package funkin.modding.events; import funkin.data.song.SongData.SongNoteData; import funkin.data.song.SongData.SongEventData; import flixel.FlxState; import flixel.FlxSubState; import funkin.play.notes.NoteSprite; import funkin.play.cutscene.dialogue.Conversation; import funkin.play.Countdown.CountdownStep; import funkin.play.notes.NoteDirection; import openfl.events.EventType; import openfl.events.KeyboardEvent; /** * This is a base class for all events that are issued to scripted classes. * It can be used to identify the type of event called, store data, and cancel event propagation. */ class ScriptEvent { /** * If true, the behavior associated with this event can be prevented. * For example, cancelling COUNTDOWN_START should prevent the countdown from starting, * until another script restarts it, or cancelling NOTE_HIT should cause the note to be missed. */ public var cancelable(default, null):Bool; /** * The type associated with the event. */ public var type(default, null):ScriptEventType; /** * Whether the event should continue to be triggered on additional targets. */ public var shouldPropagate(default, null):Bool; /** * Whether the event has been canceled by one of the scripts that received it. */ public var eventCanceled(default, null):Bool; public function new(type:ScriptEventType, cancelable:Bool = false):Void { this.type = type; this.cancelable = cancelable; this.eventCanceled = false; this.shouldPropagate = true; } /** * Call this function on a cancelable event to cancel the associated behavior. * For example, cancelling COUNTDOWN_START will prevent the countdown from starting. */ public function cancelEvent():Void { if (cancelable) { eventCanceled = true; } } /** * Cancel this event. * This is an alias for cancelEvent() but I make this typo all the time. */ public function cancel():Void { cancelEvent(); } /** * Call this function to stop any other Scripteds from receiving the event. */ public function stopPropagation():Void { shouldPropagate = false; } public function toString():String { return 'ScriptEvent(type=$type, cancelable=$cancelable)'; } } /** * SPECIFIC EVENTS */ /** * An event that is fired associated with a specific note. */ class NoteScriptEvent extends ScriptEvent { /** * The note associated with this event. * You cannot replace it, but you can edit it. */ public var note(default, null):NoteSprite; /** * The combo count as it is with this event. * Will be (combo) on miss events and (combo + 1) on hit events (the stored combo count won't update if the event is cancelled). */ public var comboCount(default, null):Int; /** * Whether to play the record scratch sound (if this eventn type is `NOTE_MISS`). */ public var playSound(default, default):Bool; /** * The health gained or lost from this note. * This affects both hits and misses. Remember that max health is 2.00. */ public var healthChange:Float; public function new(type:ScriptEventType, note:NoteSprite, healthChange:Float, comboCount:Int = 0, cancelable:Bool = false):Void { super(type, cancelable); this.note = note; this.comboCount = comboCount; this.playSound = true; this.healthChange = healthChange; } public override function toString():String { return 'NoteScriptEvent(type=' + type + ', cancelable=' + cancelable + ', note=' + note + ', comboCount=' + comboCount + ')'; } } class HitNoteScriptEvent extends NoteScriptEvent { /** * The judgement the player received for hitting the note. */ public var judgement:String; /** * The score the player received for hitting the note. */ public var score:Int; public function new(note:NoteSprite, healthChange:Float, score:Int, judgement:String, comboCount:Int = 0):Void { super(NOTE_HIT, note, healthChange, comboCount, true); this.score = score; this.judgement = judgement; } public override function toString():String { return 'HitNoteScriptEvent(note=' + note + ', comboCount=' + comboCount + ', judgement=' + judgement + ', score=' + score + ')'; } } /** * An event that is fired when you press a key with no note present. */ class GhostMissNoteScriptEvent extends ScriptEvent { /** * The direction that was mistakenly pressed. */ public var dir(default, null):NoteDirection; /** * Whether there was a note within judgement range when this ghost note was pressed. */ public var hasPossibleNotes(default, null):Bool; /** * How much health should be lost when this ghost note is pressed. * Remember that max health is 2.00. */ public var healthChange(default, default):Float; /** * How much score should be lost when this ghost note is pressed. */ public var scoreChange(default, default):Int; /** * Whether to play the record scratch sound. */ public var playSound(default, default):Bool; /** * Whether to play the miss animation on the player. */ public var playAnim(default, default):Bool; public function new(dir:NoteDirection, hasPossibleNotes:Bool, healthChange:Float, scoreChange:Int):Void { super(NOTE_GHOST_MISS, true); this.dir = dir; this.hasPossibleNotes = hasPossibleNotes; this.healthChange = healthChange; this.scoreChange = scoreChange; this.playSound = true; this.playAnim = true; } public override function toString():String { return 'GhostMissNoteScriptEvent(dir=' + dir + ', hasPossibleNotes=' + hasPossibleNotes + ')'; } } /** * An event that is fired when the song reaches an event. */ class SongEventScriptEvent extends ScriptEvent { /** * The note associated with this event. * You cannot replace it, but you can edit it. */ public var eventData(default, null):funkin.data.song.SongData.SongEventData; public function new(eventData:funkin.data.song.SongData.SongEventData):Void { super(SONG_EVENT, true); this.eventData = eventData; } public override function toString():String { return 'SongEventScriptEvent(event=' + eventData + ')'; } } /** * An event that is fired during the update loop. */ class UpdateScriptEvent extends ScriptEvent { /** * The note associated with this event. * You cannot replace it, but you can edit it. */ public var elapsed(default, null):Float; public function new(elapsed:Float):Void { super(UPDATE, false); this.elapsed = elapsed; } public override function toString():String { return 'UpdateScriptEvent(elapsed=$elapsed)'; } } /** * An event that is fired regularly during the song. * May be on beat or on step. */ class SongTimeScriptEvent extends ScriptEvent { /** * The current beat of the song. */ public var beat(default, null):Int; /** * The current step of the song. */ public var step(default, null):Int; public function new(type:ScriptEventType, beat:Int, step:Int):Void { super(type, true); this.beat = beat; this.step = step; } public override function toString():String { return 'SongTimeScriptEvent(type=' + type + ', beat=' + beat + ', step=' + step + ')'; } } /** * An event that is fired regularly during the song. * May be on beat or on step. */ class CountdownScriptEvent extends ScriptEvent { /** * The current step of the countdown. */ public var step(default, null):CountdownStep; public function new(type:ScriptEventType, step:CountdownStep, cancelable:Bool = true):Void { super(type, cancelable); this.step = step; } public override function toString():String { return 'CountdownScriptEvent(type=' + type + ', step=' + step + ')'; } } /** * An event that is fired during a dialogue. */ class DialogueScriptEvent extends ScriptEvent { /** * The dialogue being referenced by the event. */ public var conversation(default, null):Conversation; public function new(type:ScriptEventType, conversation:Conversation, cancelable:Bool = true):Void { super(type, cancelable); this.conversation = conversation; } public override function toString():String { return 'DialogueScriptEvent(type=$type, conversation=$conversation)'; } } /** * An event that is fired when the player presses a key. */ class KeyboardInputScriptEvent extends ScriptEvent { /** * The associated keyboard event. */ public var event(default, null):KeyboardEvent; public function new(type:ScriptEventType, event:KeyboardEvent):Void { super(type, false); this.event = event; } public override function toString():String { return 'KeyboardInputScriptEvent(type=' + type + ', event=' + event + ')'; } } /** * An event that is fired once the song's chart has been parsed. */ class SongLoadScriptEvent extends ScriptEvent { /** * The note associated with this event. * You cannot replace it, but you can edit it. */ public var notes(default, set):Array; public var events(default, set):Array; public var id(default, null):String; public var difficulty(default, null):String; function set_notes(notes:Array):Array { this.notes = notes; return this.notes; } function set_events(events:Array):Array { this.events = events; return this.events; } public function new(id:String, difficulty:String, notes:Array, events:Array):Void { super(SONG_LOADED, false); this.id = id; this.difficulty = difficulty; this.notes = notes; this.events = events; } public override function toString():String { var noteStr = notes == null ? 'null' : 'Array(' + notes.length + ')'; return 'SongLoadScriptEvent(notes=$noteStr, id=$id, difficulty=$difficulty)'; } } /** * An event that is fired when moving out of or into an FlxState. */ class StateChangeScriptEvent extends ScriptEvent { /** * The state the game is moving into. */ public var targetState(default, null):FlxState; public function new(type:ScriptEventType, targetState:FlxState, cancelable:Bool = false):Void { super(type, cancelable); this.targetState = targetState; } public override function toString():String { return 'StateChangeScriptEvent(type=' + type + ', targetState=' + targetState + ')'; } } /** * An event that is fired when moving out of or into an FlxSubState. */ class SubStateScriptEvent extends ScriptEvent { /** * The state the game is moving into. */ public var targetState(default, null):FlxSubState; public function new(type:ScriptEventType, targetState:FlxSubState, cancelable:Bool = false):Void { super(type, cancelable); this.targetState = targetState; } public override function toString():String { return 'SubStateScriptEvent(type=' + type + ', targetState=' + targetState + ')'; } } /** * An event which is called when the player attempts to pause the game. */ class PauseScriptEvent extends ScriptEvent { /** * Whether to use the Gitaroo Man pause. */ public var gitaroo(default, default):Bool; public function new(gitaroo:Bool):Void { super(PAUSE, true); this.gitaroo = gitaroo; } }