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Copy pathTriggerTrigger.cs
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690 lines (629 loc) · 25 KB
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using Celeste;
using Celeste.Mod.Entities;
using FMOD;
using Microsoft.Xna.Framework;
using Monocle;
using MonoMod.Cil;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace vitmod {
[CustomEntity("vitellary/triggertrigger")]
[Tracked(false)]
public class TriggerTrigger : Trigger {
public static void Load() {
On.Celeste.Level.LoadLevel += Level_LoadLevel;
On.Celeste.Player.Jump += Player_Jump;
On.Celeste.Player.WallJump += Player_WallJump;
On.Celeste.PlayerCollider.Check += PlayerCollider_Check;
IL.Monocle.Engine.Update += Engine_Update;
}
public static void Unload() {
On.Celeste.Level.LoadLevel -= Level_LoadLevel;
On.Celeste.Player.Jump -= Player_Jump;
On.Celeste.Player.WallJump -= Player_WallJump;
On.Celeste.PlayerCollider.Check -= PlayerCollider_Check;
IL.Monocle.Engine.Update -= Engine_Update;
}
private static readonly HashSet<Entity> collidedEntities = new();
private static readonly Dictionary<string, int> collideTracker = new();
private static bool hasOnEntityCollide;
private readonly string collideType;
public TriggerTrigger(EntityData data, Vector2 offset) : base(data, offset) {
nodes = data.NodesOffset(offset);
oneUse = data.Bool("oneUse", false);
activationType = data.Enum("activationType", ActivationTypes.Flag);
if (data.Has("invertFlag")) {
invertCondition = data.Bool("invertFlag", false);
} else {
invertCondition = data.Bool("invertCondition", false);
}
comparisonType = data.Enum("comparisonType", ComparisonTypes.EqualTo);
absoluteValue = data.Bool("absoluteValue", false);
flag = data.Attr("flag", "");
deaths = data.Int("deaths", -1);
dashCount = data.Int("dashCount", 0);
requiredSpeed = data.Float("requiredSpeed", 0f);
waitTime = data.Float("timeToWait", 0f);
coreMode = data.Enum("coreMode", Session.CoreModes.None);
inputType = data.Enum("inputType", InputTypes.Grab);
if (data.Has("holdInput")) {
inputHeld = data.Bool("holdInput");
} else {
// account for previous behavior:
// if it's a direction, use whether the direction is held
// otherwise, just check if it's pressed
switch (inputType) {
case InputTypes.Left:
case InputTypes.Right:
case InputTypes.Up:
case InputTypes.Down:
inputHeld = true;
break;
default:
inputHeld = false;
break;
}
}
excludeTalkers = data.Bool("excludeTalkers", false);
ifSafe = data.Bool("onlyIfSafe", false);
includeCoyote = data.Bool("includeCoyote", false);
includeWalljump = data.Bool("includeWallJump", false);
resetAfterJump = data.Bool("resetAfterJump", false);
playerState = data.Int("playerState", 0);
if (string.IsNullOrEmpty(data.Attr("entityType", ""))) {
collideType = data.Attr("entityTypeToCollide", "Celeste.Strawberry");
} else {
collideType = data.Attr("entityType", "");
}
collideCount = data.Int("collideCount", 1);
if (activationType == ActivationTypes.OnEntityCollide) {
hasOnEntityCollide = true;
}
collideSolid = data.Attr("solidType", "");
entitiesInside = new List<Entity>();
Add(new HoldableCollider((Holdable holdable) => {
if (activationType == ActivationTypes.OnHoldableEnter) {
entitiesInside.Add(holdable.Entity);
}
}));
if (activationType == ActivationTypes.OnInteraction) {
Add(talker = new TalkComponent(
new Rectangle(0, 0, (int)Width, (int)Height),
new Vector2(data.Int("talkBubbleX", (int)Width / 2), data.Int("talkBubbleY", 0)),
(player) => {
externalActivation = true;
}
) {
PlayerMustBeFacing = false
});
}
delay = data.Float("delay", 0f);
randomize = data.Bool("randomize", false);
Global = data.Bool("activateOnTransition", false);
if (data.Has("requirePlayerInside")) {
Global = !data.Bool("requirePlayerInside", true);
}
if (bypassGlobal.Contains(activationType)) {
Global = true;
}
matchPosition = data.Bool("matchPosition", true);
onlyOnEnter = data.Bool("onlyOnEnter", false);
Add(new TransitionListener {
OnOut = (f) => DeactivateTriggers(Scene?.Tracker.GetEntity<Player>())
});
}
public override void Awake(Scene scene) {
base.Awake(scene);
triggers = new List<Trigger>();
foreach (Vector2 node in nodes) {
var lastCollideable = new Dictionary<Trigger, bool>();
foreach (Trigger trig in scene.Tracker.GetEntities<Trigger>()) {
lastCollideable.Add(trig, trig.Collidable);
trig.Collidable = true;
}
var trigger = scene.CollideFirst<Trigger>(node);
foreach (Trigger trig in scene.Tracker.GetEntities<Trigger>()) {
trig.Collidable = lastCollideable[trig];
}
if (trigger == null) {
trigger = scene.Tracker.GetNearestEntity<Trigger>(node);
}
if (trigger != this && trigger != null) {
triggers.Add(trigger);
trigger.Collidable = false;
}
}
}
public override void OnEnter(Player player) {
base.OnEnter(player);
if (!Global) {
TryActivate(player);
if (Activated && oneUse) {
TryRemove();
}
}
}
public override void OnLeave(Player player) {
base.OnLeave(player);
if (!Global) {
TryDeactivate(player, false);
}
}
public override void Update() {
base.Update();
var player = Scene.Tracker.GetEntity<Player>();
if (player == null) { return; }
UpdateConditions(player);
if (!onlyOnEnter) {
if (Global || PlayerIsInside) {
TryActivate(player);
TryDeactivate(player, true);
} else {
TryDeactivate(player, false);
}
}
if (Activated) {
if (oneUse) {
TryRemove();
} else {
UpdateTriggers(player);
}
}
if (resetActivation)
{
externalActivation = false;
resetActivation = false;
}
}
public void UpdateConditions(Player player) {
if (player.Speed == Vector2.Zero) {
hasWaited += Engine.DeltaTime;
} else {
hasWaited = 0f;
}
List<Entity> entitiesToRemove = new List<Entity>();
foreach (Entity entity in entitiesInside) {
if (!entity.CollideCheck(this)) {
entitiesToRemove.Add(entity);
}
}
foreach (Entity entity in entitiesToRemove) {
entitiesInside.Remove(entity);
}
}
public void TryActivate(Player player) {
if (activating || (Activated && !deactivating))
return;
if (GetActivateCondition(player)) {
if (delay > 0f) {
activating = true;
Add(Alarm.Create(Alarm.AlarmMode.Oneshot, () => {
activating = false;
ActivateTriggers(player);
}, delay, true));
} else {
ActivateTriggers(player);
}
}
}
public void TryDeactivate(Player player, bool inside) {
if (deactivating || (!Activated && !activating))
return;
if (!inside || !GetActivateCondition(player)) {
if (delay > 0f) {
deactivating = true;
Add(Alarm.Create(Alarm.AlarmMode.Oneshot, () => {
deactivating = false;
DeactivateTriggers(player);
}, delay, true));
} else {
DeactivateTriggers(player);
}
}
}
public bool GetActivateCondition(Player player) {
bool result = false;
switch (activationType) {
case ActivationTypes.Flag:
result = string.IsNullOrEmpty(flag) || SceneAs<Level>().Session.GetFlag(flag);
break;
case ActivationTypes.Dashing:
result = player.DashAttacking;
break;
case ActivationTypes.DashCount:
result = Compare(player.Dashes, dashCount);
break;
case ActivationTypes.DeathsInRoom:
result = Compare(SceneAs<Level>().Session.DeathsInCurrentLevel, deaths);
break;
case ActivationTypes.DeathsInLevel:
result = Compare(SceneAs<Level>().Session.Deaths, deaths);
break;
case ActivationTypes.OnHoldableEnter:
result = entitiesInside.Count > 0;
break;
case ActivationTypes.GrabHoldable:
result = player.Holding != null && player.Holding.IsHeld;
break;
case ActivationTypes.SpeedX:
result = Compare(player.Speed.X, requiredSpeed);
break;
case ActivationTypes.SpeedY:
result = Compare(player.Speed.Y, requiredSpeed);
break;
case ActivationTypes.Jumping:
result = player.AutoJumpTimer > 0f;
break;
case ActivationTypes.Crouching:
result = player.Ducking;
break;
case ActivationTypes.TimeSinceMovement:
result = Compare(hasWaited, waitTime);
break;
case ActivationTypes.CoreMode:
result = player.SceneAs<Level>().CoreMode == coreMode;
break;
case ActivationTypes.OnEntityCollide:
result = collideTracker.ContainsKey(collideType) && Compare(collideTracker[collideType], collideCount);
break;
case ActivationTypes.OnSolid:
Rectangle playerCollision = player.Collider.Bounds;
playerCollision.Inflate(1, 3);
foreach (Solid solid in Scene.CollideAll<Solid>(playerCollision)) {
if (string.IsNullOrEmpty(collideSolid) || VitModule.GetClassName(collideSolid, solid)) {
if (player.IsRiding(solid)) {
result = true;
break;
}
}
}
if (string.IsNullOrEmpty(collideSolid) && player.OnGround()) {
result = true;
}
break;
case ActivationTypes.OnEntityEnter:
foreach (Entity entity in Scene.Entities) {
if (entity.CollideCheck(this) && VitModule.GetClassName(collideType, entity)) {
result = true;
break;
}
}
break;
case ActivationTypes.OnInput:
if (inputType != InputTypes.Any) {
result = CheckInput(inputType, inputHeld);
} else {
foreach (InputTypes input in Enum.GetValues<InputTypes>()) {
if (CheckInput(input, inputHeld)) {
result = true;
break;
}
}
}
break;
case ActivationTypes.OnGrounded:
result = player.OnGround();
if (ifSafe)
result &= player.OnSafeGround;
if (includeCoyote)
result |= player.jumpGraceTimer > 0f;
break;
case ActivationTypes.OnPlayerState:
result = player.StateMachine.State == playerState;
break;
default:
result = false;
break;
}
if (externalActivation) {
result = true;
}
if (invertCondition) {
result = !result;
}
return result;
}
private bool Compare(float a, float b) {
if (absoluteValue) {
a = Math.Abs(a);
b = Math.Abs(b);
}
switch (comparisonType) {
case ComparisonTypes.LessThan:
return a < b;
case ComparisonTypes.GreaterThan:
return a > b;
default:
return a == b;
}
}
private void CleanTriggers() {
triggers.RemoveAll((trigger) => trigger.Scene == null);
if (chosenTrigger?.Scene == null) {
chosenTrigger = null;
}
}
private void ActivateTriggers(Player player) {
DeactivateTriggers(player);
CleanTriggers();
Activated = true;
if (!randomize) {
foreach (Trigger trigger in triggers) {
if (trigger.PlayerIsInside) {
trigger.OnLeave(player);
}
trigger.OnEnter(player);
}
} else if (triggers.Count > 0) {
Calc.PushRandom(VitModule.GetSeed(SceneAs<Level>()));
chosenTrigger = Calc.Choose(Calc.Random, triggers);
Calc.PopRandom();
if (chosenTrigger.PlayerIsInside) {
chosenTrigger.OnLeave(player);
}
chosenTrigger.OnEnter(player);
}
}
private void DeactivateTriggers(Player player) {
CleanTriggers();
Activated = false;
foreach (Trigger trigger in triggers) {
if (trigger.PlayerIsInside) {
trigger.OnLeave(player);
}
}
chosenTrigger = null;
}
private void UpdateTriggers(Player player) {
CleanTriggers();
foreach (Trigger trigger in triggers) {
if (matchPosition) {
if (!Global) {
trigger.Position = Position;
trigger.Collider.Width = Width;
trigger.Collider.Height = Height;
} else {
var level = SceneAs<Level>();
trigger.Position = new Vector2(level.Bounds.X, level.Bounds.Y);
trigger.Collider.Width = level.Bounds.Width;
trigger.Collider.Height = level.Bounds.Height;
}
}
if (!randomize) {
trigger.OnStay(player);
}
}
chosenTrigger?.OnStay(player);
}
private void TryRemove() {
switch (activationType) {
case ActivationTypes.OnInteraction:
Collidable = false;
Add(new Coroutine(InteractExit()));
break;
default:
RemoveSelf();
break;
}
}
private IEnumerator InteractExit() {
if (talker == null) {
RemoveSelf();
yield break;
}
talker.Enabled = false;
while (talker.UI.slide > 0) {
yield return null;
}
RemoveSelf();
yield break;
}
private bool CheckInput(InputTypes inputType, bool held) {
switch (inputType) {
case InputTypes.Grab:
return (held ? Input.Grab.Check : Input.Grab.Pressed);
case InputTypes.Jump:
return (held ? Input.Jump.Check : Input.Jump.Pressed);
case InputTypes.Dash:
return (held ? Input.Dash.Check : Input.Dash.Pressed);
case InputTypes.Interact:
if (excludeTalkers && TalkComponent.PlayerOver != null)
{
return false;
}
return (held ? Input.Talk.Check : Input.Talk.Pressed);
case InputTypes.CrouchDash:
return (held ? Input.CrouchDash.Check : Input.CrouchDash.Pressed);
default:
Vector2 aim = Input.Aim.Value.FourWayNormal();
if (held || (aim != Input.Aim.PreviousValue.FourWayNormal())) {
if (inputType == InputTypes.Left && aim.X < 0f)
return true;
else if (inputType == InputTypes.Right && aim.X > 0f)
return true;
else if (inputType == InputTypes.Down && aim.Y > 0f)
return true;
else if (inputType == InputTypes.Up && aim.Y < 0f)
return true;
}
break;
}
return false;
}
private static void Player_Jump(On.Celeste.Player.orig_Jump orig, Player self, bool particles, bool playSfx) {
orig(self, particles, playSfx);
if (self == null) { return; }
foreach (TriggerTrigger trigger in self.SceneAs<Level>().Tracker.GetEntities<TriggerTrigger>()) {
if (trigger.activationType == ActivationTypes.Jumping) {
trigger.externalActivation = true;
if (trigger.resetAfterJump)
{
trigger.resetActivation = true;
}
else
{
self.Add(new Coroutine(trigger.JumpRoutine(self, trigger), true));
}
}
}
}
private static void Player_WallJump(On.Celeste.Player.orig_WallJump orig, Player self, int dir)
{
orig(self, dir);
if (self == null) { return; }
foreach (TriggerTrigger trigger in self.SceneAs<Level>().Tracker.GetEntities<TriggerTrigger>())
{
if (trigger.activationType == ActivationTypes.Jumping && trigger.includeWalljump)
{
trigger.externalActivation = true;
if (trigger.resetAfterJump)
{
trigger.resetActivation = true;
}
else
{
self.Add(new Coroutine(trigger.JumpRoutine(self, trigger), true));
}
}
}
}
public IEnumerator JumpRoutine(Player player, TriggerTrigger trigger) {
while (!player.OnGround()) {
yield return null;
}
trigger.externalActivation = false;
yield break;
}
private static void Level_LoadLevel(On.Celeste.Level.orig_LoadLevel orig, Level self, Player.IntroTypes playerIntro, bool isFromLoader) {
hasOnEntityCollide = false;
collidedEntities.Clear();
collideTracker.Clear();
orig(self, playerIntro, isFromLoader);
}
private static bool PlayerCollider_Check(On.Celeste.PlayerCollider.orig_Check orig, PlayerCollider self, Player player) {
bool result = orig(self, player);
if (hasOnEntityCollide) {
if (result) {
if (collidedEntities.Add(self.Entity)) {
Type type = self.Entity.GetType();
string fullName = type.FullName;
if (!collideTracker.ContainsKey(type.Name)) {
collideTracker[type.Name] = 0;
collideTracker[fullName] = 0;
}
collideTracker[type.Name]++;
collideTracker[fullName]++;
}
} else {
collidedEntities.Remove(self.Entity);
}
}
return result;
}
private static void Engine_Update(MonoMod.Cil.ILContext il)
{
// code taken from communal helper's AbstractInputController
// https://github.com/CommunalHelper/CommunalHelper/blob/dev/src/Entities/Misc/AbstractInputController.cs
ILCursor cursor = new(il);
if (cursor.TryGotoNext(instr => instr.MatchLdsfld<Engine>("FreezeTimer"),
instr => instr.MatchCall<Engine>("get_RawDeltaTime")))
{
cursor.EmitDelegate<Action>(UpdateFreezeInput);
}
}
public static void UpdateFreezeInput()
{
foreach (TriggerTrigger trigger in Engine.Scene.Tracker.GetEntities<TriggerTrigger>())
{
if (trigger.activationType == ActivationTypes.OnInput && !trigger.inputHeld && trigger.CheckInput(trigger.inputType, false))
{
trigger.externalActivation = true;
trigger.resetActivation = true;
}
}
}
public bool Global;
public bool Activated;
private Vector2[] nodes;
private bool oneUse;
public ActivationTypes activationType;
private string flag;
private int deaths;
private int dashCount;
private float requiredSpeed;
private float waitTime;
private float hasWaited;
private int collideCount;
private Session.CoreModes coreMode;
private InputTypes inputType;
private bool inputHeld;
private bool excludeTalkers;
private bool ifSafe;
private bool includeCoyote;
public bool includeWalljump;
public bool resetAfterJump;
private int playerState;
private TalkComponent talker;
private List<Entity> entitiesInside;
private string collideSolid;
public bool externalActivation;
public bool resetActivation;
private bool invertCondition;
private ComparisonTypes comparisonType;
private bool absoluteValue;
private float delay;
private bool randomize;
private bool matchPosition;
private bool onlyOnEnter;
private List<Trigger> triggers;
private bool activating;
private bool deactivating;
private Trigger chosenTrigger;
public enum ActivationTypes {
Flag,
Dashing,
DashCount,
DeathsInRoom,
DeathsInLevel,
GrabHoldable,
SpeedX,
SpeedY,
Jumping,
Crouching,
TimeSinceMovement,
OnHoldableEnter,
CoreMode,
OnEntityCollide,
OnInteraction,
OnSolid,
OnEntityEnter,
OnInput,
OnGrounded,
OnPlayerState,
};
public enum InputTypes {
Left,
Right,
Up,
Down,
Jump,
Dash,
Grab,
Interact,
CrouchDash,
Any,
};
private static List<ActivationTypes> bypassGlobal = new List<ActivationTypes>() {
ActivationTypes.OnHoldableEnter,
ActivationTypes.OnInteraction,
ActivationTypes.OnEntityEnter,
};
private enum ComparisonTypes {
LessThan,
EqualTo,
GreaterThan,
};
}
}