350 lines
8.0 KiB
Lua
350 lines
8.0 KiB
Lua
-- sm-ssc fallback theme | script ring 03 | Gameplay.lua
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-- [en] This file is used to store settings that should be different in each
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-- game mode.
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-- shakesoda calls this pump.lua
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local function CurGameName()
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return GAMESTATE:GetCurrentGame():GetName()
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end
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-- Check the active game mode against a string. Cut down typing this in metrics.
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function IsGame(str) return CurGameName() == str end
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-- GetExtraColorThreshold()
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-- [en] returns the difficulty threshold in meter
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-- for songs that should be counted as boss songs.
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function GetExtraColorThreshold()
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local Modes = {
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dance = 10,
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pump = 21,
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beat = 12,
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kb7 = 10,
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para = 10,
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techno = 10,
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lights = 10, -- lights shouldn't be playable
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}
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return Modes[CurGameName()]
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end
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-- AllowOptionsMenu()
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-- [en] returns if you are able to select options
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-- on ScreenSelectMusic.
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function AllowOptionsMenu()
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if GAMESTATE:IsAnExtraStage() then
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return false
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elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
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return false
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else
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return true
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end
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end
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-- GameCompatibleModes:
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-- [en] returns possible modes for ScreenSelectPlayMode
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function GameCompatibleModes()
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local Modes = {
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dance = "Single,Double,Solo,Versus,Couple",
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pump = "Single,Double,HalfDouble,Versus,Couple,Routine",
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beat = "5Keys,7Keys,10Keys,14Keys,Versus5,Versus7",
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kb7 = "KB7",
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para = "Single",
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-- todo: add versus modes for technomotion
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techno = "Single4,Single5,Single8,Double4,Double5,Double8",
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lights = "Single" -- lights shouldn't be playable
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}
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return Modes[CurGameName()]
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end
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function SelectProfileKeys()
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local sGame = CurGameName()
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if sGame == "pump" then
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return "Up,Down,Start,Back,Center,DownLeft,DownRight"
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elseif sGame == "dance" then
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return "Up,Down,Start,Back,Up2,Down2"
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else
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return "Up,Down,Start,Back"
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end
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end
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-- ScoreKeeperClass:
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-- [en] Determines the correct ScoreKeeper class to use.
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function ScoreKeeperClass()
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-- rave scorekeeper
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if GAMESTATE:GetPlayMode() == 'PlayMode_Rave' then return "ScoreKeeperRave" end
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if GAMESTATE:GetCurrentStyle() then
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local styleType = GAMESTATE:GetCurrentStyle():GetStyleType()
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if styleType == 'StyleType_TwoPlayersSharedSides' then return "ScoreKeeperShared" end
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end
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return "ScoreKeeperNormal"
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end
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-- ComboContinue:
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-- [en]
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function ComboContinue()
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local Continue = {
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dance = GAMESTATE:GetPlayMode() == "PlayMode_Oni" and "TapNoteScore_W2" or "TapNoteScore_W3",
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pump = "TapNoteScore_W3",
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beat = "TapNoteScore_W3",
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kb7 = "TapNoteScore_W3",
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para = "TapNoteScore_W4"
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}
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return Continue[CurGameName()]
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end
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function ComboMaintain()
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local Maintain = {
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dance = "TapNoteScore_W3",
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pump = "TapNoteScore_W4",
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beat = "TapNoteScore_W3",
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kb7 = "TapNoteScore_W3",
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para = "TapNoteScore_W4"
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}
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return Maintain[CurGameName()]
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end
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function ComboPerRow()
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sGame = CurGameName()
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if sGame == "pump" then
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return true
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elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
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return true
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else
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return false
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end
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end
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function EvalUsesCheckpointsWithJudgments()
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return (CurGameName() == "pump") and true or false
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end
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local ComboThresholds = {
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dance = { Hit = 2, Miss = 2, Fail = -1 },
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pump = { Hit = 4, Miss = 4, Fail = 51 },
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beat = { Hit = 1, Miss = 0, Fail = -1 },
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kb7 = { Hit = 1, Miss = 0, Fail = -1 },
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para = { Hit = 2, Miss = 0, Fail = -1 },
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-------------------------------------------
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default = { Hit = 2, Miss = 2, Fail = -1 }
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}
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function HitCombo()
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if ComboThresholds[CurGameName()] then
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return ComboThresholds[CurGameName()].Hit
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end
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return ComboThresholds["default"].Hit
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end
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function MissCombo()
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if ComboThresholds[CurGameName()] then
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return ComboThresholds[CurGameName()].Miss
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end
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return ComboThresholds["default"].Miss
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end
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-- FailCombo:
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-- [en] The combo that causes game failure.
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function FailCombo()
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-- ITG (dance) uses 30. Pump Pro uses 30, real Pump uses 51
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if ComboThresholds[CurGameName()] then
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return ComboThresholds[CurGameName()].Fail
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end
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return ComboThresholds["default"].Fail
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end
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local RoutineSkins = {
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dance = { P1 = "midi-routine-p1", P2 = "midi-routine-p2" },
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pump = { P1 = "cmd-routine-p1", P2 = "cmd-routine-p2" },
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kb7 = { P1 = "default", P2 = "retrobar" },
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-------------------------------------------------------------
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default = { P1 = "default", P2 = "default" }
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}
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function RoutineSkinP1()
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if RoutineSkins[CurGameName()] then
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return RoutineSkins[CurGameName()].P1
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end
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return RoutineSkins["default"].P1
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end
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function RoutineSkinP2()
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if RoutineSkins[CurGameName()] then
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return RoutineSkins[CurGameName()].P2
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end
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return RoutineSkins["default"].P2
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end
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-- todo: use tables for some of these -aj
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function HoldTiming()
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return IsGame("pump") and 0 or PREFSMAN:GetPreference("TimingWindowSecondsHold")
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end
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function ShowHoldJudgments()
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return not IsGame("pump")
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end
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local CodeDetectorCodes = {
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-- steps
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PrevSteps1 = {
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default = "",
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dance = "Up,Up",
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pump = "+UpLeft",
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},
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PrevSteps2 = {
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default = "MenuUp,MenuUp",
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dance = "MenuUp,MenuUp",
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pump = "",
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},
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NextSteps1 = {
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default = "",
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dance = "Down,Down",
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pump = "+UpRight",
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},
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NextSteps2 = {
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default = "MenuDown,MenuDown",
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dance = "MenuDown,MenuDown",
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pump = "",
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},
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-- group
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NextGroup = {
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default = "",
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dance = "MenuUp,MenuRight,MenuRight",
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pump = "",
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},
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PrevGroup = {
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default = "",
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dance = "MenuUp,MenuDown,MenuUp,MenuDown",
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pump = "",
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},
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CloseCurrentFolder = {
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default = "MenuUp-MenuDown",
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},
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-- sorts
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NextSort1 = {
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default = "@MenuLeft-@MenuRight-Start",
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dance = "@MenuLeft-@MenuRight-Start",
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pump = "@MenuLeft-@MenuRight-Start",
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},
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NextSort2 = {
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default = "MenuLeft-MenuRight",
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dance = "MenuLeft-MenuRight",
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pump = "MenuLeft-MenuRight",
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},
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NextSort3 = {
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default = "",
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dance = "@Left-@Right-Start",
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pump = "@DownLeft-@DownRight-Start",
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},
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NextSort4 = {
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default = "",
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dance = "Left-Right",
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pump = "DownLeft-DownRight",
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},
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-- modemenu
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ModeMenu1 = {
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default = "",
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dance = "Up,Down,Up,Down",
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},
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ModeMenu2 = {
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default = "MenuUp,MenuDown,MenuUp,MenuDown",
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},
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-- Evaluation:
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SaveScreenshot1 = {
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default = "MenuLeft-MenuRight",
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},
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SaveScreenshot2 = {
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default = "Select",
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},
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-- modifiers section
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CancelAll = {
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default = "",
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dance = "Left,Right,Left,Right,Left,Right,Left,Right",
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},
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--- specific modifiers
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Mirror = {
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default = "",
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dance = "Up,Left,Right,Left,Right",
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pump = "DownRight,DownLeft,UpRight,UpLeft,DownRight,DownLeft,UpRight,UpLeft,Center",
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},
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Left = {
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default = "",
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dance = "Up,Down,Right,Left",
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},
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Right = {
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default = "",
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dance = "Up,Down,Left,Right",
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},
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Shuffle = {
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default = "",
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dance = "Down,Up,Down,Up",
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pump = "UpLeft,UpRight,UpLeft,UpRight,DownLeft,DownRight,DownLeft,DownRight,Center", -- random
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},
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SuperShuffle = {
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default = "",
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dance = "Down,Up,Left,Right",
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pump = "UpLeft,UpRight,DownLeft,DownRight,UpLeft,UpRight,DownLeft,DownRight,Center"
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},
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Reverse = {
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default = "",
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dance = "Down,Left,Right,Left,Right",
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pump = "UpLeft,DownLeft,UpRight,DownRight,UpLeft,DownLeft,UpRight,DownRight,DownRight", -- drop
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},
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HoldNotes = {
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default = "",
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dance = "Right,Left,Down,Up",
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},
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Mines = {
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default = "",
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},
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Dark = {
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default = "",
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},
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Hidden = {
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default = "",
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pump = "UpLeft,UpRight,DownLeft,DownRight,Center", -- vanish
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},
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RandomVanish = {
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default = "",
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},
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-- boost (accel), brake (decel), stealth (nonstep)
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--- next/prev modifiers
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NextTransform = {
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default = "",
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},
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NextScrollSpeed = {
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default = "",
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dance = "Up,Left,Down,Left,Up",
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pump = "UpLeft,UpRight,UpLeft,UpRight,Center",
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},
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PreviousScrollSpeed = {
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default = "",
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dance = "Down,Right,Up,Right,Down",
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pump = "UpRight,UpLeft,UpRight,UpLeft,Center",
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},
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NextAccel = {
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default = "",
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dance = "Left,Right,Down,Up",
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},
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NextEffect = {
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default = "",
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dance = "Left,Down,Right",
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},
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NextAppearance = {
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default = "",
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dance = "Left,Up,Right",
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},
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NextTurn = {
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default = "",
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},
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-- cancel all in player options
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CancelAllPlayerOptions = {
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default = "",
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dance = "Left,Right,Left,Right,Left,Right",
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},
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};
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function GetCodeForGame(codeName)
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local gameName = string.lower(CurGameName())
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local inputCode = CodeDetectorCodes[codeName]
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return inputCode[gameName] or inputCode["default"]
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end
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