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Add Power Weapons Fire Signature signal definition, update `Signal …
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…detected` script with additional signal types.

Resolves #2678.
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Tkael committed Jan 2, 2025
1 parent 0175cf9 commit be4aeba
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2 changes: 1 addition & 1 deletion ChangeLog.md
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Expand Up @@ -42,7 +42,7 @@ Full details of the variables available for each noted event, and VoiceAttack in
* `Power preparation vote cast` obsolete script removed.
* `Power micro resources collected` script added.
* `Power micro resources delivered` script added.
* `Signal detected` script updated to incorporate new Powerplay details.
* `Signal detected` script updated to incorporate additional signal types and Powerplay details.

## 4.1.0-b3
* Core
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9 changes: 9 additions & 0 deletions DataDefinitions/Properties/SignalSource.Designer.cs

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6 changes: 5 additions & 1 deletion DataDefinitions/Properties/SignalSource.resx
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Expand Up @@ -147,7 +147,7 @@
</data>
<data name="USS_Type_Aftermath" xml:space="preserve">
<value>Combat Aftermath</value>
<comment>Aftermatch signal</comment>
<comment>Combat Aftermath signal</comment>
</data>
<data name="USS_Type_Anomaly" xml:space="preserve">
<value>Anomaly</value>
Expand Down Expand Up @@ -437,4 +437,8 @@
<value>Power Convoy Distress Signal</value>
<comment>Powerplay</comment>
</data>
<data name="USS_Type_PowerWeaponsFire" xml:space="preserve">
<value>Power Weapons Fire Signature</value>
<comment>Powerplay</comment>
</data>
</root>
5 changes: 3 additions & 2 deletions DataDefinitions/SignalSource.cs
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Expand Up @@ -48,8 +48,9 @@ static SignalSource()
var TradingBeacon = new SignalSource("USS_Type_TradingBeacon", "USS_TradingBeacon");
var WeaponsFire = new SignalSource("USS_Type_WeaponsFire", "USS_WeaponsFire");
var PowerConvoy = new SignalSource( "USS_Type_PowerConvoy", "USS_PowerConvoy" );
var __ = new SignalSource( "USS_Type_PowerplayConvoyDistressSignal", "USS_PowerplayConvoyDistressSignal" );
var PowerEmmissions = new SignalSource( "USS_Type_PowerEmissions", "USS_PowerEmissions" );
var PowerplayConvoyDistressSignal = new SignalSource( "USS_Type_PowerplayConvoyDistressSignal", "USS_PowerplayConvoyDistressSignal" );
var PowerWeaponsFire = new SignalSource( "USS_Type_PowerWeaponsFire", "USS_PowerWeaponsFire" );

var UnregisteredCommsBeacon = new SignalSource("NumberStation");
var ListeningPost = new SignalSource("ListeningPost");
Expand Down Expand Up @@ -165,7 +166,7 @@ private SignalSource(string edname, string altEdName = null) : base(edname, edna
return new SignalSource(from) { fallbackInvariantName = from, fallbackLocalizedName = from };
}

SignalSource result = null;
SignalSource result;
int? threatLvl = null;
int indexResult = 0;

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1 change: 1 addition & 0 deletions SpeechResponder/EddiSpeechResponder.csproj
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Expand Up @@ -165,4 +165,5 @@
<Target Name="PreBuild" BeforeTargets="PreBuildEvent">
<Exec Command="xcopy /y &quot;$(SolutionDir)SpeechResponder\Variables.md&quot; &quot;$(SolutionDir)bin\$(Configuration)\Wiki\&quot;" />
</Target>
<ProjectExtensions><VisualStudio><UserProperties /></VisualStudio></ProjectExtensions>
</Project>
2 changes: 1 addition & 1 deletion SpeechResponder/eddi.cs.json
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Expand Up @@ -2233,7 +2233,7 @@
"enabled": true,
"priority": 3,
"responder": true,
"script": "{_ Edit the true/false values of `spokenSources` to identify signal types that should be announced whenever they are first detected within a system (otherwise, only signal sources detected while in fss or saa mode will be taken into account. _}\r\n\r\n{set spokenSources to [\r\n \"Anomaly\": true,\r\n \"AX Conflict Zone\": true,\r\n \"Capitol Ship\": false,\r\n \"Ceremonial Comms\": false,\r\n \"Combat Aftermath\": false,\r\n \"Compromised Nav Beacon\": true,\r\n \"Convoy Dispersal Pattern\": false,\r\n \"Degraded Emissions\": false,\r\n \"Distress Call\": true,\r\n \"Encoded Emissions\": false,\r\n \"Hazardous Resource Extraction Site\": false,\r\n \"High Grade Emissions\": false,\r\n \"High Intensity Conflict Zone\": false,\r\n \"High Intensity Resource Extraction Site\": false,\r\n \"Listening Post\": true,\r\n \"Low Intensity Conflict Zone\": false,\r\n \"Low Intensity Resource Extraction Site\": false,\r\n \"Medium Intensity Conflict Zone\": false,\r\n \"Mission Target\": true,\r\n \"Nav Beacon\": false,\r\n \"Non-Human Signal Source\": false,\r\n \"Notable Stellar Phenomena\": true,\r\n \"Power Wreckage Signature\": true,\r\n \"Resource Extraction Site\": false,\r\n \"Trading Beacon\": false,\r\n \"Unidentified Signal Source\": false,\r\n \"Unregistered Comms Beacon\": true,\r\n \"Weapons Fire\": false,\r\n]}\r\n\r\n{if status.gui_focus = \"fss mode\" || \r\n status.gui_focus = \"saa mode\" || \r\n (spokenSources[event.source] = true && true):\r\n {_ (spokenSources[event.source] = true && event.unique): }\r\n {if event.source && !event.stationsignal:\r\n {if event.threatlevel > 0:\r\n Class {event.threatlevel} \r\n }\r\n {if event.power && event.power != \"None\":\r\n {P(event.power, \"power\")}\r\n }\r\n {event.source} \r\n {if event.faction && event.faction != \"None\":\r\n for {P(event.faction, \"faction\")}\r\n }\r\n detected.\r\n {if event.opposingpower && event.opposingpower != \"None\":\r\n {P(event.opposingpower, \"power\")} signals \r\n {OneOf(\"detected\", \"are also present\")} in the vicinity.\r\n }\r\n }\r\n}",
"script": "{_ Edit the true/false values of `spokenSources` to identify signal types that should be announced whenever they are first detected within a system (otherwise, only signal sources detected while in fss or saa mode will be taken into account. _}\r\n\r\n{set spokenSources to [\r\n \"Ancient Probe\": true,\r\n \"Anomaly\": true,\r\n \"Armed Revolt\": true,\r\n \"AX Conflict Zone\": true,\r\n \"Capitol Ship\": false,\r\n \"Ceremonial Comms\": false,\r\n \"Combat Aftermath\": false,\r\n \"Compromised Nav Beacon\": true,\r\n \"Convoy Beacon\": false,\r\n \"Convoy Dispersal Pattern\": false,\r\n \"Debris Field\": false,\r\n \"Degraded Emissions\": false,\r\n \"Distress Call\": true,\r\n \"Distribution Center\": false,\r\n \"Encoded Emissions\": false,\r\n \"Hazardous Resource Extraction Site\": false,\r\n \"High Grade Emissions\": false,\r\n \"High Intensity AX Conflict Zone\": false,\r\n \"High Intensity Conflict Zone\": false,\r\n \"High Intensity Resource Extraction Site\": false,\r\n \"Listening Post\": true,\r\n \"Low Intensity AX Conflict Zone\": false,\r\n \"Low Intensity Conflict Zone\": false,\r\n \"Low Intensity Resource Extraction Site\": false,\r\n \"Medium High Intensity AX Conflict Zone\": false,\r\n \"Medium Intensity Conflict Zone\": false,\r\n \"Mission Target\": true,\r\n \"Nav Beacon\": false,\r\n \"Non-Human Signal Source\": false,\r\n \"Notable Stellar Phenomena\": true,\r\n \"Pirate Activity\": true,\r\n \"Planetary Anomaly\": true\r\n \"Power Wreckage Signature\": true,\r\n \"Resource Extraction Site\": false,\r\n \"Trading Beacon\": false,\r\n \"Unidentified Signal Source\": false,\r\n \"Unregistered Comms Beacon\": true,\r\n \"Weapons Fire\": false,\r\n]}\r\n\r\n{if status.gui_focus = \"fss mode\" || \r\n status.gui_focus = \"saa mode\" || \r\n (spokenSources[event.source] = true && true):\r\n {_ (spokenSources[event.source] = true && event.unique): }\r\n {if event.source && !event.stationsignal:\r\n {if event.threatlevel > 0:\r\n Class {event.threatlevel} \r\n }\r\n {if event.power && event.power != \"None\":\r\n {P(event.power, \"power\")}\r\n }\r\n {event.source} \r\n {if event.faction && event.faction != \"None\":\r\n for {P(event.faction, \"faction\")}\r\n }\r\n detected.\r\n {if event.opposingpower && event.opposingpower != \"None\":\r\n {P(event.opposingpower, \"power\")} signals \r\n {OneOf(\"detected\", \"are also present\")} in the vicinity.\r\n }\r\n }\r\n}",
"default": true,
"name": "Signal detected",
"description": "Triggered when a signal source is detected"
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2 changes: 1 addition & 1 deletion SpeechResponder/eddi.de.json
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Expand Up @@ -2233,7 +2233,7 @@
"enabled": true,
"priority": 3,
"responder": true,
"script": "{_ Edit the true/false values of `spokenSources` to identify signal types that should be announced whenever they are first detected within a system (otherwise, only signal sources detected while in fss or saa mode will be taken into account. _}\r\n\r\n{set spokenSources to [\r\n \"Anomaly\": true,\r\n \"AX Conflict Zone\": true,\r\n \"Capitol Ship\": false,\r\n \"Ceremonial Comms\": false,\r\n \"Combat Aftermath\": false,\r\n \"Compromised Nav Beacon\": true,\r\n \"Convoy Dispersal Pattern\": false,\r\n \"Degraded Emissions\": false,\r\n \"Distress Call\": true,\r\n \"Encoded Emissions\": false,\r\n \"Hazardous Resource Extraction Site\": false,\r\n \"High Grade Emissions\": false,\r\n \"High Intensity Conflict Zone\": false,\r\n \"High Intensity Resource Extraction Site\": false,\r\n \"Listening Post\": true,\r\n \"Low Intensity Conflict Zone\": false,\r\n \"Low Intensity Resource Extraction Site\": false,\r\n \"Medium Intensity Conflict Zone\": false,\r\n \"Mission Target\": true,\r\n \"Nav Beacon\": false,\r\n \"Non-Human Signal Source\": false,\r\n \"Notable Stellar Phenomena\": true,\r\n \"Power Wreckage Signature\": true,\r\n \"Resource Extraction Site\": false,\r\n \"Trading Beacon\": false,\r\n \"Unidentified Signal Source\": false,\r\n \"Unregistered Comms Beacon\": true,\r\n \"Weapons Fire\": false,\r\n]}\r\n\r\n{if status.gui_focus = \"fss mode\" || \r\n status.gui_focus = \"saa mode\" || \r\n (spokenSources[event.source] = true && true):\r\n {_ (spokenSources[event.source] = true && event.unique): }\r\n {if event.source && !event.stationsignal:\r\n {if event.threatlevel > 0:\r\n Class {event.threatlevel} \r\n }\r\n {if event.power && event.power != \"None\":\r\n {P(event.power, \"power\")}\r\n }\r\n {event.source} \r\n {if event.faction && event.faction != \"None\":\r\n for {P(event.faction, \"faction\")}\r\n }\r\n detected.\r\n {if event.opposingpower && event.opposingpower != \"None\":\r\n {P(event.opposingpower, \"power\")} signals \r\n {OneOf(\"detected\", \"are also present\")} in the vicinity.\r\n }\r\n }\r\n}",
"script": "{_ Edit the true/false values of `spokenSources` to identify signal types that should be announced whenever they are first detected within a system (otherwise, only signal sources detected while in fss or saa mode will be taken into account. _}\r\n\r\n{set spokenSources to [\r\n \"Ancient Probe\": true,\r\n \"Anomaly\": true,\r\n \"Armed Revolt\": true,\r\n \"AX Conflict Zone\": true,\r\n \"Capitol Ship\": false,\r\n \"Ceremonial Comms\": false,\r\n \"Combat Aftermath\": false,\r\n \"Compromised Nav Beacon\": true,\r\n \"Convoy Beacon\": false,\r\n \"Convoy Dispersal Pattern\": false,\r\n \"Debris Field\": false,\r\n \"Degraded Emissions\": false,\r\n \"Distress Call\": true,\r\n \"Distribution Center\": false,\r\n \"Encoded Emissions\": false,\r\n \"Hazardous Resource Extraction Site\": false,\r\n \"High Grade Emissions\": false,\r\n \"High Intensity AX Conflict Zone\": false,\r\n \"High Intensity Conflict Zone\": false,\r\n \"High Intensity Resource Extraction Site\": false,\r\n \"Listening Post\": true,\r\n \"Low Intensity AX Conflict Zone\": false,\r\n \"Low Intensity Conflict Zone\": false,\r\n \"Low Intensity Resource Extraction Site\": false,\r\n \"Medium High Intensity AX Conflict Zone\": false,\r\n \"Medium Intensity Conflict Zone\": false,\r\n \"Mission Target\": true,\r\n \"Nav Beacon\": false,\r\n \"Non-Human Signal Source\": false,\r\n \"Notable Stellar Phenomena\": true,\r\n \"Pirate Activity\": true,\r\n \"Planetary Anomaly\": true\r\n \"Power Wreckage Signature\": true,\r\n \"Resource Extraction Site\": false,\r\n \"Trading Beacon\": false,\r\n \"Unidentified Signal Source\": false,\r\n \"Unregistered Comms Beacon\": true,\r\n \"Weapons Fire\": false,\r\n]}\r\n\r\n{if status.gui_focus = \"fss mode\" || \r\n status.gui_focus = \"saa mode\" || \r\n (spokenSources[event.source] = true && true):\r\n {_ (spokenSources[event.source] = true && event.unique): }\r\n {if event.source && !event.stationsignal:\r\n {if event.threatlevel > 0:\r\n Class {event.threatlevel} \r\n }\r\n {if event.power && event.power != \"None\":\r\n {P(event.power, \"power\")}\r\n }\r\n {event.source} \r\n {if event.faction && event.faction != \"None\":\r\n for {P(event.faction, \"faction\")}\r\n }\r\n detected.\r\n {if event.opposingpower && event.opposingpower != \"None\":\r\n {P(event.opposingpower, \"power\")} signals \r\n {OneOf(\"detected\", \"are also present\")} in the vicinity.\r\n }\r\n }\r\n}",
"default": true,
"name": "Signal detected",
"description": "Triggered when a signal source is detected"
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2 changes: 1 addition & 1 deletion SpeechResponder/eddi.hu.json
Original file line number Diff line number Diff line change
Expand Up @@ -2233,7 +2233,7 @@
"enabled": true,
"priority": 3,
"responder": true,
"script": "{_ Edit the true/false values of `spokenSources` to identify signal types that should be announced whenever they are first detected within a system (otherwise, only signal sources detected while in fss or saa mode will be taken into account. _}\r\n\r\n{set spokenSources to [\r\n \"Anomaly\": true,\r\n \"AX Conflict Zone\": true,\r\n \"Capitol Ship\": false,\r\n \"Ceremonial Comms\": false,\r\n \"Combat Aftermath\": false,\r\n \"Compromised Nav Beacon\": true,\r\n \"Convoy Dispersal Pattern\": false,\r\n \"Degraded Emissions\": false,\r\n \"Distress Call\": true,\r\n \"Encoded Emissions\": false,\r\n \"Hazardous Resource Extraction Site\": false,\r\n \"High Grade Emissions\": false,\r\n \"High Intensity Conflict Zone\": false,\r\n \"High Intensity Resource Extraction Site\": false,\r\n \"Listening Post\": true,\r\n \"Low Intensity Conflict Zone\": false,\r\n \"Low Intensity Resource Extraction Site\": false,\r\n \"Medium Intensity Conflict Zone\": false,\r\n \"Mission Target\": true,\r\n \"Nav Beacon\": false,\r\n \"Non-Human Signal Source\": false,\r\n \"Notable Stellar Phenomena\": true,\r\n \"Power Wreckage Signature\": true,\r\n \"Resource Extraction Site\": false,\r\n \"Trading Beacon\": false,\r\n \"Unidentified Signal Source\": false,\r\n \"Unregistered Comms Beacon\": true,\r\n \"Weapons Fire\": false,\r\n]}\r\n\r\n{if status.gui_focus = \"fss mode\" || \r\n status.gui_focus = \"saa mode\" || \r\n (spokenSources[event.source] = true && true):\r\n {_ (spokenSources[event.source] = true && event.unique): }\r\n {if event.source && !event.stationsignal:\r\n {if event.threatlevel > 0:\r\n Class {event.threatlevel} \r\n }\r\n {if event.power && event.power != \"None\":\r\n {P(event.power, \"power\")}\r\n }\r\n {event.source} \r\n {if event.faction && event.faction != \"None\":\r\n for {P(event.faction, \"faction\")}\r\n }\r\n detected.\r\n {if event.opposingpower && event.opposingpower != \"None\":\r\n {P(event.opposingpower, \"power\")} signals \r\n {OneOf(\"detected\", \"are also present\")} in the vicinity.\r\n }\r\n }\r\n}",
"script": "{_ Edit the true/false values of `spokenSources` to identify signal types that should be announced whenever they are first detected within a system (otherwise, only signal sources detected while in fss or saa mode will be taken into account. _}\r\n\r\n{set spokenSources to [\r\n \"Ancient Probe\": true,\r\n \"Anomaly\": true,\r\n \"Armed Revolt\": true,\r\n \"AX Conflict Zone\": true,\r\n \"Capitol Ship\": false,\r\n \"Ceremonial Comms\": false,\r\n \"Combat Aftermath\": false,\r\n \"Compromised Nav Beacon\": true,\r\n \"Convoy Beacon\": false,\r\n \"Convoy Dispersal Pattern\": false,\r\n \"Debris Field\": false,\r\n \"Degraded Emissions\": false,\r\n \"Distress Call\": true,\r\n \"Distribution Center\": false,\r\n \"Encoded Emissions\": false,\r\n \"Hazardous Resource Extraction Site\": false,\r\n \"High Grade Emissions\": false,\r\n \"High Intensity AX Conflict Zone\": false,\r\n \"High Intensity Conflict Zone\": false,\r\n \"High Intensity Resource Extraction Site\": false,\r\n \"Listening Post\": true,\r\n \"Low Intensity AX Conflict Zone\": false,\r\n \"Low Intensity Conflict Zone\": false,\r\n \"Low Intensity Resource Extraction Site\": false,\r\n \"Medium High Intensity AX Conflict Zone\": false,\r\n \"Medium Intensity Conflict Zone\": false,\r\n \"Mission Target\": true,\r\n \"Nav Beacon\": false,\r\n \"Non-Human Signal Source\": false,\r\n \"Notable Stellar Phenomena\": true,\r\n \"Pirate Activity\": true,\r\n \"Planetary Anomaly\": true\r\n \"Power Wreckage Signature\": true,\r\n \"Resource Extraction Site\": false,\r\n \"Trading Beacon\": false,\r\n \"Unidentified Signal Source\": false,\r\n \"Unregistered Comms Beacon\": true,\r\n \"Weapons Fire\": false,\r\n]}\r\n\r\n{if status.gui_focus = \"fss mode\" || \r\n status.gui_focus = \"saa mode\" || \r\n (spokenSources[event.source] = true && true):\r\n {_ (spokenSources[event.source] = true && event.unique): }\r\n {if event.source && !event.stationsignal:\r\n {if event.threatlevel > 0:\r\n Class {event.threatlevel} \r\n }\r\n {if event.power && event.power != \"None\":\r\n {P(event.power, \"power\")}\r\n }\r\n {event.source} \r\n {if event.faction && event.faction != \"None\":\r\n for {P(event.faction, \"faction\")}\r\n }\r\n detected.\r\n {if event.opposingpower && event.opposingpower != \"None\":\r\n {P(event.opposingpower, \"power\")} signals \r\n {OneOf(\"detected\", \"are also present\")} in the vicinity.\r\n }\r\n }\r\n}",
"default": true,
"name": "Signal detected",
"description": "Triggered when a signal source is detected"
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