|  |  |  | @ -4,6 +4,12 @@ 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; | 
		
	
	
		
			
				
					|  |  |  | @ -11,65 +17,79 @@ 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, | 
		
	
		
			
				|  |  |  |  |                 Bpm = 130f, | 
		
	
		
			
				|  |  |  |  |                 Bars = 8, | 
		
	
		
			
				|  |  |  |  |             }, | 
		
	
		
			
				|  |  |  |  |             new Track | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 Name = "VseVZale", | 
		
	
		
			
				|  |  |  |  |                 Language = Language.RUSSIAN, | 
		
	
		
			
				|  |  |  |  |                 WindUpTimer = 39f, | 
		
	
		
			
				|  |  |  |  |                 Bpm = 138f, | 
		
	
		
			
				|  |  |  |  |                 Bars = 8 | 
		
	
		
			
				|  |  |  |  |             }, | 
		
	
		
			
				|  |  |  |  |             new Track | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 Name = "DeployDestroy", | 
		
	
		
			
				|  |  |  |  |                 Language = Language.RUSSIAN, | 
		
	
		
			
				|  |  |  |  |                 WindUpTimer = 40.7f, | 
		
	
		
			
				|  |  |  |  |                 Bpm = 130f, | 
		
	
		
			
				|  |  |  |  |                 Bars = 8, | 
		
	
		
			
				|  |  |  |  |             }, | 
		
	
		
			
				|  |  |  |  |             new Track | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 Name = "MoyaZhittya", | 
		
	
		
			
				|  |  |  |  |                 Language = Language.ENGLISH, | 
		
	
		
			
				|  |  |  |  |                 WindUpTimer = 34.5f, | 
		
	
		
			
				|  |  |  |  |                 Bpm = 120f, | 
		
	
		
			
				|  |  |  |  |                 Bars = 8, | 
		
	
		
			
				|  |  |  |  |             }, | 
		
	
		
			
				|  |  |  |  |             new Track | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 Name = "Gorgorod", | 
		
	
		
			
				|  |  |  |  |                 Language = Language.RUSSIAN, | 
		
	
		
			
				|  |  |  |  |                 WindUpTimer = 43.2f, | 
		
	
		
			
				|  |  |  |  |                 Bpm = 180f, | 
		
	
		
			
				|  |  |  |  |                 Bars = 6, | 
		
	
		
			
				|  |  |  |  |             }, | 
		
	
		
			
				|  |  |  |  |             new Track | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 Name = "Durochka", | 
		
	
		
			
				|  |  |  |  |                 Language = Language.RUSSIAN, | 
		
	
		
			
				|  |  |  |  |                 WindUpTimer = 37f, | 
		
	
		
			
				|  |  |  |  |                 Bpm = 130f, | 
		
	
		
			
				|  |  |  |  |                 Bars = 10, | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |         ]; | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         public static Coroutine JesterLightSwitching; | 
		
	
		
			
				|  |  |  |  |         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 StartLightSwitching(MonoBehaviour __instance) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             StopLightSwitching(__instance); | 
		
	
		
			
				|  |  |  |  |             JesterLightSwitching = __instance.StartCoroutine(RotateColors()); | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         public static void StopLightSwitching(MonoBehaviour __instance) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             if (JesterLightSwitching != null) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 __instance.StopCoroutine(JesterLightSwitching); | 
		
	
		
			
				|  |  |  |  |                 JesterLightSwitching = null; | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         public static void SetLightColor(Color color) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             foreach (var light in RoundManager.Instance.allPoweredLights) | 
		
	
	
		
			
				
					|  |  |  | @ -83,30 +103,6 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |             SetLightColor(Color.white); | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         // TODO: Move to Track class to make them customizable per-song | 
		
	
		
			
				|  |  |  |  |         static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow]; | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         public static IEnumerator RotateColors() | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             Debug.Log("Starting color rotation"); | 
		
	
		
			
				|  |  |  |  |             var i = 0; | 
		
	
		
			
				|  |  |  |  |             while (true) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 var color = colors[i]; | 
		
	
		
			
				|  |  |  |  |                 Debug.Log("Chose color " + color); | 
		
	
		
			
				|  |  |  |  |                 SetLightColor(color); | 
		
	
		
			
				|  |  |  |  |                 i = (i + 1) % colors.Count; | 
		
	
		
			
				|  |  |  |  |                 if (CurrentTrack != null) | 
		
	
		
			
				|  |  |  |  |                 { | 
		
	
		
			
				|  |  |  |  |                     yield return new WaitForSeconds(60f / CurrentTrack.Bpm); | 
		
	
		
			
				|  |  |  |  |                 } | 
		
	
		
			
				|  |  |  |  |                 else | 
		
	
		
			
				|  |  |  |  |                 { | 
		
	
		
			
				|  |  |  |  |                     yield break; | 
		
	
		
			
				|  |  |  |  |                 } | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         private void Awake() | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray()); | 
		
	
	
		
			
				
					|  |  |  | @ -130,6 +126,7 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |                     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 | 
		
	
	
		
			
				
					|  |  |  | @ -137,19 +134,38 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |                 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; | 
		
	
		
			
				|  |  |  |  |         // BPM for light switching in sync with the music. There is no offset, | 
		
	
		
			
				|  |  |  |  |         // so the Loop track should start precisely on a beat. | 
		
	
		
			
				|  |  |  |  |         public float Bpm; | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |         // 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. | 
		
	
	
		
			
				
					|  |  |  | @ -158,6 +174,12 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |         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 | 
		
	
	
		
			
				
					|  |  |  | @ -167,8 +189,220 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |             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 | 
		
	
		
			
				|  |  |  |  |     { | 
		
	
	
		
			
				
					|  |  |  | @ -186,13 +420,18 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             __state = new State | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 previousState = __instance.previousState | 
		
	
		
			
				|  |  |  |  |                 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 music | 
		
	
		
			
				|  |  |  |  |                 __state.farAudio = __instance.farAudio; | 
		
	
		
			
				|  |  |  |  |                 // 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; | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
	
		
			
				
					|  |  |  | @ -201,11 +440,6 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |         [HarmonyPostfix] | 
		
	
		
			
				|  |  |  |  |         public static void DoNotStopTheMusic(JesterAI __instance, State __state) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             if (__state.farAudio != null) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 __instance.farAudio = __state.farAudio; | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |             if (__instance.previousState == 1 && __state.previousState != 1) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 // if just started winding up | 
		
	
	
		
			
				
					|  |  |  | @ -214,49 +448,48 @@ namespace MuzikaGromche | 
		
	
		
			
				|  |  |  |  |                 __instance.creatureVoice.Stop(); | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |                 //  ...and start modded music | 
		
	
		
			
				|  |  |  |  |                 var seed = RoundManager.Instance.dungeonGenerator.Generator.ChosenSeed; | 
		
	
		
			
				|  |  |  |  |                 var sha = SHA256.Create(); | 
		
	
		
			
				|  |  |  |  |                 var hash = sha.ComputeHash(BitConverter.GetBytes(seed)); | 
		
	
		
			
				|  |  |  |  |                 var trackId = 0; | 
		
	
		
			
				|  |  |  |  |                 foreach (var t in hash) | 
		
	
		
			
				|  |  |  |  |                 { | 
		
	
		
			
				|  |  |  |  |                     // modulus division on byte array | 
		
	
		
			
				|  |  |  |  |                     trackId *= 256 % Plugin.Tracks.Length; | 
		
	
		
			
				|  |  |  |  |                     trackId %= Plugin.Tracks.Length; | 
		
	
		
			
				|  |  |  |  |                     trackId += t % Plugin.Tracks.Length; | 
		
	
		
			
				|  |  |  |  |                     trackId %= Plugin.Tracks.Length; | 
		
	
		
			
				|  |  |  |  |                 } | 
		
	
		
			
				|  |  |  |  |                 Debug.Log($"Seed is {seed}, chosen track is {trackId} out of {Plugin.Tracks.Length} tracks"); | 
		
	
		
			
				|  |  |  |  |                 Plugin.CurrentTrack = Plugin.Tracks[trackId]; | 
		
	
		
			
				|  |  |  |  |                 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; | 
		
	
		
			
				|  |  |  |  |                 Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); | 
		
	
		
			
				|  |  |  |  |                 __instance.farAudio.Play(); | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |             if (__instance.previousState == 2 && __state.previousState != 2) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 __instance.creatureVoice.Stop(); | 
		
	
		
			
				|  |  |  |  |                 Plugin.StartLightSwitching(__instance); | 
		
	
		
			
				|  |  |  |  |                 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.StopLightSwitching(__instance); | 
		
	
		
			
				|  |  |  |  |                 Plugin.ResetLightColor(); | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  |             if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying) | 
		
	
		
			
				|  |  |  |  |             if (__instance.previousState == 2 && __state.previousState != 2) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 __instance.creatureVoice.maxDistance = 150; | 
		
	
		
			
				|  |  |  |  |                 __instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop; | 
		
	
		
			
				|  |  |  |  |                 // 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}"); | 
		
	
		
			
				|  |  |  |  |                 __instance.creatureVoice.PlayDelayed(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); | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  |     } | 
		
	
	
		
			
				
					|  |  |  | 
 |