Files
2023-01-31 21:31:52 -08:00

504 lines
13 KiB
Lua

-- sm-ssc fallback theme | script ring 03 | Gameplay.lua
-- [en] This file is used to store settings that should be different in each
-- game mode.
-- shakesoda calls this pump.lua
local function CurGameName()
return GAMESTATE:GetCurrentGame():GetName()
end
-- Check the active game mode against a string. Cut down typing this in metrics.
function IsGame(str) return CurGameName():lower() == str:lower() end
-- GetExtraColorThreshold()
-- [en] returns the difficulty threshold in meter
-- for songs that should be counted as boss songs.
function GetExtraColorThreshold()
local Modes = {
dance = 10,
pump = 21,
beat = 12,
kb7 = 10,
para = 10,
techno = 10,
lights = 10, -- lights shouldn't be playable
kickbox= 100, -- extra color is lame
}
return Modes[CurGameName()] or 10
end
-- GameplayMargins exists to provide a layer of backwards compatibility for
-- people using the X position metrics to set where the notefields are.
-- This makes it somewhat complex.
-- Rather than trying to understand how it works, you can simply do this:
-- (example values in parentheses)
-- 1. Decide how much space you want in the center between notefields. (80)
-- 2. Decide how much space you want on each side. (40)
-- 3. Write a simple function that just returns those numbers:
-- function GameplayMargins() return 40, 80, 40 end
-- Then the engine does the work of figuring out where each notefield should
-- be centered.
function GameplayMargins(enabled_players, styletype)
local other= {[PLAYER_1]= PLAYER_2, [PLAYER_2]= PLAYER_1}
local margins= {[PLAYER_1]= {40, 40}, [PLAYER_2]= {40, 40}}
-- Use a fake style width because calculating the real style width throws off
-- the code in the engine.
local fake_style_width= 272
-- Handle the case of a single player that is centered first because it's
-- simpler.
if Center1Player() then
local pn= enabled_players[1]
fake_style_width= 544
local center= _screen.cx
local left= center - (fake_style_width / 2)
local right= _screen.w - center - (fake_style_width / 2)
-- center margin width will be ignored.
return left, 80, right
end
local half_screen= _screen.w / 2
local left= {[PLAYER_1]= 0, [PLAYER_2]= half_screen}
for i, pn in ipairs(enabled_players) do
local edge= left[pn]
local center= THEME:GetMetric("ScreenGameplay",
"Player"..ToEnumShortString(pn)..ToEnumShortString(styletype).."X")
-- Adjust for the p2 center being on the right side.
center= center - edge
margins[pn][1]= center - (fake_style_width / 2)
margins[pn][2]= half_screen - center - (fake_style_width / 2)
if #enabled_players == 1 then
margins[other[pn]][1]= margins[pn][2]
margins[other[pn]][2]= margins[pn][1]
end
end
local left= margins[PLAYER_1][1]
local center= margins[PLAYER_1][2] + margins[PLAYER_2][1]
local right= margins[PLAYER_2][2]
return left, center, right
end
-- AllowOptionsMenu()
-- [en] returns if you are able to select options
-- on ScreenSelectMusic.
function AllowOptionsMenu()
if GAMESTATE:IsAnExtraStage() then
return false
elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
return false
else
return true
end
end
-- GameCompatibleModes:
-- [en] returns possible modes for ScreenSelectPlayMode
function GameCompatibleModes()
local Modes = {
dance = "Single,Double,Solo,Versus,Couple",
pump = "Single,Double,HalfDouble,Versus,Couple,Routine",
beat = "5Keys,7Keys,10Keys,14Keys,Versus5,Versus7",
kb7 = "KB7",
para = "Single",
maniax = "Single,Double,Versus",
-- todo: add versus modes for technomotion
techno = "Single4,Single5,Single8,Double4,Double5,Double8",
lights = "Single", -- lights shouldn't be playable
}
return Modes[CurGameName()]
end
local function upper_first_letter(s)
local first_letter= s:match("([a-zA-Z])")
return s:gsub(first_letter, first_letter:upper(), 1)
end
-- No more having a metric for every style for every game mode. -Kyz
function ScreenSelectStyleChoices()
local styles= GAMEMAN:GetStylesForGame(GAMESTATE:GetCurrentGame():GetName())
local choices= {}
for i, style in ipairs(styles) do
local name= style:GetName()
local cap_name= upper_first_letter(name)
-- couple-edit and threepanel don't seem like they should actually be
-- selectable. -Kyz
if name ~= "couple-edit" and name ~= "threepanel" then
choices[#choices+1]= "name," .. cap_name .. ";style," .. name ..
";text," .. cap_name .. ";screen," .. Branch.AfterSelectStyle()
end
end
return choices
end
-- No more having an xy for every style for every game mode. -Kyz
function ScreenSelectStylePositions(count)
local poses= {}
local columns= 1
local choice_height= 96
local column_x= {_screen.cx, _screen.cx + 160}
if count > 4 then
column_x[1]= _screen.cx - 160
columns= 2
end
if count > 8 then
column_x[1]= _screen.cx - 240
column_x[2]= _screen.cx
column_x[3]= _screen.cx + 240
columns= 3
end
local num_per_column= {math.ceil(count/columns), math.floor(count/columns)}
if count > 8 then
if count % 3 == 0 then
num_per_column[3]= count/columns
elseif count % 3 == 1 then
num_per_column[3]= num_per_column[2]
else
num_per_column[3]= num_per_column[1]
end
end
for c= 1, columns do
local start_y= _screen.cy - (choice_height * ((num_per_column[c] / 2)+.5))
for i= 1, num_per_column[c] do
poses[#poses+1]= {column_x[c], start_y + (choice_height * i)}
end
end
return poses
end
function SelectProfileKeys()
local sGame = CurGameName()
if sGame == "pump" then
return "Up,Down,Start,Back,Center,DownLeft,DownRight"
elseif sGame == "dance" then
return "Up,Down,Start,Back,Up2,Down2"
else
return "Up,Down,Start,Back"
end
end
-- ScoreKeeperClass:
-- [en] Determines the correct ScoreKeeper class to use.
function ScoreKeeperClass()
-- rave scorekeeper
if GAMESTATE:GetPlayMode() == 'PlayMode_Rave' then return "ScoreKeeperRave" end
if GAMESTATE:GetCurrentStyle() then
local styleType = GAMESTATE:GetCurrentStyle():GetStyleType()
if styleType == 'StyleType_TwoPlayersSharedSides' then return "ScoreKeeperShared" end
end
return "ScoreKeeperNormal"
end
-- ComboContinue:
-- [en]
function ComboContinue()
local Continue = {
dance = GAMESTATE:GetPlayMode() == "PlayMode_Oni" and "TapNoteScore_W2" or "TapNoteScore_W3",
pump = "TapNoteScore_W3",
beat = "TapNoteScore_W3",
kb7 = "TapNoteScore_W3",
para = "TapNoteScore_W4"
}
return Continue[CurGameName()] or "TapNoteScore_W3"
end
function ComboMaintain()
local Maintain = {
dance = "TapNoteScore_W3",
pump = "TapNoteScore_W4",
beat = "TapNoteScore_W3",
kb7 = "TapNoteScore_W3",
para = "TapNoteScore_W4"
}
return Maintain[CurGameName()] or "TapNoteScore_W3"
end
function ComboPerRow()
sGame = CurGameName()
if sGame == "pump" then
return true
elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
return true
else
return false
end
end
function EvalUsesCheckpointsWithJudgments()
return (CurGameName() == "pump") and true or false
end
local ComboThresholds = {
dance = { Hit = 2, Miss = 2, Fail = -1 },
pump = { Hit = 4, Miss = 4, Fail = 51 },
beat = { Hit = 1, Miss = 0, Fail = -1 },
kb7 = { Hit = 1, Miss = 0, Fail = -1 },
para = { Hit = 2, Miss = 0, Fail = -1 },
maniax = { Hit = 5, Miss = 0, Fail = -1 },
-------------------------------------------
default = { Hit = 2, Miss = 2, Fail = -1 }
}
function HitCombo()
if ComboThresholds[CurGameName()] then
return ComboThresholds[CurGameName()].Hit
end
return ComboThresholds["default"].Hit
end
function MissCombo()
if ComboThresholds[CurGameName()] then
return ComboThresholds[CurGameName()].Miss
end
return ComboThresholds["default"].Miss
end
-- FailCombo:
-- [en] The combo that causes game failure.
function FailCombo()
-- ITG (dance) uses 30. Pump Pro uses 30, real Pump uses 51
if ComboThresholds[CurGameName()] then
return ComboThresholds[CurGameName()].Fail
end
return ComboThresholds["default"].Fail
end
function TwoPartSelection()
return GAMESTATE:GetCurrentGame():GetName() == "pump" and true or false
end
local RoutineSkins = {
dance = { P1 = "midi-routine-p1", P2 = "midi-routine-p2" },
pump = { P1 = "cmd-routine-p1", P2 = "cmd-routine-p2" },
kb7 = { P1 = "default", P2 = "retrobar" },
-------------------------------------------------------------
default = { P1 = "default", P2 = "default" }
}
function RoutineSkinP1()
if RoutineSkins[CurGameName()] then
return RoutineSkins[CurGameName()].P1
end
return RoutineSkins["default"].P1
end
function RoutineSkinP2()
if RoutineSkins[CurGameName()] then
return RoutineSkins[CurGameName()].P2
end
return RoutineSkins["default"].P2
end
-- todo: use tables for some of these -aj
function HoldTiming()
return IsGame("pump") and 0 or PREFSMAN:GetPreference("TimingWindowSecondsHold")
end
function ShowHoldJudgments()
return not IsGame("pump")
end
local CodeDetectorCodes = {
-- steps
PrevSteps1 = {
default = "",
dance = "Up,Up",
pump = "+UpLeft",
},
PrevSteps2 = {
default = "MenuUp,MenuUp",
dance = "MenuUp,MenuUp",
pump = "",
},
NextSteps1 = {
default = "",
dance = "Down,Down",
pump = "+UpRight",
},
NextSteps2 = {
default = "MenuDown,MenuDown",
dance = "MenuDown,MenuDown",
pump = "",
},
-- group
NextGroup = {
default = "",
dance = "MenuUp,MenuRight,MenuRight",
pump = "",
},
PrevGroup = {
default = "",
dance = "MenuUp,MenuDown,MenuUp,MenuDown",
pump = "",
},
CloseCurrentFolder = {
default = "MenuUp-MenuDown",
dance = "Up-Down",
pump = "@UpLeft-@UpRight-Center",
},
-- OptionsList
PrevOptionsList = {
default = "@MenuUp-MenuDown",
},
NextOptionsList = {
default = "@MenuDown-MenuUp",
},
-- sorts
NextSort1 = {
default = "@MenuLeft-@MenuRight-Start",
dance = "@MenuLeft-@MenuRight-Start",
pump = "@MenuLeft-@MenuRight-Start",
},
NextSort2 = {
default = "MenuLeft-MenuRight",
dance = "MenuLeft-MenuRight",
pump = "MenuLeft-MenuRight",
},
NextSort3 = {
default = "",
dance = "@Left-@Right-Start",
pump = "@DownLeft-@DownRight-Start",
},
NextSort4 = {
default = "",
dance = "Left-Right",
pump = "DownLeft-DownRight",
},
-- modemenu
ModeMenu1 = {
default = "",
dance = "Up,Down,Up,Down",
},
ModeMenu2 = {
default = "MenuUp,MenuDown,MenuUp,MenuDown",
},
-- Evaluation:
SaveScreenshot1 = {
default = "MenuLeft-MenuRight",
},
SaveScreenshot2 = {
default = "Select",
},
-- modifiers section
CancelAll = {
default = "",
dance = "Left,Right,Left,Right,Left,Right,Left,Right",
},
--- specific modifiers
Mirror = {
default = "",
dance = "",
pump = "DownRight,DownLeft,UpRight,UpLeft,DownRight,DownLeft,UpRight,UpLeft,Center",
},
Left = {
default = "",
dance = "",
},
Right = {
default = "",
dance = "",
},
Shuffle = {
default = "",
dance = "",
pump = "UpLeft,UpRight,UpLeft,UpRight,DownLeft,DownRight,DownLeft,DownRight,Center", -- random
},
SuperShuffle = {
default = "",
dance = "",
pump = "UpLeft,UpRight,DownLeft,DownRight,UpLeft,UpRight,DownLeft,DownRight,Center"
},
Reverse = {
default = "",
dance = "",
pump = "UpLeft,DownLeft,UpRight,DownRight,UpLeft,DownLeft,UpRight,DownRight,DownRight", -- drop
},
HoldNotes = {
default = "",
dance = "",
},
Mines = {
default = "",
},
Dark = {
default = "",
},
Hidden = {
default = "",
pump = "UpLeft,UpRight,DownLeft,DownRight,Center", -- vanish
},
RandomVanish = {
default = "",
},
-- boost (accel), brake (decel), stealth (nonstep)
--- next/prev modifiers
NextTransform = {
default = "",
},
NextScrollSpeed = {
default = "",
dance = "",
pump = "UpLeft,UpRight,UpLeft,UpRight,Center",
},
PreviousScrollSpeed = {
default = "",
dance = "",
pump = "UpRight,UpLeft,UpRight,UpLeft,Center",
},
NextAccel = {
default = "",
dance = "",
},
NextEffect = {
default = "",
dance = "",
},
NextAppearance = {
default = "",
dance = "",
},
NextTurn = {
default = "",
},
-- cancel all in player options
CancelAllPlayerOptions = {
default = "",
dance = "Left,Right,Left,Right,Left,Right",
},
};
function GetCodeForGame(codeName)
local gameName = string.lower(CurGameName())
local inputCode = CodeDetectorCodes[codeName]
return inputCode[gameName] or inputCode["default"]
end
local OptionsListKeys = {
PrevItem = {
pump="MenuLeft",
default="MenuUp"
},
NextItem = {
pump="MenuRight",
default="MenuDown"
}
};
function GetOptionsListMapping(name)
local sGame = string.lower(GAMESTATE:GetCurrentGame():GetName())
local map = OptionsListKeys[name]
return map[sGame] or map["default"]
end
function oitg_zoom_mode_actor()
return Def.Actor{
OnCommand= function(self)
local screen= SCREENMAN:GetTopScreen()
for i, pn in ipairs(GAMESTATE:GetEnabledPlayers()) do
local player= screen:GetChild("Player"..ToEnumShortString(pn))
if player and player.set_oitg_zoom_mode then
player:set_oitg_zoom_mode(true)
end
end
end,
}
end