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465 lines
13 KiB
Haxe
465 lines
13 KiB
Haxe
package funkin.play.song;
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import flixel.sound.FlxSound;
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import openfl.utils.Assets;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.IScriptedClass;
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import funkin.audio.VoicesGroup;
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import funkin.play.song.SongData.SongChartData;
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import funkin.play.song.SongData.SongDataParser;
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import funkin.play.song.SongData.SongEventData;
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import funkin.play.song.SongData.SongMetadata;
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import funkin.play.song.SongData.SongNoteData;
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import funkin.play.song.SongData.SongPlayableChar;
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import funkin.play.song.SongData.SongTimeChange;
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import funkin.play.song.SongData.SongTimeFormat;
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/**
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* This is a data structure managing information about the current song.
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* This structure is created when the game starts, and includes all the data
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* from the `metadata.json` file.
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* It also includes the chart data, but only when this is the currently loaded song.
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*
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* It also receives script events; scripted classes which extend this class
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* can be used to perform custom gameplay behaviors only on specific songs.
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*/
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class Song implements IPlayStateScriptedClass
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{
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public final songId:String;
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final _metadata:Array<SongMetadata>;
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final variations:Array<String>;
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final difficulties:Map<String, SongDifficulty>;
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/**
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* Set to false if the song was edited in the charter and should not be saved as a high score.
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*/
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public var validScore:Bool = true;
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var difficultyIds:Array<String>;
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/**
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* @param id The ID of the song to load.
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* @param ignoreErrors If false, an exception will be thrown if the song data could not be loaded.
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*/
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public function new(id:String, ignoreErrors:Bool = false)
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{
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this.songId = id;
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variations = [];
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difficultyIds = [];
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difficulties = new Map<String, SongDifficulty>();
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try
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{
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_metadata = SongDataParser.loadSongMetadata(songId);
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}
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catch (e)
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{
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_metadata = [];
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}
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if (_metadata.length == 0 && !ignoreErrors)
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{
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throw 'Could not find song data for songId: $songId';
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}
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else
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{
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populateFromMetadata();
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}
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}
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@:allow(funkin.play.song.Song)
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public static function buildRaw(songId:String, metadata:Array<SongMetadata>, variations:Array<String>, charts:Map<String, SongChartData>,
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validScore:Bool = false):Song
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{
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var result:Song = new Song(songId, true);
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result._metadata.clear();
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for (meta in metadata)
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result._metadata.push(meta);
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result.variations.clear();
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for (vari in variations)
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result.variations.push(vari);
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result.difficultyIds.clear();
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result.populateFromMetadata();
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for (variation => chartData in charts)
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result.applyChartData(chartData, variation);
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result.validScore = validScore;
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return result;
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}
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public function getRawMetadata():Array<SongMetadata>
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{
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return _metadata;
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}
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/**
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* Populate the song data from the provided metadata,
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* including data from individual difficulties. Does not load chart data.
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*/
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function populateFromMetadata():Void
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{
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if (_metadata == null || _metadata.length == 0) return;
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// Variations may have different artist, time format, generatedBy, etc.
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for (metadata in _metadata)
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{
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// There may be more difficulties in the chart file than in the metadata,
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// (i.e. non-playable charts like the one used for Pico on the speaker in Stress)
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// but all the difficulties in the metadata must be in the chart file.
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for (diffId in metadata.playData.difficulties)
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{
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difficultyIds.push(diffId);
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var difficulty:SongDifficulty = new SongDifficulty(this, diffId, metadata.variation);
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variations.push(metadata.variation);
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difficulty.songName = metadata.songName;
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difficulty.songArtist = metadata.artist;
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difficulty.timeFormat = metadata.timeFormat;
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difficulty.divisions = metadata.divisions;
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difficulty.timeChanges = metadata.timeChanges;
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difficulty.looped = metadata.looped;
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difficulty.generatedBy = metadata.generatedBy;
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difficulty.stage = metadata.playData.stage;
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// difficulty.noteSkin = metadata.playData.noteSkin;
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difficulty.chars = new Map<String, SongPlayableChar>();
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for (charId in metadata.playData.playableChars.keys())
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{
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var char = metadata.playData.playableChars.get(charId);
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difficulty.chars.set(charId, char);
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}
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difficulties.set(diffId, difficulty);
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}
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}
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}
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/**
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* Parse and cache the chart for all difficulties of this song.
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*/
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public function cacheCharts(force:Bool = false):Void
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{
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if (force)
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{
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clearCharts();
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}
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trace('Caching ${variations.length} chart files for song $songId');
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for (variation in variations)
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{
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var chartData:SongChartData = SongDataParser.parseSongChartData(songId, variation);
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applyChartData(chartData, variation);
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}
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trace('Done caching charts.');
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}
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function applyChartData(chartData:SongChartData, variation:String):Void
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{
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var chartNotes = chartData.notes;
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for (diffId in chartNotes.keys())
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{
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// Retrieve the cached difficulty data.
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var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
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if (difficulty == null)
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{
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trace('Fabricated new difficulty for $diffId.');
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difficulty = new SongDifficulty(this, diffId, variation);
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difficulties.set(diffId, difficulty);
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}
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// Add the chart data to the difficulty.
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difficulty.notes = chartData.notes.get(diffId);
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difficulty.scrollSpeed = chartData.getScrollSpeed(diffId);
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difficulty.events = chartData.events;
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}
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}
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/**
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* Retrieve the metadata for a specific difficulty, including the chart if it is loaded.
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* @param diffId The difficulty ID, such as `easy` or `hard`.
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* @return The difficulty data.
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*/
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public inline function getDifficulty(diffId:String = null):SongDifficulty
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{
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if (diffId == null) diffId = difficulties.keys().array()[0];
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return difficulties.get(diffId);
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}
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public function listDifficulties():Array<String>
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{
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return difficultyIds;
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}
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public function hasDifficulty(diffId:String):Bool
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{
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return difficulties.exists(diffId);
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}
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/**
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* Purge the cached chart data for each difficulty of this song.
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*/
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public function clearCharts():Void
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{
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for (diff in difficulties)
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{
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diff.clearChart();
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}
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}
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public function toString():String
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{
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return 'Song($songId)';
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}
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public function onPause(event:PauseScriptEvent):Void {};
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public function onResume(event:ScriptEvent):Void {};
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public function onSongLoaded(event:SongLoadScriptEvent):Void {};
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public function onSongStart(event:ScriptEvent):Void {};
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public function onSongEnd(event:ScriptEvent):Void {};
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public function onGameOver(event:ScriptEvent):Void {};
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public function onSongRetry(event:ScriptEvent):Void {};
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public function onNoteHit(event:NoteScriptEvent):Void {};
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public function onNoteMiss(event:NoteScriptEvent):Void {};
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public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void {};
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public function onSongEvent(event:SongEventScriptEvent):Void {};
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public function onStepHit(event:SongTimeScriptEvent):Void {};
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public function onBeatHit(event:SongTimeScriptEvent):Void {};
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public function onCountdownStart(event:CountdownScriptEvent):Void {};
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public function onCountdownStep(event:CountdownScriptEvent):Void {};
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public function onCountdownEnd(event:CountdownScriptEvent):Void {};
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public function onScriptEvent(event:ScriptEvent):Void {};
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public function onCreate(event:ScriptEvent):Void {};
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public function onDestroy(event:ScriptEvent):Void {};
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public function onUpdate(event:UpdateScriptEvent):Void {};
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}
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class SongDifficulty
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{
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/**
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* The parent song for this difficulty.
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*/
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public final song:Song;
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/**
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* The difficulty ID, such as `easy` or `hard`.
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*/
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public final difficulty:String;
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/**
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* The metadata file that contains this difficulty.
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*/
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public final variation:String;
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/**
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* The note chart for this difficulty.
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*/
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public var notes:Array<SongNoteData>;
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/**
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* The event chart for this difficulty.
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*/
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public var events:Array<SongEventData>;
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public var songName:String = SongValidator.DEFAULT_SONGNAME;
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public var songArtist:String = SongValidator.DEFAULT_ARTIST;
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public var timeFormat:SongTimeFormat = SongValidator.DEFAULT_TIMEFORMAT;
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public var divisions:Null<Int> = SongValidator.DEFAULT_DIVISIONS;
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public var looped:Bool = SongValidator.DEFAULT_LOOPED;
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public var generatedBy:String = SongValidator.DEFAULT_GENERATEDBY;
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public var timeChanges:Array<SongTimeChange> = [];
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public var stage:String = SongValidator.DEFAULT_STAGE;
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public var chars:Map<String, SongPlayableChar> = null;
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public var scrollSpeed:Float = SongValidator.DEFAULT_SCROLLSPEED;
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public function new(song:Song, diffId:String, variation:String)
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{
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this.song = song;
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this.difficulty = diffId;
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this.variation = variation;
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}
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public function clearChart():Void
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{
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notes = null;
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}
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public function getStartingBPM():Float
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{
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if (timeChanges.length == 0)
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{
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return 0;
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}
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return timeChanges[0].bpm;
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}
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public function getPlayableChar(id:String):Null<SongPlayableChar>
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{
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if (id == null || id == '') return null;
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return chars.get(id);
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}
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public function getPlayableChars():Array<String>
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{
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return chars.keys().array();
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}
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public function getEvents():Array<SongEventData>
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{
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return cast events;
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}
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public inline function cacheInst(?currentPlayerId:String = null):Void
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{
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var currentPlayer:Null<SongPlayableChar> = getPlayableChar(currentPlayerId);
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if (currentPlayer != null)
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{
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FlxG.sound.cache(Paths.inst(this.song.songId, currentPlayer.inst));
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}
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else
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{
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FlxG.sound.cache(Paths.inst(this.song.songId));
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}
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}
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public inline function playInst(volume:Float = 1.0, looped:Bool = false):Void
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{
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var suffix:String = (variation != null && variation != '' && variation != 'default') ? '-$variation' : '';
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FlxG.sound.playMusic(Paths.inst(this.song.songId, suffix), volume, looped);
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}
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/**
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* Cache the vocals for a given character.
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* @param id The character we are about to play.
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*/
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public inline function cacheVocals(?id:String = 'bf'):Void
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{
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for (voice in buildVoiceList(id))
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{
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FlxG.sound.cache(voice);
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}
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}
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/**
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* Build a list of vocal files for the given character.
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* Automatically resolves suffixed character IDs (so bf-car will resolve to bf if needed).
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*
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* @param id The character we are about to play.
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*/
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public function buildVoiceList(?id:String = 'bf'):Array<String>
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{
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var playableCharData:SongPlayableChar = getPlayableChar(id);
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if (playableCharData == null)
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{
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trace('Could not find playable char $id for song ${this.song.songId}');
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return [];
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}
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var suffix:String = (variation != null && variation != '' && variation != 'default') ? '-$variation' : '';
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// Automatically resolve voices by removing suffixes.
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// For example, if `Voices-bf-car.ogg` does not exist, check for `Voices-bf.ogg`.
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var playerId:String = id;
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var voicePlayer:String = Paths.voices(this.song.songId, '-$id$suffix');
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while (voicePlayer != null && !Assets.exists(voicePlayer))
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{
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// Remove the last suffix.
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// For example, bf-car becomes bf.
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playerId = playerId.split('-').slice(0, -1).join('-');
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// Try again.
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voicePlayer = playerId == '' ? null : Paths.voices(this.song.songId, '-${playerId}$suffix');
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}
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var opponentId:String = playableCharData.opponent;
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var voiceOpponent:String = Paths.voices(this.song.songId, '-${opponentId}$suffix');
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while (voiceOpponent != null && !Assets.exists(voiceOpponent))
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{
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// Remove the last suffix.
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opponentId = opponentId.split('-').slice(0, -1).join('-');
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// Try again.
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voiceOpponent = opponentId == '' ? null : Paths.voices(this.song.songId, '-${opponentId}$suffix');
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}
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var result:Array<String> = [];
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if (voicePlayer != null) result.push(voicePlayer);
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if (voiceOpponent != null) result.push(voiceOpponent);
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if (voicePlayer == null && voiceOpponent == null)
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{
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// Try to use `Voices.ogg` if no other voices are found.
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if (Assets.exists(Paths.voices(this.song.songId, ''))) result.push(Paths.voices(this.song.songId, '$suffix'));
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}
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return result;
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}
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/**
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* Create a VoicesGroup, an audio object that can play the vocals for all characters.
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* @param charId The player ID.
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* @return The generated vocal group.
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*/
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public function buildVocals(charId:String = 'bf'):VoicesGroup
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{
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var result:VoicesGroup = new VoicesGroup();
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var voiceList:Array<String> = buildVoiceList(charId);
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if (voiceList.length == 0)
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{
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trace('Could not find any voices for song ${this.song.songId}');
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return result;
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}
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// Add player vocals.
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if (voiceList[0] != null) result.addPlayerVoice(new FlxSound().loadEmbedded(Assets.getSound(voiceList[0])));
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// Add opponent vocals.
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if (voiceList[1] != null) result.addOpponentVoice(new FlxSound().loadEmbedded(Assets.getSound(voiceList[1])));
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// Add additional vocals.
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if (voiceList.length > 2)
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{
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for (i in 2...voiceList.length)
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{
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result.add(new FlxSound().loadEmbedded(Assets.getSound(voiceList[i])));
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}
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}
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return result;
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}
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}
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