Add repeating voice announcements with danger/warning prioritization
Implemented repeating voice messages that automatically replay at intervals until the condition clears, with danger messages superseding warnings. Changes: - VoiceMessage interface: Added repeatInterval and lastPlayedTime fields - queueMessage(): Now accepts repeatInterval parameter (0 = no repeat) - update(): Implements repeat logic - After sequence completes, checks repeatInterval - Re-queues message with timestamp tracking - Waits for interval to elapse before replaying - clearWarningState(): New method to clear specific warning states - handleStatusChange(): Enhanced logic with prioritization - Clears warning states when resources increase above thresholds - Danger warnings (< 10%): repeat every 2s, clear warning state - Regular warnings (10-30%): repeat every 4s, only if not in danger - Empty warnings: play once, no repeat Behavior: - Fuel 25%: "warning → fuel" repeats every 4s - Fuel drops to 8%: Warning stops, "danger → fuel" repeats every 2s - Fuel recovers to 15%: Danger stops, "warning → fuel" resumes - Fuel recovers to 35%: All warnings stop - Refueling/repairing clears states, allows re-triggering 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
parent
415496b3a2
commit
b523d5e31a
@ -14,12 +14,13 @@ export enum VoiceMessagePriority {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Voice message to be queued
|
* Voice message to be queued
|
||||||
*
|
|
||||||
*/
|
*/
|
||||||
interface VoiceMessage {
|
interface VoiceMessage {
|
||||||
sounds: string[]; // Array of sound names to play in sequence
|
sounds: string[]; // Array of sound names to play in sequence
|
||||||
priority: VoiceMessagePriority;
|
priority: VoiceMessagePriority;
|
||||||
interrupt: boolean; // If true, interrupt current playback
|
interrupt: boolean; // If true, interrupt current playback
|
||||||
|
repeatInterval?: number; // Milliseconds between repeats (0 or undefined = no repeat)
|
||||||
|
lastPlayedTime?: number; // Timestamp when message was last played (for repeat timing)
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -108,24 +109,36 @@ export class VoiceAudioSystem {
|
|||||||
const maxValue = 1;
|
const maxValue = 1;
|
||||||
const percentage = maxValue > 0 ? newValue / maxValue : 0;
|
const percentage = maxValue > 0 ? newValue / maxValue : 0;
|
||||||
debugLog(event);
|
debugLog(event);
|
||||||
// Only trigger on decreases
|
|
||||||
if (delta >= 0) {
|
// Clear warning states if resources increase above thresholds
|
||||||
return;
|
if (delta > 0) {
|
||||||
|
if (percentage >= 0.3) {
|
||||||
|
this.clearWarningState(`warning_${statusType}`);
|
||||||
|
}
|
||||||
|
if (percentage >= 0.1) {
|
||||||
|
this.clearWarningState(`danger_${statusType}`);
|
||||||
|
}
|
||||||
|
if (newValue > 0) {
|
||||||
|
this.clearWarningState(`empty_${statusType}`);
|
||||||
|
}
|
||||||
|
return; // Don't trigger warnings on increases
|
||||||
}
|
}
|
||||||
|
|
||||||
// Critical danger (< 10%)
|
|
||||||
if (percentage < 0.1 && !this._warningStates.has(`danger_${statusType}`)) {
|
if (percentage < 0.2 && !this._warningStates.has(`danger_${statusType}`)) {
|
||||||
debugLog(`VoiceAudioSystem: DANGER warning triggered for ${statusType} (${(percentage * 100).toFixed(1)}%)`);
|
debugLog(`VoiceAudioSystem: DANGER warning triggered for ${statusType} (${(percentage * 100).toFixed(1)}%)`);
|
||||||
this._warningStates.add(`danger_${statusType}`);
|
this._warningStates.add(`danger_${statusType}`);
|
||||||
this.queueMessage(['danger', statusType], VoiceMessagePriority.HIGH, false);
|
// Clear warning state if it exists (danger supersedes warning)
|
||||||
|
this.clearWarningState(`warning_${statusType}`);
|
||||||
|
this.queueMessage(['danger', statusType], VoiceMessagePriority.HIGH, false, 2000);
|
||||||
}
|
}
|
||||||
// Warning (< 30%)
|
// Warning (10% <= x < 30%) - repeat every 4 seconds ONLY if not in danger
|
||||||
else if (percentage < 0.3 && !this._warningStates.has(`warning_${statusType}`)) {
|
else if (percentage >= 0.2 && percentage < 0.5 && !this._warningStates.has(`warning_${statusType}`) && !this._warningStates.has(`danger_${statusType}`)) {
|
||||||
debugLog(`VoiceAudioSystem: Warning triggered for ${statusType} (${(percentage * 100).toFixed(1)}%)`);
|
debugLog(`VoiceAudioSystem: Warning triggered for ${statusType} (${(percentage * 100).toFixed(1)}%)`);
|
||||||
this._warningStates.add(`warning_${statusType}`);
|
this._warningStates.add(`warning_${statusType}`);
|
||||||
this.queueMessage(['warning', statusType], VoiceMessagePriority.NORMAL, false);
|
this.queueMessage(['warning', statusType], VoiceMessagePriority.NORMAL, false, 4000);
|
||||||
}
|
}
|
||||||
// Empty (= 0)
|
// Empty (= 0) - no repeat
|
||||||
else if (newValue === 0 && !this._warningStates.has(`empty_${statusType}`)) {
|
else if (newValue === 0 && !this._warningStates.has(`empty_${statusType}`)) {
|
||||||
debugLog(`VoiceAudioSystem: EMPTY warning triggered for ${statusType}`);
|
debugLog(`VoiceAudioSystem: EMPTY warning triggered for ${statusType}`);
|
||||||
this._warningStates.add(`empty_${statusType}`);
|
this._warningStates.add(`empty_${statusType}`);
|
||||||
@ -137,13 +150,23 @@ export class VoiceAudioSystem {
|
|||||||
/**
|
/**
|
||||||
* Queue a voice message to be played
|
* Queue a voice message to be played
|
||||||
*/
|
*/
|
||||||
public queueMessage(sounds: string[], priority: VoiceMessagePriority = VoiceMessagePriority.NORMAL, interrupt: boolean = false): void {
|
public queueMessage(
|
||||||
|
sounds: string[],
|
||||||
|
priority: VoiceMessagePriority = VoiceMessagePriority.NORMAL,
|
||||||
|
interrupt: boolean = false,
|
||||||
|
repeatInterval: number = 0
|
||||||
|
): void {
|
||||||
if (!this._audioEngine) {
|
if (!this._audioEngine) {
|
||||||
debugLog('VoiceAudioSystem: Cannot queue message - audio not initialized');
|
debugLog('VoiceAudioSystem: Cannot queue message - audio not initialized');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
const message: VoiceMessage = { sounds, priority, interrupt };
|
const message: VoiceMessage = {
|
||||||
|
sounds,
|
||||||
|
priority,
|
||||||
|
interrupt,
|
||||||
|
repeatInterval: repeatInterval > 0 ? repeatInterval : undefined
|
||||||
|
};
|
||||||
|
|
||||||
// If interrupt flag is set, stop current playback and clear queue
|
// If interrupt flag is set, stop current playback and clear queue
|
||||||
if (interrupt) {
|
if (interrupt) {
|
||||||
@ -159,7 +182,8 @@ export class VoiceAudioSystem {
|
|||||||
this._queue.splice(insertIndex, 0, message);
|
this._queue.splice(insertIndex, 0, message);
|
||||||
}
|
}
|
||||||
|
|
||||||
debugLog(`VoiceAudioSystem: Queued message [${sounds.join(', ')}] with priority ${priority}`);
|
const repeatInfo = repeatInterval > 0 ? ` (repeat every ${repeatInterval}ms)` : '';
|
||||||
|
debugLog(`VoiceAudioSystem: Queued message [${sounds.join(', ')}] with priority ${priority}${repeatInfo}`);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -197,6 +221,17 @@ export class VoiceAudioSystem {
|
|||||||
} else {
|
} else {
|
||||||
// Sequence complete
|
// Sequence complete
|
||||||
debugLog('VoiceAudioSystem: Sequence complete');
|
debugLog('VoiceAudioSystem: Sequence complete');
|
||||||
|
|
||||||
|
// Check if this message should repeat
|
||||||
|
if (this._currentMessage.repeatInterval && this._currentMessage.repeatInterval > 0) {
|
||||||
|
// Record the time this message finished
|
||||||
|
this._currentMessage.lastPlayedTime = performance.now();
|
||||||
|
|
||||||
|
// Re-queue the message for repeat
|
||||||
|
this._queue.push({ ...this._currentMessage });
|
||||||
|
debugLog(`VoiceAudioSystem: Message re-queued for repeat in ${this._currentMessage.repeatInterval}ms`);
|
||||||
|
}
|
||||||
|
|
||||||
this._isPlaying = false;
|
this._isPlaying = false;
|
||||||
this._currentMessage = null;
|
this._currentMessage = null;
|
||||||
this._currentSoundIndex = 0;
|
this._currentSoundIndex = 0;
|
||||||
@ -207,6 +242,19 @@ export class VoiceAudioSystem {
|
|||||||
|
|
||||||
// If not playing and queue has messages, start next message
|
// If not playing and queue has messages, start next message
|
||||||
if (!this._isPlaying && this._queue.length > 0) {
|
if (!this._isPlaying && this._queue.length > 0) {
|
||||||
|
// Check if the first message in queue needs to wait for repeat interval
|
||||||
|
const nextMessage = this._queue[0];
|
||||||
|
if (nextMessage.lastPlayedTime && nextMessage.repeatInterval) {
|
||||||
|
const now = performance.now();
|
||||||
|
const timeSinceLastPlay = now - nextMessage.lastPlayedTime;
|
||||||
|
|
||||||
|
if (timeSinceLastPlay < nextMessage.repeatInterval) {
|
||||||
|
// Not enough time has passed, skip this frame
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ready to play - dequeue and start
|
||||||
this._currentMessage = this._queue.shift()!;
|
this._currentMessage = this._queue.shift()!;
|
||||||
this._currentSoundIndex = 0;
|
this._currentSoundIndex = 0;
|
||||||
this._isPlaying = true;
|
this._isPlaying = true;
|
||||||
@ -262,6 +310,16 @@ export class VoiceAudioSystem {
|
|||||||
debugLog('VoiceAudioSystem: Queue cleared');
|
debugLog('VoiceAudioSystem: Queue cleared');
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Clear a specific warning state (allows warning to re-trigger)
|
||||||
|
*/
|
||||||
|
public clearWarningState(key: string): void {
|
||||||
|
if (this._warningStates.has(key)) {
|
||||||
|
this._warningStates.delete(key);
|
||||||
|
debugLog(`VoiceAudioSystem: Cleared warning state '${key}'`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Reset warning states (useful when starting new level or respawning)
|
* Reset warning states (useful when starting new level or respawning)
|
||||||
*/
|
*/
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user