muzika-gromche/MuzikaGromche/Plugin.cs

503 lines
19 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
using BepInEx;
using BepInEx.Configuration;
using CSync.Extensions;
using CSync.Lib;
using LethalConfig;
using LethalConfig.ConfigItems;
using LethalConfig.ConfigItems.Options;
using HarmonyLib;
using UnityEngine;
using UnityEngine.Networking;
namespace MuzikaGromche
{
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
[BepInDependency("com.sigurd.csync", "5.0.1")]
[BepInDependency("ainavt.lc.lethalconfig", "1.4.6")]
public class Plugin : BaseUnityPlugin
{
internal new static Config Config { get; private set; } = null;
public static Track[] Tracks = [
new Track
{
Name = "MuzikaGromche",
Language = Language.RUSSIAN,
WindUpTimer = 46.3f,
Bars = 8,
},
new Track
{
Name = "VseVZale",
Language = Language.RUSSIAN,
WindUpTimer = 39f,
Bars = 8
},
new Track
{
Name = "DeployDestroy",
Language = Language.RUSSIAN,
WindUpTimer = 40.7f,
Bars = 8,
},
new Track
{
Name = "MoyaZhittya",
Language = Language.ENGLISH,
WindUpTimer = 34.5f,
Bars = 8,
},
new Track
{
Name = "Gorgorod",
Language = Language.RUSSIAN,
WindUpTimer = 43.2f,
Bars = 6,
},
new Track
{
Name = "Durochka",
Language = Language.RUSSIAN,
WindUpTimer = 37f,
Bars = 10,
}
];
public static int IndexOfTrack(string trackName)
{
return Array.FindIndex(Tracks, track => track.Name == trackName);
}
public static Track ChooseTrack()
{
var seed = RoundManager.Instance.dungeonGenerator.Generator.ChosenSeed;
int[] weights = [.. Tracks.Select(track => track.Weight.Value)];
var rwi = new RandomWeightedIndex(weights);
var trackId = rwi.GetRandomWeightedIndex(seed);
#if DEBUG
// Override for testing
// trackId = IndexOfTrack("DeployDestroy");
#endif
var track = Tracks[trackId];
Debug.Log($"Seed is {seed}, chosen track is \"{track.Name}\", #{trackId} of {rwi}");
return Tracks[trackId];
}
public static Track CurrentTrack;
public static void SetLightColor(Color color)
{
foreach (var light in RoundManager.Instance.allPoweredLights)
{
light.color = color;
}
}
public static void ResetLightColor()
{
SetLightColor(Color.white);
}
private void Awake()
{
string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
UnityWebRequest[] requests = new UnityWebRequest[Tracks.Length * 2];
for (int i = 0; i < Tracks.Length; i++)
{
Track track = Tracks[i];
requests[i * 2] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameStart}", track.AudioType);
requests[i * 2 + 1] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameLoop}", track.AudioType);
requests[i * 2].SendWebRequest();
requests[i * 2 + 1].SendWebRequest();
}
while (!requests.All(request => request.isDone)) { }
if (requests.All(request => request.result == UnityWebRequest.Result.Success))
{
for (int i = 0; i < Tracks.Length; i++)
{
Track track = Tracks[i];
track.LoadedStart = DownloadHandlerAudioClip.GetContent(requests[i * 2]);
track.LoadedLoop = DownloadHandlerAudioClip.GetContent(requests[i * 2 + 1]);
}
Config = new Config(base.Config);
new Harmony(PluginInfo.PLUGIN_NAME).PatchAll(typeof(JesterPatch));
}
else
{
Logger.LogError("Could not load audio file");
}
}
};
public record Language(string Short, string Full)
{
public static readonly Language ENGLISH = new("EN", "English");
public static readonly Language RUSSIAN = new("RU", "Russian");
}
public class Track
{
public string Name;
// Language of the track's lyrics.
public Language Language;
// Wind-up time can and should be shorter than the Start audio track,
// so that the "pop" effect can be baked into the Start audio and kept away
// from the looped part. This also means that the light show starts before
// the looped track does, so we need to sync them up as soon as we enter the Loop.
public float WindUpTimer;
// Estimated number of beats per minute. Not used for light show, but might come in handy.
public float Bpm => 60f / (LoadedLoop.length / Beats);
// How many beats the loop segment has. The default strategy is to switch color of lights on each beat.
// This should be an integer, but it is stored as float for convenience of calculations.
public float Beats;
// Shorthand for four beats
public float Bars
{
get => Beats / 4f;
set => Beats = value * 4f;
}
// MPEG is basically mp3, and it can produce gaps at the start.
// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
public AudioType AudioType = AudioType.MPEG;
public AudioClip LoadedStart;
public AudioClip LoadedLoop;
// This does not account for the timestamp when Jester has actually popped
public float FixedLoopDelay => LoadedStart.length - WindUpTimer;
// How often this track should be chosen, relative to the sum of weights of all tracks.
public SyncedEntry<int> Weight;
public string FileNameStart => $"{Name}Start.{Ext}";
public string FileNameLoop => $"{Name}Loop.{Ext}";
private string Ext => AudioType switch
{
AudioType.MPEG => "mp3",
AudioType.WAV => "wav",
AudioType.OGGVORBIS => "ogg",
_ => "",
};
public float CalculateBeat(AudioSource start, AudioSource loop)
{
// If popped, calculate which beat the music is currently at.
// In order to do that we should choose one of two strategies:
//
// 1. If Start source is still playing, use its position since WindUpTimer
// 2. Otherwise use Loop source, adding the delay after WindUpTimer,
// which is the remaining of the Start, i.e. (LoadedStart.length - WindUpTimer).
//
// NOTE: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true.
var elapsed = start.isPlaying
// [1] Start source is still playing
? start.time - WindUpTimer
// [2] Start source has finished
: loop.time + FixedLoopDelay;
var normilized = elapsed / LoadedLoop.length % 1f;
var beat = normilized * Beats;
#if DEBUG
Debug.LogFormat("MuzikaGromche beat {0,10:N4} {1,10:N4} {2,10:N4}", Time.realtimeSinceStartup, normilized, beat);
#endif
return beat;
}
static readonly List<Color> Colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
public Color ColorForBeat(float beat)
{
int beatIndex = (int)(Math.Floor(beat) % Beats);
return Colors[beatIndex % Colors.Count];
}
}
public readonly struct RandomWeightedIndex
{
public RandomWeightedIndex(int[] weights)
{
Weights = weights;
TotalWeights = Weights.Sum();
if (TotalWeights == 0)
{
// If everything is set to zero, everything is equally possible
Weights = [.. Weights.Select(_ => 1)];
TotalWeights = Weights.Length;
}
}
private byte[] GetHash(int seed)
{
var buffer = new byte[4 * (1 + Weights.Length)];
var offset = 0;
Buffer.BlockCopy(BitConverter.GetBytes(seed), 0, buffer, offset, sizeof(int));
// Make sure that tweaking weights even a little drastically changes the outcome
foreach (var weight in Weights)
{
offset += 4;
Buffer.BlockCopy(BitConverter.GetBytes(weight), 0, buffer, offset, sizeof(int));
}
var sha = SHA256.Create();
var hash = sha.ComputeHash(buffer);
return hash;
}
private int GetRawIndex(byte[] hash)
{
if (TotalWeights == 0)
{
// Should not happen, but what if Weights array is empty?
return -1;
}
var index = 0;
foreach (var t in hash)
{
// modulus division on byte array
index *= 256 % TotalWeights;
index %= TotalWeights;
index += t % TotalWeights;
index %= TotalWeights;
}
return index;
}
private int GetWeightedIndex(int rawIndex)
{
if (rawIndex < 0 || rawIndex >= TotalWeights)
{
return -1;
}
int sum = 0;
foreach (var (weight, index) in Weights.Select((x, i) => (x, i)))
{
sum += weight;
if (rawIndex < sum)
{
// Found
return index;
}
}
return -1;
}
public int GetRandomWeightedIndex(int seed)
{
var hash = GetHash(seed);
var index = GetRawIndex(hash);
return GetWeightedIndex(index);
}
public override string ToString()
{
return $"Weighted(Total={TotalWeights}, Weights=[{string.Join(',', Weights)}])";
}
readonly private int[] Weights;
readonly public int TotalWeights { get; }
}
public class Config : SyncedConfig2<Config>
{
public Config(ConfigFile configFile) : base(PluginInfo.PLUGIN_GUID)
{
var chanceRange = new AcceptableValueRange<int>(0, 100);
var languageSectionButtonExists = new HashSet<Language>();
foreach (var track in Plugin.Tracks)
{
var language = track.Language;
string section = $"Tracks.{language.Short}";
// Create section toggle
if (!languageSectionButtonExists.Contains(language))
{
languageSectionButtonExists.Add(language);
string buttonOptionName = $"Toggle all {language.Full} tracks";
string buttonDescription = "Toggle all tracks in this section ON or OFF. Effective immediately.";
string buttonText = "Toggle";
var button = new GenericButtonConfigItem(section, buttonOptionName, buttonDescription, buttonText, () =>
{
if (CanModifyWeightsNow())
{
var tracks = Plugin.Tracks.Where(t => t.Language.Equals(language)).ToList();
var isOff = tracks.All(t => t.Weight.Value == 0);
var newWeight = isOff ? 50 : 0;
foreach (var t in tracks)
{
t.Weight.LocalValue = newWeight;
}
}
});
button.ButtonOptions.CanModifyCallback = CanModifyWeightsNow;
LethalConfigManager.AddConfigItem(button);
}
// Create slider entry for track
string name = $"[{language.Short}] {track.Name}";
string description = $"Language: {language.Full}\n\nRandom (relative) chance of selecting this track.\n\nSet to zero to effectively disable the track.";
track.Weight = configFile.BindSyncedEntry(
new ConfigDefinition(section, track.Name),
50,
new ConfigDescription(description, chanceRange, track));
var slider = new IntSliderConfigItem(track.Weight.Entry, new IntSliderOptions
{
RequiresRestart = false,
CanModifyCallback = CanModifyWeightsNow,
});
LethalConfigManager.AddConfigItem(slider);
}
// HACK because CSync doesn't provide an API to register a list of config entries
// See https://github.com/lc-sigurd/CSync/issues/11
foreach (var track in Plugin.Tracks)
{
// This is basically what ConfigFile.PopulateEntryContainer does
SyncedEntryBase entryBase = track.Weight;
EntryContainer.Add(entryBase.BoxedEntry.ToSyncedEntryIdentifier(), entryBase);
}
ConfigManager.Register(this);
}
public static CanModifyResult CanModifyWeightsNow()
{
#if DEBUG
// In debug mode let us modify weights any time without restarting the level
return CanModifyResult.True();
#else
var startOfRound = StartOfRound.Instance;
if (!startOfRound)
{
return CanModifyResult.True(); // Main menu
}
if (!startOfRound.IsHost)
{
return CanModifyResult.False("Only for host");
}
if (!startOfRound.inShipPhase)
{
return CanModifyResult.False("Only while orbiting");
}
return CanModifyResult.True();
#endif
}
}
// farAudio is during windup, Start overrides popGoesTheWeaselTheme
// creatureVoice is when popped, Loop overrides screamingSFX
[HarmonyPatch(typeof(JesterAI))]
internal class JesterPatch
{
#if DEBUG
[HarmonyPatch("SetJesterInitialValues")]
[HarmonyPostfix]
public static void AlmostInstantFollowTimerPostfix(JesterAI __instance)
{
__instance.beginCrankingTimer = 1f;
}
#endif
[HarmonyPatch("Update")]
[HarmonyPrefix]
public static void DoNotStopTheMusicPrefix(JesterAI __instance, out State __state)
{
__state = new State
{
farAudio = __instance.farAudio,
previousState = __instance.previousState,
};
if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2)
{
// If just popped out, then override farAudio so that vanilla logic does not stop the modded Start music.
// The game will stop farAudio it during its Update, so we temporarily set it to any other AudioSource
// which we don't care about stopping for now.
//
// Why creatureVoice though? We gonna need creatureVoice later in Postfix to schedule the Loop,
// but right now we still don't care if it's stopped, so it shouldn't matter.
// And it's cheaper and simpler than figuring out how to instantiate an AudioSource behaviour.
__instance.farAudio = __instance.creatureVoice;
}
}
[HarmonyPatch("Update")]
[HarmonyPostfix]
public static void DoNotStopTheMusic(JesterAI __instance, State __state)
{
if (__instance.previousState == 1 && __state.previousState != 1)
{
// if just started winding up
// then stop the default music...
__instance.farAudio.Stop();
__instance.creatureVoice.Stop();
// ...and start modded music
Plugin.CurrentTrack = Plugin.ChooseTrack();
// Set up custom popup timer, which is shorter than Start audio
__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
// Override popGoesTheWeaselTheme with Start audio
__instance.farAudio.maxDistance = 150;
__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
__instance.farAudio.loop = false;
__instance.farAudio.Play();
Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}");
}
if (__instance.previousState != 2 && __state.previousState == 2)
{
Plugin.ResetLightColor();
}
if (__instance.previousState == 2 && __state.previousState != 2)
{
// Restore stashed AudioSource. See the comment in Prefix
__instance.farAudio = __state.farAudio;
var time = __instance.farAudio.time;
var delay = Plugin.CurrentTrack.LoadedStart.length - time;
// Override screamingSFX with Loop, delayed by the remaining time of the Start audio
__instance.creatureVoice.Stop();
__instance.creatureVoice.maxDistance = 150;
__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
__instance.creatureVoice.PlayDelayed(delay);
Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
}
// Manage the timeline: switch color of the lights according to the current playback/beat position.
if (__instance.previousState == 2)
{
var beat = Plugin.CurrentTrack.CalculateBeat(start: __instance.farAudio, loop: __instance.creatureVoice);
var color = Plugin.CurrentTrack.ColorForBeat(beat);
Plugin.SetLightColor(color);
}
}
}
internal class State
{
public AudioSource farAudio;
public int previousState;
}
}