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Funkin/source/funkin/play/song/Song.hx

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Haxe

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