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Merge pull request #454 from FunkinCrew/feature/erect-filter-freeplay
Freeplay menu now filters to supported songs when you change difficulty
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commit
8a60115df6
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@ -536,21 +536,18 @@ class FreeplayState extends MusicBeatSubState
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});
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}
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var currentFilter:SongFilter = null;
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var currentFilteredSongs:Array<FreeplaySongData> = [];
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/**
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* Given the current filter, rebuild the current song list.
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*
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* @param filterStuff A filter to apply to the song list (regex, startswith, all, favorite)
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* @param force
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* @param onlyIfChanged Only apply the filter if the song list has changed
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*/
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public function generateSongList(?filterStuff:SongFilter, force:Bool = false):Void
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public function generateSongList(filterStuff:Null<SongFilter>, force:Bool = false, onlyIfChanged:Bool = true):Void
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{
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curSelected = 1;
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for (cap in grpCapsules.members)
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{
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cap.kill();
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}
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var tempSongs:Array<FreeplaySongData> = songs;
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if (filterStuff != null)
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@ -582,6 +579,35 @@ class FreeplayState extends MusicBeatSubState
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}
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}
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// Filter further by current selected difficulty.
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if (currentDifficulty != null)
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{
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tempSongs = tempSongs.filter(song -> {
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if (song == null) return true; // Random
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return song.songDifficulties.contains(currentDifficulty);
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});
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}
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if (onlyIfChanged)
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{
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// == performs equality by reference
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if (tempSongs.isEqualUnordered(currentFilteredSongs)) return;
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}
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// Only now do we know that the filter is actually changing.
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rememberedSongId = grpCapsules.members[curSelected]?.songData?.songId;
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for (cap in grpCapsules.members)
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{
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cap.kill();
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}
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currentFilter = filterStuff;
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currentFilteredSongs = tempSongs;
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curSelected = 0;
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var hsvShader:HSVShader = new HSVShader();
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var randomCapsule:SongMenuItem = grpCapsules.recycle(SongMenuItem);
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@ -658,11 +684,12 @@ class FreeplayState extends MusicBeatSubState
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if (FlxG.keys.justPressed.F)
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{
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if (songs[curSelected] != null)
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var targetSong = grpCapsules.members[curSelected]?.songData;
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if (targetSong != null)
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{
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var realShit:Int = curSelected;
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songs[curSelected].isFav = !songs[curSelected].isFav;
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if (songs[curSelected].isFav)
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targetSong.isFav = !targetSong.isFav;
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if (targetSong.isFav)
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{
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FlxTween.tween(grpCapsules.members[realShit], {angle: 360}, 0.4,
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{
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@ -854,11 +881,13 @@ class FreeplayState extends MusicBeatSubState
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{
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dj.resetAFKTimer();
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changeDiff(-1);
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generateSongList(currentFilter, true);
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}
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if (controls.UI_RIGHT_P && !FlxG.keys.pressed.CONTROL)
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{
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dj.resetAFKTimer();
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changeDiff(1);
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generateSongList(currentFilter, true);
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}
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if (controls.BACK && !typing.hasFocus)
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@ -926,7 +955,7 @@ class FreeplayState extends MusicBeatSubState
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public override function destroy():Void
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{
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super.destroy();
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var daSong:Null<FreeplaySongData> = songs[curSelected];
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var daSong:Null<FreeplaySongData> = grpCapsules.members[curSelected]?.songData;
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if (daSong != null)
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{
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clearDaCache(daSong.songName);
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@ -948,10 +977,10 @@ class FreeplayState extends MusicBeatSubState
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currentDifficulty = diffIdsCurrent[currentDifficultyIndex];
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var daSong:Null<FreeplaySongData> = songs[curSelected];
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var daSong:Null<FreeplaySongData> = grpCapsules.members[curSelected].songData;
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if (daSong != null)
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{
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var songScore:SaveScoreData = Save.instance.getSongScore(songs[curSelected].songId, currentDifficulty);
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var songScore:SaveScoreData = Save.instance.getSongScore(grpCapsules.members[curSelected].songData.songId, currentDifficulty);
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intendedScore = songScore?.score ?? 0;
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intendedCompletion = songScore?.accuracy ?? 0.0;
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rememberedDifficulty = currentDifficulty;
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@ -1103,6 +1132,12 @@ class FreeplayState extends MusicBeatSubState
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targetVariation: targetVariation,
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practiceMode: false,
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minimalMode: false,
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#if (debug || FORCE_DEBUG_VERSION)
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botPlayMode: FlxG.keys.pressed.SHIFT,
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#else
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botPlayMode: false,
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#end
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// TODO: Make these an option! It's currently only accessible via chart editor.
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// startTimestamp: 0.0,
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// playbackRate: 0.5,
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@ -1115,10 +1150,12 @@ class FreeplayState extends MusicBeatSubState
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{
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if (rememberedSongId != null)
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{
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curSelected = songs.findIndex(function(song) {
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curSelected = currentFilteredSongs.findIndex(function(song) {
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if (song == null) return false;
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return song.songId == rememberedSongId;
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});
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if (curSelected == -1) curSelected = 0;
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}
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if (rememberedDifficulty != null)
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@ -1127,7 +1164,7 @@ class FreeplayState extends MusicBeatSubState
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}
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// Set the difficulty star count on the right.
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var daSong:Null<FreeplaySongData> = songs[curSelected];
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var daSong:Null<FreeplaySongData> = grpCapsules.members[curSelected]?.songData;
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albumRoll.setDifficultyStars(daSong?.songRating ?? 0);
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}
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@ -1156,6 +1193,7 @@ class FreeplayState extends MusicBeatSubState
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{
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intendedScore = 0;
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intendedCompletion = 0.0;
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diffIdsCurrent = diffIdsTotal;
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rememberedSongId = null;
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rememberedDifficulty = null;
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}
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@ -186,6 +186,12 @@ class Constants
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*/
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public static final DEFAULT_DIFFICULTY_LIST:Array<String> = ['easy', 'normal', 'hard'];
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/**
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* List of all difficulties used by the base game.
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* Includes Erect and Nightmare.
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*/
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public static final DEFAULT_DIFFICULTY_LIST_FULL:Array<String> = ['easy', 'normal', 'hard', 'erect', 'nightmare'];
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/**
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* Default player character for charts.
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*/
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