using System; using System.Collections.Generic; using System.ComponentModel; using UnityEngine; using Newtonsoft.Json; using Newtonsoft.Json.Linq; using HeavenStudio.Util; namespace HeavenStudio { [Serializable] public class DynamicBeatmap { public static int CurrentRiqVersion = 0; public float bpm; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)] [DefaultValue(100)] public int musicVolume; // In percent (1-100) public Dictionary properties = new Dictionary() { // software version (MajorMinorPatch, revision) {"productversion", 000}, {"productsubversion", 0}, // file format version {"riqversion", CurrentRiqVersion}, // mapper set properties? (future: use this to flash the button) {"propertiesmodified", false}, ////// CATEGORY 1: SONG INFO // general chart info {"remixtitle", "New Remix"}, // chart name {"remixauthor", "Your Name"}, // charter's name {"remixdesc", "Remix Description"}, // chart description {"remixlevel", 1}, // chart difficulty (maybe offer a suggestion but still have the mapper determine it) {"remixtempo", 120f}, // avg. chart tempo {"remixtags", ""}, // chart tags {"icontype", 0}, // chart icon (presets, custom - future) {"iconurl", ""}, // custom icon location (future) // chart song info {"idolgenre", "Song Genre"}, // song genre {"idolsong", "Song Name"}, // song name {"idolcredit", "Artist"}, // song artist ////// CATEGORY 2: PROLOGUE AND EPILOGUE // chart prologue {"prologuetype", 0}, // prologue card animation (future) {"prologuecaption", "Remix"}, // prologue card sub-title (future) // chart results screen messages {"resultcaption", "Rhythm League Notes"}, // result screen header {"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner, or second line for single-type) {"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type) {"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type) // the following are shown / hidden in-editor depending on the tags of the games used {"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner) {"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner) {"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner) {"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner) {"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner) {"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner) {"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner) {"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner) }; public List entities = new List(); public List tempoChanges = new List(); public List volumeChanges = new List(); public List beatmapSections = new List(); public float firstBeatOffset; [Serializable] public class DynamicEntity : ICloneable { public float beat; public int track; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float swing; public Dictionary DynamicData = new Dictionary(); public string datamodel; [JsonIgnore] public Editor.Track.TimelineEventObj eventObj; public object Clone() { return this.MemberwiseClone(); } public DynamicEntity DeepCopy() { DynamicEntity copy = (DynamicEntity)this.MemberwiseClone(); copy.DynamicData = new Dictionary(this.DynamicData); return copy; } public dynamic this[string propertyName] { get { switch (propertyName) { case "beat": return beat; case "track": return track; case "length": return length; case "swing": return swing; case "datamodel": return datamodel; default: if (DynamicData.ContainsKey(propertyName)) return DynamicData[propertyName]; else { Minigames.Minigame game = EventCaller.instance.GetMinigame(datamodel.Split(0)); Minigames.Param param = EventCaller.instance.GetGameParam(game, datamodel.Split(1), propertyName); return param.parameter; } } } set { switch (propertyName) { case "beat": case "track": case "length": case "swing": case "datamodel": UnityEngine.Debug.LogWarning($"Property name {propertyName} is reserved and cannot be set."); break; default: if (DynamicData.ContainsKey(propertyName)) DynamicData[propertyName] = value; else UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}"); break; } } } public void CreateProperty(string name, dynamic defaultValue) { if (!DynamicData.ContainsKey(name)) DynamicData.Add(name, defaultValue); } } [Serializable] public class TempoChange : ICloneable { public float beat; public float length; public float tempo; public object Clone() { return this.MemberwiseClone(); } } [Serializable] public class VolumeChange : ICloneable { public float beat; public float length; public float volume; public object Clone() { return this.MemberwiseClone(); } } [Serializable] public class ChartSection : ICloneable { public float beat; public bool startPerfect; public string sectionName; public bool isCheckpoint; // really don't think we need this but who knows public object Clone() { return this.MemberwiseClone(); } } public dynamic this[string propertyName] { get { return properties[propertyName] ?? null; } set { if (properties.ContainsKey(propertyName)) { properties[propertyName] = value; } else { UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}"); } } } /// /// converts from the old "rhmania" / "tengoku" format to the new "riq" format /// /// a deserialized .rhmania or .tengoku beatmap /// a .riq beatmap public static DynamicBeatmap BeatmapConverter(Beatmap beatmap) { DynamicBeatmap dynamicBeatmap = new DynamicBeatmap(); dynamicBeatmap.bpm = beatmap.bpm; dynamicBeatmap.musicVolume = beatmap.musicVolume; dynamicBeatmap.firstBeatOffset = beatmap.firstBeatOffset; Minigames.Minigame game; Minigames.GameAction action; System.Type type, pType; foreach (var e in beatmap.entities) { game = EventCaller.instance.GetMinigame(e.datamodel.Split(0)); action = EventCaller.instance.GetGameAction(game, e.datamodel.Split(1)); // Debug.Log($"{game.name} {action.displayName} @ beat {e.beat}"); Dictionary dynamicData = new Dictionary(); //check each param of the action if (action.parameters != null) { foreach (var param in action.parameters) { type = param.parameter.GetType(); pType = e[param.propertyName].GetType(); // Debug.Log($"adding parameter {param.propertyName} of type {type}"); if (!dynamicData.ContainsKey(param.propertyName)) { if (pType == type) { dynamicData.Add(param.propertyName, e[param.propertyName]); } else { if (type == typeof(EntityTypes.Integer)) dynamicData.Add(param.propertyName, (int) e[param.propertyName]); else if (type == typeof(EntityTypes.Float)) dynamicData.Add(param.propertyName, (float) e[param.propertyName]); else if (type.IsEnum && param.propertyName != "ease") dynamicData.Add(param.propertyName, (int) e[param.propertyName]); else if (pType == typeof(Newtonsoft.Json.Linq.JObject)) dynamicData.Add(param.propertyName, e[param.propertyName].ToObject(type)); else dynamicData.Add(param.propertyName, Convert.ChangeType(e[param.propertyName], type)); } } else { Debug.LogWarning($"Property {param.propertyName} already exists in the entity's dynamic data! Skipping..."); } } } dynamicBeatmap.entities.Add(new DynamicEntity() { beat = e.beat, track = e.track, length = e.length, swing = e.swing, datamodel = e.datamodel, DynamicData = dynamicData }); } foreach (var tempoChange in beatmap.tempoChanges) { dynamicBeatmap.tempoChanges.Add(new TempoChange() { beat = tempoChange.beat, length = tempoChange.length, tempo = tempoChange.tempo }); } foreach (var volumeChange in beatmap.volumeChanges) { dynamicBeatmap.volumeChanges.Add(new VolumeChange() { beat = volumeChange.beat, length = volumeChange.length, volume = volumeChange.volume }); } return dynamicBeatmap; } /// /// FUTURE: converts from a karateka mania chart ("bor") to the "riq" format /// /// a rawtext .bor chart /// a .riq beatmap /// not implemented yet public static DynamicBeatmap KManiaBorConverter(String bor) { return null; } /// /// updates an "riq" beatmap /// /// old beatmap /// version of old beatmap /// updated beatmap /// not implemented yet public static DynamicBeatmap BeatmapUpdater(DynamicBeatmap beatmap, int version) { return beatmap; } /// /// processes an riq beatmap after it is loaded /// public void PostProcess() { DynamicBeatmap beatmapModel = new DynamicBeatmap(); Minigames.Minigame game; Minigames.GameAction action; System.Type type, pType; foreach (var e in entities) { game = EventCaller.instance.GetMinigame(e.datamodel.Split(0)); action = EventCaller.instance.GetGameAction(game, e.datamodel.Split(1)); Dictionary dynamicData = new Dictionary(); //check each param of the action if (action.parameters != null) { foreach (var param in action.parameters) { if (!dynamicData.ContainsKey(param.propertyName)) { type = param.parameter.GetType(); pType = e[param.propertyName].GetType(); if (pType == type) { dynamicData.Add(param.propertyName, e[param.propertyName]); } else { if (type == typeof(EntityTypes.Integer)) dynamicData.Add(param.propertyName, (int)e[param.propertyName]); else if (type == typeof(EntityTypes.Float)) dynamicData.Add(param.propertyName, (float)e[param.propertyName]); else if (type == typeof(EasingFunction.Ease) && pType == typeof(string)) dynamicData.Add(param.propertyName, Enum.Parse(typeof(EasingFunction.Ease), (string)e[param.propertyName])); else if (type.IsEnum) dynamicData.Add(param.propertyName, (int)e[param.propertyName]); else if (pType == typeof(Newtonsoft.Json.Linq.JObject)) dynamicData.Add(param.propertyName, e[param.propertyName].ToObject(type)); else dynamicData.Add(param.propertyName, Convert.ChangeType(e[param.propertyName], type)); } } else { Debug.LogWarning($"Property {param.propertyName} already exists in the entity's dynamic data! Skipping..."); } } } e.DynamicData = dynamicData; } //go thru each property of the model beatmap and add any missing keyvalue pair foreach (var prop in beatmapModel.properties) { if (!properties.ContainsKey(prop.Key)) { properties.Add(prop.Key, prop.Value); } } } } }