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Copy pathInteractiveChaser.cs
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748 lines (674 loc) · 23.1 KB
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using Celeste;
using Celeste.Mod;
using Celeste.Mod.Entities;
using Microsoft.Xna.Framework;
using Mono.Cecil.Cil;
using Monocle;
using MonoMod.Cil;
using MonoMod.RuntimeDetour;
using MonoMod.Utils;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Platform = Celeste.Platform;
namespace vitmod
{
[Tracked]
[CustomEntity("vitellary/interactivechaser")]
public class InteractiveChaser : Entity {
internal static DetourConfig RootConfig = new("CrystallineHelper_InteractiveChaser", 0);
private const string vitellaryInteractiveChaserStates = "vitellaryInteractiveChaserStates";
private const string vitellaryChaserPosition = "vitellaryChaserPosition";
private const string vitellaryChaserMovementCounter = "vitellaryChaserMovementCounter";
private const string vitellaryChaserSpeed = "vitellaryChaserSpeed";
private const string vitellaryChaserDashed = "vitellaryChaserDashed";
public static readonly Color HairColor = Calc.HexToColor("9B3FB5");
public PlayerSprite Sprite;
public CustomPlayerHair Hair;
private LightOcclude occlude;
private bool ignorePlayerAnim;
private Player player;
private bool following;
private float followBehindTime;
private float followBehindIndexDelay;
public bool Hovering;
private float hoveringTimer;
private Dictionary<string, SoundSource> loopingSounds;
private List<SoundSource> inactiveLoopingSounds;
private DummyPlayer dummyPlayer;
// options
public float FollowDelay;
private bool canChangeMusic;
private string flag;
private bool harmful;
private float startDelay;
private Vector2 mirror;
private string[] blacklist;
public bool sendPlayer;
public InteractiveChaser(EntityData data, Vector2 offset) : base(data.Position + offset)
{
canChangeMusic = data.Bool("canChangeMusic");
harmful = data.Bool("harmful", true);
flag = data.Attr("flag");
FollowDelay = data.Float("followDelay", 1.5f);
startDelay = data.Float("startDelay", 0f);
mirror = MirrorScales[data.Enum("mirroring", MirrorMode.None)];
blacklist = data.Attr("blacklist").Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
sendPlayer = data.Bool("sendToPlayer", false);
Hovering = false;
hoveringTimer = 0f;
loopingSounds = new Dictionary<string, SoundSource>();
inactiveLoopingSounds = new List<SoundSource>();
Depth = -2;
Collider = new Hitbox(6f, 6f, -3f, mirror.Y == 1f ? -7f : 1f);
Collidable = false;
Sprite = new PlayerSprite(PlayerSpriteMode.Badeline);
Sprite.Play("fallSlow", restart: true);
Sprite.Scale.Y = mirror.Y;
Hair = new CustomPlayerHair(Sprite, mirror);
Hair.Color = HairColor;
Hair.Border = Color.Black;
Add(Hair);
Add(Sprite);
Visible = false;
followBehindTime = FollowDelay;
followBehindIndexDelay = startDelay;
Add(new PlayerCollider(OnPlayer));
}
public override void Added(Scene scene)
{
base.Added(scene);
Add(new Coroutine(StartChasingRoutine(scene as Level)));
scene.Add(dummyPlayer = new DummyPlayer(this, Position, mirror, blacklist));
}
public override void Removed(Scene scene)
{
dummyPlayer?.RemoveSelf();
base.Removed(scene);
}
public IEnumerator StartChasingRoutine(Level level)
{
Hovering = true;
while ((player = Scene.Tracker.GetEntity<Player>()) == null || player.JustRespawned || (!string.IsNullOrEmpty(flag) && !level.Session.GetFlag(flag)))
{
yield return null;
}
yield return followBehindIndexDelay;
if (!Visible)
{
PopIntoExistance(0.2f);
}
Sprite.Play("fallSlow");
Hair.Visible = true;
Hovering = false;
if (canChangeMusic)
{
level.Session.Audio.Music.Event = "event:/music/lvl2/chase";
level.Session.Audio.Apply(forceSixteenthNoteHack: false);
}
yield return TweenToPlayer();
Collidable = true;
following = true;
Add(occlude = new LightOcclude());
if (!string.IsNullOrEmpty(flag) || level.Tracker.CountEntities<BadelineOldsiteEnd>() > 0)
{
Add(new Coroutine(StopChasing()));
}
}
private IEnumerator TweenToPlayer()
{
Audio.Play("event:/char/badeline/level_entry", Position, "chaser_count", 0);
if (followBehindTime > 0f)
{
Vector2 from = Position;
Vector2 originalTo = player.Position;
Tween tween = Tween.Create(Tween.TweenMode.Oneshot, Ease.CubeIn, Math.Max(0.5f, followBehindTime - 0.1f), start: true);
tween.OnUpdate = delegate (Tween t)
{
if (player != null)
{
ChaserState chaseState;
GetChasePosition(player, Scene.TimeActive, followBehindTime, out chaseState);
Vector2 to = chaseState.Exists ? chaseState.Position : MirrorPos(originalTo, SceneAs<Level>(), mirror);
Position = Vector2.Lerp(from, to, t.Eased);
if (to.X != from.X)
{
Sprite.Scale.X = Math.Abs(Sprite.Scale.X) * (float)Math.Sign(to.X - from.X);
Sprite.Scale.Y = mirror.Y;
}
Trail();
}
};
Add(tween);
yield return tween.Duration;
}
else
{
ChaserState chaseState;
GetChasePosition(player, Scene.TimeActive, followBehindTime, out chaseState);
Position = chaseState.Exists ? chaseState.Position : (FollowDelay == 0f ? MirrorPos(player.Position, SceneAs<Level>(), mirror) : Position);
yield break;
}
}
private IEnumerator StopChasing()
{
Level level = Scene as Level;
while (!(string.IsNullOrEmpty(flag) || !level.Session.GetFlag(flag)) && !CollideCheck<BadelineOldsiteEnd>())
{
yield return null;
}
following = false;
ignorePlayerAnim = true;
Sprite.Play("laugh");
Sprite.Scale.X = mirror.X;
yield return 1f;
Audio.Play("event:/char/badeline/disappear", Position);
level.Displacement.AddBurst(Center, 0.5f, 24f, 96f, 0.4f);
level.Particles.Emit(BadelineOldsite.P_Vanish, 12, Center, Vector2.One * 6f);
RemoveSelf();
}
public override void Update()
{
ChaserState chaseState;
if (player != null && player.Dead)
{
dummyPlayer.GrabState = GrabState.Drop;
Sprite.Play("laugh");
Sprite.X = (float)(Math.Sin(hoveringTimer) * 4.0);
Hovering = true;
hoveringTimer += Engine.DeltaTime * 2f;
Depth = -12500;
foreach (KeyValuePair<string, SoundSource> loopingSound in loopingSounds)
{
loopingSound.Value.Stop();
}
Trail();
}
else if (following && GetChasePosition(player, Scene.TimeActive, followBehindTime, out chaseState))
{
Position = chaseState.Position;
//Position = Calc.Approach(Position, chaseState.Position, 1000f * Engine.DeltaTime);
if (dummyPlayer != null)
{
dummyPlayer.UpdateState(chaseState);
}
if (!ignorePlayerAnim && chaseState.Animation != Sprite.CurrentAnimationID && chaseState.Animation != null && Sprite.Has(chaseState.Animation))
{
Sprite.Play(chaseState.Animation, restart: true);
}
if (!ignorePlayerAnim)
{
Sprite.Scale.X = Math.Abs(Sprite.Scale.X) * (float)chaseState.Facing;
Sprite.Scale.Y = mirror.Y;
}
for (int i = 0; i < chaseState.Sounds; i++)
{
if (chaseState[i].Action == Player.ChaserStateSound.Actions.Oneshot)
{
Audio.Play(chaseState[i].Event, Position, chaseState[i].Parameter, chaseState[i].ParameterValue, "chaser_count", 0);
}
else if (chaseState[i].Action == Player.ChaserStateSound.Actions.Loop && !loopingSounds.ContainsKey(chaseState[i].Event))
{
SoundSource soundSource;
if (inactiveLoopingSounds.Count > 0)
{
soundSource = inactiveLoopingSounds[0];
inactiveLoopingSounds.RemoveAt(0);
}
else
{
Add(soundSource = new SoundSource());
}
soundSource.Play(chaseState[i].Event, "chaser_count", 0);
loopingSounds.Add(chaseState[i].Event, soundSource);
}
else if (chaseState[i].Action == Player.ChaserStateSound.Actions.Stop)
{
SoundSource value = null;
if (loopingSounds.TryGetValue(chaseState[i].Event, out value))
{
value.Stop();
loopingSounds.Remove(chaseState[i].Event);
inactiveLoopingSounds.Add(value);
}
}
}
Depth = chaseState.Depth - 2;
Trail();
}
if (Sprite.Scale.X != 0f)
{
Hair.Facing = (Facings)Math.Sign(Sprite.Scale.X);
}
if (Hovering)
{
hoveringTimer += Engine.DeltaTime;
Sprite.Y = (float)(Math.Sin(hoveringTimer * 2f) * 4.0);
}
else
{
Sprite.Y = Calc.Approach(Sprite.Y, 0f, Engine.DeltaTime * 4f);
}
if (occlude != null)
{
occlude.Visible = !CollideCheck<Solid>();
}
base.Update();
}
private void Trail()
{
if (Scene.OnInterval(0.1f))
{
TrailManager.Add(this, Player.NormalHairColor, 1f);
}
}
private void OnPlayer(Player player)
{
if (harmful && !(player is DummyPlayer))
player.Die((player.Position - Position).SafeNormalize());
}
private void PopIntoExistance(float duration)
{
Visible = true;
Sprite.Scale = Vector2.Zero;
Sprite.Color = Color.Transparent;
Hair.Visible = true;
Hair.Alpha = 0f;
Tween tween = Tween.Create(Tween.TweenMode.Oneshot, Ease.CubeIn, duration, start: true);
tween.OnUpdate = delegate (Tween t)
{
Sprite.Scale = Vector2.One * t.Eased;
Sprite.Color = Color.White * t.Eased;
Hair.Alpha = t.Eased;
};
Add(tween);
}
private bool OnGround(int dist = 1)
{
for (int i = 1; i <= dist; i++)
{
if (CollideCheck<Solid>(Position + new Vector2(0f, i)))
{
return true;
}
}
return false;
}
private bool GetChasePosition(Player player, float sceneTime, float timeAgo, out ChaserState chaseState)
{
if (!player.Dead)
{
var chaserStates = DynamicData.For(player).Get<List<ChaserState>>(vitellaryInteractiveChaserStates);
bool flag = false;
foreach (ChaserState chaserState in chaserStates)
{
float num = sceneTime - chaserState.TimeStamp;
if (num <= timeAgo)
{
if (flag || timeAgo - num < 0.02f)
{
chaseState = chaserState.Mirrored(SceneAs<Level>(), mirror);
return true;
}
chaseState = default;
return false;
}
flag = true;
}
}
chaseState = default;
return false;
}
public static Vector2 MirrorPos(Vector2 pos, Level level, Vector2 mirror)
{
var levelHeight = Math.Max(184, level.Bounds.Height);
var levelCenter = new Vector2(level.Bounds.X + level.Bounds.Width / 2f, level.Bounds.Y + levelHeight / 2f);
return (pos - levelCenter) * mirror + levelCenter;
}
private static ILHook playerOrigUpdateHook;
public static void Load()
{
using (new DetourConfigContext(RootConfig).Use())
{
On.Celeste.Player.Die += Player_Die;
}
On.Celeste.Player.ctor += Player_ctor;
On.Celeste.Player.Update += Player_Update;
//On.Celeste.Actor.Update += Actor_Update;
On.Celeste.Player.UpdateChaserStates += Player_UpdateChaserStates;
On.Celeste.Player.OnTransition += Player_OnTransition;
playerOrigUpdateHook = new ILHook(typeof(Player).GetMethod("orig_Update", BindingFlags.Public | BindingFlags.Instance), Player_orig_Update);
playerOrigUpdateHook.Apply();
}
public static void Unload()
{
On.Celeste.Player.ctor -= Player_ctor;
On.Celeste.Player.Die -= Player_Die;
On.Celeste.Player.Update -= Player_Update;
//On.Celeste.Actor.Update -= Actor_Update;
On.Celeste.Player.UpdateChaserStates -= Player_UpdateChaserStates;
On.Celeste.Player.OnTransition -= Player_OnTransition;
playerOrigUpdateHook.Dispose();
}
private static void PlayerDeadBody_ctor(On.Celeste.PlayerDeadBody.orig_ctor orig, PlayerDeadBody self, Player player, Vector2 direction)
{
orig(self, player, direction);
if (player is DummyPlayer)
{
self.Active = false;
self.Visible = false;
}
}
private static void Player_OnTransition(On.Celeste.Player.orig_OnTransition orig, Player self)
{
var chaserStates = DynamicData.For(self).Get<List<ChaserState>>(vitellaryInteractiveChaserStates);
chaserStates.Clear();
orig(self);
}
private static void Player_orig_Update(ILContext il) {
ILCursor cursor = new ILCursor(il);
if (!cursor.TryGotoNext(MoveType.After,
instr => instr.MatchCallvirt<Player>("set_Ducking"))) {
return;
}
ILLabel label = null;
if (!cursor.TryGotoPrev(MoveType.Before,
instr => instr.MatchBgtUn(out label))) {
return;
}
cursor.GotoLabel(label);
Logger.Log("CrystallineHelper", "Adding Player.orig_Update IL hook for InteractiveChaser");
cursor.Emit(OpCodes.Ldarg_0);
cursor.EmitDelegate<Action<Player>>(player => {
var playerData = DynamicData.For(player);
playerData.Set(vitellaryChaserPosition, player.Position);
playerData.Set(vitellaryChaserMovementCounter, player.movementCounter);
playerData.Set(vitellaryChaserSpeed, player.Speed);
if (player.DashAttacking && player.Speed.Length() > 0f)
playerData.Set(vitellaryChaserDashed, player.DashDir);
});
}
private static void Player_Update(On.Celeste.Player.orig_Update orig, Player self)
{
DynamicData.For(self).Set(vitellaryChaserDashed, Vector2.Zero);
orig(self);
}
private static void Player_ctor(On.Celeste.Player.orig_ctor orig, Player self, Vector2 position, PlayerSpriteMode spriteMode)
{
orig(self, position, spriteMode);
var playerData = DynamicData.For(self);
playerData.Set(vitellaryInteractiveChaserStates, new List<ChaserState>());
playerData.Set(vitellaryChaserPosition, self.Position);
playerData.Set(vitellaryChaserSpeed, self.Speed);
playerData.Set(vitellaryChaserMovementCounter, self.movementCounter);
playerData.Set(vitellaryChaserDashed, Vector2.Zero);
}
private static PlayerDeadBody Player_Die(On.Celeste.Player.orig_Die orig, Player self, Vector2 direction, bool evenIfInvincible, bool registerDeathInStats)
{
if (self is DummyPlayer)
return null;
return orig(self, direction, evenIfInvincible, registerDeathInStats);
}
private static void Player_UpdateChaserStates(On.Celeste.Player.orig_UpdateChaserStates orig, Player self)
{
var chasers = self.Scene.Tracker.GetEntities<InteractiveChaser>();
if (chasers.Count > 0)
{
var maxDelay = chasers.Max(e => (e as InteractiveChaser).FollowDelay);
var chaserStates = DynamicData.For(self).Get<List<ChaserState>>(vitellaryInteractiveChaserStates);
while (chaserStates.Count > 0 && self.Scene.TimeActive - chaserStates[0].TimeStamp > maxDelay)
chaserStates.RemoveAt(0);
chaserStates.Add(new ChaserState(self));
}
orig(self);
}
private static Dictionary<MirrorMode, Vector2> MirrorScales = new Dictionary<MirrorMode, Vector2>()
{
{ MirrorMode.None, new Vector2(1f, 1f) },
{ MirrorMode.FlipH, new Vector2(-1f, 1f) },
{ MirrorMode.FlipV, new Vector2(1f, -1f) },
{ MirrorMode.FlipBoth, new Vector2(-1f, -1f) }
};
public enum MirrorMode
{
None,
FlipH,
FlipV,
FlipBoth
}
[TrackedAs(typeof(Player))]
public class DummyPlayer : Player
{
public GrabState GrabState { get; set; }
public int State { get; set; }
public string[] Blacklist { get; set; }
private List<Component> newComponents;
private InteractiveChaser Chaser;
public DummyPlayer(InteractiveChaser chaser, Vector2 position, Vector2 mirror, string[] blacklist) : base(position, PlayerSpriteMode.Badeline)
{
Chaser = chaser;
normalHitbox.Center *= mirror;
duckHitbox.Center *= mirror;
normalHurtbox.Center *= mirror;
duckHurtbox.Center *= mirror;
Blacklist = blacklist;
}
public override void Added(Scene scene)
{
Scene = scene;
level = scene as Level;
Dashes = MaxDashes;
newComponents = new List<Component>();
newComponents.Add(Get<Leader>());
}
public override void Update()
{
newComponents.RemoveAll((c) => c.Entity == null);
foreach (var component in newComponents)
component.Update();
var platform = (Platform)CollideFirst<Solid>(Position + Vector2.UnitY) ?? (Platform)CollideFirstOutside<JumpThru>(Position + Vector2.UnitY);
if (platform != null) {
onGround = true;
OnSafeGround = platform.Safe;
}
else
{
onGround = false;
OnSafeGround = false;
}
UpdateCarry();
}
public override void Render() { }
public void UpdateState(InteractiveChaser.ChaserState state)
{
Ducking = state.Ducking;
GrabState = state.GrabState;
Facing = state.Facing;
DashDir = state.DashDir;
dashAttackTimer = DashDir != Vector2.Zero ? 1f : 0f;
if (DashDir != Vector2.Zero)
{
Position = state.EarlyPosition;
movementCounter = state.MovementCounter;
MoveH(state.Speed.X * state.DeltaTime, OnCollideH);
MoveV(state.Speed.Y * state.DeltaTime, OnCollideV);
}
State = state.State;
Position = state.Position;
Depth = state.Depth - 1;
if (GrabState == GrabState.Held)
StateMachine.State = 1;
else
StateMachine.State = 0;
if (GrabState == GrabState.Held && Holding == null)
{
foreach (Holdable holdable in Scene.Tracker.GetComponents<Holdable>())
{
if (!holdable.IsHeld && holdable.Check(this) && holdable.Pickup(this))
{
Holding = holdable;
Vector2 begin = holdable.Entity.Position - Position;
Vector2 end = new Vector2(0f, -12f);
Vector2 control = new Vector2(begin.X + Math.Sign(begin.X) * 2f, -14f);
SimpleCurve curve = new SimpleCurve(begin, end, control);
carryOffset = begin;
var tween = Tween.Create(Tween.TweenMode.Oneshot, Ease.CubeInOut, 0.16f, true);
tween.OnUpdate = (t) => carryOffset = curve.GetPoint(t.Eased);
AddNew(tween);
}
}
}
else if (GrabState != GrabState.Held && Holding != null)
{
if (GrabState == GrabState.Drop)
Holding.Release(Vector2.Zero);
else
Holding.Release(Vector2.UnitX * (float)Facing);
Holding = null;
}
else if (Holding != null && Holding.Holder != this) {
Holding = null;
}
var collider = Collider;
Collider = hurtbox;
foreach (PlayerCollider playerCollider in Scene.Tracker.GetComponents<PlayerCollider>())
{
if (!(playerCollider.Entity is InteractiveChaser) && !Blacklist.Any((s) => s == playerCollider.Entity.GetType().Name)) {
if (Chaser.sendPlayer) {
// implement collision checking ourself, so that we can specify what Player to pass into OnCollide
Collider checkCollider = playerCollider.Collider;
if (checkCollider == null) {
if (CollideCheck(playerCollider.Entity)) {
playerCollider.OnCollide(Chaser.player);
}
} else {
Collider entityCollider = playerCollider.Entity.Collider;
playerCollider.Entity.Collider = checkCollider;
bool flag = CollideCheck(playerCollider.Entity);
playerCollider.Entity.Collider = entityCollider;
if (flag) {
playerCollider.OnCollide(Chaser.player);
}
}
} else {
playerCollider.Check(this);
}
}
}
Collider = collider;
UpdateCarry();
}
private void OnCollideH(CollisionData data)
{
if (DashAttacking && data.Hit != null && data.Direction.X == Math.Sign(DashDir.X) && !Blacklist.Any((s) => s == data.Hit.GetType().Name))
data.Hit.OnDashCollide?.Invoke(this, data.Direction);
}
private void OnCollideV(CollisionData data)
{
if (DashAttacking && data.Hit != null && data.Direction.Y == Math.Sign(DashDir.Y) && !Blacklist.Any((s) => s == data.Hit.GetType().Name))
data.Hit.OnDashCollide?.Invoke(this, data.Direction);
}
private void AddNew(Component c)
{
Add(c);
newComponents.Add(c);
}
}
public struct ChaserState
{
public bool Exists;
public Vector2 Bottom;
public Vector2 Position;
public Vector2 EarlyPosition;
public Vector2 MovementCounter;
public float TimeStamp;
public string Animation;
public Facings Facing;
public bool OnGround;
public Color HairColor;
public int Depth;
public Vector2 Scale;
public Vector2 Speed;
public Vector2 DashDir;
public float DeltaTime;
public bool Ducking;
public int State;
public GrabState GrabState;
private Player.ChaserStateSound sound0;
private Player.ChaserStateSound sound1;
private Player.ChaserStateSound sound2;
private Player.ChaserStateSound sound3;
private Player.ChaserStateSound sound4;
public int Sounds;
public Player.ChaserStateSound this[int index]
{
get
{
switch (index)
{
case 0:
return sound0;
case 1:
return sound1;
case 2:
return sound2;
case 3:
return sound3;
case 4:
return sound4;
default:
return default;
}
}
}
public ChaserState(Player player)
{
var playerData = DynamicData.For(player);
Exists = true;
Bottom = player.BottomCenter;
Position = player.Position;
TimeStamp = player.Scene.TimeActive;
Animation = player.Sprite.CurrentAnimationID;
Facing = player.Facing;
OnGround = player.onGround;
HairColor = player.Hair.Color;
Depth = player.Depth;
Scale = new Vector2(Math.Abs(player.Sprite.Scale.X) * (float)player.Facing, player.Sprite.Scale.Y);
EarlyPosition = playerData.Get<Vector2>(vitellaryChaserPosition);
MovementCounter = playerData.Get<Vector2>(vitellaryChaserMovementCounter);
Speed = playerData.Get<Vector2>(vitellaryChaserSpeed);
DashDir = playerData.Get<Vector2>(vitellaryChaserDashed);
DeltaTime = Engine.DeltaTime;
Ducking = player.Ducking;
State = player.StateMachine.State;
GrabState = player.Ducking ? GrabState.Drop : ((Input.Grab.Check && DashDir == Vector2.Zero) ? GrabState.Held : (Input.MoveY == 1 ? GrabState.Drop : GrabState.None));
List<Player.ChaserStateSound> activeSounds = player.activeSounds;
Sounds = Math.Min(5, activeSounds.Count);
sound0 = ((Sounds > 0) ? activeSounds[0] : default);
sound1 = ((Sounds > 1) ? activeSounds[1] : default);
sound2 = ((Sounds > 2) ? activeSounds[2] : default);
sound3 = ((Sounds > 3) ? activeSounds[3] : default);
sound4 = ((Sounds > 4) ? activeSounds[4] : default);
}
public ChaserState Mirrored(Level level, Vector2 scales)
{
var newState = this;
newState.Position = MirrorPos(Position, level, scales);
newState.EarlyPosition = MirrorPos(EarlyPosition, level, scales);
newState.MovementCounter *= scales;
newState.Speed *= scales;
newState.DashDir *= scales;
newState.Facing = (Facings)((int)Facing * (int)scales.X);
return newState;
}
}
public enum GrabState
{
None,
Held,
Drop
}
}
}