil, nil, nil, "userinterface")
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spSetLastMessagePosition(x, y, z)
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tLastVoice = t
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end
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-- Check if the new marker would be too close to any existing markers
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for i=1,#attackMarkers do
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local marker = attackMarkers[i]
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local d2 = dist2(x, z, marker.x, marker.z)
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if d2 < data[bSelf].markerD2 then return end
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end
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-- Place a marker
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attackMarkers[#attackMarkers+1] = {x=x, y=y, z=z, tDeath=t+data[bSelf].markerDuration}
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spMarkerAddPoint(x, y, z, data[bSelf].markerPrefix[isBuilding] .. " attacked", true)
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spSetLastMessagePosition(x, y, z)
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end
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function CleanMarkers()
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local t = osClock()
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for i=#attackMarkers,1,-1 do
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local m = attackMarkers[i]
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if m.tDeath < t then
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spMarkerErasePosition(m.x, m.y, m.z)
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table.remove(attackMarkers, i)
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end
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end
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end
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local UPDATE_PERIOD = 0.25 -- Check to remove markers every 250ms
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local timeframetimer = 0.0
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function widget:Update(dt)
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timeframetimer = timeframetimer + dt
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if (timeframetimer > UPDATE_PERIOD) then
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UpdateOptions() -- Couldn't find a suitable call-in for options being changed
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CleanMarkers()
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timeframetimer = 0
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end
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end
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function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam)
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function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam)
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if damage <= 0 then return end
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if damage <= 0 then return end
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local currentFrame = Spring.GetGameFrame ()
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--spEcho("game_message: Processing damage event! " .. tostring(unitID) .. ", " .. tostring(unitDefID) .. ", " .. tostring(unitTeam) .. ", " .. tostring(attackerTeam) .. ", " .. tostring(attackerID));
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if (lastWarning+warningDelay > currentFrame) then
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if Spring.IsUnitInView(unitID) then return end
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return
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if not spAreTeamsAllied(localTeamID, unitTeam) then return end
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end
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if not unitTeam then return end -- I don't even?
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if (localTeamID==unitTeam and not Spring.IsUnitInView (unitID)) then
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if not unitDefID then return end -- Haven't encountered this being nil but I'm not risking it
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lastWarning = currentFrame
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if attackerTeam and spAreTeamsAllied(unitTeam, attackerTeam) then return end -- Get a lot of nil for attacker stats, probably from things out of vision/radar.
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Spring.Echo ("game_message: " .. Spring.Utilities.GetHumanName(UnitDefs[unitDefID]) .. " " .. under_attack_translation)
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local x,y,z = spGetUnitPosition(unitID)
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--Spring.PlaySoundFile (blabla attack.wav, ... "userinterface")
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if not (x and y and z) then return end
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local x,y,z = Spring.GetUnitPosition (unitID)
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TextAlert(unitDefID, x, y, z)
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if (x and y and z) then
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MarkerAlert(unitTeam, unitDefID, x, y, z)
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Spring.SetLastMessagePosition (x,y,z)
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end
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end
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end
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end
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function widget:Initialize()
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function widget:Initialize()
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if spGetSpectatingState() then
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if spGetSpectatingState() then
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widgetHandler:RemoveWidget()
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widgetHandler:RemoveWidget()
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@ -46,10 +271,12 @@ function widget:Initialize()
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WG.InitializeTranslation(languageChanged, GetInfo().name)
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WG.InitializeTranslation(languageChanged, GetInfo().name)
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end
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end
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function widget:Shutdown()
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function widget:Shutdown()
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WG.ShutdownTranslation(GetInfo().name)
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WG.ShutdownTranslation(GetInfo().name)
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end
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end
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--changing teams, rejoin, becoming spec etc
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--changing teams, rejoin, becoming spec etc
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function widget:PlayerChanged(playerID)
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function widget:PlayerChanged(playerID)
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if spGetSpectatingState() then
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if spGetSpectatingState() then
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