Funkin/source/funkin/data/freeplay/player/PlayerData.hx

380 lines
7.6 KiB
Haxe

package funkin.data.freeplay.player;
import funkin.data.animation.AnimationData;
@:nullSafety
class PlayerData
{
/**
* The sematic version number of the player data JSON format.
* Supports fancy comparisons like NPM does it's neat.
*/
@:default(funkin.data.freeplay.player.PlayerRegistry.PLAYER_DATA_VERSION)
public var version:String;
/**
* A readable name for this playable character.
*/
public var name:String = 'Unknown';
/**
* The character IDs this character is associated with.
* Only songs that use these characters will show up in Freeplay.
*/
@:default([])
public var ownedChars:Array<String> = [];
/**
* Whether to show songs with character IDs that aren't associated with any specific character.
*/
@:optional
@:default(false)
public var showUnownedChars:Bool = false;
/**
* Which freeplay style to use for this character.
*/
@:optional
@:default("bf")
public var freeplayStyle:String = Constants.DEFAULT_FREEPLAY_STYLE;
/**
* Data for displaying this character in the Freeplay menu.
* If null, display no DJ.
*/
@:optional
public var freeplayDJ:Null<PlayerFreeplayDJData> = null;
/**
* Data for displaying this character in the Character Select menu.
* If null, exclude from Character Select.
*/
@:optional
public var charSelect:Null<PlayerCharSelectData> = null;
/**
* Data for displaying this character in the results screen.
*/
@:optional
public var results:Null<PlayerResultsData> = null;
/**
* Whether this character is unlocked by default.
* Use a ScriptedPlayableCharacter to add custom logic.
*/
@:optional
@:default(true)
public var unlocked:Bool = true;
public function new()
{
this.version = PlayerRegistry.PLAYER_DATA_VERSION;
}
/**
* Convert this StageData into a JSON string.
*/
public function serialize(pretty:Bool = true):String
{
// Update generatedBy and version before writing.
updateVersionToLatest();
var writer = new json2object.JsonWriter<PlayerData>();
return writer.write(this, pretty ? ' ' : null);
}
public function updateVersionToLatest():Void
{
this.version = PlayerRegistry.PLAYER_DATA_VERSION;
}
}
class PlayerFreeplayDJData
{
var assetPath:String;
var animations:Array<AnimationData>;
@:optional
@:default("BOYFRIEND")
var text1:String;
@:optional
@:default("HOT BLOODED IN MORE WAYS THAN ONE")
var text2:String;
@:optional
@:default("PROTECT YO NUTS")
var text3:String;
@:jignored
var animationMap:Map<String, AnimationData>;
@:jignored
var prefixToOffsetsMap:Map<String, Array<Float>>;
@:optional
var charSelect:Null<PlayerFreeplayDJCharSelectData>;
@:optional
var cartoon:Null<PlayerFreeplayDJCartoonData>;
@:optional
var fistPump:Null<PlayerFreeplayDJFistPumpData>;
public function new()
{
animationMap = new Map();
}
function mapAnimations()
{
if (animationMap == null) animationMap = new Map();
if (prefixToOffsetsMap == null) prefixToOffsetsMap = new Map();
animationMap.clear();
prefixToOffsetsMap.clear();
for (anim in animations)
{
animationMap.set(anim.name, anim);
prefixToOffsetsMap.set(anim.prefix, anim.offsets);
}
}
public function getAtlasPath():String
{
return Paths.animateAtlas(assetPath);
}
public function getFreeplayDJText(index:Int):String
{
switch (index)
{
case 1:
return text1;
case 2:
return text2;
case 3:
return text3;
default:
return '';
}
}
public function getAnimationPrefix(name:String):Null<String>
{
if (animationMap.size() == 0) mapAnimations();
var anim = animationMap.get(name);
if (anim == null) return null;
return anim.prefix;
}
public function getAnimationOffsetsByPrefix(?prefix:String):Array<Float>
{
if (prefixToOffsetsMap.size() == 0) mapAnimations();
if (prefix == null) return [0, 0];
return prefixToOffsetsMap.get(prefix);
}
public function getAnimationOffsets(name:String):Array<Float>
{
return getAnimationOffsetsByPrefix(getAnimationPrefix(name));
}
// TODO: These should really be frame labels, ehe.
public function getCartoonSoundClickFrame():Int
{
return cartoon?.soundClickFrame ?? 80;
}
public function getCartoonSoundCartoonFrame():Int
{
return cartoon?.soundCartoonFrame ?? 85;
}
public function getCartoonLoopBlinkFrame():Int
{
return cartoon?.loopBlinkFrame ?? 112;
}
public function getCartoonLoopFrame():Int
{
return cartoon?.loopFrame ?? 166;
}
public function getCartoonChannelChangeFrame():Int
{
return cartoon?.channelChangeFrame ?? 60;
}
public function getFistPumpIntroStartFrame():Int
{
return fistPump?.introStartFrame ?? 0;
}
public function getFistPumpIntroEndFrame():Int
{
return fistPump?.introEndFrame ?? 0;
}
public function getFistPumpLoopStartFrame():Int
{
return fistPump?.loopStartFrame ?? 0;
}
public function getFistPumpLoopEndFrame():Int
{
return fistPump?.loopEndFrame ?? 0;
}
public function getFistPumpIntroBadStartFrame():Int
{
return fistPump?.introBadStartFrame ?? 0;
}
public function getFistPumpIntroBadEndFrame():Int
{
return fistPump?.introBadEndFrame ?? 0;
}
public function getFistPumpLoopBadStartFrame():Int
{
return fistPump?.loopBadStartFrame ?? 0;
}
public function getFistPumpLoopBadEndFrame():Int
{
return fistPump?.loopBadEndFrame ?? 0;
}
public function getCharSelectTransitionDelay():Float
{
return charSelect?.transitionDelay ?? 0.25;
}
}
class PlayerCharSelectData
{
/**
* A zero-indexed number for the character's preferred position in the grid.
* 0 = top left, 4 = center, 8 = bottom right
* In the event of a conflict, the first character alphabetically gets it,
* and others get shifted over.
*/
@:optional
public var position:Null<Int>;
}
typedef PlayerResultsData =
{
var music:PlayerResultsMusicData;
var perfect:Array<PlayerResultsAnimationData>;
var excellent:Array<PlayerResultsAnimationData>;
var great:Array<PlayerResultsAnimationData>;
var good:Array<PlayerResultsAnimationData>;
var loss:Array<PlayerResultsAnimationData>;
};
typedef PlayerResultsMusicData =
{
@:optional
var PERFECT_GOLD:String;
@:optional
var PERFECT:String;
@:optional
var EXCELLENT:String;
@:optional
var GREAT:String;
@:optional
var GOOD:String;
@:optional
var SHIT:String;
}
typedef PlayerResultsAnimationData =
{
/**
* `sparrow` or `animate` or whatever
*/
var renderType:String;
var assetPath:String;
@:optional
@:default([0, 0])
var offsets:Array<Float>;
@:optional
@:default(500)
var zIndex:Int;
@:optional
@:default(0.0)
var delay:Float;
@:optional
@:default(1.0)
var scale:Float;
@:optional
@:default('')
var startFrameLabel:Null<String>;
@:optional
@:default(true)
var looped:Bool;
@:optional
var loopFrame:Null<Int>;
@:optional
var loopFrameLabel:Null<String>;
};
typedef PlayerFreeplayDJCharSelectData =
{
var transitionDelay:Float;
}
typedef PlayerFreeplayDJCartoonData =
{
var soundClickFrame:Int;
var soundCartoonFrame:Int;
var loopBlinkFrame:Int;
var loopFrame:Int;
var channelChangeFrame:Int;
}
typedef PlayerFreeplayDJFistPumpData =
{
@:default(0)
var introStartFrame:Int;
@:default(4)
var introEndFrame:Int;
@:default(4)
var loopStartFrame:Int;
@:default(-1)
var loopEndFrame:Int;
@:default(0)
var introBadStartFrame:Int;
@:default(4)
var introBadEndFrame:Int;
@:default(4)
var loopBadStartFrame:Int;
@:default(-1)
var loopBadEndFrame:Int;
};