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DoNotPullAWirtual.as
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DoNotPullAWirtual.as
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[Setting name="Enable Clutch Time"]
bool clutchTimeEnabled = true;
[Setting name="Anchor Y position" min=0 max=1]
float anchorY = .5;
[Setting name="Font size" min=20]
float fontSize = 200;
[Setting name="Minimum opacity" min=0 max=1]
float minAlpha = 0.2;
[Setting name="Maximum opacity" min=0 max=1]
float maxAlpha = 0.5;
[Setting name="Music speed percentage" min=1]
int musicPitch = 170;
[Setting name="Seconds between flashes" min=0.001]
float flashSpeed = 0.5;
[Setting name="Clutch text"]
string clutchText = "Clutch Time";
bool hideCounterWithIFace = false;
bool inGame = false;
bool strictMode = false;
string curMap = "";
uint preCPIdx = 0;
uint curCP = 0;
uint maxCP = 0;
uint64 timestamp = 0;
vec4 overlayColor = randomColor();
vec4 textColor = randomTextColor();
bool musicSpeedUp = false;
bool debugEnabled = false;
int lastSource = 0;
void RenderMenuMain()
{
if (debugEnabled) {
string colorCode = "\\$0F7";
string textPosition = "600";
//string text = "hello world";
string musicStatus;
if (musicSpeedUp) {
musicStatus = "true";
} else {
musicStatus = "false";
}
string text = "curCP: " + Text::Format("%d", curCP) + " maxCP: " + Text::Format("%d", maxCP) + " timestamp: " + Text::Format("%d", timestamp) + " music: " + musicStatus;
auto textSize = Draw::MeasureString(text);
auto pos_orig = UI::GetCursorPos();
UI::SetCursorPos(vec2(UI::GetWindowSize().x - textSize.x - Text::ParseInt(textPosition), pos_orig.y));
UI::Text(text);
UI::SetCursorPos(pos_orig);
}
}
vec4 randomColor() {
float red = Math::Rand(0.0, 1.0);
float green = Math::Rand(0.0, 1.0);
float blue = Math::Rand(0.0, 1.0);
float transparency = Math::Rand(minAlpha, maxAlpha);
return vec4(red, green, blue, transparency);
}
vec4 randomTextColor() {
float red = Math::Rand(0.0, 1.0);
float green = Math::Rand(0.0, 1.0);
float blue = Math::Rand(0.0, 1.0);
return vec4(red, green, blue, 1);
}
void speedUpMusic(bool force = false) {
if (!musicSpeedUp || force) {
musicSpeedUp = true;
// speed up
setPitch(float(musicPitch) / 100);
}
return;
}
void resetMusic() {
if (musicSpeedUp) {
// slow down
musicSpeedUp = false;
setPitch(1.0);
}
return;
}
void setPitch(float pitch) {
auto app = GetApp();
for (uint i = 0; i < app.AudioPort.Sources.Length; i++) {
auto source = app.AudioPort.Sources[i];
// Get the sound that the source can play
auto sound = source.PlugSound;
// Check if its file is an .ogg file
if (cast<CPlugFileOggVorbis>(sound.PlugFile) is null) {
// Skip if it's not an ogg file
continue;
}
/*
Check is source playing and is it in the music group.
This is *likely* to only be the music, as opposed to the above. - Kodey.Kayla
*/
if (source.BalanceGroup == EAudioBalanceGroup::Music && source.IsPlaying) {
source.Pitch = pitch;
lastSource = i;
}
}
}
void Render() {
if(clutchTimeEnabled && inGame && curCP == maxCP) {
//if(clutchTimeEnabled && inGame) {
speedUpMusic();
uint64 now = Time::get_Now();
if (now >= timestamp + flashSpeed * 1000) {
timestamp = now;
overlayColor = randomColor();
textColor = randomTextColor();
}
nvg::BeginPath();
nvg::Rect(0, 0, Draw::GetWidth(), Draw::GetHeight());
nvg::FillColor(overlayColor);
nvg::Fill();
nvg::ClosePath();
nvg::FillColor(textColor);
nvg::FontSize(fontSize);
nvg::TextAlign(nvg::Align::Center);
nvg::TextBox(0, anchorY * Draw::GetHeight(), Draw::GetWidth(), clutchText);
} else {
resetMusic();
}
}
void Update(float dt) {
auto app = GetApp();
calculateCheckpoints(dt);
if (musicSpeedUp) {
if (app.AudioPort.Sources[lastSource].Pitch == 1) {
speedUpMusic(true);
}
}
}
// Code in this function is from the Checkpoint Counter plugin: https://openplanet.nl/files/79
void calculateCheckpoints(float dt) {
#if TMNEXT
auto playground = cast<CSmArenaClient>(GetApp().CurrentPlayground);
if(playground is null
|| playground.Arena is null
|| playground.Map is null
|| playground.GameTerminals.Length <= 0
|| playground.GameTerminals[0].UISequence_Current != CGamePlaygroundUIConfig::EUISequence::Playing
|| cast<CSmPlayer>(playground.GameTerminals[0].GUIPlayer) is null) {
inGame = false;
return;
}
auto player = cast<CSmPlayer>(playground.GameTerminals[0].GUIPlayer);
auto scriptPlayer = cast<CSmPlayer>(playground.GameTerminals[0].GUIPlayer).ScriptAPI;
if(scriptPlayer is null) {
inGame = false;
return;
}
if(hideCounterWithIFace) {
if(playground.Interface is null || Dev::GetOffsetUint32(playground.Interface, 0x1C) == 0) {
inGame = false;
return;
}
}
if(player.CurrentLaunchedRespawnLandmarkIndex == uint(-1)) {
// sadly, can't see CPs of spectated players any more
inGame = false;
return;
}
MwFastBuffer<CGameScriptMapLandmark@> landmarks = playground.Arena.MapLandmarks;
if(!inGame && (curMap != playground.Map.IdName || GetApp().Editor !is null)) {
// keep the previously-determined CP data, unless in the map editor
curMap = playground.Map.IdName;
preCPIdx = player.CurrentLaunchedRespawnLandmarkIndex;
curCP = 0;
maxCP = 0;
timestamp = 0;
strictMode = true;
resetMusic();
array<int> links = {};
for(uint i = 0; i < landmarks.Length; i++) {
if(landmarks[i].Waypoint !is null && !landmarks[i].Waypoint.IsFinish && !landmarks[i].Waypoint.IsMultiLap) {
// we have a CP, but we don't know if it is Linked or not
if(landmarks[i].Tag == "Checkpoint") {
maxCP++;
} else if(landmarks[i].Tag == "LinkedCheckpoint") {
if(links.Find(landmarks[i].Order) < 0) {
maxCP++;
links.InsertLast(landmarks[i].Order);
}
} else {
// this waypoint looks like a CP, acts like a CP, but is not called a CP.
if(strictMode) {
warn("The current map, " + string(playground.Map.MapName) + " (" + playground.Map.IdName + "), is not compliant with checkpoint naming rules."
+ " If the CP count for this map is inaccurate, please report this map to Phlarx#1765 on Discord.");
}
maxCP++;
strictMode = false;
}
}
}
}
inGame = true;
/* These are all always length zero, and so are useless:
player.ScriptAPI.RaceWaypointTimes
player.ScriptAPI.LapWaypointTimes
player.ScriptAPI.CurrentLapWaypointTimes
player.ScriptAPI.PreviousLapWaypointTimes
player.ScriptAPI.Score.BestRaceTimes
player.ScriptAPI.Score.PrevRaceTimes
player.ScriptAPI.Score.BestLapTimes
player.ScriptAPI.Score.PrevLapTimes
*/
if(preCPIdx != player.CurrentLaunchedRespawnLandmarkIndex && landmarks.Length > player.CurrentLaunchedRespawnLandmarkIndex) {
preCPIdx = player.CurrentLaunchedRespawnLandmarkIndex;
if(landmarks[preCPIdx].Waypoint is null || landmarks[preCPIdx].Waypoint.IsFinish || landmarks[preCPIdx].Waypoint.IsMultiLap) {
// if null, it's a start block. if the other flags, it's either a multilap or a finish.
// in all such cases, we reset the completed cp count to zero.
curCP = 0;
} else {
curCP++;
}
}
#endif
}