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Funkin/source/funkin/modding/events/ScriptEvent.hx
2022-03-14 20:48:45 -04:00

416 lines
11 KiB
Haxe

package funkin.modding.events;
import funkin.play.Countdown.CountdownStep;
import openfl.events.EventType;
import openfl.events.KeyboardEvent;
typedef ScriptEventType = EventType<ScriptEvent>;
/**
* 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
{
/**
* Called when the relevant object is created.
* Keep in mind that the constructor may be called before the object is needed,
* for the purposes of caching data or otherwise.
*
* This event is not cancelable.
*/
public static inline final CREATE:ScriptEventType = "CREATE";
/**
* Called when the relevant object is destroyed.
* This should perform relevant cleanup to ensure good performance.
*
* This event is not cancelable.
*/
public static inline final DESTROY:ScriptEventType = "DESTROY";
/**
* Called during the update function.
* This is called every frame, so be careful!
*
* This event is not cancelable.
*/
public static inline final UPDATE:ScriptEventType = "UPDATE";
/**
* Called when the player moves to pause the game.
*
* This event IS cancelable! Canceling the event will prevent the game from pausing.
*/
public static inline final PAUSE:ScriptEventType = "PAUSE";
/**
* Called when the player moves to unpause the game while paused.
*
* This event IS cancelable! Canceling the event will prevent the game from resuming.
*/
public static inline final RESUME:ScriptEventType = "RESUME";
/**
* Called once per step in the song. This happens 4 times per measure.
*
* This event is not cancelable.
*/
public static inline final SONG_BEAT_HIT:ScriptEventType = "BEAT_HIT";
/**
* Called once per step in the song. This happens 16 times per measure.
*
* This event is not cancelable.
*/
public static inline final SONG_STEP_HIT:ScriptEventType = "STEP_HIT";
/**
* Called when a character hits a note.
* Important information such as judgement/timing, note data, player/opponent, etc. are all provided.
*
* This event IS cancelable! Canceling this event prevents the note from being hit,
* and will likely result in a miss later.
*/
public static inline final NOTE_HIT:ScriptEventType = "NOTE_HIT";
/**
* Called when a character misses a note.
* Important information such as note data, player/opponent, etc. are all provided.
*
* This event IS cancelable! Canceling this event prevents the note from being considered missed,
* avoiding a combo break and lost health.
*/
public static inline final NOTE_MISS:ScriptEventType = "NOTE_MISS";
/**
* Called when the song starts. This occurs as the countdown ends and the instrumental and vocals begin.
*
* This event is not cancelable.
*/
public static inline final SONG_START:ScriptEventType = "SONG_START";
/**
* Called when the song ends. This happens as the instrumental and vocals end.
*
* This event is not cancelable.
*/
public static inline final SONG_END:ScriptEventType = "SONG_END";
/**
* Called when the song is reset. This can happen from the pause menu or the game over screen.
*
* This event is not cancelable.
*/
public static inline final SONG_RESET:ScriptEventType = "SONG_RESET";
/**
* Called when the countdown begins. This occurs before the song starts.
*
* This event IS cancelable! Canceling this event will prevent the countdown from starting.
* - The song will not start until you call Countdown.performCountdown() later.
* - Note that calling performCountdown() will trigger this event again, so be sure to add logic to ignore it.
*/
public static inline final COUNTDOWN_START:ScriptEventType = "COUNTDOWN_START";
/**
* Called when a step of the countdown happens.
* Includes information about what step of the countdown was hit.
*
* This event IS cancelable! Canceling this event will pause the countdown.
* - The countdown will not resume until you call PlayState.resumeCountdown().
*/
public static inline final COUNTDOWN_STEP:ScriptEventType = "COUNTDOWN_STEP";
/**
* Called when the countdown is done but just before the song starts.
*
* This event is not cancelable.
*/
public static inline final COUNTDOWN_END:ScriptEventType = "COUNTDOWN_END";
/**
* Called when the game over screen triggers and the death animation plays.
*
* This event is not cancelable.
*/
public static inline final GAME_OVER:ScriptEventType = "GAME_OVER";
/**
* Called when the player presses a key to restart the game after the death animation.
*
* This event IS cancelable! Canceling this event will prevent the game from restarting.
*/
public static inline final GAME_RETRY:ScriptEventType = "GAME_RETRY";
/**
* Called when the player pushes down any key on the keyboard.
*
* This event is not cancelable.
*/
public static inline final KEY_DOWN:ScriptEventType = "KEY_DOWN";
/**
* Called when the player releases a key on the keyboard.
*
* This event is not cancelable.
*/
public static inline final KEY_UP:ScriptEventType = "KEY_UP";
/**
* Called when the game has finished loading the notes from JSON.
* This allows modders to mutate the notes before they are used in the song.
*
* This event is not cancelable.
*/
public static inline final SONG_LOADED:ScriptEventType = "SONG_LOADED";
/**
* Called when the game is entering the current FlxState.
*
* This event is not cancelable.
*/
public static inline final STATE_ENTER:ScriptEventType = "STATE_ENTER";
/**
* Called when the game is exiting the current FlxState.
*
* This event is not cancelable.
*/
/**
* If true, the behavior associated with this event can be prevented.
* For example, cancelling COUNTDOWN_BEGIN 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_BEGIN will prevent the countdown from starting.
*/
public function cancelEvent():Void
{
if (cancelable)
{
eventCanceled = true;
}
}
public function cancel():Void
{
// This typo happens enough that I just added this.
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):Note;
public function new(type:ScriptEventType, note:Note, cancelable:Bool = false):Void
{
super(type, cancelable);
this.note = note;
}
public override function toString():String
{
return 'NoteScriptEvent(type=' + type + ', cancelable=' + cancelable + ', note=' + note + ')';
}
}
/**
* 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(ScriptEvent.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, false);
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 = true):Void
{
super(type, cancelable);
this.step = step;
}
public override function toString():String
{
return 'CountdownScriptEvent(type=' + type + ', step=' + step + ')';
}
}
/**
* 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<Note>;
public var id(default, null):String;
public var difficulty(default, null):String;
function set_notes(notes:Array<Note>):Array<Note>
{
this.notes = notes;
return this.notes;
}
public function new(id:String, difficulty:String, notes:Array<Note>):Void
{
super(ScriptEvent.SONG_LOADED, false);
this.id = id;
this.difficulty = difficulty;
this.notes = notes;
}
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
{
public function new(type:ScriptEventType):Void
{
super(type, false);
}
public override function toString():String
{
return 'StateChangeScriptEvent(type=' + type + ')';
}
}