Added interface for controlling the behavior of the hasts system. Added support for negative haste. Moves haste rate calculations to UpdateHasteRate. GetHasteRate now just returns the calculated value. Added FLOAT_NO_SPEED_INTERFACE and FLOAT_TABLE_INTERFACE macros to OptionsBinding.h
This commit is contained in:
+135
-16
@@ -352,6 +352,21 @@ void ScreenGameplay::Init()
|
||||
UNPAUSE_WITH_START.Load( m_sName, "UnpauseWithStart");
|
||||
SURVIVAL_MOD_OVERRIDE.Load(m_sName, "SurvivalModOverride");
|
||||
|
||||
// Default values. The theme can set its own through the Lua interface.
|
||||
m_HasteTurningPoints.clear();
|
||||
m_HasteTurningPoints.push_back(-1);
|
||||
m_HasteTurningPoints.push_back(0);
|
||||
m_HasteTurningPoints.push_back(.3);
|
||||
m_HasteTurningPoints.push_back(1);
|
||||
m_HasteAddAmounts.clear();
|
||||
m_HasteAddAmounts.push_back(-.5);
|
||||
m_HasteAddAmounts.push_back(0);
|
||||
m_HasteAddAmounts.push_back(.2);
|
||||
m_HasteAddAmounts.push_back(.5);
|
||||
m_fHasteTimeBetweenUpdates= 4;
|
||||
m_fHasteLifeSwitchPoint= .5;
|
||||
m_fCurrHasteRate= 1; // Should this be in BeginSong? Not sure whether it should carry over between songs.
|
||||
|
||||
if( UseSongBackgroundAndForeground() )
|
||||
{
|
||||
m_pSongBackground = new Background;
|
||||
@@ -1616,7 +1631,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
fSpeed *= GetHasteRate();
|
||||
|
||||
RageSoundParams p = m_pSoundMusic->GetParams();
|
||||
if( fabsf(p.m_fSpeed - fSpeed) > 0.01f )
|
||||
if( fabsf(p.m_fSpeed - fSpeed) > 0.01f && fSpeed >= 0.0f)
|
||||
{
|
||||
p.m_fSpeed = fSpeed;
|
||||
m_pSoundMusic->SetParams( p );
|
||||
@@ -1725,10 +1740,21 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
{
|
||||
STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime;
|
||||
|
||||
UpdateHasteRate();
|
||||
|
||||
if( GAMESTATE->m_SongOptions.GetCurrent().m_fHaste != 0.0f )
|
||||
{
|
||||
float fHasteRate = GetHasteRate();
|
||||
GAMESTATE->m_fAccumulatedHasteSeconds += (fUnscaledDeltaTime * fHasteRate) - fUnscaledDeltaTime;
|
||||
// For negative haste, accumulate seconds while the song is slowed down.
|
||||
if(GAMESTATE->m_SongOptions.GetCurrent().m_fHaste < 0)
|
||||
{
|
||||
GAMESTATE->m_fAccumulatedHasteSeconds -= (fUnscaledDeltaTime * fHasteRate) - fUnscaledDeltaTime;
|
||||
}
|
||||
// For positive haste, accumulate seconds while the song is sped up.
|
||||
else
|
||||
{
|
||||
GAMESTATE->m_fAccumulatedHasteSeconds += (fUnscaledDeltaTime * fHasteRate) - fUnscaledDeltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1894,9 +1920,14 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
}
|
||||
|
||||
float ScreenGameplay::GetHasteRate()
|
||||
{
|
||||
return m_fCurrHasteRate;
|
||||
}
|
||||
|
||||
void ScreenGameplay::UpdateHasteRate()
|
||||
{
|
||||
if( GAMESTATE->m_Position.m_fMusicSeconds < GAMESTATE->m_fLastHasteUpdateMusicSeconds || // new song
|
||||
GAMESTATE->m_Position.m_fMusicSeconds > GAMESTATE->m_fLastHasteUpdateMusicSeconds + 4 )
|
||||
GAMESTATE->m_Position.m_fMusicSeconds > GAMESTATE->m_fLastHasteUpdateMusicSeconds + m_fHasteTimeBetweenUpdates )
|
||||
{
|
||||
bool bAnyPlayerHitAllNotes = false;
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
@@ -1929,27 +1960,70 @@ float ScreenGameplay::GetHasteRate()
|
||||
continue;
|
||||
fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
|
||||
}
|
||||
if( fMaxLife < 0.5f )
|
||||
GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, 0.5f, -1.0f, 0.0f );
|
||||
if( fMaxLife <= m_fHasteLifeSwitchPoint )
|
||||
GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f );
|
||||
CLAMP( GAMESTATE->m_fHasteRate, -1.0f, +1.0f );
|
||||
|
||||
float fSpeed = 1.0f;
|
||||
if( GAMESTATE->m_fHasteRate < 0 )
|
||||
fSpeed = SCALE( GAMESTATE->m_fHasteRate, -1.0f, 0.0f, 0.5f, 1.0f );
|
||||
else if( GAMESTATE->m_fHasteRate < 0.3f )
|
||||
fSpeed = SCALE( GAMESTATE->m_fHasteRate, 0.0f, 0.3f, 1.0f, 1.2f );
|
||||
else
|
||||
fSpeed = SCALE( GAMESTATE->m_fHasteRate, 0.3f, 1.0f, 1.2f, 1.5f );
|
||||
fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
|
||||
// If there are no turning points or no add amounts, the bad themer probably thinks that's a way to disable haste.
|
||||
// Since we're outside a lua function, crashing (asserting) won't point back to the source of the problem.
|
||||
if(m_HasteTurningPoints.size() < 2 || m_HasteAddAmounts.size() < 2 ||
|
||||
m_HasteTurningPoints.size() != m_HasteAddAmounts.size())
|
||||
{
|
||||
m_fCurrHasteRate= fSpeed;
|
||||
return;
|
||||
}
|
||||
float options_haste= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
|
||||
float scale_from_low= -1;
|
||||
float scale_from_high= 1;
|
||||
float scale_to_low= 0;
|
||||
float scale_to_high=0;
|
||||
for(size_t turning_point= 0; turning_point < m_HasteTurningPoints.size();
|
||||
++turning_point)
|
||||
{
|
||||
float curr_turning_point= m_HasteTurningPoints[turning_point];
|
||||
scale_from_high= curr_turning_point;
|
||||
scale_to_high= m_HasteAddAmounts[turning_point];
|
||||
if(GAMESTATE->m_fHasteRate < curr_turning_point)
|
||||
{
|
||||
break;
|
||||
}
|
||||
scale_from_low= curr_turning_point;
|
||||
scale_to_low= m_HasteAddAmounts[turning_point];
|
||||
}
|
||||
// If negative haste is being used, the game instead slows down when the player does well.
|
||||
float speed_add= SCALE(GAMESTATE->m_fHasteRate, scale_from_low, scale_from_high, scale_to_low, scale_to_high) * options_haste;
|
||||
if(scale_from_low == scale_from_high)
|
||||
{
|
||||
speed_add= scale_to_high * options_haste;
|
||||
}
|
||||
CLAMP(speed_add, -1.0f, 1.0f);
|
||||
|
||||
if( GAMESTATE->m_fAccumulatedHasteSeconds <= 1 )
|
||||
// Only adjust speed_add by AccumulatedHasteSeconds when the player is losing seconds. Otherwise, gaining the first second is interfered with.
|
||||
bool losing_seconds= false;
|
||||
if(options_haste > 0)
|
||||
{
|
||||
losing_seconds= speed_add < 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
losing_seconds= speed_add > 0;
|
||||
}
|
||||
if( losing_seconds && GAMESTATE->m_fAccumulatedHasteSeconds <= 1 )
|
||||
{
|
||||
/* Only allow slowing down the song while the players have accumulated
|
||||
* haste. This prevents dragging on the song by keeping the life meter
|
||||
* nearly empty. */
|
||||
float fClamped = max( 1.0f, fSpeed );
|
||||
fSpeed = lerp( GAMESTATE->m_fAccumulatedHasteSeconds, fClamped, fSpeed );
|
||||
/* In positive haste mode, the player accumulates seconds while the song
|
||||
* is sped up, and loses them while the song is slowed down. "<= 1"
|
||||
* means that the player is only eligible to slow the song down when
|
||||
* they are down to their last accumulated second. -Kyz */
|
||||
// 1 second left is full speed_add, 0 seconds left is no speed_add.
|
||||
float clamp_secs= max(0, GAMESTATE->m_fAccumulatedHasteSeconds);
|
||||
speed_add = speed_add * clamp_secs;
|
||||
}
|
||||
return fSpeed;
|
||||
fSpeed += speed_add;
|
||||
m_fCurrHasteRate= fSpeed;
|
||||
}
|
||||
|
||||
void ScreenGameplay::UpdateLights()
|
||||
@@ -2823,6 +2897,7 @@ bool ScreenGameplay::LoadReplay()
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
#include "OptionsBinding.h"
|
||||
|
||||
/** @brief Allow Lua to have access to the ScreenGameplay. */
|
||||
class LunaScreenGameplay: public Luna<ScreenGameplay>
|
||||
@@ -2867,6 +2942,45 @@ public:
|
||||
static int PauseGame( T* p, lua_State *L ) { p->Pause( BArg(1)); return 0; }
|
||||
static int IsPaused( T* p, lua_State *L ) { lua_pushboolean( L, p->IsPaused() ); return 1; }
|
||||
static int GetHasteRate( T* p, lua_State *L ) { lua_pushnumber( L, p->GetHasteRate() ); return 1; }
|
||||
static bool TurningPointsValid(lua_State* L, int index)
|
||||
{
|
||||
size_t size= lua_objlen(L, index);
|
||||
if(size < 2)
|
||||
{
|
||||
luaL_error(L, "Invalid number of entries %zu", size);
|
||||
}
|
||||
float prev_turning= -1;
|
||||
for(size_t n= 1; n < size; ++n)
|
||||
{
|
||||
lua_pushnumber(L, n);
|
||||
lua_gettable(L, index);
|
||||
float v= FArg(-1);
|
||||
if(v < prev_turning || v > 1)
|
||||
{
|
||||
luaL_error(L, "Invalid value %f", v);
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
static bool AddAmountsValid(lua_State* L, int index)
|
||||
{
|
||||
return TurningPointsValid(L, index);
|
||||
}
|
||||
FLOAT_TABLE_INTERFACE(HasteTurningPoints, HasteTurningPoints, TurningPointsValid);
|
||||
FLOAT_TABLE_INTERFACE(HasteAddAmounts, HasteAddAmounts, AddAmountsValid);
|
||||
FLOAT_NO_SPEED_INTERFACE(HasteTimeBetweenUpdates, HasteTimeBetweenUpdates, (v > 0));
|
||||
FLOAT_NO_SPEED_INTERFACE(HasteLifeSwitchPoint, HasteLifeSwitchPoint, (v >= 0 && v <= 1));
|
||||
static int GetTrueBPS(T* p, lua_State* L)
|
||||
{
|
||||
PlayerNumber pn= Enum::Check<PlayerNumber>(L, 1);
|
||||
float haste= p->GetHasteRate();
|
||||
float rate= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
|
||||
float bps= GAMESTATE->m_pPlayerState[pn]->m_Position.m_fCurBPS;
|
||||
float true_bps= haste * rate * bps;
|
||||
lua_pushnumber(L, true_bps);
|
||||
return 1;
|
||||
}
|
||||
|
||||
LunaScreenGameplay()
|
||||
{
|
||||
@@ -2879,6 +2993,11 @@ public:
|
||||
ADD_METHOD( PauseGame );
|
||||
ADD_METHOD( IsPaused );
|
||||
ADD_METHOD( GetHasteRate );
|
||||
ADD_METHOD( HasteTurningPoints );
|
||||
ADD_METHOD( HasteAddAmounts );
|
||||
ADD_METHOD( HasteTimeBetweenUpdates );
|
||||
ADD_METHOD( HasteLifeSwitchPoint );
|
||||
ADD_METHOD( GetTrueBPS );
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user