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fix: Song.getFirstValidVariation() now properly takes into account multiple variations/difficulty input

freeplay implement for NEW song stuff w/ assets submod

save data crap and crud

rank icon fixes for fixed pico menu
This commit is contained in:
Cameron Taylor 2024-10-02 20:38:47 -04:00
parent 4fa9a0daaa
commit d2e29879fe
4 changed files with 45 additions and 13 deletions

2
assets

@ -1 +1 @@
Subproject commit b2404b6b1cba47da8eef4910f49985d54318186b
Subproject commit 7efad31cf80a42600375bf08b397786df5c1037c

View file

@ -98,7 +98,7 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
}
// this returns false so that any new song can override this and return true when needed
public function isSongNew(currentDifficulty:String):Bool
public function isSongNew(currentDifficulty:String, currentVariation:String):Bool
{
return false;
}
@ -434,17 +434,25 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
return null;
}
/**
* Returns the first valid variation that matches both the difficulty id, and the current character / possible input variations
* @param diffId
* @param currentCharacter
* @param possibleVariations
* @return Null<String>
*/
public function getFirstValidVariation(?diffId:String, ?currentCharacter:PlayableCharacter, ?possibleVariations:Array<String>):Null<String>
{
if (possibleVariations == null)
{
possibleVariations = getVariationsByCharacter(currentCharacter);
}
if (diffId == null) diffId = listDifficulties(null, possibleVariations)[0];
for (variationId in possibleVariations)
{
if (difficulties.exists('$variationId')) return variationId;
if (difficulties.get('$variationId')?.exists(diffId) ?? false) return variationId;
}
return null;

View file

@ -543,22 +543,34 @@ class Save
*
* @param songId The ID of the song.
* @param difficultyId The difficulty to check.
* @param variation The variation to check. Defaults to empty string. Appended to difficulty with `-`, e.g. `easy-pico`.
* @return A data structure containing score, judgement counts, and accuracy. Returns `null` if no score is saved.
*/
public function getSongScore(songId:String, difficultyId:String = 'normal'):Null<SaveScoreData>
public function getSongScore(songId:String, difficultyId:String = 'normal', ?variation:String):Null<SaveScoreData>
{
var song = data.scores.songs.get(songId);
trace('Getting song score for $songId $difficultyId $variation');
if (song == null)
{
trace('Could not find song data for $songId $difficultyId $variation');
song = [];
data.scores.songs.set(songId, song);
}
// 'default' variations are left with no suffix ('easy', 'normal', 'hard'),
// along with 'erect' variations ('erect', 'nightmare')
// otherwise, we want to add a suffix of our current variation to get the save data.
if (variation != null && variation != '' && variation != 'default' && variation != 'erect')
{
difficultyId = '${difficultyId}-${variation}';
}
return song.get(difficultyId);
}
public function getSongRank(songId:String, difficultyId:String = 'normal'):Null<ScoringRank>
public function getSongRank(songId:String, difficultyId:String = 'normal', ?variation:String):Null<ScoringRank>
{
return Scoring.calculateRank(getSongScore(songId, difficultyId));
return Scoring.calculateRank(getSongScore(songId, difficultyId, variation));
}
/**

View file

@ -1717,8 +1717,6 @@ class FreeplayState extends MusicBeatSubState
}
}
trace('CURRENT VARIATION OF SONG: ${currentVariation}');
var daSong:Null<FreeplaySongData> = grpCapsules.members[curSelected].freeplayData;
if (daSong != null)
{
@ -1729,7 +1727,7 @@ class FreeplayState extends MusicBeatSubState
return;
}
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(daSong.data.id, currentDifficulty);
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(daSong.data.id, currentDifficulty, currentVariation);
intendedScore = songScore?.score ?? 0;
intendedCompletion = songScore == null ? 0.0 : ((songScore.tallies.sick + songScore.tallies.good) / songScore.tallies.totalNotes);
rememberedDifficulty = currentDifficulty;
@ -2025,7 +2023,7 @@ class FreeplayState extends MusicBeatSubState
var daSongCapsule:SongMenuItem = grpCapsules.members[curSelected];
if (daSongCapsule.freeplayData != null)
{
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(daSongCapsule.freeplayData.data.id, currentDifficulty);
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(daSongCapsule.freeplayData.data.id, currentDifficulty, currentVariation);
intendedScore = songScore?.score ?? 0;
intendedCompletion = songScore == null ? 0.0 : ((songScore.tallies.sick + songScore.tallies.good) / songScore.tallies.totalNotes);
rememberedSongId = daSongCapsule.freeplayData.data.id;
@ -2260,7 +2258,7 @@ class FreeplaySongData
/**
* Whether the player has seen/played this song before within freeplay
*/
public var isNew:Bool = false;
public var isNew(get, never):Bool;
/**
* The default opponent for the song.
@ -2312,6 +2310,18 @@ class FreeplaySongData
// this.isNew = song.isSongNew(suffixedDifficulty);
}
function get_isNew():Bool
{
// We use a slightly different manner to get the new status of a song than the other getters here
// `isSongNew()` only takes a single variation, and it's data that isn't accessible via the Song data/metadata
// it's stored in the song .hxc script in a function that overrides `isSongNew()`
// and is only accessible with the correct valid variation inputs
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
var variation:String = data.getFirstValidVariation(FreeplayState.rememberedDifficulty, null, variations);
return data.isSongNew(FreeplayState.rememberedDifficulty, variation);
}
function get_songCharacter():String
{
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
@ -2340,8 +2350,10 @@ class FreeplaySongData
function get_scoringRank():Null<ScoringRank>
{
// TODO: Properly get/migrate the save data from the suffixed difficulty version to our new unsuffixed version
return Save.instance.getSongRank(data.songName, FreeplayState.rememberedDifficulty);
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
var variation:String = data.getFirstValidVariation(FreeplayState.rememberedDifficulty, null, variations);
return Save.instance.getSongRank(data.id, FreeplayState.rememberedDifficulty, variation);
}
}