Changed LifeMeterTime to not crash when not in course mode. Changed _fallback's life settings back to forcing together. Added ForceImmediateFailForBattery theme metric. Gave up on FailFadeRemovePlayer lua function and removed it.
This commit is contained in:
@@ -1326,7 +1326,6 @@
|
||||
</Class>
|
||||
<Class base='ScreenWithMenuElements' name='ScreenGameplay'>
|
||||
<Function name='Center1Player'/>
|
||||
<Function name='FailFadeRemovePlayer'/>
|
||||
<Function name='GetDummyPlayerInfo'/>
|
||||
<Function name='GetHasteRate'/>
|
||||
<Function name='GetLifeMeter'/>
|
||||
|
||||
@@ -3791,9 +3791,6 @@ save yourself some time, copy this for undocumented things:
|
||||
<Function name='Center1Player' return='bool' arguments=''>
|
||||
Returns <code>true</code> if a single <Link class='Player' /> has its NoteField centered.
|
||||
</Function>
|
||||
<Function name='FailFadeRemovePlayer' return='void' arguments='PlayerNumber pn'>
|
||||
Removes the notes for the specified player.
|
||||
</Function>
|
||||
<Function name='GetDummyPlayerInfo' return='PlayerInfo' arguments='int index'>
|
||||
Returns a dummy PlayerInfo for the specified index.
|
||||
</Function>
|
||||
|
||||
@@ -2540,19 +2540,19 @@ Persp,5="mod,distant;name,Distant"
|
||||
|
||||
# Song options
|
||||
# LifeType="3"
|
||||
LifeType=(GAMESTATE:IsCourseMode() and 3 or 2)..""
|
||||
LifeType=(GAMESTATE:IsCourseMode() and 3 or 2)..";together"
|
||||
LifeTypeDefault=""
|
||||
LifeType,1="mod,bar;name,Bar"
|
||||
LifeType,2="mod,battery;name,Battery"
|
||||
LifeType,3="mod,lifetime;name,LifeTime"
|
||||
#
|
||||
BarDrain="3"
|
||||
BarDrain="3;together"
|
||||
BarDrainDefault=""
|
||||
BarDrain,1="mod,normal-drain;name,Normal"
|
||||
BarDrain,2="mod,norecover;name,NoRecover"
|
||||
BarDrain,3="mod,suddendeath;name,SuddenDeath"
|
||||
#
|
||||
BatLives="10"
|
||||
BatLives="10;together"
|
||||
BatLivesDefault=""
|
||||
BatLives,1="mod,1 life;name,1"
|
||||
BatLives,2="mod,2 lives;name,2"
|
||||
@@ -3301,6 +3301,7 @@ UnpauseWithStart=true
|
||||
InitialBackgroundBrightness=1.0
|
||||
SecondsBetweenComments=10.0
|
||||
ScoreKeeperClass=ScoreKeeperClass()
|
||||
ForceImmediateFailForBattery=true
|
||||
TickEarlySeconds=0
|
||||
LightsMode="LightsMode_Gameplay"
|
||||
SurvivalModOverride=true
|
||||
|
||||
+30
-4
@@ -1,6 +1,7 @@
|
||||
#include "global.h"
|
||||
#include "LifeMeterTime.h"
|
||||
#include "ThemeManager.h"
|
||||
#include "Song.h"
|
||||
#include "Steps.h"
|
||||
#include "ActorUtil.h"
|
||||
#include "Course.h"
|
||||
@@ -94,11 +95,36 @@ void LifeMeterTime::OnLoadSong()
|
||||
if( GetLifeSeconds() <= 0 && GAMESTATE->GetCourseSongIndex() > 0 )
|
||||
return;
|
||||
|
||||
Course* pCourse = GAMESTATE->m_pCurCourse;
|
||||
ASSERT( pCourse != NULL );
|
||||
|
||||
float fOldLife = m_fLifeTotalLostSeconds;
|
||||
float fGainSeconds = pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
|
||||
float fGainSeconds = 0;
|
||||
if(GAMESTATE->IsCourseMode())
|
||||
{
|
||||
Course* pCourse = GAMESTATE->m_pCurCourse;
|
||||
ASSERT( pCourse != NULL );
|
||||
fGainSeconds= pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Placeholderish, at least this way it won't crash when someone tries it
|
||||
// out in non-course mode. -Kyz
|
||||
Song* song= GAMESTATE->m_pCurSong;
|
||||
ASSERT(song != NULL);
|
||||
float song_len= song->m_fMusicLengthSeconds;
|
||||
Steps* steps= GAMESTATE->m_pCurSteps[m_pPlayerState->m_PlayerNumber];
|
||||
ASSERT(steps != NULL);
|
||||
RadarValues radars= steps->GetRadarValues(m_pPlayerState->m_PlayerNumber);
|
||||
float scorable_things= radars[RadarCategory_TapsAndHolds] +
|
||||
radars[RadarCategory_Lifts];
|
||||
if(g_fTimeMeterSecondsChange[SE_Held] > 0.0f)
|
||||
{
|
||||
scorable_things+= radars[RadarCategory_Holds] +
|
||||
radars[RadarCategory_Rolls];
|
||||
}
|
||||
// Calculate the amount of time to give for the player to need 80% W1.
|
||||
float gainable_score_time= scorable_things * g_fTimeMeterSecondsChange[SE_W1];
|
||||
fGainSeconds= song_len - (gainable_score_time * INITIAL_VALUE);
|
||||
}
|
||||
|
||||
if( MIN_LIFE_TIME > fGainSeconds )
|
||||
fGainSeconds = MIN_LIFE_TIME;
|
||||
m_fLifeTotalGainedSeconds += fGainSeconds;
|
||||
|
||||
+9
-25
@@ -71,6 +71,7 @@
|
||||
static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
|
||||
static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
|
||||
static ThemeMetric<RString> SCORE_KEEPER_CLASS ("ScreenGameplay","ScoreKeeperClass");
|
||||
static ThemeMetric<bool> FORCE_IMMEDIATE_FAIL_FOR_BATTERY("ScreenGameplay", "ForceImmediateFailForBattery");
|
||||
|
||||
AutoScreenMessage( SM_PlayGo );
|
||||
|
||||
@@ -1095,13 +1096,15 @@ void ScreenGameplay::LoadNextSong()
|
||||
// No need to do this here. We do it in SongFinished().
|
||||
//GAMESTATE->RemoveAllActiveAttacks();
|
||||
|
||||
/* If we're in battery mode, force FailImmediate. We assume in Player::Step
|
||||
* that failed players can't step. */
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
// Force immediate fail behavior changed to theme metric by Kyz.
|
||||
if(FORCE_IMMEDIATE_FAIL_FOR_BATTERY)
|
||||
{
|
||||
if(pi->GetPlayerState()->m_PlayerOptions.GetStage().m_LifeType == LifeType_Battery)
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
{
|
||||
PO_GROUP_ASSIGN(pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate);
|
||||
if(pi->GetPlayerState()->m_PlayerOptions.GetStage().m_LifeType == LifeType_Battery)
|
||||
{
|
||||
PO_GROUP_ASSIGN(pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1652,7 +1655,6 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
|
||||
FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
|
||||
LifeType lt = pi->GetPlayerState()->m_PlayerOptions.GetStage().m_LifeType;
|
||||
|
||||
if( ft == FailType_Off || ft == FailType_EndOfSong )
|
||||
continue;
|
||||
|
||||
@@ -1820,10 +1822,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
if( !GAMESTATE->IsCpuPlayer(pi->m_pn) )
|
||||
continue;
|
||||
|
||||
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
|
||||
pi->ShowOniGameOver();
|
||||
pi->m_NoteData.Init(); // remove all notes and scoring
|
||||
pi->m_pPlayer->FadeToFail(); // tell the NoteField to fade to white
|
||||
FailFadeRemovePlayer(&*pi);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1926,14 +1925,6 @@ void ScreenGameplay::FailFadeRemovePlayer(PlayerInfo* pi)
|
||||
pi->m_pPlayer->FadeToFail(); // tell the NoteField to fade to white
|
||||
}
|
||||
|
||||
void ScreenGameplay::FailFadeRemovePlayer(PlayerNumber pn)
|
||||
{
|
||||
if(pn < m_vPlayerInfo.size())
|
||||
{
|
||||
FailFadeRemovePlayer(&m_vPlayerInfo[pn]);
|
||||
}
|
||||
}
|
||||
|
||||
float ScreenGameplay::GetHasteRate()
|
||||
{
|
||||
return m_fCurrHasteRate;
|
||||
@@ -3004,12 +2995,6 @@ public:
|
||||
lua_pushnumber(L, true_bps);
|
||||
return 1;
|
||||
}
|
||||
static int FailFadeRemovePlayer(T* p, lua_State* L)
|
||||
{
|
||||
PlayerNumber pn= Enum::Check<PlayerNumber>(L, 1);
|
||||
p->FailFadeRemovePlayer(pn);
|
||||
return 0;
|
||||
}
|
||||
|
||||
LunaScreenGameplay()
|
||||
{
|
||||
@@ -3027,7 +3012,6 @@ public:
|
||||
ADD_METHOD( HasteTimeBetweenUpdates );
|
||||
ADD_METHOD( HasteLifeSwitchPoint );
|
||||
ADD_METHOD( GetTrueBPS );
|
||||
ADD_METHOD( FailFadeRemovePlayer );
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user