Compare commits

...

2 Commits

Author SHA1 Message Date
9b22b06d08 Fix critical bug: Repeating voice messages now stop when resources recover
All checks were successful
Build / build (push) Successful in 1m24s
Added stateKey field to VoiceMessage interface to explicitly link messages
with warning states, preventing infinite repeat loops.

Bug fixes:
- Messages check warning state exists before re-queuing
- clearWarningState() now purges matching messages from queue
- Proper cleanup when resources increase above thresholds

Changes to voiceAudioSystem.ts:
- VoiceMessage interface: Added stateKey field
- queueMessage(): Added stateKey parameter
- handleStatusChange(): Pass state keys when queueing warnings
- update(): Validate state exists before re-queuing repeating messages
- clearWarningState(): Filter queue to remove messages with matching stateKey

Also includes explosion audio improvements:
- Use onEndedObservable instead of setTimeout for audio cleanup
- Adjusted explosion force and duration parameters

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 16:57:12 -06:00
b523d5e31a 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>
2025-11-11 16:24:28 -06:00
5 changed files with 103 additions and 28 deletions

0
public/levels/1.json Normal file
View File

View File

View File

@ -34,18 +34,19 @@ export class ExplosionManager {
// Default configuration
private static readonly DEFAULT_CONFIG: Required<ExplosionConfig> = {
duration: 1000,
explosionForce: 5,
duration: 2000,
explosionForce: 10,
frameRate: 60
};
constructor(scene: Scene, config?: ExplosionConfig) {
this.scene = scene;
this.config = { ...ExplosionManager.DEFAULT_CONFIG, ...config };
debugLog(this.config);
this._debrisBaseMesh = MeshBuilder.CreateIcoSphere(
'debrisBase',
{
radius: .2,
radius: 1,
subdivisions: 2
}, DefaultScene.MainScene
);
@ -130,14 +131,13 @@ export class ExplosionManager {
// Attach spatial sound to the node
sound.spatial.attach(explosionNode);
sound.play();
// Cleanup after explosion duration (synchronized with visual effect)
setTimeout(() => {
if (sound.spatial) {
sound.onEndedObservable.addOnce(() => {
//Cleanup after sound ends.
sound.spatial.detach();
}
explosionNode.dispose();
}, this.config.duration);
})
} catch (error) {
debugLog("ExplosionManager: Error playing explosion audio", error);
explosionNode.dispose();

View File

@ -48,8 +48,8 @@ export class RockFactory {
this._orbitCenter = new PhysicsAggregate(node, PhysicsShapeType.SPHERE, {radius: .1, mass: 1000}, DefaultScene.MainScene );
this._orbitCenter.body.setMotionType(PhysicsMotionType.ANIMATED);
this._explosionManager = new ExplosionManager(DefaultScene.MainScene, {
duration: 800,
explosionForce: 20.0,
duration: 2000,
explosionForce: 150.0,
frameRate: 60
});
await this._explosionManager.initialize();
@ -102,7 +102,6 @@ export class RockFactory {
const body = agg.body;
const constraint = new DistanceConstraint(Vector3.Distance(position, this._orbitCenter.body.transformNode.position), DefaultScene.MainScene);
body.addConstraint(this._orbitCenter.body, constraint);
body.setLinearDamping(0)
body.setMotionType(PhysicsMotionType.DYNAMIC);
body.setCollisionCallbackEnabled(true);

View File

@ -14,12 +14,14 @@ export enum VoiceMessagePriority {
/**
* Voice message to be queued
*
*/
interface VoiceMessage {
sounds: string[]; // Array of sound names to play in sequence
priority: VoiceMessagePriority;
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)
stateKey?: string; // Warning state key (e.g., "warning_fuel") to track ownership
}
/**
@ -108,28 +110,40 @@ export class VoiceAudioSystem {
const maxValue = 1;
const percentage = maxValue > 0 ? newValue / maxValue : 0;
debugLog(event);
// Only trigger on decreases
if (delta >= 0) {
return;
// Clear warning states if resources increase above thresholds
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)}%)`);
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, `danger_${statusType}`);
}
// Warning (< 30%)
else if (percentage < 0.3 && !this._warningStates.has(`warning_${statusType}`)) {
// Warning (10% <= x < 30%) - repeat every 4 seconds ONLY if not in danger
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)}%)`);
this._warningStates.add(`warning_${statusType}`);
this.queueMessage(['warning', statusType], VoiceMessagePriority.NORMAL, false);
this.queueMessage(['warning', statusType], VoiceMessagePriority.NORMAL, false, 4000, `warning_${statusType}`);
}
// Empty (= 0)
// Empty (= 0) - no repeat
else if (newValue === 0 && !this._warningStates.has(`empty_${statusType}`)) {
debugLog(`VoiceAudioSystem: EMPTY warning triggered for ${statusType}`);
this._warningStates.add(`empty_${statusType}`);
this.queueMessage([statusType, 'empty'], VoiceMessagePriority.HIGH, false);
this.queueMessage([statusType, 'empty'], VoiceMessagePriority.HIGH, false, 0, `empty_${statusType}`);
}
}
@ -137,13 +151,25 @@ export class VoiceAudioSystem {
/**
* Queue a voice message to be played
*/
public queueMessage(sounds: string[], priority: VoiceMessagePriority = VoiceMessagePriority.NORMAL, interrupt: boolean = false): void {
public queueMessage(
sounds: string[],
priority: VoiceMessagePriority = VoiceMessagePriority.NORMAL,
interrupt: boolean = false,
repeatInterval: number = 0,
stateKey?: string
): void {
if (!this._audioEngine) {
debugLog('VoiceAudioSystem: Cannot queue message - audio not initialized');
return;
}
const message: VoiceMessage = { sounds, priority, interrupt };
const message: VoiceMessage = {
sounds,
priority,
interrupt,
repeatInterval: repeatInterval > 0 ? repeatInterval : undefined,
stateKey
};
// If interrupt flag is set, stop current playback and clear queue
if (interrupt) {
@ -159,7 +185,8 @@ export class VoiceAudioSystem {
this._queue.splice(insertIndex, 0, message);
}
debugLog(`VoiceAudioSystem: Queued message [${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 +224,22 @@ export class VoiceAudioSystem {
} else {
// Sequence complete
debugLog('VoiceAudioSystem: Sequence complete');
// Check if this message should repeat
if (this._currentMessage.repeatInterval && this._currentMessage.repeatInterval > 0) {
// Only re-queue if the warning state still exists
if (!this._currentMessage.stateKey || this._warningStates.has(this._currentMessage.stateKey)) {
// 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 ${this._currentMessage.repeatInterval}ms`);
} else {
debugLog(`VoiceAudioSystem: Message NOT re-queued - warning state '${this._currentMessage.stateKey}' cleared`);
}
}
this._isPlaying = false;
this._currentMessage = null;
this._currentSoundIndex = 0;
@ -207,6 +250,19 @@ export class VoiceAudioSystem {
// If not playing and queue has messages, start next message
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._currentSoundIndex = 0;
this._isPlaying = true;
@ -262,6 +318,26 @@ export class VoiceAudioSystem {
debugLog('VoiceAudioSystem: Queue cleared');
}
/**
* Clear a specific warning state and remove matching messages from queue
*/
public clearWarningState(key: string): void {
if (this._warningStates.has(key)) {
this._warningStates.delete(key);
// Remove all messages with this state key from queue
const originalLength = this._queue.length;
this._queue = this._queue.filter(msg => msg.stateKey !== key);
const removed = originalLength - this._queue.length;
if (removed > 0) {
debugLog(`VoiceAudioSystem: Cleared warning state '${key}' and purged ${removed} queued message(s)`);
} else {
debugLog(`VoiceAudioSystem: Cleared warning state '${key}'`);
}
}
}
/**
* Reset warning states (useful when starting new level or respawning)
*/