Files
itgmania212121/Themes/_themekit-piu/Scripts/02 CustomCodeDetector.lua
T
2011-04-29 14:58:59 -04:00

350 lines
10 KiB
Lua

--moved here for portability sake
--[[--------------------------------------------------------------------------
Custom Code Detector by Daisuke Master
------------------------------------------------------------------------------
-= Whats this? =-
Just that, a custom codedetector, you can add the codenames as exact mods
and this thingy will do whatever you wanted to do with the oh-so-known
harcoded codedetector.
I kind of don't like the codedetector for various reasons, that's why I made
this (also the remaining stuff happened by accident lol), anyway, if you feel
like wanting this in your theme, go ahead! no problem, just let me know that
you're using it and that this was useful for you ^^
-= How to use =-
First of all, put this lua module under the Scripts folder of your theme.
Using codeset, put this in a CodeMessageCommand, inside a function command,
under ScreenSelectMusic, like this:
<code>
CodeMessageCommand=function(self)
CustomCodeDetector()
end;
</code>
You'll need codename and player to be passed as arguments, you can get those
somewhere:
<code>
CodeMessageCommand=function(self,params)
CustomCodeDetector(params.Name, params.PlayerNumber)
end;
</code>
If you like to be classy like me:
<code>
CodeMessageCommand=function(self,params)
local code = params.Name
local player = params.PlayerNumber
if not GAMESTATE:IsHumanPlayer(player) then return end;
CustomCodeDetector(code, player)
end;
</code>
Niceties:
<code>
CodeMessageCommand=function(self,params)
local code = params.Name
local player = params.PlayerNumber
if not GAMESTATE:IsHumanPlayer(player) then return end;
if CustomCodeDetector(code, player, true) then
--idk what to put here so eh...
else
--handle here other codes for misc purposes
end
SOUND:PlayOnce(THEME:GetPathS("ScreenSelectMusic","Options"))
end;
</code>
Extras: you can set a third param as true to deactivate sound and
the message broadcast to handle those outside (example above)
What more? Oh yes, you'll need a CodeNames line under ScreenSelectMusic
<code>
[ScreenSelectMusic]
CodeNames="Noteskin,Speed,Cancel,Dark,Mirror"
;main codes
CodeNoteskin="Up,Up,Down,Down,Left,Right,Left,Right"
CodeSpeed="Left,Right,Left,Right,Down"
CodeCancel="Select,Select"
;secondary codes
CodeDark="Down,Down,Left,Right,Down"
CodeMirror="Down,Left,Up,Down,Right,Up"
</code>
The first three (speed, noteskin and cancle er... cancel) are mandatory, the
rest are optional (dark and mirror as examples)
-= Caveats =-
*I don't know what will happen if illegal modifiers are set into the CodeNames
line under ScreenSelectMusic, so try at your own risk (not that anything bad
but a crash may happen, I don't know so I'm just warning you).
*I don't know what will happen if you add percentages and/or approach into the
modifiers (for example >Code50% tornado="@Right-Up")
*Ignore the previous two points, I just added a mod validator function, if your
mod does not exists there just add it.
*You just can't set multiple modifiers in one code because of how codes are
separated (by commas)
*FOR PUMP-SM USERS: Watch out when using center as part of your code, it's
treated as start button and you know what happens when you press start,
solution: you can use two part selection in metrics along with twopart
confirms only so you can doublepress center with no problems, remember that
only sm-ssc can do that (goes the same to ez2/popn users with footdown/red
buttons).
*Don't try weird things with this.
-= TODO list =-
*Previous speed and noteskins
*Go lazy and lowercase GetPlayerOptions
*Be able to put multiple mods in one code
-= Licensing =-
IMO it's important, I don't like to see my work being hijacked by someone else
and claiming as it's own (others don't like that either) so here we go:
I'm licensing this under Creative Commons by-sa 3.0
http://creativecommons.org/licenses/by-sa/3.0/
This means that:
You can share and adapt this code as you like/need/want withouth worry, but
you must attribute me, and if you release your modified work you must license
it with the same license as this.
-= Credits =-
ºDaisuMaster
-= Thanks =-
ºmain stepmania devteam (they created SM)
ºsm-ssc devteam (they forked sm4 and tweaked it in an astounding way)
ºcesarmades (this guy inspired me somehow)
-= Final notes =-
That's all you should need to know for now, and as I said, feel free to use
this and let me know if this was useful for you ^^
--]]--------------------------------------------------------------------------
function ReadSpeedMods()
--this reads speeds from a file (Cmods are not allowed, I don't like to
--deal with these)
local dir = THEME:GetCurrentThemeDirectory() .. "speeds.txt"
local speeds = File.Read( dir )
if not speeds then
speeds = {"1x","2x","3x","4x","5x","8x"}
speeds = join("\r\n",speeds)
File.Write( dir , speeds)
return speeds
end
speeds = string.gsub(speeds,"\r","")
speeds = split("\n", speeds)
--[[local rebuild = false
for k,v in ipairs(speeds) do
if not string.find(v,"%dx") or not string.find(v,"%%d.dx") then
rebuild = true
table.remove(speed,k)
end
end
if rebuild then
--cleanup
File.Write( dir , join("\r\n",speeds))
end]]
return speeds
end
local function IsValidMod(m)
--check mods here, see PlayerOptions.cpp if you want/need more
--throwing the most common/used here
--todo: regex formats and bind the mods into a table so setups like 50% dark would work
if m == "Boost"
or m == "Brake"
or m == "Wave"
or m == "Expand"
or m == "Boomerang"
or m == "Drunk"
or m == "Dizzy"
or m == "Confusion"
or m == "Mini"
or m == "Tiny"
or m == "Flip"
or m == "Invert"
or m == "Tornado"
or m == "Tipsy"
or m == "Bumpy"
or m == "Beat"
or m == "XMode"
or m == "Hidden"
or m == "Sudden"
or m == "Stealth"
or m == "Blink"
or m == "RandomVanish"
or m == "Reverse"
or m == "Split"
or m == "Alternate"
or m == "Cross"
or m == "Centered"
or m == "Dark"
or m == "RandomAttacks"
or m == "SongAttacks"
or m == "PlayerAutoPlay"
or m == "Mirror"
or m == "Left"
or m == "Right"
or m == "Shuffle"
or m == "SoftShuffle"
or m == "SuperShuffle"
then
return true
else
return false
end
end
--local function Tracef(...) Trace(string.format(...)) end
function CustomCodeDetector(code,player,sound_and_broadcast)
assert(code,"[CUSTOMCODEDETECTOR]: an input code must be given.")
assert(player, "[CUSTOMCODEDETECTOR]: a player number must be given.")
if sound_and_broadcast then
Trace("[CUSTOMCODEDETECTOR]: playeroptions message broadcast and sound playback are deactivated")
end
--playerstates lets you get and set modifiers per player via lua
local playerstate = GAMESTATE:GetPlayerState(player)
--nice, I didn't knew that playermods could be get as an array.
local playermods = playerstate:GetPlayerOptionsArray('ModsLevel_Preferred')
--local playermods = playerstate:GetPlayerOptions('ModsLevel_Preferred')
--playermods = split(", ",playermods)
local noteskins = NOTESKIN:GetNoteSkinNames()
if not noteskins then noteskins = {"default"} end
--woot! noteskins via codes!! and not hardcoded!!! :awesome:
--dang, I forgot that GetNoteSkinNames works only in sm-ssc
if code == "Noteskin" and SSC then
--do changes here
local found = false
--iterate every noteskin in every playermod
for i,j in ipairs(playermods) do
for k,l in ipairs(noteskins) do
--we got a match
if j == l then
found = true
local index = k+1
--avoiding overflow
if index > #noteskins then index = 1 end
--replacing
Tracef("[CUSTOMCODEDETECTOR]: Setting noteskin '%s' in place of '%s'", noteskins[index], playermods[i])
playermods[i] = noteskins[index]
end
end
end
--no matches
if not found then
for k,v in ipairs(noteskins) do
if string.lower(v) == "default" then
--set the one next to default or the first if it's the last
local idx = k+1
if idx > #noteskins then idx = 1 end
Tracef("[CUSTOMCODEDETECTOR]: Setting noteskin '%s'", noteskins[idx])
table.insert(playermods, noteskins[idx])
end
end
end
--like notekins but with speeds
elseif code == "Speed" then
--read your speeds from a file (by theme)
--local speeds = { "1x","2x","3x","4x","5x" }
local speeds = ReadSpeedMods()
local found = false
for i,j in ipairs(playermods) do
for k,l in ipairs(speeds) do
if j == l then
found = true
local index = k+1
if index > #speeds then index = 1 end
Tracef("[CUSTOMCODEDETECTOR]: Setting speedmod '%s' in place of '%s'", speeds[index], playermods[i])
playermods[i] = speeds[index]
end
end
end
if not found then
--most likely is a 1x, set the next
for k,v in ipairs(speeds) do
if v == "1x" then
local idx = k+1
if idx > #speeds then idx = 1 end
Tracef("[CUSTOMCODEDETECTOR]: Setting speedmod '%s'", speeds[idx])
table.insert(playermods, speeds[idx])
end
end
end
elseif code == "Cancel" then
local defaultmods = PREFSMAN:GetPreference("DefaultModifiers")
defaultmods = split(",", defaultmods)
--set 1x and clear other mods, also default noteskin (along with the default mods)
playermods = { "1x","default" }
for k,v in ipairs(defaultmods) do
table.insert(playermods, v)
end
else
if IsValidMod(code) then
--other mod codes, code name must be the exact mod
local found = false
for i,j in ipairs(playermods) do
if j == code then
--remove it
found = true
Tracef("[CUSTOMCODEDETECTOR]: Setting modifier '%s'", code)
table.remove(playermods, i)
end
end
if not found then
Tracef("[CUSTOMCODEDETECTOR]: Unsetting modifier '%s'", code)
table.insert(playermods, code)
end
else
--SOUND:PlayOnce(THEME:GetPathS("MusicWheel","locked"))
Tracef("[CUSTOMCODEDETECTOR]: The mod '%s' could not be set", code)
return false
end
end
--let's check if noteskins aren't missing (we're avoiding crashes here...)
local found = false
--iterate again uh
for i,j in ipairs(playermods) do
for k,l in ipairs(noteskins) do
if j == l then
found = true
end
end
end
--apparently there aren't any noteskins...
if not found then
table.insert(playermods, "default")
end
--join
playermods = join(", ",playermods)
--set the mods
playerstate:SetPlayerOptions('ModsLevel_Preferred',playermods)
--optional stuff
if not sound_and_broadcast then
--play some sound
SOUND:PlayOnce(THEME:GetPathS("ScreenSelectMusic","Options"))
--send some message
MESSAGEMAN:Broadcast("PlayerOptionsChanged", { PlayerNumber = player })
end
--if we get here then everything went just fine
return true
end