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Configurable bell ping for territory and in-war start warnings - #41
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# Conflicts: # src/tel/eden/mod/EdenModClient.java
The territory bell no longer waits for the "will start in 30 seconds" chat line and runs its own countdown. It now rings when an attack timer (sidebar or chat-filled) is at the chosen number of seconds or less while you stand in that territory, the same check that turns the timer row pink. Each attack rings once, walking in late still rings, and a timer briefly dropping off the sidebar doesn't ring it again. The setting goes up to 120s, and the queued-only toggle is gone since standing in the territory replaces it. The check rides on the attack timer's existing per-tick scan and only looks up where you stand once some timer is due. The in-war 25s battle bell is unchanged.
…ines The bell now rings as soon as the in-war countdown starts (the 25s line) instead of after a chosen delay. If lag drops that line, the next countdown line rings instead, down to the final "5 seconds..." ones, and it still rings only once per war.
Match the final "5 seconds..." lines only when the line is just the countdown (or follows a font tag), so other countdowns like "teleported in 5 seconds..." can't ring the war bell outside a war.
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Summary
Two bell pings for guild wars, both in
/eden config-> War and off by default.warBattleStartBell, on/off): rings when the in-war battle countdown starts ("The war battle will start in 25 seconds."). If lag drops that line, the next countdown line rings instead, down to the final "5 seconds..." lines. Rings once per war; cleared when the battle begins, the attack is cancelled, or on a world change or disconnect.warAttackTimerBellSeconds, Off to 120s in 5s steps): rings once when an attack timer (sidebar or chat-filled) for the territory you're standing in (the pink row) is at that many seconds or less. Walking in late still rings; a timer briefly dropping off the sidebar doesn't ring it again; a new attack on the same territory does.Details
AttackTimerMenu.onTick's existing per-tick scan and only looks up where you stand once some timer is due, so it costs nothing measurable per frame.forgetTerritory) and on a full reset.WarStartPingTrackerTestcover once-per-war/attack ringing, the missed-line fallback, standing-in checks, chat filtering and the lazy territory lookup.