423 lines
15 KiB
C#
423 lines
15 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Security.Cryptography;
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using BepInEx;
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using BepInEx.Configuration;
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using CSync.Extensions;
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using CSync.Lib;
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using HarmonyLib;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace MuzikaGromche
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{
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[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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[BepInDependency("com.sigurd.csync", "5.0.1")]
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public class Plugin : BaseUnityPlugin
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{
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internal new static Config Config { get; private set; } = null!;
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public static Track[] Tracks = [
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new Track
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{
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Name = "MuzikaGromche",
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WindUpTimer = 46.3f,
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Bpm = 130f,
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},
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new Track
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{
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Name = "VseVZale",
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WindUpTimer = 39f,
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Bpm = 138f,
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},
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new Track
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{
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Name = "DeployDestroy",
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WindUpTimer = 40.7f,
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Bpm = 130f,
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},
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new Track
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{
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Name = "MoyaZhittya",
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WindUpTimer = 34.5f,
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Bpm = 120f,
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},
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new Track
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{
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Name = "Gorgorod",
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WindUpTimer = 43.2f,
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Bpm = 180f,
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},
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new Track
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{
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Name = "Durochka",
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WindUpTimer = 37f,
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Bpm = 130f,
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}
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];
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public static int IndexOfTrack(string trackName)
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{
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return Array.FindIndex(Tracks, track => track.Name == trackName);
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}
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public static Track ChooseTrack()
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{
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var seed = RoundManager.Instance.dungeonGenerator.Generator.ChosenSeed;
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int[] weights = [.. Tracks.Select(track => track.Weight.Value)];
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var rwi = new RandomWeightedIndex(weights);
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var trackId = rwi.GetRandomWeightedIndex(seed);
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#if DEBUG
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// Override for testing
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// trackId = IndexOfTrack("DeployDestroy");
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#endif
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var track = Tracks[trackId];
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Debug.Log($"Seed is {seed}, chosen track is \"{track.Name}\", #{trackId} of {rwi}");
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return Tracks[trackId];
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}
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public static Coroutine JesterLightSwitching;
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public static Track CurrentTrack;
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public static void StartLightSwitching(MonoBehaviour __instance)
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{
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StopLightSwitching(__instance);
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JesterLightSwitching = __instance.StartCoroutine(RotateColors());
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}
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public static void StopLightSwitching(MonoBehaviour __instance)
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{
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if (JesterLightSwitching != null)
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{
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__instance.StopCoroutine(JesterLightSwitching);
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JesterLightSwitching = null;
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}
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}
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public static void SetLightColor(Color color)
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{
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foreach (var light in RoundManager.Instance.allPoweredLights)
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{
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light.color = color;
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}
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}
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public static void ResetLightColor()
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{
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SetLightColor(Color.white);
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}
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// TODO: Move to Track class to make them customizable per-song
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static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
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public static IEnumerator RotateColors()
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{
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Debug.Log("Starting color rotation");
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var i = 0;
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while (true)
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{
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var color = colors[i];
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Debug.Log("Chose color " + color);
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SetLightColor(color);
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i = (i + 1) % colors.Count;
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if (CurrentTrack != null)
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{
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yield return new WaitForSeconds(60f / CurrentTrack.Bpm);
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}
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else
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{
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yield break;
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}
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}
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}
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private void Awake()
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{
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string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
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UnityWebRequest[] requests = new UnityWebRequest[Tracks.Length * 2];
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for (int i = 0; i < Tracks.Length; i++)
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{
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Track track = Tracks[i];
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requests[i * 2] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameStart}", track.AudioType);
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requests[i * 2 + 1] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameLoop}", track.AudioType);
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requests[i * 2].SendWebRequest();
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requests[i * 2 + 1].SendWebRequest();
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}
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while (!requests.All(request => request.isDone)) { }
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if (requests.All(request => request.result == UnityWebRequest.Result.Success))
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{
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for (int i = 0; i < Tracks.Length; i++)
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{
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Track track = Tracks[i];
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track.LoadedStart = DownloadHandlerAudioClip.GetContent(requests[i * 2]);
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track.LoadedLoop = DownloadHandlerAudioClip.GetContent(requests[i * 2 + 1]);
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}
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Config = new Config(base.Config);
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new Harmony(PluginInfo.PLUGIN_NAME).PatchAll(typeof(JesterPatch));
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}
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else
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{
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Logger.LogError("Could not load audio file");
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}
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}
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}
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public class Track
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{
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public string Name;
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// Wind-up time can and should be shorter than the Start audio track,
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// so that the "pop" effect can be baked into the Start audio and kept away
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// from the looped part. This also means that the light show starts before
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// the looped track does, so we need to sync them up as soon as we enter the Loop.
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public float WindUpTimer;
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// BPM for light switching in sync with the music. There is no offset,
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// so the Loop track should start precisely on a beat.
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public float Bpm;
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// MPEG is basically mp3, and it can produce gaps at the start.
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// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
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public AudioType AudioType = AudioType.MPEG;
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public AudioClip LoadedStart;
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public AudioClip LoadedLoop;
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// How often this track should be chosen, relative to the sum of weights of all tracks.
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public SyncedEntry<int> Weight;
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public string FileNameStart => $"{Name}Start.{Ext}";
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public string FileNameLoop => $"{Name}Loop.{Ext}";
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private string Ext => AudioType switch
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{
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AudioType.MPEG => "mp3",
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AudioType.WAV => "wav",
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AudioType.OGGVORBIS => "ogg",
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_ => "",
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};
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}
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public readonly struct RandomWeightedIndex
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{
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public RandomWeightedIndex(int[] weights)
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{
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Weights = weights;
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TotalWeights = Weights.Sum();
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if (TotalWeights == 0)
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{
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// If everything is set to zero, everything is equally possible
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Weights = [.. Weights.Select(_ => 1)];
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TotalWeights = Weights.Length;
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}
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}
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private byte[] GetHash(int seed)
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{
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var buffer = new byte[4 * (1 + Weights.Length)];
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var offset = 0;
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System.Buffer.BlockCopy(BitConverter.GetBytes(seed), 0, buffer, offset, sizeof(int));
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// Make sure that tweaking weights even a little drastically changes the outcome
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foreach (var weight in Weights)
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{
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offset += 4;
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System.Buffer.BlockCopy(BitConverter.GetBytes(weight), 0, buffer, offset, sizeof(int));
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}
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var sha = SHA256.Create();
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var hash = sha.ComputeHash(buffer);
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return hash;
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}
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private int GetRawIndex(byte[] hash)
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{
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if (TotalWeights == 0)
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{
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// Should not happen, but what if Weights array is empty?
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return -1;
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}
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var index = 0;
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foreach (var t in hash)
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{
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// modulus division on byte array
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index *= 256 % TotalWeights;
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index %= TotalWeights;
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index += t % TotalWeights;
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index %= TotalWeights;
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}
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return index;
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}
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private int GetRawIndex(int rawIndex)
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{
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if (rawIndex < 0 || rawIndex >= TotalWeights)
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{
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return -1;
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}
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int sum = 0;
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foreach (var (weight, index) in Weights.Select((x, i) => (x, i)))
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{
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sum += weight;
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if (rawIndex < sum)
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{
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// Found
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return index;
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}
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}
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return -1;
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}
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public int GetRandomWeightedIndex(int seed)
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{
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var hash = GetHash(seed);
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var index = GetRawIndex(hash);
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return GetRawIndex(index);
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}
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public override string ToString()
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{
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return $"Weighted(Total={TotalWeights}, Weights=[{string.Join(',', Weights)}])";
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}
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readonly private int[] Weights;
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readonly public int TotalWeights { get; }
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}
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public class Config : SyncedConfig2<Config>
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{
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// TODO: Comment out for now
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// Personal preferrence, explicitly not synced
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public ConfigEntry<bool> DisplayLyrics { get; private set; }
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public Config(ConfigFile configFile) : base(PluginInfo.PLUGIN_GUID)
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{
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// TODO: Comment out for now
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DisplayLyrics = configFile.Bind("General", "Display Lyrics", false, "Toggle lyrics display");
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var chanceRange = new AcceptableValueRange<int>(0, 100);
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foreach (var track in Plugin.Tracks)
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{
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string description = $"Random (relative) chance of selecting track {track.Name}. Set to zero to effectively disable the track.";
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track.Weight = configFile.BindSyncedEntry(
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new ConfigDefinition("Tracks", track.Name),
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50,
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new ConfigDescription(description, chanceRange, track));
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}
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foreach (var track in Plugin.Tracks)
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{
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// This is basically what ConfigFile.PopulateEntryContainer does
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SyncedEntryBase entryBase = track.Weight;
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EntryContainer.Add(entryBase.BoxedEntry.ToSyncedEntryIdentifier(), entryBase);
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}
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// TODO: Remove debug lines
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this.InitialSyncCompleted += (sender, e) =>
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{
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var weights = string.Join(',', Plugin.Tracks.Select(track => track.Weight.Value));
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Debug.Log($"MuzikaGromche Sync complete! weights={weights}");
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};
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foreach (var track in Plugin.Tracks)
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{
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track.Weight.Changed += (sender, e) =>
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{
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var track = (Track)e.ChangedEntry.Entry.Description.Tags[0];
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Debug.Log($"MuzikaGromche Sync changed {track.Name}: {e.OldValue} -> {e.NewValue}");
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};
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}
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ConfigManager.Register(this);
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}
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}
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[HarmonyPatch(typeof(JesterAI))]
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internal class JesterPatch
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{
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#if DEBUG
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[HarmonyPatch("SetJesterInitialValues")]
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[HarmonyPostfix]
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public static void AlmostInstantFollowTimerPostfix(JesterAI __instance)
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{
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__instance.beginCrankingTimer = 1f;
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}
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#endif
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[HarmonyPatch("Update")]
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[HarmonyPrefix]
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public static void DoNotStopTheMusicPrefix(JesterAI __instance, out State __state)
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{
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__state = new State
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{
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previousState = __instance.previousState
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};
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if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2)
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{
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// if just popped out
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// then override farAudio so that vanilla logic does not stop the music
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__state.farAudio = __instance.farAudio;
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__instance.farAudio = __instance.creatureVoice;
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}
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}
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[HarmonyPatch("Update")]
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[HarmonyPostfix]
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public static void DoNotStopTheMusic(JesterAI __instance, State __state)
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{
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if (__state.farAudio != null)
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{
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__instance.farAudio = __state.farAudio;
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}
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if (__instance.previousState == 1 && __state.previousState != 1)
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{
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// if just started winding up
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// then stop the default music...
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__instance.farAudio.Stop();
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__instance.creatureVoice.Stop();
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// ...and start modded music
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Plugin.CurrentTrack = Plugin.ChooseTrack();
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__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
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__instance.farAudio.maxDistance = 150;
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__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
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__instance.farAudio.loop = false;
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Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}");
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__instance.farAudio.Play();
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}
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if (__instance.previousState == 2 && __state.previousState != 2)
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{
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__instance.creatureVoice.Stop();
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Plugin.StartLightSwitching(__instance);
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}
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if (__instance.previousState != 2 && __state.previousState == 2)
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{
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Plugin.StopLightSwitching(__instance);
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Plugin.ResetLightColor();
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}
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if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying)
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{
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__instance.creatureVoice.maxDistance = 150;
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__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
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var time = __instance.farAudio.time;
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var delay = Plugin.CurrentTrack.LoadedStart.length - time;
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Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
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Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
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__instance.creatureVoice.PlayDelayed(delay);
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}
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}
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}
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internal class State
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{
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public AudioSource farAudio;
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public int previousState;
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}
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}
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