sm64coopdx/mods/personal-starcount-ex.lua

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Lua

-- name: Personal Star Counter
-- description: See how many stars you've collected!\n\nCredits:\n\\#097419\\Mr.Needlemouse\\#FFFFFF\\ - Concept\nSunk\\#dcdcdc\\ - Creator\n\\#269A91\\Demnyx\\#dcdcdc\\ - Assistance\n\\#f296af\\PeachyPeach\\#dcdcdc\\ - Global functions
-- incompatible: gamemode
------------------------------
----- Localize functions -----
------------------------------
-- This looks strange but it makes the mod more performant
local tonumber, mod_storage_load, mod_storage_save, tostring, djui_hud_is_pause_menu_created, djui_hud_set_color, hud_get_value, djui_hud_print_text, djui_hud_render_texture, obj_get_first_with_behavior_id, djui_hud_set_resolution, djui_hud_set_font, djui_hud_get_screen_width, hud_set_value, network_player_set_description =
tonumber, mod_storage_load, mod_storage_save, tostring, djui_hud_is_pause_menu_created, djui_hud_set_color, hud_get_value, djui_hud_print_text, djui_hud_render_texture, obj_get_first_with_behavior_id, djui_hud_set_resolution, djui_hud_set_font, djui_hud_get_screen_width, hud_set_value, network_player_set_description
------------------------------
-- Initialize a value for the psc for everyone
for i = 0, MAX_PLAYERS - 1 do
gPlayerSyncTable[i].psc = 0
end
local psc_toggle = true
local psc_hud_toggle = true
-- If there is no value in storage, default to 0
local TotalStarCounter = tonumber(mod_storage_load("StarCounter")) or 0
local ThisGameStarCounter = 0
local prevNumStars = 0
local introTimer = 0
-- When in these cutscenes, do special things like hiding or moving the star counters
local is_in_cutscenes = {
[ACT_END_PEACH_CUTSCENE] = true,
[ACT_CREDITS_CUTSCENE] = true,
[ACT_END_WAVING_CUTSCENE] = true,
}
--- Whenever a star is collected, increment the other star counters
---@param m MarioState The Mario that does the interaction
---@param obj Object The object the Mario interacted with (Unused here)
---@param intType integer The interaction type
---@param interacted boolean If the interaction was successful (Unused here)
---@return nil
local function star_counter_on_interact(m, obj, intType, interacted)
if not psc_toggle then return end
if m.playerIndex == 0 and intType == INTERACT_STAR_OR_KEY then
-- Interactions happen before hud rendering, which is why this check can work
-- despite prevNumStars being updated every frame
if m.numStars ~= prevNumStars then
ThisGameStarCounter = ThisGameStarCounter + 1 -- Red star counter
TotalStarCounter = TotalStarCounter + 1 -- Green star counter
mod_storage_save("StarCounter", tostring(TotalStarCounter)) -- Save to mod storage
end
end
end
--- Hud alpha stuff from Agent X
--- Causes the hud to darken when the game is paused
---@param r number Red
---@param g number Green
---@param b number Blue
---@param a number Alpha (Transparency)
---@return nil
local function djui_hud_set_adjusted_color(r, g, b, a)
local multiplier = 1
if djui_hud_is_pause_menu_created() then multiplier = 0.57 end -- Star Display compatibility
djui_hud_set_color(r * multiplier, g * multiplier, b * multiplier, a)
end
--- Sets the star counters onto the hud
---@param m MarioState Mario
---@param width number Screen width
---@return nil
local function set_hud_star_positions(m, width)
if introTimer >= 1195 or m.action ~= ACT_INTRO_CUTSCENE then
local star_texture = gTextures.star
local is_in_cutscene = is_in_cutscenes[m.action] ~= nil
-- Check if the timer is currently active
local timer_current_value = hud_get_value(HUD_DISPLAY_TIMER)
-- Offset based on if the timer is active
local timer_offset_X = 0
local timer_offset_Y = 0
-- Offset based on if each counter has less than 100 stars
local low_stars_offset_X = 0
-- Based off of star texture pos
local star_counter_offset_X = 0
-- Y position, based off of the top of the screen
local top_screen_offset_Y = 0
-------------------------------
----- Yellow star counter -----
-------------------------------
-- Don't display while in a cutscene
if not is_in_cutscene then
star_counter_offset_X = 76
top_screen_offset_Y = 15
low_stars_offset_X = 14
offsetX = 14
if m.numStars < 100 then
djui_hud_set_adjusted_color(246, 246, 246, 255)
djui_hud_print_text("@", width - (star_counter_offset_X - 16), top_screen_offset_Y, 1)
offsetX = 0
end
djui_hud_set_adjusted_color(255, 255, 255, 255)
djui_hud_print_text(tostring(m.numStars), width - (star_counter_offset_X - 30) - offsetX, top_screen_offset_Y, 1)
djui_hud_render_texture(star_texture, width - star_counter_offset_X, top_screen_offset_Y, 1, 1)
end
----------------------------
----- Red star counter -----
----------------------------
-- Move HUD graphics away from the TIMER HUD
if timer_current_value ~= 0 then
timer_offset_X = 60
timer_offset_Y = -17
end
star_counter_offset_X = is_in_cutscene and 22 or 76
top_screen_offset_Y = is_in_cutscene and 15 or 32
low_stars_offset_X = 14
-- Render X if this counter has less than 100 stars
if ThisGameStarCounter < 100 then
djui_hud_set_adjusted_color(246, 246, 246, 255)
djui_hud_print_text(
"@", -- Text
(is_in_cutscene and
(star_counter_offset_X + 16) or -- X pos in cutscenes
(width - (star_counter_offset_X - 16) - timer_offset_X) -- X pos outside cutscenes
),
top_screen_offset_Y + timer_offset_Y, -- Y pos
1 -- Scale
)
low_stars_offset_X = 0
end
-- Render counter
djui_hud_set_adjusted_color(255, 255, 255, 255)
djui_hud_print_text(
tostring(ThisGameStarCounter), -- Text
(is_in_cutscene and
(star_counter_offset_X + 30 - low_stars_offset_X) or -- X pos in cutscenes
(width - (star_counter_offset_X - 30) - timer_offset_X - low_stars_offset_X) -- X pos outside cutscenes
),
top_screen_offset_Y + timer_offset_Y, -- Y pos
1 -- Scale
)
djui_hud_set_adjusted_color(232, 17, 35, 255)
djui_hud_render_texture(
star_texture, -- Texture
(is_in_cutscene and
(star_counter_offset_X) or -- X pos in cutscenes
(width - star_counter_offset_X - timer_offset_X) -- X pos outside cutscenes
),
top_screen_offset_Y + timer_offset_Y, -- Y pos
1, 1 -- Scale
)
------------------------------
----- Green star counter -----
------------------------------
-- Increment a seperate counter if the total star count is over 10000
local perceived_total_counter = TotalStarCounter % 10000
local milestone_counter = math.floor(TotalStarCounter / 10000)
-- Move HUD graphics away from the TIMER HUD
if timer_current_value ~= 0 then
timer_offset_X = 0
timer_offset_Y = 12
end
star_counter_offset_X = 76
top_screen_offset_Y = is_in_cutscene and 15 or 49
low_stars_offset_X = 14
-- Render X if this counter has less than 100 stars
if perceived_total_counter < 100 then
djui_hud_set_adjusted_color(246, 246, 246, 255)
djui_hud_print_text(
"@", -- Text
width - (star_counter_offset_X - 16) - timer_offset_X, -- X pos
top_screen_offset_Y + timer_offset_Y, -- Y pos
1 -- Scale
)
low_stars_offset_X = 0
end
-- Render counter
djui_hud_set_adjusted_color(255, 255, 255, 255)
djui_hud_print_text(
tostring(perceived_total_counter), -- Text
width - (star_counter_offset_X - 30) - timer_offset_X - low_stars_offset_X, -- X pos
top_screen_offset_Y + timer_offset_Y, -- Y pos
1 -- Scale
)
djui_hud_set_adjusted_color(50, 176, 40, 255)
djui_hud_render_texture(
star_texture, -- Texture
width - star_counter_offset_X - timer_offset_X, -- X pos
top_screen_offset_Y + timer_offset_Y, -- Y pos
1, 1 -- Scale
)
-- Render milestone counter
if milestone_counter ~= 0 then
djui_hud_set_adjusted_color(255, 255, 255, 255)
djui_hud_print_text(
"@" .. milestone_counter, -- Text
width - star_counter_offset_X - timer_offset_X, -- X pos
(top_screen_offset_Y + 16) + timer_offset_Y, -- Y pos
0.5 -- Scale
)
end
end
end
--- Renders star counters onto the screen
---@param m MarioState Mario
---@return nil
local function render_psc(m)
-- Update prevNumStars
prevNumStars = m.numStars
-- Make HUD appear when the real one does during the intro
if m.action == ACT_INTRO_CUTSCENE then
if introTimer < 1195 then
introTimer = introTimer + 1
end
end
-- Don't render the counters if one of the toggle is disabled
if not psc_toggle or not psc_hud_toggle then return end
-- Don't render the counters if the act selector is active
if obj_get_first_with_behavior_id(id_bhvActSelector) then return end
-- Set resolution and font
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_HUD)
-- Force the normal star counter to be hidden
hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) & ~HUD_DISPLAY_FLAG_STAR_COUNT)
set_hud_star_positions(m, djui_hud_get_screen_width())
end
--- Renders star counters onto the screen, after the HUD is being rendered
---@return nil
local function hud_render_psc()
local m = gMarioStates[0]
if is_in_cutscenes[m.action] then
render_psc(m)
end
end
--- Renders star counters onto the screen, before the HUD is being rendered
---@return nil
local function behind_hud_render_psc()
local m = gMarioStates[0]
if not is_in_cutscenes[m.action] then
render_psc(m)
end
end
--- Display each person's star counter in the player menu
---@return nil
local function psc_update()
gPlayerSyncTable[0].psc = ThisGameStarCounter
for i = 0, MAX_PLAYERS - 1 do
network_player_set_description(gNetworkPlayers[i], "\\#FF0000\\Stars: " .. tostring(gPlayerSyncTable[i].psc), 255, 255, 255, 255)
end
end
--- Toggle whether or not to display the star counter on the hud
---@param msg string
---@return boolean
local function toggle_psc(msg)
if msg:lower() == "on" then
psc_toggle = true
psc_hud_toggle = true
elseif msg:lower() == "off" then
psc_toggle = false
psc_hud_toggle = false
hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) | HUD_DISPLAY_FLAG_STAR_COUNT)
end
return true
end
-----------------
----- Hooks -----
-----------------
hook_event(HOOK_ON_INTERACT, star_counter_on_interact)
hook_event(HOOK_ON_HUD_RENDER, hud_render_psc)
hook_event(HOOK_ON_HUD_RENDER_BEHIND, behind_hud_render_psc)
hook_event(HOOK_UPDATE, psc_update)
hook_chat_command('psc', "On|Off - Displays stars you've collected. Default is On.", toggle_psc)
-- Globalize functions for other mods to use
-- Created by PeachyPeach
_G.PersonalStarCounter = {
--- Get the amount of red stars collected
---@return integer
get_star_counter = function ()
return ThisGameStarCounter
end,
--- Get the amount of green stars collected
---@return integer
get_total_star_counter = function ()
return TotalStarCounter
end,
--- Enable or disable the star counters
---@param disable boolean
disable_star_counters = function (disable)
psc_toggle = not disable
end,
--- Force show or hide the star counters
---@param hide boolean
hide_star_counters = function (hide)
psc_hud_toggle = not hide
if hide then
hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) | HUD_DISPLAY_FLAG_STAR_COUNT)
end
end,
--- Modify the value of the star counters
---@param red_change number How much to change the red (single game) star counter by
---@param green_change number How much to change the green (total) star counter by
---@param override_set boolean If true, force set the value of the star counters instead of change
---@param save boolean If true, save the green star counter to mod storage
---@return nil
change_star_counter_value = function (red_change, green_change, override_set, save)
ThisGameStarCounter = ThisGameStarCounter + red_change
if override_set then
ThisGameStarCounter = red_change
end
TotalStarCounter = TotalStarCounter + green_change
if override_set then
TotalStarCounter = green_change
end
if save then
mod_storage_save("StarCounter", tostring(TotalStarCounter))
end
end
}