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muzika-gromche/MuzikaGromche/Plugin.cs

2578 lines
108 KiB
C#

using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using LethalConfig;
using LethalConfig.ConfigItems;
using LethalConfig.ConfigItems.Options;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Security.Cryptography;
using System.Text;
using Unity.Netcode;
using UnityEngine;
namespace MuzikaGromche
{
[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
[BepInDependency("ainavt.lc.lethalconfig", "1.4.6")]
[BepInDependency("watergun.v72lightfix", BepInDependency.DependencyFlags.SoftDependency)]
[BepInDependency("BMX.LobbyCompatibility", BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin
{
private static Harmony Harmony = null!;
internal static ManualLogSource Log = null!;
internal new static Config Config { get; private set; } = null!;
// Not all lights are white by default. For example, Mineshaft's neon light is green-ish.
// We don't have to care about Light objects lifetime, as Unity would internally destroy them on scene unload anyway.
internal static Dictionary<Light, Color> InitialLightsColors = [];
public static ISelectableTrack[] Tracks => Library.Tracks;
private static int GetCurrentSeed()
{
var seed = 0;
var roundManager = RoundManager.Instance;
if (roundManager != null && roundManager.dungeonGenerator != null)
{
seed = roundManager.dungeonGenerator.Generator.ChosenSeed;
}
return seed;
}
static (ISelectableTrack[], Season?) GetTracksAndSeason()
{
var today = DateTime.Today;
var season = SeasonalContentManager.CurrentSeason(today);
var tracksEnumerable = SeasonalContentManager.Filter(Tracks, season);
if (Config.SkipExplicitTracks.Value)
{
tracksEnumerable = tracksEnumerable.Where(track => !track.IsExplicit);
}
tracksEnumerable = tracksEnumerable.Where(track => track.Enabled);
var tracks = tracksEnumerable.ToArray();
return (tracks, season);
}
public static ISelectableTrack ChooseTrack()
{
var seed = GetCurrentSeed();
var (tracks, season) = GetTracksAndSeason();
int[] weights = tracks.Select(track => track.Weight.Value).ToArray();
var rwi = new RandomWeightedIndex(weights);
var trackId = rwi.GetRandomWeightedIndex(seed);
var track = tracks[trackId];
Log.LogInfo($"Seed is {seed}, season is {season?.Name ?? "<none>"}, chosen track is \"{track.Name}\", #{trackId} of {rwi}");
return tracks[trackId];
}
// This range results in 23 out of 33 tracks (70%) being selectable with the lowest overlap of 35% in the vanilla 35-40 seconds range.
internal const float CompatModeAllowLongerTrack = 3f; // audio may start earlier (and last longer) than vanilla timer
internal const float CompatModeAllowShorterTrack = 3f; // audio may start later (and last shorter) than vanilla timer
// Select the track whose wind-up timer most closely matches target vanilla value,
// so that we have a bit of leeway to delay the intro or start playing it earlier to match vanilla pop-up timing.
public static IAudioTrack? ChooseTrackCompat(float vanillaPopUpTimer)
{
var seed = GetCurrentSeed();
var (tracks, season) = GetTracksAndSeason();
// Don't just select the closest match, select from a range of them!
var minTimer = vanillaPopUpTimer - CompatModeAllowShorterTrack;
var maxTimer = vanillaPopUpTimer + CompatModeAllowLongerTrack;
bool TimerIsCompatible(IAudioTrack t) => minTimer <= t.WindUpTimer && t.WindUpTimer <= maxTimer;
// Similar to RandomWeightedIndex:
// If everything is set to zero, everything is equally possible
var allWeightsAreZero = tracks.All(t => t.Weight.Value == 0);
bool WeightIsCompatible(ISelectableTrack t) => allWeightsAreZero || t.Weight.Value > 0;
var compatibleSelectableTracks = tracks
.Where(track => WeightIsCompatible(track) && track.GetTracks().Any(TimerIsCompatible))
.ToArray();
if (compatibleSelectableTracks.Length == 0)
{
Log.LogWarning($"Seed is {seed}, season is {season?.Name ?? "<none>"}, no compat tracks found for timer {vanillaPopUpTimer}");
return null;
}
// Select track group where at least one track member is compatible
int[] weights = compatibleSelectableTracks.Select(track => track.Weight.Value).ToArray();
var rwi = new RandomWeightedIndex(weights);
var trackId = rwi.GetRandomWeightedIndex(seed);
var selectableTrack = compatibleSelectableTracks[trackId];
// Select only compatible members from the selected group
var compatibleAudioTracks = selectableTrack.GetTracks().Where(TimerIsCompatible).ToArray();
// Randomly choose a compatible member from the group
var rng = new System.Random(seed + (int)(vanillaPopUpTimer * 1000));
var groupIndex = rng.Next();
var audioTrack = Mod.Index(compatibleAudioTracks, groupIndex);
Log.LogInfo($"Seed is {seed}, season is {season?.Name ?? "<none>"}, chosen compat track is \"{audioTrack.Name}\" with timer: {audioTrack.WindUpTimer}, vanilla timer: {vanillaPopUpTimer}");
return audioTrack;
}
public static IAudioTrack? FindTrackNamed(string name)
{
return Tracks.SelectMany(track => track.GetTracks()).FirstOrDefault(track => track.Name == name);
}
// Max audible distance for AudioSource and LyricsEvent
public const float AudioMaxDistance = 150;
public static bool LocalPlayerCanHearMusic(EnemyAI jester)
{
var player = GameNetworkManager.Instance.localPlayerController;
var listener = StartOfRound.Instance.audioListener;
if (player == null || listener == null || !player.isInsideFactory)
{
return false;
}
var distance = Vector3.Distance(listener.transform.position, jester.transform.position);
return distance <= AudioMaxDistance;
}
public static void DisplayLyrics(string text)
{
HUDManager.Instance.DisplayTip("[Lyrics]", text);
// Don't interrupt the music with constant HUD audio pings
HUDManager.Instance.UIAudio.Stop();
}
void Awake()
{
Log = Logger;
// Sort in place by name
Array.Sort(Tracks.Select(track => track.Name).ToArray(), Tracks);
#if DEBUG
JesterPatch.DedupLog = new DedupManualLogSource(Logger);
GlobalBehaviour.Instance.StartCoroutine(PreloadDebugAndExport(Tracks));
#endif
Config = new Config(base.Config);
DiscoBallManager.Load();
PoweredLightsAnimators.Load();
Harmony = new Harmony(MyPluginInfo.PLUGIN_NAME);
Harmony.PatchAll(typeof(GameNetworkManagerPatch));
Harmony.PatchAll(typeof(JesterPatch));
Harmony.PatchAll(typeof(PoweredLightsAnimatorsPatch));
Harmony.PatchAll(typeof(AllPoweredLightsPatch));
Harmony.PatchAll(typeof(DiscoBallTilePatch));
Harmony.PatchAll(typeof(DiscoBallDespawnPatch));
Harmony.PatchAll(typeof(SpawnRatePatch));
Harmony.PatchAll(typeof(DeathScreenGameOverTextResetPatch));
Harmony.PatchAll(typeof(ScreenFiltersManager.HUDManagerScreenFiltersPatch));
Harmony.PatchAll(typeof(ClearAudioClipCachePatch));
NetcodePatcher();
Compatibility.Register(this);
}
#if DEBUG
static IEnumerator PreloadDebugAndExport(ISelectableTrack[] tracks)
{
foreach (var track in tracks.SelectMany(track => track.GetTracks()))
{
AudioClipsCacheManager.LoadAudioTrack(track);
}
yield return new WaitUntil(() => AudioClipsCacheManager.AllDone);
Log.LogDebug("All tracks preloaded, exporting to JSON");
foreach (var track in tracks)
{
track.Debug();
}
Exporter.ExportTracksJSON(tracks);
AudioClipsCacheManager.Clear();
}
#endif
private static void NetcodePatcher()
{
var types = Assembly.GetExecutingAssembly().GetTypes();
foreach (var type in types)
{
var methods = type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
foreach (var method in methods)
{
var attributes = method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false);
if (attributes.Length > 0)
{
method.Invoke(null, null);
}
}
}
}
};
public readonly record struct Language(string Short, string Full)
{
public static readonly Language ENGLISH = new("EN", "English");
public static readonly Language RUSSIAN = new("RU", "Russian");
public static readonly Language KOREAN = new("KO", "Korean");
public static readonly Language JAPANESE = new("JP", "Japanese");
public static readonly Language HINDI = new("HI", "Hindi");
}
public readonly record struct Easing(string Name, Func<float, float> Eval)
{
public static Easing Linear = new("Linear", static x => x);
public static Easing InCubic = new("InCubic", static x => x * x * x);
public static Easing OutCubic = new("OutCubic", static x => 1 - Mathf.Pow(1f - x, 3f));
public static Easing InOutCubic = new("InOutCubic", static x => x < 0.5f ? 4f * x * x * x : 1 - Mathf.Pow(-2f * x + 2f, 3f) / 2f);
public static Easing InExpo = new("InExpo", static x => x == 0f ? 0f : Mathf.Pow(2f, 10f * x - 10f));
public static Easing OutExpo = new("OutExpo", static x => x == 1f ? 1f : 1f - Mathf.Pow(2f, -10f * x));
public static Easing InOutExpo = new("InOutExpo", static x =>
x == 0f
? 0f
: x == 1f
? 1f
: x < 0.5f
? Mathf.Pow(2f, 20f * x - 10f) / 2f
: (2f - Mathf.Pow(2f, -20f * x + 10f)) / 2f);
public static readonly Easing[] All = [Linear, InCubic, OutCubic, InOutCubic, InExpo, OutExpo, InOutExpo];
public static readonly string[] AllNames = [.. All.Select(easing => easing.Name)];
public static Easing FindByName(string Name)
{
return All.Where(easing => easing.Name == Name).DefaultIfEmpty(Linear).First();
}
public override string ToString()
{
return Name;
}
}
public readonly record struct Palette(Color[] Colors)
{
public static readonly Palette DEFAULT = new([Color.magenta, Color.cyan, Color.green, Color.yellow]);
public static Palette Parse(string[] hexColors)
{
Color[] colors = new Color[hexColors.Length];
for (int i = 0; i < hexColors.Length; i++)
{
if (!ColorUtility.TryParseHtmlString(hexColors[i], out colors[i]))
{
throw new ArgumentException($"Unable to parse color #{i}: {hexColors}");
}
}
return new Palette(colors);
}
public static Palette operator +(Palette before, Palette after)
{
return new Palette([.. before.Colors, .. after.Colors]);
}
public static Palette operator *(Palette palette, int repeat)
{
var colors = Enumerable.Repeat(palette.Colors, repeat).SelectMany(x => x).ToArray();
return new Palette(colors);
}
public Palette Stretch(int times)
{
var colors = Colors.SelectMany(color => Enumerable.Repeat(color, times)).ToArray();
return new Palette(colors);
}
public Palette Use(Func<Palette, Palette> op)
{
return op.Invoke(this);
}
}
public readonly struct TimeSeries<T>
{
public TimeSeries() : this([], []) { }
public TimeSeries(float[] beats, T[] values)
{
if (beats.Length != values.Length)
{
throw new ArgumentOutOfRangeException($"Time series length mismatch: {beats.Length} != {values.Length}");
}
var dict = new SortedDictionary<float, T>();
for (int i = 0; i < values.Length; i++)
{
dict.Add(beats[i], values[i]);
}
Beats = [.. dict.Keys];
Values = [.. dict.Values];
}
public readonly int Length => Beats.Length;
public readonly float[] Beats { get; } = [];
public readonly T[] Values { get; } = [];
public override string ToString()
{
return $"{nameof(TimeSeries<T>)}([{string.Join(", ", Beats)}], [{string.Join(", ", Values)}])";
}
}
// An instance of a track which appears as a configuration entry and
// can be selected using weighted random from a list of selectable tracks.
public interface ISelectableTrack : ISeasonalContent
{
// Provide means to disable the track and hide it from user-facing config, while keeping it around in code and still exporting to JSON.
public bool Enabled { get; init; }
// Name of the track, as shown in config entry UI; also used for default file names.
public string Name { get; init; }
// Artist and Song metadata, shown in config description.
public string Artist { get; init; }
public string Song { get; init; }
// Language of the track's lyrics.
public Language Language { get; init; }
// Whether this track has NSFW/explicit lyrics.
public bool IsExplicit { get; init; }
// How often this track should be chosen, relative to the sum of weights of all tracks.
internal ConfigEntry<int> Weight { get; set; }
internal IAudioTrack[] GetTracks();
// Index is a non-negative monotonically increasing number of times
// this ISelectableTrack has been played for this Jester on this day.
// A group of tracks can use this index to rotate tracks sequentially.
internal IAudioTrack SelectTrack(int index);
internal void Debug();
}
// An instance of a track which has file names, timings data, palette; can be loaded and played.
public interface IAudioTrack
{
// Name of the track used for default file names.
public string Name { get; }
// Wind-up time can and should be shorter than the Intro audio track,
// so that the "pop" effect can be baked into the Intro 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 { get; }
// Estimated number of beats per minute. Not used for light show, but might come in handy.
public float Bpm
{
get
{
if (LoadedLoop == null || LoadedLoop.length <= 0f)
{
return 0f;
}
else
{
return 60f / (LoadedLoop.length / Beats);
}
}
}
// How many beats the loop segment has. The default strategy is to switch color of lights on each beat.
public int Beats { get; }
// Number of beats between WindUpTimer and where looped segment starts (not the loop audio).
public int LoopOffset { get; }
public float LoopOffsetInSeconds
{
get
{
if (LoadedLoop == null || LoadedLoop.length <= 0f)
{
return 0f;
}
else
{
return (float)LoopOffset / (float)Beats * LoadedLoop.length;
}
}
}
// 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 { get; }
public AudioClip? LoadedIntro { get; internal set; }
public AudioClip? LoadedLoop { get; internal set; }
public string FileNameIntro { get; }
public string FileNameLoop { get; }
public string Ext => AudioType switch
{
AudioType.MPEG => "mp3",
AudioType.WAV => "wav",
AudioType.OGGVORBIS => "ogg",
_ => "",
};
// Offset of beats. Bigger offset => colors will change later.
public float BeatsOffset { get; }
// Offset of beats, in seconds. Bigger offset => colors will change later.
public float BeatsOffsetInSeconds
{
get
{
if (LoadedLoop == null || LoadedLoop.length <= 0f)
{
return 0f;
}
else
{
return BeatsOffset / (float)Beats * LoadedLoop.length;
}
}
}
public float FadeOutBeat { get; }
public float FadeOutDuration { get; }
// Duration of color transition, measured in beats.
public float ColorTransitionIn { get; }
public float ColorTransitionOut { get; }
// Easing function for color transitions.
public Easing ColorTransitionEasing { get; }
public float[] FlickerLightsTimeSeries { get; }
public float[] LyricsTimeSeries { get; }
// Lyrics line may contain multiple tab-separated alternatives.
// In such case, a random number chosen and updated once per loop
// is used to select an alternative.
// If the chosen alternative is an empty string, lyrics event shall be skipped.
public string[] LyricsLines { get; }
public TimeSeries<float> DrunknessLoopOffsetTimeSeries { get; }
public TimeSeries<float> CondensationLoopOffsetTimeSeries { get; }
public Palette Palette { get; }
public string? GameOverText { get => null; }
}
// A proxy audio track with default implementation for every IAudioTrack method that simply forwards requests to the inner IAudioTrack.
public abstract class ProxyAudioTrack(IAudioTrack track) : IAudioTrack
{
internal IAudioTrack Track = track;
string IAudioTrack.Name => Track.Name;
float IAudioTrack.WindUpTimer => Track.WindUpTimer;
int IAudioTrack.Beats => Track.Beats;
int IAudioTrack.LoopOffset => Track.LoopOffset;
AudioType IAudioTrack.AudioType => Track.AudioType;
AudioClip? IAudioTrack.LoadedIntro { get => Track.LoadedIntro; set => Track.LoadedIntro = value; }
AudioClip? IAudioTrack.LoadedLoop { get => Track.LoadedLoop; set => Track.LoadedLoop = value; }
string IAudioTrack.FileNameIntro => Track.FileNameIntro;
string IAudioTrack.FileNameLoop => Track.FileNameLoop;
float IAudioTrack.BeatsOffset => Track.BeatsOffset;
float IAudioTrack.FadeOutBeat => Track.FadeOutBeat;
float IAudioTrack.FadeOutDuration => Track.FadeOutDuration;
float IAudioTrack.ColorTransitionIn => Track.ColorTransitionIn;
float IAudioTrack.ColorTransitionOut => Track.ColorTransitionOut;
Easing IAudioTrack.ColorTransitionEasing => Track.ColorTransitionEasing;
float[] IAudioTrack.FlickerLightsTimeSeries => Track.FlickerLightsTimeSeries;
float[] IAudioTrack.LyricsTimeSeries => Track.LyricsTimeSeries;
string[] IAudioTrack.LyricsLines => Track.LyricsLines;
TimeSeries<float> IAudioTrack.DrunknessLoopOffsetTimeSeries => Track.DrunknessLoopOffsetTimeSeries;
TimeSeries<float> IAudioTrack.CondensationLoopOffsetTimeSeries => Track.CondensationLoopOffsetTimeSeries;
Palette IAudioTrack.Palette => Track.Palette;
string? IAudioTrack.GameOverText => Track.GameOverText;
}
// Core audio track implementation with some defaults and config overrides.
// Suitable to declare elemnents of SelectableTracksGroup and as a base for standalone selectable tracks.
public class CoreAudioTrack : IAudioTrack
{
public /* required */ string Name { get; init; } = "";
public /* required */ float WindUpTimer { get; init; } = 0f;
public int Beats { get; init; }
// Shorthand for four beats
public int Bars
{
init => Beats = value * 4;
}
public int LoopOffset { get; init; } = 0;
public AudioType AudioType { get; init; } = AudioType.MPEG;
public AudioClip? LoadedIntro { get; set; } = null;
public AudioClip? LoadedLoop { get; set; } = null;
private string? FileNameIntroOverride = null;
public string FileNameIntro
{
get => FileNameIntroOverride ?? $"{Name}Intro.{((IAudioTrack)this).Ext}";
init => FileNameIntroOverride = value;
}
private string? FileNameLoopOverride = null;
public string FileNameLoop
{
get => FileNameLoopOverride ?? $"{Name}Loop.{((IAudioTrack)this).Ext}";
init => FileNameLoopOverride = value;
}
public float BeatsOffset { get; init; } = 0f;
public float FadeOutBeat { get; init; } = float.NaN;
public float FadeOutDuration { get; init; } = 2f;
public float ColorTransitionIn { get; init; } = 0.25f;
public float ColorTransitionOut { get; init; } = 0.25f;
public Easing ColorTransitionEasing { get; init; } = Easing.OutExpo;
public float[] _FlickerLightsTimeSeries = [];
public float[] FlickerLightsTimeSeries
{
get => _FlickerLightsTimeSeries;
init
{
Array.Sort(value);
_FlickerLightsTimeSeries = value;
}
}
public float[] LyricsTimeSeries { get; private set; } = [];
// Lyrics line may contain multiple tab-separated alternatives.
// In such case, a random number chosen and updated once per loop
// is used to select an alternative.
// If the chosen alternative is an empty string, lyrics event shall be skipped.
public string[] LyricsLines { get; private set; } = [];
public (float, string)[] Lyrics
{
set
{
var dict = new SortedDictionary<float, string>();
foreach (var (beat, text) in value)
{
dict.Add(beat, text);
}
LyricsTimeSeries = [.. dict.Keys];
LyricsLines = [.. dict.Values];
}
}
public TimeSeries<float> DrunknessLoopOffsetTimeSeries { get; init; } = new();
public TimeSeries<float> CondensationLoopOffsetTimeSeries { get; init; } = new();
public Palette Palette { get; set; } = Palette.DEFAULT;
public string? GameOverText { get; init; } = null;
}
// Standalone, top-level, selectable audio track
public class SelectableAudioTrack : CoreAudioTrack, ISelectableTrack
{
public bool Enabled { get; init; } = true;
public /* required */ string Artist { get; init; } = "";
public /* required */ string Song { get; init; } = "";
public /* required */ Language Language { get; init; }
public bool IsExplicit { get; init; } = false;
public Season? Season { get; init; } = null;
ConfigEntry<int> ISelectableTrack.Weight { get; set; } = null!;
IAudioTrack[] ISelectableTrack.GetTracks() => [this];
IAudioTrack ISelectableTrack.SelectTrack(int index) => this;
void ISelectableTrack.Debug()
{
Plugin.Log.LogDebug($"Track \"{Name}\", Intro={LoadedIntro?.length:N4}, Loop={LoadedLoop?.length:N4}");
}
}
public class SelectableTracksGroup : ISelectableTrack
{
public bool Enabled { get; init; } = true;
public /* required */ string Name { get; init; } = "";
public /* required */ string Artist { get; init; } = "";
public /* required */ string Song { get; init; } = "";
public /* required */ Language Language { get; init; }
public bool IsExplicit { get; init; } = false;
public Season? Season { get; init; } = null;
ConfigEntry<int> ISelectableTrack.Weight { get; set; } = null!;
public /* required */ IAudioTrack[] Tracks = [];
IAudioTrack[] ISelectableTrack.GetTracks() => Tracks;
IAudioTrack ISelectableTrack.SelectTrack(int index)
{
if (Tracks.Length == 0)
{
throw new IndexOutOfRangeException("Tracks list is empty");
}
return Mod.Index(Tracks, index);
}
void ISelectableTrack.Debug()
{
Plugin.Log.LogDebug($"Track Group \"{Name}\", Count={Tracks.Length}");
foreach (var (track, index) in Tracks.Select((x, i) => (x, i)))
{
Plugin.Log.LogDebug($" Track {index} \"{track.Name}\", Intro={track.LoadedIntro?.length:N4}, Loop={track.LoadedLoop?.length:N4}");
}
}
}
readonly record struct BeatTimestamp
{
// Number of beats in the loop audio segment.
public readonly int LoopBeats;
public readonly float HalfLoopBeats => LoopBeats / 2f;
// Whether negative time should wrap around. Positive time past LoopBeats always wraps around.
public readonly bool IsLooping;
// Beat relative to the popup. Always less than LoopBeats. When not IsLooping, can be unbounded negative.
public readonly float Beat;
// Additional metadata describing whether this timestamp is based on extrapolated source data.
public readonly bool IsExtrapolated;
public BeatTimestamp(int loopBeats, bool isLooping, float beat, bool isExtrapolated)
{
LoopBeats = loopBeats;
IsLooping = isLooping || beat >= HalfLoopBeats;
Beat = isLooping || beat >= LoopBeats ? Mod.Positive(beat, LoopBeats) : beat;
IsExtrapolated = isExtrapolated;
}
public static BeatTimestamp operator +(BeatTimestamp self, float delta)
{
if (delta < -self.HalfLoopBeats && self.Beat > self.HalfLoopBeats /* implied: */ && self.IsLooping)
{
// Warning: you can't meaningfully subtract more than half of the loop
// from a looping timestamp whose Beat is past half of the loop,
// because the resulting IsLooping is unknown.
// Shouldn't be needed though, as deltas are usually short enough.
// But don't try to chain many short negative deltas!
}
return new BeatTimestamp(self.LoopBeats, self.IsLooping, self.Beat + delta, self.IsExtrapolated);
}
public static BeatTimestamp operator -(BeatTimestamp self, float delta)
{
return self + -delta;
}
public readonly BeatTimestamp Floor()
{
// There is no way it wraps or affects IsLooping state
var beat = Mathf.Floor(Beat);
return new BeatTimestamp(LoopBeats, IsLooping, beat, IsExtrapolated);
}
public readonly override string ToString()
{
return $"{nameof(BeatTimestamp)}({(IsLooping ? 'Y' : 'n')}{(IsExtrapolated ? 'E' : '_')} {Beat:N4}/{LoopBeats})";
}
}
readonly record struct BeatTimeSpan
{
public readonly int LoopBeats;
public readonly float HalfLoopBeats => LoopBeats / 2f;
public readonly bool IsLooping;
// Open lower bound
public readonly float BeatFromExclusive;
// Closed upper bound
public readonly float BeatToInclusive;
// Additional metadata describing whether this timestamp is based on extrapolated source data.
public readonly bool IsExtrapolated;
public BeatTimeSpan(int loopBeats, bool isLooping, float beatFromExclusive, float beatToInclusive, bool isExtrapolated)
{
LoopBeats = loopBeats;
IsLooping = isLooping || beatToInclusive >= HalfLoopBeats;
BeatFromExclusive = wrap(beatFromExclusive);
BeatToInclusive = wrap(beatToInclusive);
IsExtrapolated = isExtrapolated;
float wrap(float beat)
{
return isLooping || beat >= loopBeats ? Mod.Positive(beat, loopBeats) : beat;
}
}
public static BeatTimeSpan Between(BeatTimestamp timestampFromExclusive, BeatTimestamp timestampToInclusive)
{
var isExtrapolated = timestampFromExclusive.IsExtrapolated || timestampToInclusive.IsExtrapolated;
return new BeatTimeSpan(timestampToInclusive.LoopBeats, timestampToInclusive.IsLooping, timestampFromExclusive.Beat, timestampToInclusive.Beat, isExtrapolated);
}
public static BeatTimeSpan Between(float beatFromExclusive, BeatTimestamp timestampToInclusive)
{
return new BeatTimeSpan(timestampToInclusive.LoopBeats, timestampToInclusive.IsLooping, beatFromExclusive, timestampToInclusive.Beat, timestampToInclusive.IsExtrapolated);
}
public static BeatTimeSpan Empty = new();
public readonly BeatTimestamp ToTimestamp()
{
return new(LoopBeats, IsLooping, BeatToInclusive, IsExtrapolated);
}
// The beat will not be wrapped.
public readonly bool ContainsExact(float beat)
{
return BeatFromExclusive < beat && beat <= BeatToInclusive;
}
public readonly int? GetLastIndex(float[] timeSeries)
{
if (IsEmpty() || timeSeries == null || timeSeries.Length == 0)
{
return null;
}
if (IsWrapped())
{
// Split the search in two non-wrapping searches:
// before wrapping (happens earlier) and after wrapping (happens later).
// Check the "happens later" part first.
var laterSpan = new BeatTimeSpan(LoopBeats, isLooping: false, beatFromExclusive: /* epsilon to make zero inclusive */ -0.001f, beatToInclusive: BeatToInclusive, IsExtrapolated);
var laterIndex = laterSpan.GetLastIndex(timeSeries);
if (laterIndex != null)
{
return laterIndex;
}
// The "happens earlier" part is easy: it's just the last value in the series.
var lastIndex = timeSeries.Length - 1;
if (timeSeries[lastIndex] > BeatFromExclusive)
{
return lastIndex;
}
}
else
{
// BeatFromExclusive might as well be -Infinity
var index = Array.BinarySearch(timeSeries, BeatToInclusive);
if (index > 0 && index < timeSeries.Length && timeSeries[index] > BeatFromExclusive)
{
return index;
}
else
{
// Restore from bitwise complement
index = ~index;
// index points to the next larger object, i.e. the next event in the series after the BeatToInclusive.
// Make it point to one event before that.
index -= 1;
if (index >= 0 && timeSeries[index] > BeatFromExclusive && timeSeries[index] <= BeatToInclusive)
{
return index;
}
}
}
return null;
}
public readonly float Duration(bool longest = false)
{
if (longest)
{
var to = BeatToInclusive;
if (BeatFromExclusive >= 0f && BeatToInclusive >= 0f && to < BeatFromExclusive)
{
// wrapped
to += LoopBeats;
}
return Mathf.Max(0f, to - BeatFromExclusive);
}
else if (IsEmpty())
{
return 0f;
}
else if (IsWrapped())
{
var beforeWrapping = LoopBeats - BeatFromExclusive;
var afterWrapping = BeatToInclusive - 0f;
return beforeWrapping + afterWrapping;
}
else
{
return BeatToInclusive - BeatFromExclusive;
}
}
public readonly bool IsEmpty()
{
if (IsLooping)
{
var to = BeatToInclusive;
// unwrap if needed
if (BeatToInclusive < BeatFromExclusive)
{
to = BeatToInclusive + LoopBeats;
}
// Due to audio offset changes, `to` may shift before `from`, so unwrapping it would result in a very large span
return to - BeatFromExclusive > HalfLoopBeats;
}
else
{
// straightforward requirement that time is monotonic
return BeatFromExclusive > BeatToInclusive;
}
}
public readonly bool IsWrapped()
{
return IsLooping && !IsEmpty() && BeatToInclusive < BeatFromExclusive;
}
public readonly override string ToString()
{
return $"{nameof(BeatTimeSpan)}({(IsLooping ? 'Y' : 'n')}{(IsExtrapolated ? 'E' : '_')}, {BeatFromExclusive:N4}..{BeatToInclusive:N4}/{LoopBeats}{(IsEmpty() ? " Empty!" : "")})";
}
}
class ExtrapolatedAudioSourceState
{
// AudioSource.isPlaying
public bool IsPlaying { get; private set; }
// AudioSource.time, possibly extrapolated
public float Time => ExtrapolatedTime;
// The object is newly created, the AudioSource began to play (possibly delayed) but its time hasn't advanced from 0.0f yet.
// Time can not be extrapolated when HasStarted is false.
public bool HasStarted { get; private set; } = false;
public bool IsExtrapolated => LastKnownNonExtrapolatedTime != ExtrapolatedTime;
private float ExtrapolatedTime = 0f;
private float LastKnownNonExtrapolatedTime = 0f;
// Any wall clock based measurements of when this state was recorded
private float LastKnownRealtime = 0f;
private const float MaxExtrapolationInterval = 0.5f;
public void Update(AudioSource audioSource, float realtime)
{
IsPlaying = audioSource.isPlaying;
HasStarted |= audioSource.time != 0f;
if (LastKnownNonExtrapolatedTime != audioSource.time)
{
LastKnownRealtime = realtime;
LastKnownNonExtrapolatedTime = ExtrapolatedTime = audioSource.time;
}
// Frames are rendering faster than AudioSource updates its playback time state
else if (IsPlaying && HasStarted)
{
#if DEBUG
Debug.Assert(LastKnownNonExtrapolatedTime == audioSource.time); // implied
#endif
var deltaTime = realtime - LastKnownRealtime;
if (0 < deltaTime && deltaTime < MaxExtrapolationInterval)
{
ExtrapolatedTime = LastKnownNonExtrapolatedTime + deltaTime;
}
}
}
public override string ToString()
{
return $"{nameof(ExtrapolatedAudioSourceState)}({(IsPlaying ? 'P' : '_')}{(HasStarted ? 'S' : '0')} "
+ (IsExtrapolated
? $"{LastKnownRealtime:N4}, {LastKnownNonExtrapolatedTime:N4} => {ExtrapolatedTime:N4}"
: $"{LastKnownRealtime:N4}, {LastKnownNonExtrapolatedTime:N4}"
) + ")";
}
}
class JesterAudioSourcesState
{
private readonly float IntroClipLength;
// Neither intro.isPlaying or loop.isPlaying are reliable indicators of which track is actually playing right now:
// intro.isPlaying would be true during the loop when Jester chases a player,
// loop.isPlaying would be true when it is played delyaed but hasn't actually started playing yet.
private readonly ExtrapolatedAudioSourceState Intro = new();
private readonly ExtrapolatedAudioSourceState Loop = new();
// If true, use Start state as a reference, otherwise use Loop.
private bool ReferenceIsIntro = true;
public bool HasStarted => Intro.HasStarted;
public bool IsExtrapolated => ReferenceIsIntro ? Intro.IsExtrapolated : Loop.IsExtrapolated;
// Time from the start of the start clip. It wraps when the loop AudioSource loops:
// [...start...][...loop...]
// ^ |
// `----------'
public float Time => ReferenceIsIntro
? Intro.Time
: IntroClipLength + Loop.Time;
public JesterAudioSourcesState(float introClipLength)
{
IntroClipLength = introClipLength;
}
public void Update(AudioSource intro, AudioSource loop, float realtime)
{
// It doesn't make sense to update start state after loop has started (because start.isPlaying occasionally becomes true).
// But always makes sense to update loop, so we can check if it has actually started.
Loop.Update(loop, realtime);
if (!Loop.HasStarted)
{
#if DEBUG
Debug.Assert(ReferenceIsIntro);
#endif
Intro.Update(intro, realtime);
}
else
{
ReferenceIsIntro = false;
}
}
}
// This class tracks looping state of the playback, so that the timestamps can be correctly wrapped only when needed.
// [... ...time... ...]
// ^ |
// `---|---' loop
// ^ IsLooping becomes true and stays true forever.
class AudioLoopingState
{
public bool IsLooping { get; private set; } = false;
private readonly float StartOfLoop;
private readonly float LoopLength;
private readonly int Beats;
public AudioLoopingState(float startOfLoop, float loopLength, int beats)
{
StartOfLoop = startOfLoop;
LoopLength = loopLength;
Beats = beats;
}
public BeatTimestamp Update(float time, bool isExtrapolated, float additionalOffset)
{
// 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 1: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true and as such it's useful.
// NOTE 2: There is a weird state when Jester has popped and chases a player:
// Intro/farAudio isPlaying is true but stays exactly at zero time, so we need to ignore that.
var offset = StartOfLoop + additionalOffset;
float timeSinceStartOfLoop = time - offset;
var adjustedTimeNormalized = (LoopLength <= 0f) ? 0f : timeSinceStartOfLoop / LoopLength;
var beat = adjustedTimeNormalized * Beats;
// Let it infer the isLooping flag from the beat
var timestamp = new BeatTimestamp(Beats, IsLooping, beat, isExtrapolated);
IsLooping |= timestamp.IsLooping;
#if DEBUG && false
Plugin.Log.LogDebug(string.Format("t={0,10:N4} d={1,7:N4} {2} Time={3:N4} norm={4,6:N4} beat={5,7:N4}",
Time.realtimeSinceStartup, Time.deltaTime,
isExtrapolated ? 'E' : '_', time,
adjustedTimeNormalized, beat));
#endif
return timestamp;
}
}
class BeatTimeState
{
private readonly IAudioTrack track;
private readonly JesterAudioSourcesState AudioState;
// Colors wrap from WindUpTimer
private readonly AudioLoopingState WindUpLoopingState;
// Events other than colors wrap from WindUpTimer+LoopOffset.
private readonly AudioLoopingState LoopLoopingState;
private float LastKnownLoopOffsetBeat = float.NegativeInfinity;
private static System.Random LyricsRandom = null!;
private int LyricsRandomPerLoop;
private bool WindUpZeroBeatEventTriggered = false;
public BeatTimeState(IAudioTrack track)
{
if (LyricsRandom == null)
{
LyricsRandom = new System.Random(RoundManager.Instance.playersManager.randomMapSeed + 1337);
LyricsRandomPerLoop = LyricsRandom.Next();
}
this.track = track;
AudioState = new(track.LoadedIntro?.length ?? 0f);
var loadedLoopLength = track.LoadedLoop?.length ?? 0f;
WindUpLoopingState = new(track.WindUpTimer, loadedLoopLength, track.Beats);
LoopLoopingState = new(track.WindUpTimer + track.LoopOffsetInSeconds, loadedLoopLength, track.Beats);
}
public List<BaseEvent> Update(AudioSource intro, AudioSource loop)
{
var time = Time.realtimeSinceStartup;
AudioState.Update(intro, loop, time);
if (AudioState.HasStarted)
{
var loopOffsetTimestamp = Update(LoopLoopingState);
var loopOffsetSpan = BeatTimeSpan.Between(LastKnownLoopOffsetBeat, loopOffsetTimestamp);
// Do not go back in time
if (!loopOffsetSpan.IsEmpty())
{
if (loopOffsetSpan.BeatFromExclusive > loopOffsetSpan.BeatToInclusive)
{
LyricsRandomPerLoop = LyricsRandom.Next();
}
var windUpOffsetTimestamp = Update(WindUpLoopingState);
LastKnownLoopOffsetBeat = loopOffsetTimestamp.Beat;
var events = GetEvents(loopOffsetTimestamp, loopOffsetSpan, windUpOffsetTimestamp);
#if DEBUG
Plugin.Log.LogDebug($"looping? {(LoopLoopingState.IsLooping ? 'X' : '_')}{(WindUpLoopingState.IsLooping ? 'X' : '_')} Loop={loopOffsetSpan} WindUp={windUpOffsetTimestamp} Time={Time.realtimeSinceStartup:N4} events={string.Join(",", events)}");
#endif
return events;
}
}
return [];
}
private BeatTimestamp Update(AudioLoopingState loopingState)
{
return loopingState.Update(AudioState.Time, AudioState.IsExtrapolated, AdditionalOffset());
}
// Timings that may be changed through config
private float AdditionalOffset()
{
return Config.AudioOffset.Value + track.BeatsOffsetInSeconds;
}
private List<BaseEvent> GetEvents(BeatTimestamp loopOffsetTimestamp, BeatTimeSpan loopOffsetSpan, BeatTimestamp windUpOffsetTimestamp)
{
List<BaseEvent> events = [];
if (windUpOffsetTimestamp.Beat >= 0f && !WindUpZeroBeatEventTriggered)
{
events.Add(new WindUpZeroBeatEvent());
WindUpZeroBeatEventTriggered = true;
}
if (GetColorEvent(loopOffsetSpan, windUpOffsetTimestamp) is { } colorEvent)
{
events.Add(colorEvent);
}
if (loopOffsetSpan.GetLastIndex(track.FlickerLightsTimeSeries) != null)
{
events.Add(new FlickerLightsEvent());
}
// TODO: quick editor
if (!Config.ReduceVFXAndHideLyrics.Value)
{
var index = loopOffsetSpan.GetLastIndex(track.LyricsTimeSeries);
if (index is int i && i < track.LyricsLines.Length)
{
var line = track.LyricsLines[i];
var alternatives = line.Split('\t');
var randomIndex = LyricsRandomPerLoop % alternatives.Length;
var alternative = alternatives[randomIndex];
if (alternative != "")
{
events.Add(new LyricsEvent(alternative));
}
}
}
if (GetInterpolation(loopOffsetTimestamp, track.DrunknessLoopOffsetTimeSeries, Easing.Linear) is { } drunkness)
{
var value = Config.ReduceVFXAndHideLyrics.Value ? drunkness * 0.3f : drunkness;
events.Add(new DrunkEvent(value));
}
if (GetInterpolation(loopOffsetTimestamp, track.CondensationLoopOffsetTimeSeries, Easing.Linear) is { } condensation)
{
events.Add(new CondensationEvent(condensation));
}
return events;
}
private SetLightsColorEvent? GetColorEvent(BeatTimeSpan loopOffsetSpan, BeatTimestamp windUpOffsetTimestamp)
{
if (FadeOut(loopOffsetSpan, windUpOffsetTimestamp) is { } colorEvent1)
{
return colorEvent1;
}
if (ColorFromPaletteAtTimestamp(windUpOffsetTimestamp) is { } colorEvent2)
{
return colorEvent2;
}
return null;
}
private SetLightsColorTransitionEvent? FadeOut(BeatTimeSpan loopOffsetSpan, BeatTimestamp windUpOffsetTimestamp)
{
var fadeOutStart = track.FadeOutBeat;
var fadeOutEnd = fadeOutStart + track.FadeOutDuration;
if (windUpOffsetTimestamp.Beat < 0f && track.FadeOutBeat < loopOffsetSpan.BeatToInclusive && loopOffsetSpan.BeatFromExclusive <= fadeOutEnd)
{
var t = (loopOffsetSpan.BeatToInclusive - track.FadeOutBeat) / track.FadeOutDuration;
return new SetLightsColorTransitionEvent(/* use initial light color */null, Color.black, Easing.Linear, t);
}
else
{
return null;
}
}
public SetLightsColorEvent? ColorFromPaletteAtTimestamp(BeatTimestamp timestamp)
{
if (timestamp.Beat <= -track.ColorTransitionIn)
{
return null;
}
// Imagine the timeline as a sequence of clips without gaps where each clip is a whole beat long.
// Transition is when two adjacent clips need to be combined with some blend function(t)
// where t is a factor in range 0..1 expressed as (time - Transition.Start) / Transition.Length;
//
// How to find a transition at a given time?
// First, we need to find the current clip's start and length.
// - Length is always 1 beat, and
// - start is just time rounded down.
//
// If time interval from the start of the clip is less than Transition.Out
// then blend between previous and current clips.
//
// Else if time interval to the end of the clip is less than Transition.In
// then blend between current and next clips.
//
// Otherwise there is no transition running at this time.
const float currentClipLength = 1f;
var currentClipStart = timestamp.Floor();
var currentClipEnd = currentClipStart + currentClipLength;
float transitionLength = track.ColorTransitionIn + track.ColorTransitionOut;
if (transitionLength > /* epsilon */ 0.01)
{
if (BeatTimeSpan.Between(currentClipStart, timestamp).Duration() < track.ColorTransitionOut)
{
return ColorTransition(currentClipStart);
}
else if (BeatTimeSpan.Between(timestamp, currentClipEnd).Duration() < track.ColorTransitionIn)
{
return ColorTransition(currentClipEnd);
}
}
// default
return new SetLightsColorStaticEvent(ColorAtWholeBeat(timestamp));
SetLightsColorTransitionEvent ColorTransition(BeatTimestamp clipsBoundary)
{
var transitionStart = clipsBoundary - track.ColorTransitionIn;
var transitionEnd = clipsBoundary + track.ColorTransitionOut;
var t = BeatTimeSpan.Between(transitionStart, timestamp).Duration() / transitionLength;
if (track.ColorTransitionIn == 0.0f)
{
// Subtract an epsilon, so we don't use the same beat twice
transitionStart -= 0.01f;
}
return new SetLightsColorTransitionEvent(ColorAtWholeBeat(transitionStart), ColorAtWholeBeat(transitionEnd), track.ColorTransitionEasing, t);
}
Color? ColorAtWholeBeat(BeatTimestamp timestamp)
{
if (timestamp.Beat >= 0f)
{
int wholeBeat = Mathf.FloorToInt(timestamp.Beat);
return Mod.Index(track.Palette.Colors, wholeBeat);
}
else
{
return float.IsNaN(track.FadeOutBeat) ? /* use initial light color */ null : Color.black;
}
}
}
private float? GetInterpolation(BeatTimestamp timestamp, TimeSeries<float> timeSeries, Easing easing)
{
if (timeSeries.Length == 0)
{
return null;
}
else if (timeSeries.Length == 1)
{
return timeSeries.Values[0];
}
else
{
int? indexOfPrevious = null;
// Find index of the previous time. If looped, wrap backwards. In either case it is possibly missing.
for (int i = timeSeries.Length - 1; i >= 0; i--)
{
if (timeSeries.Beats[i] <= timestamp.Beat)
{
indexOfPrevious = i;
break;
}
}
if (indexOfPrevious == null && timestamp.IsLooping)
{
indexOfPrevious = timeSeries.Length - 1;
}
// Find index of the next time. If looped, wrap forward.
int? indexOfNext = null;
for (int i = 0; i < timeSeries.Length; i++)
{
if (timeSeries.Beats[i] >= timestamp.Beat)
{
indexOfNext = i;
break;
}
}
if (indexOfNext == null && timestamp.IsLooping)
{
for (int i = 0; i < timeSeries.Length; i++)
{
if (timeSeries.Beats[i] >= 0f)
{
indexOfNext = i;
break;
}
}
}
switch (indexOfPrevious, indexOfNext)
{
case (null, null):
return null;
case (null, { } index):
return timeSeries.Values[index];
case ({ } index, null):
return timeSeries.Values[index];
case ({ } prev, { } next) when prev == next || timeSeries.Beats[prev] == timeSeries.Beats[next]:
return timeSeries.Values[prev];
case ({ } prev, { } next):
var prevBeat = timeSeries.Beats[prev];
var nextBeat = timeSeries.Beats[next];
var prevTimestamp = new BeatTimestamp(timestamp.LoopBeats, isLooping: false, prevBeat, false);
var nextTimestamp = new BeatTimestamp(timestamp.LoopBeats, isLooping: false, nextBeat, false);
var t = BeatTimeSpan.Between(prevTimestamp, timestamp).Duration(longest: true)
/ BeatTimeSpan.Between(prevTimestamp, nextTimestamp).Duration(longest: true);
var prevVal = timeSeries.Values[prev];
var nextVal = timeSeries.Values[next];
var val = Mathf.Lerp(prevVal, nextVal, easing.Eval(t));
return val;
}
}
}
}
abstract class BaseEvent;
abstract class SetLightsColorEvent : BaseEvent
{
// Calculate final color, substituting null with initialColor if needed.
public abstract Color GetColor(Color initialColor);
protected string NullableColorToString(Color? color)
{
return color is { } c ? ColorUtility.ToHtmlStringRGB(c) : "??????";
}
}
class SetLightsColorStaticEvent(Color? color) : SetLightsColorEvent
{
public readonly Color? Color = color;
public override Color GetColor(Color initialColor)
{
return Color ?? initialColor;
}
public override string ToString()
{
return $"Color(#{NullableColorToString(Color)})";
}
}
class SetLightsColorTransitionEvent(Color? from, Color? to, Easing easing, float t) : SetLightsColorEvent
{
// Additional context for debugging
public readonly Color? From = from;
public readonly Color? To = to;
public readonly Easing Easing = easing;
public readonly float T = t;
public override Color GetColor(Color initialColor)
{
var from = From ?? initialColor;
var to = To ?? initialColor;
return Color.Lerp(from, to, Mathf.Clamp(Easing.Eval(T), 0f, 1f));
}
private Color? GetNullableColor()
{
return From is { } from && To is { } to ? Color.Lerp(from, to, Mathf.Clamp(Easing.Eval(T), 0f, 1f)) : null;
}
public override string ToString()
{
return $"Color(#{NullableColorToString(GetNullableColor())} = #{NullableColorToString(From)}..#{NullableColorToString(To)} {Easing} {T:N4})";
}
}
class FlickerLightsEvent : BaseEvent
{
public override string ToString() => "Flicker";
}
class LyricsEvent(string text) : BaseEvent
{
public readonly string Text = text;
public override string ToString()
{
return $"Lyrics({Text.Replace("\n", "\\n")})";
}
}
class WindUpZeroBeatEvent : BaseEvent
{
public override string ToString() => "WindUp";
}
abstract class HUDEvent : BaseEvent;
class DrunkEvent(float drunkness) : HUDEvent
{
public readonly float Drunkness = drunkness;
public override string ToString() => $"Drunk({Drunkness:N2})";
}
class CondensationEvent(float condensation) : HUDEvent
{
public readonly float Condensation = condensation;
public override string ToString() => $"Condensation({Condensation:N2})";
}
// Default C#/.NET remainder operator % returns negative result for negative input
// which is unsuitable as an index for an array.
static class Mod
{
public static int Positive(int x, int m)
{
int r = x % m;
return r < 0 ? r + m : r;
}
public static float Positive(float x, float m)
{
float r = x % m;
return r < 0f ? r + m : r;
}
public static T Index<T>(IList<T> array, int index)
{
return array[Mod.Positive(index, array.Count)];
}
}
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; }
}
class Config
{
public static ConfigEntry<bool> ReduceVFXAndHideLyrics { get; private set; } = null!;
public static ConfigEntry<float> AudioOffset { get; private set; } = null!;
public static ConfigEntry<bool> SkipExplicitTracks { get; private set; } = null!;
public static ConfigEntry<bool> OverrideSpawnRates { get; private set; } = null!;
public static bool ShouldSkipWindingPhase { get; private set; } = false;
public static bool VanillaCompatMode { get; private set; } = false;
// Audio files are normalized to target -14 LUFS, which is too loud to communicate. Reduce by another -9 dB down to about -23 LUFS.
private const float VolumeDefault = 0.35f;
private const float VolumeMin = 0.2f;
private const float VolumeMax = 0.5f;
// Ranges from quiet 0.20 (-14 dB) to loud 0.5 (-6 dB)
public static ConfigEntry<float> Volume { get; private set; } = null!;
#if DEBUG
// Latest set track, used for loading palette and timings.
private static IAudioTrack? CurrentTrack = null;
// All per-track values that can be overridden
private static float? BeatsOffsetOverride = null;
private static float? FadeOutBeatOverride = null;
private static float? FadeOutDurationOverride = null;
private static float? ColorTransitionInOverride = null;
private static float? ColorTransitionOutOverride = null;
private static string? ColorTransitionEasingOverride = null;
private static float[]? FlickerLightsTimeSeriesOverride = null;
private static float[]? LyricsTimeSeriesOverride = null;
private static TimeSeries<float>? DrunknessLoopOffsetTimeSeriesOverride = null;
private static TimeSeries<float>? CondensationLoopOffsetTimeSeriesOverride = null;
private static Palette? PaletteOverride = null;
private class AudioTrackWithConfigOverride(IAudioTrack track) : ProxyAudioTrack(track), IAudioTrack
{
float IAudioTrack.BeatsOffset => BeatsOffsetOverride ?? Track.BeatsOffset;
float IAudioTrack.FadeOutBeat => FadeOutBeatOverride ?? Track.FadeOutBeat;
float IAudioTrack.FadeOutDuration => FadeOutDurationOverride ?? Track.FadeOutDuration;
float IAudioTrack.ColorTransitionIn => ColorTransitionInOverride ?? Track.ColorTransitionIn;
float IAudioTrack.ColorTransitionOut => ColorTransitionOutOverride ?? Track.ColorTransitionOut;
Easing IAudioTrack.ColorTransitionEasing =>
ColorTransitionEasingOverride != null
? Easing.FindByName(ColorTransitionEasingOverride)
: Track.ColorTransitionEasing;
float[] IAudioTrack.FlickerLightsTimeSeries =>
FlickerLightsTimeSeriesOverride ?? Track.FlickerLightsTimeSeries;
float[] IAudioTrack.LyricsTimeSeries => LyricsTimeSeriesOverride ?? Track.LyricsTimeSeries;
TimeSeries<float> IAudioTrack.DrunknessLoopOffsetTimeSeries => DrunknessLoopOffsetTimeSeriesOverride ?? Track.DrunknessLoopOffsetTimeSeries;
TimeSeries<float> IAudioTrack.CondensationLoopOffsetTimeSeries => CondensationLoopOffsetTimeSeriesOverride ?? Track.CondensationLoopOffsetTimeSeries;
Palette IAudioTrack.Palette => PaletteOverride ?? Track.Palette;
}
#endif
internal Config(ConfigFile configFile)
{
OverrideSpawnRates = configFile.Bind("General", "Override Spawn Rates", true,
new ConfigDescription("Deviate from vanilla spawn rates to experience content of this mod more often."));
LethalConfigManager.AddConfigItem(new BoolCheckBoxConfigItem(OverrideSpawnRates, requiresRestart: false));
ReduceVFXAndHideLyrics = configFile.Bind("General", "Reduce Visual Effects, Hide Lyrics", false,
new ConfigDescription("Reduce intensity of certain visual effects, hide lyrics in the HUD tooltip when you hear the music."));
LethalConfigManager.AddConfigItem(new BoolCheckBoxConfigItem(ReduceVFXAndHideLyrics, requiresRestart: false));
SkipExplicitTracks = configFile.Bind("General", "Skip Explicit Tracks", false,
new ConfigDescription("When choosing tracks at random, skip the ones with Explicit Content/Lyrics."));
LethalConfigManager.AddConfigItem(new BoolCheckBoxConfigItem(SkipExplicitTracks, requiresRestart: false));
Volume = configFile.Bind("General", "Volume", VolumeDefault,
new ConfigDescription("Volume of music played by this mod.", new AcceptableValueRange<float>(VolumeMin, VolumeMax)));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(Volume, requiresRestart: false));
AudioOffset = configFile.Bind("General", "Audio Offset", 0f, new ConfigDescription(
"Adjust audio offset (in seconds).\n\nIf you are playing with Bluetooth headphones and experiencing a visual desync, try setting this to about negative 0.2.\n\nIf your video output has high latency (like a long HDMI cable etc.), try positive values instead.",
new AcceptableValueRange<float>(-0.5f, 0.5f)));
// too much configurability
LethalConfigManager.SkipAutoGenFor(AudioOffset);
#if DEBUG
SetupEntriesForGameOverText(configFile);
SetupEntriesForScreenFilters(configFile);
SetupEntriesToSkipWinding(configFile);
SetupEntriesForPaletteOverride(configFile);
SetupEntriesForTimingsOverride(configFile);
SetupEntriesForVanillaCompatMode(configFile);
#endif
var chanceRange = new AcceptableValueRange<int>(0, 100);
var languageSectionButtonExists = new HashSet<Language>();
foreach (var track in Plugin.Tracks)
{
if (!track.Enabled)
{
// hide disabled tracks from user-facing config
continue;
}
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, () =>
{
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.Value = newWeight;
}
});
LethalConfigManager.AddConfigItem(button);
}
// Create slider entry for track
var seasonal = track.Season is Season season ? $"This is seasonal content for {season.Name}.\n\n" : "";
string warning = track.IsExplicit ? "Explicit Content/Lyrics!\n\n" : "";
string description = $"Song: {track.Song} by {track.Artist}\n\nLanguage: {language.Full}\n\n{seasonal}{warning}Random (relative) chance of selecting this track.\n\nSet to zero to effectively disable the track.";
track.Weight = configFile.Bind(
new ConfigDefinition(section, track.Name),
50,
new ConfigDescription(description, chanceRange, track));
LethalConfigManager.AddConfigItem(new IntSliderConfigItem(track.Weight, requiresRestart: false));
}
}
internal static IAudioTrack OverrideCurrentTrack(IAudioTrack track)
{
#if DEBUG
CurrentTrack = track;
return new AudioTrackWithConfigOverride(track);
#else
return track;
#endif
}
#if DEBUG
private void SetupEntriesToSkipWinding(ConfigFile configFile)
{
var entry = configFile.Bind("General", "Skip Winding Phase", false,
new ConfigDescription("Skip most of the wind-up/intro music.\n\nUse this option to test your Loop audio segment.\n\nDoes not work in Vanilla Compat Mode."));
LethalConfigManager.AddConfigItem(new BoolCheckBoxConfigItem(entry, requiresRestart: false));
entry.SettingChanged += (sender, args) => apply();
apply();
void apply()
{
ShouldSkipWindingPhase = entry.Value;
}
}
private void SetupEntriesForVanillaCompatMode(ConfigFile configFile)
{
var entry = configFile.Bind("General", "Vanilla Compat Mode", false,
new ConfigDescription("DO NOT ENABLE! Disables networking / synchronization!\n\nKeep vanilla wind-up timer, select tracks whose timer is close to vanilla.\n\nMay cause the audio to start playing earlier or later.\n\nIf you join a vanilla host you are always in compat mode."));
LethalConfigManager.AddConfigItem(new BoolCheckBoxConfigItem(entry, requiresRestart: false));
entry.SettingChanged += (sender, args) => apply();
apply();
void apply()
{
VanillaCompatMode = entry.Value;
}
}
private void SetupEntriesForPaletteOverride(ConfigFile configFile)
{
const string section = "Palette";
const int maxCustomPaletteSize = 8;
// Declare and initialize early to avoid "Use of unassigned local variable"
ConfigEntry<int> customPaletteSizeEntry = null!;
var customPaletteEntries = new ConfigEntry<string>[maxCustomPaletteSize];
var loadButton = new GenericButtonConfigItem(section, "Load Palette from the Current Track",
"Override custom palette with the built-in palette of the current track.", "Load", load);
LethalConfigManager.AddConfigItem(loadButton);
customPaletteSizeEntry = configFile.Bind(section, "Palette Size", 0, new ConfigDescription(
"Number of colors in the custom palette.\n\nIf set to non-zero, custom palette overrides track's own built-in palette.",
new AcceptableValueRange<int>(0, maxCustomPaletteSize)));
LethalConfigManager.AddConfigItem(new IntSliderConfigItem(customPaletteSizeEntry, requiresRestart: false));
customPaletteSizeEntry.SettingChanged += (sender, args) => apply();
for (int i = 0; i < maxCustomPaletteSize; i++)
{
string entryName = $"Custom Color {i + 1}";
var customColorEntry = configFile.Bind(section, entryName, "#FFFFFF", "Choose color for the custom palette");
customPaletteEntries[i] = customColorEntry;
LethalConfigManager.AddConfigItem(new HexColorInputFieldConfigItem(customColorEntry, requiresRestart: false));
customColorEntry.SettingChanged += (sender, args) => apply();
}
apply();
void load()
{
var palette = CurrentTrack?.Palette ?? Palette.DEFAULT;
var colors = palette.Colors;
var count = Math.Min(colors.Count(), maxCustomPaletteSize);
customPaletteSizeEntry.Value = colors.Count();
for (int i = 0; i < maxCustomPaletteSize; i++)
{
var color = i < count ? colors[i] : Color.white;
string colorHex = $"#{ColorUtility.ToHtmlStringRGB(color)}";
customPaletteEntries[i].Value = colorHex;
}
}
void apply()
{
int size = customPaletteSizeEntry.Value;
if (size == 0 || size > maxCustomPaletteSize)
{
PaletteOverride = null;
}
else
{
var colors = customPaletteEntries.Select(entry => entry.Value).Take(size).ToArray();
PaletteOverride = Palette.Parse(colors);
}
}
}
private void SetupEntriesForTimingsOverride(ConfigFile configFile)
{
const string section = "Timings";
var colorTransitionRange = new AcceptableValueRange<float>(0f, 1f);
// Declare and initialize early to avoid "Use of unassigned local variable"
List<(Action<IAudioTrack?> Load, Action Apply)> entries = [];
ConfigEntry<bool> overrideTimingsEntry = null!;
ConfigEntry<float> fadeOutBeatEntry = null!;
ConfigEntry<float> fadeOutDurationEntry = null!;
ConfigEntry<string> flickerLightsTimeSeriesEntry = null!;
ConfigEntry<string> lyricsTimeSeriesEntry = null!;
ConfigEntry<string> drunknessTimeSeriesEntry = null!;
ConfigEntry<string> condensationTimeSeriesEntry = null!;
ConfigEntry<float> beatsOffsetEntry = null!;
ConfigEntry<float> colorTransitionInEntry = null!;
ConfigEntry<float> colorTransitionOutEntry = null!;
ConfigEntry<string> colorTransitionEasingEntry = null!;
var loadButton = new GenericButtonConfigItem(section, "Load Timings from the Current Track",
"Override custom timings with the built-in timings of the current track.", "Load", load);
LethalConfigManager.AddConfigItem(loadButton);
overrideTimingsEntry = configFile.Bind(section, "Override Timings", false,
new ConfigDescription("If checked, custom timings override track's own built-in timings."));
LethalConfigManager.AddConfigItem(new BoolCheckBoxConfigItem(overrideTimingsEntry, requiresRestart: false));
overrideTimingsEntry.SettingChanged += (sender, args) => apply();
fadeOutBeatEntry = configFile.Bind(section, "Fade Out Beat", 0f,
new ConfigDescription("The beat at which to start fading out", new AcceptableValueRange<float>(-1000f, 0)));
fadeOutDurationEntry = configFile.Bind(section, "Fade Out Duration", 0f,
new ConfigDescription("Duration of fading out", new AcceptableValueRange<float>(0, 10)));
flickerLightsTimeSeriesEntry = configFile.Bind(section, "Flicker Lights Time Series", "",
new ConfigDescription("Time series of loop offset beats when to flicker the lights."));
lyricsTimeSeriesEntry = configFile.Bind(section, "Lyrics Time Series", "",
new ConfigDescription("Time series of loop offset beats when to show lyrics lines."));
drunknessTimeSeriesEntry = configFile.Bind(section, "Drunkness", "",
new ConfigDescription("Time series of loop offset beats which are keyframes for the drunkness effect. Format: 'time1: value1, time2: value2"));
condensationTimeSeriesEntry = configFile.Bind(section, "Helmet Condensation Drops", "",
new ConfigDescription("Time series of loop offset beats which are keyframes for the Helmet Condensation Drops effect. Format: 'time1: value1, time2: value2"));
beatsOffsetEntry = configFile.Bind(section, "Beats Offset", 0f,
new ConfigDescription("How much to offset the whole beat. More is later", new AcceptableValueRange<float>(-0.5f, 0.5f)));
colorTransitionInEntry = configFile.Bind(section, "Color Transition In", 0.25f,
new ConfigDescription("Fraction of a beat *before* the whole beat when the color transition should start.", colorTransitionRange));
colorTransitionOutEntry = configFile.Bind(section, "Color Transition Out", 0.25f,
new ConfigDescription("Fraction of a beat *after* the whole beat when the color transition should end.", colorTransitionRange));
colorTransitionEasingEntry = configFile.Bind(section, "Color Transition Easing", Easing.Linear.Name,
new ConfigDescription("Interpolation/easing method to use for color transitions", new AcceptableValueList<string>(Easing.AllNames)));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(fadeOutBeatEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(fadeOutDurationEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new TextInputFieldConfigItem(flickerLightsTimeSeriesEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new TextInputFieldConfigItem(lyricsTimeSeriesEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new TextInputFieldConfigItem(drunknessTimeSeriesEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new TextInputFieldConfigItem(condensationTimeSeriesEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(beatsOffsetEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(colorTransitionInEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(colorTransitionOutEntry, requiresRestart: false));
LethalConfigManager.AddConfigItem(new TextDropDownConfigItem(colorTransitionEasingEntry, requiresRestart: false));
registerStruct(fadeOutBeatEntry, t => t.FadeOutBeat, x => FadeOutBeatOverride = x);
registerStruct(fadeOutDurationEntry, t => t.FadeOutDuration, x => FadeOutDurationOverride = x);
registerArray(flickerLightsTimeSeriesEntry, t => t.FlickerLightsTimeSeries, xs => FlickerLightsTimeSeriesOverride = xs, float.Parse, sort: true);
registerArray(lyricsTimeSeriesEntry, t => t.LyricsTimeSeries, xs => LyricsTimeSeriesOverride = xs, float.Parse, sort: true);
registerTimeSeries(drunknessTimeSeriesEntry, t => t.DrunknessLoopOffsetTimeSeries, xs => DrunknessLoopOffsetTimeSeriesOverride = xs, float.Parse, f => f.ToString());
registerTimeSeries(condensationTimeSeriesEntry, t => t.CondensationLoopOffsetTimeSeries, xs => CondensationLoopOffsetTimeSeriesOverride = xs, float.Parse, f => f.ToString());
registerStruct(beatsOffsetEntry, t => t.BeatsOffset, x => BeatsOffsetOverride = x);
registerStruct(colorTransitionInEntry, t => t.ColorTransitionIn, x => ColorTransitionInOverride = x);
registerStruct(colorTransitionOutEntry, t => t.ColorTransitionOut, x => ColorTransitionOutOverride = x);
registerClass(colorTransitionEasingEntry, t => t.ColorTransitionEasing.Name, x => ColorTransitionEasingOverride = x);
void register<T>(ConfigEntry<T> entry, Func<IAudioTrack, T> getter, Action applier)
{
entry.SettingChanged += (sender, args) => applier();
void loader(IAudioTrack? track)
{
// if track is null, set everything to defaults
entry.Value = track == null ? (T)entry.DefaultValue : getter(track);
}
entries.Add((loader, applier));
}
void registerStruct<T>(ConfigEntry<T> entry, Func<IAudioTrack, T> getter, Action<T?> setter) where T : struct =>
register(entry, getter, () => setter.Invoke(overrideTimingsEntry.Value ? entry.Value : null));
void registerClass<T>(ConfigEntry<T> entry, Func<IAudioTrack, T> getter, Action<T?> setter) where T : class =>
register(entry, getter, () => setter.Invoke(overrideTimingsEntry.Value ? entry.Value : null));
void registerArray<T>(ConfigEntry<string> entry, Func<IAudioTrack, T[]> getter, Action<T[]?> setter, Func<string, T> parser, bool sort = false) where T : struct =>
register(entry,
(track) => string.Join(", ", getter(track)),
() =>
{
var values = parseStringArray(entry.Value, parser, sort);
if (values != null)
{
// ensure the entry is sorted and formatted
entry.Value = string.Join(", ", values);
}
setter.Invoke(overrideTimingsEntry.Value ? values : null);
});
void registerTimeSeries<T>(ConfigEntry<string> entry, Func<IAudioTrack, TimeSeries<T>> getter, Action<TimeSeries<T>?> setter, Func<string, T> parser, Func<T, string> formatter) =>
register(entry,
(track) =>
{
var ts = getter(track);
return formatTimeSeries(ts, formatter);
},
() =>
{
var ts = parseTimeSeries(entry.Value, parser);
if (ts is { } timeSeries)
{
entry.Value = formatTimeSeries(timeSeries, formatter);
}
setter.Invoke(overrideTimingsEntry.Value ? ts : null);
});
// current restriction is that formatted value can not contain commas or semicolons.
TimeSeries<T>? parseTimeSeries<T>(string str, Func<string, T> parser)
{
try
{
if (string.IsNullOrWhiteSpace(str))
{
return null;
}
List<float> beats = [];
List<T> values = [];
foreach (var pair in str.Split(","))
{
if (string.IsNullOrWhiteSpace(pair))
{
continue;
}
var keyvalue = pair.Split(":");
if (keyvalue.Length != 2)
{
throw new FormatException($"Pair must be separated by exactly one semicolon: '{pair}'");
}
var beat = float.Parse(keyvalue[0].Trim());
var val = parser(keyvalue[1].Trim());
beats.Add(beat);
values.Add(val);
}
var ts = new TimeSeries<T>(beats.ToArray(), values.ToArray());
return ts;
}
catch (Exception e)
{
Plugin.Log.LogError($"Unable to parse time series: {e}");
return null;
}
}
string formatTimeSeries<T>(TimeSeries<T> ts, Func<T, string> formatter)
{
StringBuilder strings = new();
for (int i = 0; i < ts.Length; i++)
{
var beat = ts.Beats[i];
var value = formatter(ts.Values[i]);
strings.Append($"{beat}: {value}");
if (i != ts.Length - 1)
{
strings.Append(", ");
}
}
Plugin.Log.LogDebug($"format time series {ts} {strings}");
return strings.ToString();
}
T[]? parseStringArray<T>(string str, Func<string, T> parser, bool sort = false) where T : struct
{
try
{
T[] xs = str.Replace(" ", "").Split(",").Select(parser).ToArray();
Array.Sort(xs);
return xs;
}
catch (Exception e)
{
Plugin.Log.LogError($"Unable to parse array: {e}");
return null;
}
}
void load()
{
foreach (var entry in entries)
{
entry.Load(CurrentTrack);
}
}
void apply()
{
foreach (var entry in entries)
{
entry.Apply();
}
}
}
private void SetupEntriesForGameOverText(ConfigFile configFile)
{
const string section = "Game Over";
var gameOverTextConfigEntry = configFile.Bind(section, "Game Over Text", DeathScreenGameOverTextManager.GameOverTextModdedDefault,
new ConfigDescription("Custom Game Over text to show."));
LethalConfigManager.AddConfigItem(new GenericButtonConfigItem(section, "Game Over Animation",
"Run Death Screen / Game Over animation 3 times.", "Trigger", () =>
{
HUDManager.Instance.StartCoroutine(AnimateGameOverText(gameOverTextConfigEntry.Value));
}));
LethalConfigManager.AddConfigItem(new TextInputFieldConfigItem(gameOverTextConfigEntry, requiresRestart: false));
}
static IEnumerator AnimateGameOverText(string text)
{
yield return new WaitForSeconds(1f);
for (int i = 0; i < 3; i++)
{
DeathScreenGameOverTextManager.SetText(text);
HUDManager.Instance.gameOverAnimator.SetTrigger("gameOver");
yield return new WaitForSeconds(5f);
HUDManager.Instance.gameOverAnimator.SetTrigger("revive");
yield return new WaitForSeconds(1f);
}
DeathScreenGameOverTextManager.Clear();
}
private void SetupEntriesForScreenFilters(ConfigFile configFile)
{
const string section = "Screen Filters";
var drunkConfigEntry = configFile.Bind(section, "Drunkness Level", 0f,
new ConfigDescription("Override drunkness level in Screen Filters Manager."));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(drunkConfigEntry, requiresRestart: false));
drunkConfigEntry.SettingChanged += (sender, args) =>
{
ScreenFiltersManager.Drunkness = drunkConfigEntry.Value;
};
var condensationConfigEntry = configFile.Bind(section, "Condensation Level", 0f,
new ConfigDescription("Override drunkness level in Screen Filters Manager."));
LethalConfigManager.AddConfigItem(new FloatSliderConfigItem(condensationConfigEntry, new FloatSliderOptions()
{
Min = 0f,
Max = 0.27f,
RequiresRestart = false,
}));
condensationConfigEntry.SettingChanged += (sender, args) =>
{
ScreenFiltersManager.HelmetCondensationDrops = condensationConfigEntry.Value;
};
}
#endif
}
[HarmonyPatch(typeof(GameNetworkManager))]
static class GameNetworkManagerPatch
{
const string JesterEnemyPrefabName = "JesterEnemy";
[HarmonyPatch(nameof(GameNetworkManager.Start))]
[HarmonyPrefix]
static void StartPrefix(GameNetworkManager __instance)
{
var networkPrefab = NetworkManager.Singleton.NetworkConfig.Prefabs.Prefabs
.FirstOrDefault(prefab => prefab.Prefab.name == JesterEnemyPrefabName);
if (networkPrefab == null)
{
Plugin.Log.LogError("JesterEnemy prefab not found!");
}
else
{
networkPrefab.Prefab.AddComponent<MuzikaGromcheJesterNetworkBehaviour>();
Plugin.Log.LogInfo("Patched JesterEnemy");
}
}
}
class MuzikaGromcheJesterNetworkBehaviour : NetworkBehaviour
{
const string IntroAudioGameObjectName = "MuzikaGromcheAudio (Intro)";
const string LoopAudioGameObjectName = "MuzikaGromcheAudio (Loop)";
// Number of times a selected track has been played.
// Increases by 1 with each ChooseTrackServerRpc call.
// Resets on SettingChanged.
private int SelectedTrackIndex = 0;
internal IAudioTrack? CurrentTrack = null;
internal BeatTimeState? BeatTimeState = null;
internal AudioSource IntroAudioSource = null!;
internal AudioSource LoopAudioSource = null!;
void Awake()
{
var farAudioTransform = gameObject.transform.Find("FarAudio");
if (farAudioTransform == null)
{
Plugin.Log.LogError("JesterEnemy->FarAudio prefab not found!");
}
else
{
// Instead of hijacking farAudio and creatureVoice sources,
// create our own copies to ensure uniform playback experience.
// For reasons unknown adding them directly to the prefab didn't work.
var introAudioGameObject = Instantiate(farAudioTransform.gameObject, gameObject.transform);
introAudioGameObject.name = IntroAudioGameObjectName;
var loopAudioGameObject = Instantiate(farAudioTransform.gameObject, gameObject.transform);
loopAudioGameObject.name = LoopAudioGameObjectName;
IntroAudioSource = introAudioGameObject.GetComponent<AudioSource>();
IntroAudioSource.maxDistance = Plugin.AudioMaxDistance;
IntroAudioSource.dopplerLevel = 0;
IntroAudioSource.loop = false;
IntroAudioSource.volume = Config.Volume.Value;
LoopAudioSource = loopAudioGameObject.GetComponent<AudioSource>();
LoopAudioSource.maxDistance = Plugin.AudioMaxDistance;
LoopAudioSource.dopplerLevel = 0;
LoopAudioSource.loop = true;
LoopAudioSource.volume = Config.Volume.Value;
Config.Volume.SettingChanged += UpdateVolume;
Plugin.Log.LogInfo($"{nameof(MuzikaGromcheJesterNetworkBehaviour)} Patched JesterEnemy");
}
}
public override void OnDestroy()
{
Config.Volume.SettingChanged -= UpdateVolume;
DeathScreenGameOverTextManager.Clear();
Stop();
}
private void UpdateVolume(object sender, EventArgs e)
{
if (IntroAudioSource != null && LoopAudioSource != null)
{
IntroAudioSource.volume = Config.Volume.Value;
LoopAudioSource.volume = Config.Volume.Value;
}
}
public override void OnNetworkSpawn()
{
ChooseTrackDeferred();
foreach (var track in Plugin.Tracks)
{
track.Weight.SettingChanged += ChooseTrackDeferredDelegate;
}
Config.SkipExplicitTracks.SettingChanged += ChooseTrackDeferredDelegate;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
foreach (var track in Plugin.Tracks)
{
track.Weight.SettingChanged -= ChooseTrackDeferredDelegate;
}
Config.SkipExplicitTracks.SettingChanged -= ChooseTrackDeferredDelegate;
base.OnNetworkDespawn();
}
// Batch multiple weights changes in a single network RPC
private Coroutine? DeferredCoroutine = null;
private void ChooseTrackDeferredDelegate(object sender, EventArgs e)
{
SelectedTrackIndex = 0;
ChooseTrackDeferred();
}
private void ChooseTrackDeferred()
{
if (DeferredCoroutine != null)
{
StopCoroutine(DeferredCoroutine);
DeferredCoroutine = null;
}
DeferredCoroutine = StartCoroutine(ChooseTrackDeferredCoroutine());
}
// Public API to rotate tracks, throttled
public void ChooseTrack()
{
ChooseTrackDeferred();
}
// Once host has set a track via RPC, it is considered modded, and expected to always set tracks, so never reset this flag back to false.
bool HostIsModded = false;
// Playing with modded host automatically disables vanilla compatability mode
public bool VanillaCompatMode => IsServer ? Config.VanillaCompatMode : !HostIsModded;
IEnumerator ChooseTrackDeferredCoroutine()
{
yield return new WaitForEndOfFrame();
DeferredCoroutine = null;
Plugin.Log.LogDebug($"ChooseTrack: Config.VanillaCompatMode? {Config.VanillaCompatMode}, IsServer? {IsServer}, HostIsModded? {HostIsModded}");
if (Config.VanillaCompatMode)
{
// In vanilla compat mode no, matter whether you are a host or a client, you should skip networking anyway
ChooseTrackCompat();
}
else if (IsServer)
{
ChooseTrackServerRpc();
}
else
{
// Alternatively, there could be another RPC to inform clients of host's capabilities when joining the lobby.
// If host sets a track later, it would override the locally-selected one.
// The only downside of false-positive eager loading is the overhead of loading
// an extra pair of audio files and keeping them in cache until the end of round.
const float HostTimeout = 1f;
yield return new WaitForSeconds(HostTimeout);
if (!HostIsModded)
{
ChooseTrackCompat();
}
}
}
[ClientRpc]
void SetTrackClientRpc(string name)
{
Plugin.Log.LogDebug($"SetTrackClientRpc {name}");
SetTrack(name);
HostIsModded = true;
}
void SetTrack(string? name)
{
Plugin.Log.LogInfo($"SetTrack {name ?? "<none>"}");
if (name != null && Plugin.FindTrackNamed(name) is { } track)
{
// By the time it is time to start playing the intro, the clips should be done loading from disk.
AudioClipsCacheManager.LoadAudioTrack(track);
CurrentTrack = Config.OverrideCurrentTrack(track);
}
else
{
CurrentTrack = null;
}
}
[ServerRpc]
void ChooseTrackServerRpc()
{
var selectableTrack = Plugin.ChooseTrack();
var audioTrack = selectableTrack.SelectTrack(SelectedTrackIndex);
Plugin.Log.LogInfo($"ChooseTrackServerRpc {selectableTrack.Name} #{SelectedTrackIndex} {audioTrack.Name}");
SetTrackClientRpc(audioTrack.Name);
SelectedTrackIndex += 1;
}
void ChooseTrackCompat()
{
var vanillaPopUpTimer = gameObject.GetComponent<JesterAI>().popUpTimer;
Plugin.Log.LogInfo($"Vanilla compat mode, choosing track locally for timer {vanillaPopUpTimer}");
var audioTrack = Plugin.ChooseTrackCompat(vanillaPopUpTimer);
// it is important to reset any previous track if no new compatible one is found
SetTrack(audioTrack?.Name);
}
// Paused == not playing. Scheduled == playing.
internal bool IsPlaying
{
get
{
if (IntroAudioSource == null || LoopAudioSource == null || IntroAudioSource.clip == null || LoopAudioSource.clip == null)
{
return false;
}
return IntroAudioSource.isPlaying;
}
}
internal bool IsPaused { get; private set; }
internal void Play(JesterAI jester)
{
if (IntroAudioSource == null || LoopAudioSource == null || CurrentTrack == null || CurrentTrack.LoadedIntro == null || CurrentTrack.LoadedLoop == null)
{
return;
}
if (IsPlaying || IsPaused)
{
return;
}
IntroAudioSource.clip = CurrentTrack.LoadedIntro;
LoopAudioSource.clip = CurrentTrack.LoadedLoop;
BeatTimeState = new BeatTimeState(CurrentTrack);
if (!VanillaCompatMode)
{
// In non-vanilla-compat mode, override the popup timer (which is shorter than the Intro audio clip)
jester.popUpTimer = CurrentTrack.WindUpTimer;
}
float IntroAudioSourceTime;
if (Config.ShouldSkipWindingPhase && !VanillaCompatMode)
{
const float rewind = 5f;
jester.popUpTimer = rewind;
IntroAudioSourceTime = CurrentTrack.WindUpTimer - rewind;
}
else
{
// reset if previously skipped winding by assigning different starting time.
IntroAudioSourceTime = 0f;
}
// Reading .time back only changes after Play(), hence a standalone variable for reliability
IntroAudioSource.time = IntroAudioSourceTime;
double dspTime = AudioSettings.dspTime;
double loopStartDspTime = dspTime + IntroAudioSource.clip.length - IntroAudioSourceTime;
Plugin.Log.LogDebug($"Play: dspTime={dspTime:N4}, intro.time={IntroAudioSourceTime:N4}/{IntroAudioSource.clip.length:N4}, scheduled loop={loopStartDspTime:N4}");
IntroAudioSource.Play();
LoopAudioSource.PlayScheduled(loopStartDspTime);
}
internal void Pause()
{
if (IntroAudioSource == null || LoopAudioSource == null || IntroAudioSource.clip == null || LoopAudioSource.clip == null)
{
return;
}
if (!IsPlaying || IsPaused)
{
return;
}
IsPaused = true;
double dspTime = AudioSettings.dspTime;
Plugin.Log.LogDebug($"Pause: dspTime={dspTime:N4}, intro.time={IntroAudioSource.time:N4}/{IntroAudioSource.clip.length:N4}, loop.time={LoopAudioSource.time:N4}/{LoopAudioSource.clip.length:N4}");
IntroAudioSource.Pause();
LoopAudioSource.Stop();
}
internal void UnPause()
{
if (IntroAudioSource == null || LoopAudioSource == null || IntroAudioSource.clip == null || LoopAudioSource.clip == null)
{
return;
}
if (!IsPaused)
{
return;
}
IsPaused = false;
double dspTime = AudioSettings.dspTime;
double loopStartDspTime = dspTime + IntroAudioSource.clip.length - IntroAudioSource.time;
Plugin.Log.LogDebug($"UnPause: dspTime={dspTime:N4}, intro.time={IntroAudioSource.time:N4}/{IntroAudioSource.clip.length:N4}, scheduled Loop={loopStartDspTime:N4}");
IntroAudioSource.UnPause();
LoopAudioSource.PlayScheduled(loopStartDspTime);
}
internal void Stop()
{
PoweredLightsBehaviour.Instance.ResetLightColor();
DiscoBallManager.Disable();
ScreenFiltersManager.Clear();
double dspTime = AudioSettings.dspTime;
if (IntroAudioSource != null && LoopAudioSource != null && IntroAudioSource.clip != null && LoopAudioSource.clip != null)
{
Plugin.Log.LogDebug($"Stop: dspTime={dspTime:N4}, intro.time={IntroAudioSource.time:N4}/{IntroAudioSource.clip.length:N4}, loop.time={LoopAudioSource.time:N4}/{LoopAudioSource.clip.length:N4}");
}
else
{
Plugin.Log.LogDebug($"Stop: dspTime={dspTime:N4}");
}
if (IntroAudioSource != null)
{
IntroAudioSource.Stop();
IntroAudioSource.clip = null;
}
if (LoopAudioSource != null)
{
LoopAudioSource.Stop();
LoopAudioSource.clip = null;
}
BeatTimeState = null;
IsPaused = false;
// Just in case if players have spawned multiple Jesters,
// Don't reset Config.CurrentTrack to null,
// so that the latest chosen track remains set.
CurrentTrack = null;
}
public void OverrideDeathScreenGameOverText()
{
if (CurrentTrack == null)
{
// Playing as a client with a host who doesn't have the mod
return;
}
StartCoroutine(DeathScreenGameOverTextManager.SetTextAndClear(CurrentTrack.GameOverText));
}
}
[HarmonyPatch(typeof(JesterAI))]
static class JesterPatch
{
[HarmonyPatch(nameof(JesterAI.SetJesterInitialValues))]
[HarmonyPostfix]
static void SetJesterInitialValuesPostfix(JesterAI __instance)
{
// music will be fully stopped & reset later in the Update, so it won't trip over CurrentTrack null checks at the beginning
var behaviour = __instance.GetComponent<MuzikaGromcheJesterNetworkBehaviour>();
behaviour.Pause();
#if DEBUG
// Almost instant follow timer
__instance.beginCrankingTimer = 1f + Plugin.CompatModeAllowLongerTrack;
#endif
}
class State
{
public int currentBehaviourStateIndex;
public int previousState;
public float stunNormalizedTimer;
}
[HarmonyPatch(nameof(JesterAI.Update))]
[HarmonyPrefix]
static void JesterUpdatePrefix(JesterAI __instance, out State __state)
{
__state = new State
{
currentBehaviourStateIndex = __instance.currentBehaviourStateIndex,
previousState = __instance.previousState,
stunNormalizedTimer = __instance.stunNormalizedTimer,
};
}
#if DEBUG
// avoid spamming console with errors each frame
public static DedupManualLogSource DedupLog = null!;
#endif
[HarmonyPatch(nameof(JesterAI.Update))]
[HarmonyPostfix]
static void JesterUpdatePostfix(JesterAI __instance, State __state)
{
var behaviour = __instance.GetComponent<MuzikaGromcheJesterNetworkBehaviour>();
var introAudioSource = behaviour.IntroAudioSource;
var loopAudioSource = behaviour.LoopAudioSource;
if (behaviour.CurrentTrack == null || behaviour.CurrentTrack.LoadedIntro == null || behaviour.CurrentTrack.LoadedLoop == null)
{
#if DEBUG
if (behaviour.CurrentTrack == null)
{
DedupLog.LogWarning("CurrentTrack is not set!");
}
else if (AudioClipsCacheManager.AllDone)
{
DedupLog.LogWarning("Failed to load audio clips, no in-flight requests running");
}
else
{
DedupLog.LogWarning("Waiting for audio clips to load");
}
#endif
return;
}
#if DEBUG
DedupLog.Clear();
#endif
var vanillaCompatMode = behaviour.VanillaCompatMode;
// This switch statement resembles the one from JesterAI.Update
switch (__state.currentBehaviourStateIndex)
{
case 0:
// Only ever consider playing audio in case 0 (roaming/following state) in vanilla-compat mode
if (vanillaCompatMode)
{
// The intro has to be actually longer than the wind-up timer.
// The timer was never overridden in vanilla compat mode,
// AND vanilla only decreases it in case 1 (winding state),
// so these calculations are numerically stable.
var extraAudioDuration = behaviour.CurrentTrack.WindUpTimer - __instance.popUpTimer;
if (extraAudioDuration > 0f)
{
// The cranking timer, however, is everdecreasing in this state.
// Wait for this timer to become smaller than the extra audio length.
if (__instance.beginCrankingTimer < extraAudioDuration)
{
// The audio could already be playing (since last Update)
behaviour.Play(__instance);
if (__instance.stunNormalizedTimer > 0f)
{
behaviour.Pause();
}
else
{
behaviour.UnPause();
}
}
}
}
break;
case 1:
// Always stop vanilla audio popGoesTheWeaselTheme, we use custom audio sources anyway.
// Base method only starts it in the case 1 branch, no need to stop it elsewhere.
__instance.farAudio.Stop();
if (__state.previousState != 1 && !vanillaCompatMode)
{
// In non-vanilla-compat mode, start playing immediately upon entering case 1 (winding state)
behaviour.Play(__instance);
}
else if (vanillaCompatMode)
{
// In vanilla-compat mode, the intro has to actually be no longer than the wind-up timer to be started here in case 1 (winding state).
// The Jester's pop-up timer, however, is everdecreasing in this state.
// Wait for this timer to become smaller than the audio length.
var introDuration = behaviour.CurrentTrack.WindUpTimer;
if (__instance.popUpTimer <= introDuration)
{
behaviour.Play(__instance);
}
}
if (__instance.stunNormalizedTimer > 0f)
{
behaviour.Pause();
}
else
{
behaviour.UnPause();
}
break;
case 2:
if (__state.previousState != 2)
{
// creatureVoice plays screamingSFX, and it should be prevented from playing.
// Base method only starts it in the case 2 && previousState != 2 branch, no need to stop it elsewhere.
__instance.creatureVoice.Stop();
}
break;
}
// transition away from state 2 ("poppedOut"), normally to state 0
if (__state.previousState == 2 && __instance.previousState != 2)
{
behaviour.Stop();
// Rotate track groups
behaviour.ChooseTrack();
}
// Manage the timeline: switch color of the lights according to the current playback/beat position.
else if ((__instance.previousState == 1 || __instance.previousState == 2) && behaviour.BeatTimeState is { } beatTimeState)
{
var events = beatTimeState.Update(introAudioSource, loopAudioSource);
var localPlayerCanHearMusic = Plugin.LocalPlayerCanHearMusic(__instance);
foreach (var ev in events)
{
switch (ev)
{
case WindUpZeroBeatEvent:
DiscoBallManager.Enable();
break;
case SetLightsColorEvent e:
PoweredLightsBehaviour.Instance.SetLightColor(e);
break;
case FlickerLightsEvent:
RoundManager.Instance.FlickerLights(true);
break;
case LyricsEvent e when localPlayerCanHearMusic:
Plugin.DisplayLyrics(e.Text);
break;
case DrunkEvent e when localPlayerCanHearMusic:
ScreenFiltersManager.Drunkness = e.Drunkness;
break;
case CondensationEvent e when localPlayerCanHearMusic:
ScreenFiltersManager.HelmetCondensationDrops = e.Condensation;
break;
}
}
}
}
[HarmonyPatch(nameof(JesterAI.killPlayerAnimation))]
[HarmonyPrefix]
static void JesterKillPlayerAnimationPrefix(JesterAI __instance, int playerId)
{
// Note on cast to int: base game already downcasts ulong to int anyway
if (playerId == (int)GameNetworkManager.Instance.localPlayerController.playerClientId)
{
var behaviour = __instance.GetComponent<MuzikaGromcheJesterNetworkBehaviour>();
behaviour.OverrideDeathScreenGameOverText();
}
}
}
}