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-- some values to adjust the creation of PlayerChanges
local MinPercentage = 0.06; -- minimal amount of points between changes (in percent)
local MaxPercentage = 0.12; -- maximal amount of points between changes (in percent)
-- position of big progress bar in the center
local BarPos = {};
BarPos.Top = 30
BarPos.Bottom = 50
BarPos.Left = 300
BarPos.Right = 500
function plugin_init()
register('party mode: teamduel', '1.00', 'USDX Team', 'http://www.UltrastarDeluxe.org');
require('math', 'Usdx.Party', 'Usdx.ScreenSing', 'Usdx.Gl', 'Usdx.TextGl');
local Mode = {}
Mode.Name = 'teamduel';
Mode.CanParty = true;
Mode.PlayerCount = {2,3,4,5,6};
Mode.BeforeSing = 'BeforeSing'
Mode.OnSing = 'Sing';
Usdx.Party.Register(Mode)
ScreenSing.GetBeat();
return true;
end
-- called everytime a singing session w/ this party mode is startet
-- we just hook ScreenSing.SongLoaded to prepare the mic changes here
function BeforeSing()
hSongLoaded = Usdx.Hook('ScreenSing.SongLoaded', 'PrepareChanges');
-- execute default action (e.g. set correct singing playercount)
return true
end;
-- adds a new SentenceChange at Line to the PlayerChanges array
function AddChange(Line)
PlayerChanges[#PlayerChanges + 1] = {};
PlayerChanges[#PlayerChanges].OnBeat = Lines[Line].Start;
PlayerChanges[#PlayerChanges].NextPlayer = {}
for i = 1, #Teams do
repeat
PlayerChanges[#PlayerChanges].NextPlayer[i] = math.random(#Teams[i].Players);
until (1 == #PlayerChanges) or (PlayerChanges[#PlayerChanges].NextPlayer[i] ~= PlayerChanges[#PlayerChanges-1].NextPlayer[i]) or (#Teams[i].Players == 1);
end;
end;
function PrepareChanges()
Lines = ScreenSing.GetSongLines();
Teams = Party.GetTeams();
-- get sum of hittable beats (per line and total)
local TotalBeats = 0;
local LineValue = {};
for i = 1, #Lines do
for j = 1, #Lines[i].Notes do
LineValue[i] = (LineValue[i] or 0) + Lines[i].Notes[j].Length * Lines[i].Notes[j].NoteType;
end;
TotalBeats = TotalBeats + LineValue[i];
end;
-- calculate changes
PlayerChanges = {};
-- fallback if there are only freestyle notes
-- random count of lines between changes
if (TotalBeats == 0) then
local i = 1;
repeat
if i > 1 then
AddChange(i);
end
local step = math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * #Lines);
if step < 1 then
step = 1;
end;
i = i + step;
until i >= #Lines;
else -- calculate changes by amount of hittable beats
local i = 1;
local BeatsToChange = math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * TotalBeats);
local Beats = 0;
repeat
Beats = Beats + LineValue[i];
if Beats >= BeatsToChange then
AddChange(i);
BeatsToChange = BeatsToChange + math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * TotalBeats);
end
i = i + 1;
until i >= #Lines;
end;
-- free lines
Lines = nil;
-- init NextPlayerChange
NextPlayerChange = 1;
-- calculate OSD position for players
do
local RBRect = ScreenSing.GetRBRect();
OSD = {};
for i = 1, #RBRect do
OSD[i] = {};
OSD[i].Left = RBRect[i].x;
OSD[i].Right = RBRect[i].x + RBRect[i].w;
OSD[i].Top = RBRect[i].y + RBRect[i].h;
OSD[i].Bottom = RBRect[i].y + RBRect[i].h + math.max(RBRect[i].h, 13);
end;
end;
-- remove hook
hSongLoaded:Unhook();
hSongLoaded = nil;
end
function DrawPlayerText(i, Text)
Gl.Disable('GL_TEXTURE_2D');
-- background
Gl.Color (0, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(OSD[i].Left, OSD[i].Top);
Gl.Vertex(OSD[i].Left, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Top);
Gl.End();
-- text
Gl.Color(1, 0, 0, 1);
TextGl.Size(18);
TextGl.Style(1);
TextGl.Italic(false);
local PosX = (OSD[i].Left + OSD[i].Right) / 2;
PosX = PosX - TextGl.Width(Text) / 2;
TextGl.Pos(PosX, OSD[i].Top - 3);
TextGl.Print(Text);
end;
-- draws the progress bar for player i
function DrawPlayerProgress(i, Progress)
Gl.Disable('GL_TEXTURE_2D');
-- background
Gl.Color (0, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(OSD[i].Left, OSD[i].Top);
Gl.Vertex(OSD[i].Left, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Top);
Gl.End();
-- bar
Gl.Color(1, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(OSD[i].Left + 2, OSD[i].Top + 2);
Gl.Vertex(OSD[i].Left + 2, OSD[i].Bottom - 2);
Gl.Vertex(OSD[i].Left + 2 + (OSD[i].Right - OSD[i].Left - 4) * Progress, OSD[i].Bottom - 2);
Gl.Vertex(OSD[i].Left + 2 + (OSD[i].Right - OSD[i].Left - 4) * Progress, OSD[i].Top + 2);
Gl.End();
end;
-- draws the big progress bar in the screen center
function DrawCenterProgress(Progress)
Gl.Disable('GL_TEXTURE_2D');
-- background
Gl.Color (0, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(BarPos.Left, BarPos.Top);
Gl.Vertex(BarPos.Left, BarPos.Bottom);
Gl.Vertex(BarPos.Right, BarPos.Bottom);
Gl.Vertex(BarPos.Right, BarPos.Top);
Gl.End();
-- bar
Gl.Color(1, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(BarPos.Left + 2, BarPos.Top + 2);
Gl.Vertex(BarPos.Left + 2, BarPos.Bottom - 2);
Gl.Vertex(BarPos.Left + 2 + (BarPos.Right - BarPos.Left - 4) * Progress, BarPos.Bottom - 2);
Gl.Vertex(BarPos.Left + 2 + (BarPos.Right - BarPos.Left - 4) * Progress, BarPos.Top + 2);
Gl.End();
end;
function Sing()
if (NextPlayerChange <= #PlayerChanges) then
local BeatsToNextChange = PlayerChanges[NextPlayerChange].OnBeat - ScreenSing.GetBeat();
local TimeToNextChange = ScreenSing.BeatsToSeconds(BeatsToNextChange);
-- draw next player text or progress bar
if (TimeToNextChange <= 0) then
--there is a change
NextPlayerChange = NextPlayerChange + 1;
elseif (TimeToNextChange <= 5) then
for i = 1, #Teams do
DrawPlayerProgress(i, 1 - TimeToNextChange/5);
end;
elseif (TimeToNextChange <= 6.5) then
for i = 1, #Teams do
DrawPlayerText(i, Teams[i].Players[PlayerChanges[NextPlayerChange].NextPlayer[i]].Name);
end;
elseif (TimeToNextChange <= 8) then
for i = 1, #Teams do
DrawPlayerText(i, 'Next Player');
end;
elseif (TimeToNextChange <= 9.5) then
for i = 1, #Teams do
DrawPlayerText(i, Teams[i].Players[PlayerChanges[NextPlayerChange].NextPlayer[i]].Name);
end;
elseif (TimeToNextChange <= 11) then
for i = 1, #Teams do
DrawPlayerText(i, 'Next Player');
end;
end
if (TimeToNextChange <= 11) then
DrawCenterProgress(1 - TimeToNextChange/11);
end;
end;
end
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