Files
itgmania212121/Themes/_fallback/Scripts/03 CustomSpeedMods.lua
T
2010-05-05 23:43:54 -05:00

305 lines
9.2 KiB
Lua

--[[
Custom Speed Mods v2.0 (for sm-ssc)
by AJ Kelly of KKI Labs ( http://kki.ajworld.net/ )
changelog:
v2.0 (for sm-ssc)
Giant rewrite of the speed mod parser.
This rewrite comes with the following changes/features:
* Speed mods are now tied to profiles.
This is arguably the biggest change, as it allows the speed mods to be
portable, as well as per-profile.
Thanks to this, we can now support reading SpeedMods from a USB stick or
other external storage. (I didn't test writing yet, but it should work.)
* Data/SpeedMods.txt is the fallback.
Previously, all speed mods were stored in {SM4 folder}/Data/SpeedMods.txt.
For compatibility reasons, this file is still read by the script.
This version of Custom Speed Mods will only run on sm-ssc for the time being,
DO NOT use it in themes for StepMania 4 alpha versions.
--------------------------------------------------------------------------------
v1.4
* Try to auto-set the speed mod to 1.0 if:
1) The player hasn't already chosen a speed mod
2) The player's custom speed mod collection starts with a value under 1x.
Due to the way the custom speed mods were coded, it will always pick the
first value, even if it's not 1.0x.
v1.3
* strip whitespace out of file in case people use it.
(I don't think it really works but SM seems to think the mods are legal)
* fixed an error related to using the fallback return value.
v1.2
* small fixes
* more comments
v1.1
* Cleaned up code some, I think.
________________________________________________________________________________
anticipated future changes:
* M-Mod support (when sm-ssc imntegrates it)
]]
-- ProfileDir(slot): gets the profile dir for slot,
-- where slot is a 'ProfileSlot_*' enum value.
local function ProfileDir(slot)
local profileDir = PROFILEMAN:GetProfileDir(slot);
return profileDir or nil;
end;
-- Tries to parse the file at path. If successful, returns a table of mods.
-- If it can't open the file, it will write a fallback set of mods.
local function ParseSpeedModFile(path)
local file = RageFileUtil.CreateRageFile();
if file:Open(path, 1) then
-- success
local contents = file:Read();
mods = split(',',contents);
-- strip any whitespace
for i=1,#mods do
string.gsub(mods[i], "%s", "");
end
file:destroy();
return mods;
else
-- error; write a fallback mod file and return it
local fallbackString = "0.5x,1x,1.5x,2x,3x,4x,8x,C200,C400";
Trace("[CustomSpeedMods]: Could not read SpeedMods; writing fallback to "..path);
file:Open(path, 2);
file:Write(fallbackString);
file:destroy();
return split(',',fallbackString);
end;
end;
-- MarkDupes(src,parent)
-- Marks duplicates in src from any matches in parent.
-- the overall mods are usually used as the parent.
local function MarkDupes(src,parent)
for iPar=1,#parent do
for iSrc=1,#src do
if parent[iPar] == src[iSrc] then
src[iSrc] = "XXX";
end;
end;
end;
return src;
end;
-- RemoveMarked(src)
-- Removes any values marked for deletion.
local function RemoveMarked(src)
for iSrc=1,#src do
if src[iSrc] == "XXX" then
table.remove(src,iSrc);
end;
end;
return src;
end;
-- MergeTables(parent,child)
-- Adds the child's contents to the parent.
-- the overall mods are usually used as the parent.
local function MergeTables(parent,child)
child = RemoveMarked(child);
if #child == 0 then return parent; end;
local addMe = true;
for iC=1,#child do
--[[
for iP=1,#parent do
if addMe then
-- check if that's the case.
-- why am I doing this anyways?
-- by the time these tables are passed in,
-- dupes should be gone.
end;
end;
]]
if addMe then
table.insert(parent,child[iC]);
end;
end;
return parent;
end;
-- code in this function is based off of code in
-- http://astrofra.com/weblog/files/sort.lua
local function AnonSort(t)
local index_min;
for i=1,#t,1 do
index_min = i;
for j=i+1,#t,1 do
if (t[j] < t[index_min]) then
index_min = j;
end;
end;
t[i], t[index_min] = t[index_min], t[i];
end;
return t;
end;
local function SpeedModSort(tab)
local xMods = {};
local cMods = {};
--local mMods = {};
-- convert to numbers so sorting works:
for i=1,#tab do
local typ,val;
-- xxx: If people use a floating point CMod (e.g. C420.50),
-- it will get rounded. C420.50 gets rounded to 421, btw. -aj
if string.find(tab[i],"C%d") then
typ = cMods;
val = string.gsub(tab[i], "C", "");
elseif string.find(tab[i],"M%d") then
Trace("[CustomSpeedMods] OpenITG's M-Mods are not supported yet in sm-ssc.");
--typ = mMods;
--val = string.gsub(tab[i], "M", "");
else
typ = xMods;
val = string.gsub(tab[i], "x", "");
end;
table.insert(typ,tonumber(val));
end;
-- sort xMods
xMods = AnonSort(xMods);
-- sort cMods
cMods = AnonSort(cMods);
-- sort mMods
--mMods = AnonSort(mMods)
local fin = {};
-- convert it back to a string since that's what it expects
for i=1,#xMods do table.insert(fin, xMods[i].."x"); end;
for i=1,#cMods do table.insert(fin, "C"..cMods[i]); end;
--for i=1,#mMods do table.insert(fin, "M"..mMods[i]); end;
return fin;
end;
-- parse everything
local function GetSpeedMods()
local finalMods = {};
local baseFilename = "SpeedMods.txt"
local profileDirs = {
Fallback = "Data/",
Machine = ProfileDir('ProfileSlot_Machine'),
PlayerNumber_P1 = ProfileDir('ProfileSlot_Player1'),
PlayerNumber_P2 = ProfileDir('ProfileSlot_Player2'),
};
-- figure out how many players we have to deal with.
local numPlayers = GAMESTATE:GetNumPlayersEnabled();
-- load fallback
local fallbackMods = ParseSpeedModFile(profileDirs.Fallback..baseFilename);
-- load machine
local machineMods = ParseSpeedModFile(profileDirs.Machine..baseFilename);
local playerMods = {};
for pn in ivalues(GAMESTATE:GetHumanPlayers()) do
-- file loading logic per player;
-- only bother if it's not the machine profile though.
if PROFILEMAN:IsPersistentProfile(pn) or
MEMCARDMAN:GetCardState(pn) == 'MemoryCardState_ready' then
playerMods[#playerMods+1] = ParseSpeedModFile(profileDirs[pn]..baseFilename);
end;
end;
-- with all loaded... the merging BEGINS!!
finalMods = fallbackMods;
-- mine for duplicates, first pass (fallback <-> machine)
machineMods = MarkDupes(machineMods,finalMods);
for ply=1,#playerMods do
playerMods[ply] = MarkDupes(playerMods[ply],finalMods);
end;
-- remove XXX, first pass
machineMods = RemoveMarked(machineMods);
for ply=1,#playerMods do
playerMods[ply] = RemoveMarked(playerMods[ply]);
end;
-- mine for duplicates, second pass (machine <-> player)
for ply=1,#playerMods do
playerMods[ply] = MarkDupes(playerMods[ply],machineMods);
end;
-- remove XXX, second pass
machineMods = RemoveMarked(machineMods);
for ply=1,#playerMods do
playerMods[ply] = RemoveMarked(playerMods[ply]);
end;
-- merge zone
finalMods = MergeTables(finalMods,machineMods);
for ply=1,#playerMods do
finalMods = MergeTables(finalMods,playerMods[ply]);
end;
-- final removal of XXX before sorting
finalMods = RemoveMarked(finalMods);
-- sort the mods before returning them
return SpeedModSort(finalMods);
end;
function SpeedMods()
-- here we see the option menu itself.
local t = {
Name = "Speed",
LayoutType = "ShowAllInRow",
SelectType = "SelectOne",
OneChoiceForAllPlayers = false,
ExportOnChange = false,
Choices = GetSpeedMods(),
LoadSelections = function(self, list, pn)
local pMods = GAMESTATE:GetPlayerState(pn):GetPlayerOptions("ModsLevel_Preferred");
for i = 1,table.getn(self.Choices) do
if string.find(pMods, self.Choices[i]) then
list[i] = true;
return;
end;
end;
-- if we've reached this point, try to find 1x or 1.0x instead,
-- in case the player has defined a speed mod under 1.0x
for i = 1,table.getn(self.Choices) do
if self.Choices[i] == "1x" or self.Choices[i] == "1.0x" then
list[i] = true;
return;
end;
end;
end,
SaveSelections = function(self, list, pn)
for i = 1,table.getn(self.Choices) do
if list[i] then
local PlayerState = GAMESTATE:GetPlayerState(pn);
PlayerState:SetPlayerOptions("ModsLevel_Preferred",self.Choices[i]);
return
end
end
end
};
setmetatable( t, t );
return t;
end;
--[[
Copyright © 2008-2009 AJ Kelly/KKI Labs.
Use freely, so long this notice and the above documentation remains.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]