Files
Vocaluxe/Vocaluxe/Base/CGame.cs
T

489 lines
18 KiB
C#

#region license
// This file is part of Vocaluxe.
//
// Vocaluxe is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vocaluxe is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
//Uncomment to make the engine hit every note
//#define DEBUG_HIT
//Uncomment to only hit notes for player one
//#define DEBUG_HIT_1
using System;
using System.Collections.Generic;
using Vocaluxe.SongQueue;
using VocaluxeLib;
using VocaluxeLib.Game;
using VocaluxeLib.Songs;
namespace Vocaluxe.Base
{
static class CGame
{
private static ISongQueue _SongQueue;
private static int _NumPlayers = CConfig.Config.Game.NumPlayers;
/// <summary>
/// Last beat that has been evaluated
/// </summary>
private static int _LastEvalBeat;
private static readonly Random _Rand = new Random();
public static Random Rand
{
get { return _Rand; }
}
public static float GetBeatFromTime(float time, float bpm, float gap)
{
return bpm / 60 * (time - gap);
}
public static float GetTimeFromBeats(float beats, float bpm)
{
if (bpm > 0f)
return beats / bpm * 60f;
return 0f;
}
/// <summary>
/// Currently played beat in song. This is floor(CurrentBeatF)
/// </summary>
public static int CurrentBeat
{
get { return (int)Math.Floor(CurrentBeatF); }
}
/// <summary>
/// Currently played beat in song. A value of 1.5 indicates that the song is in the middle of 1st and 2nd beat
/// </summary>
public static float CurrentBeatF { get; private set; }
/// <summary>
/// Middle of the beat that got just recorded (CurrentBeat-MicDelayBeats-0.5)
/// A value of 2 indicates that beat 2 was recorded and is ready for evaluation.
/// A value of 2.5 indicates that beat 3 is half way there.
/// </summary>
public static float MidRecordedBeat { get; private set; }
/// <summary>
/// Beat that got just recorded and can be evaluated. This is floor(MidRecordedBeat)
/// </summary>
public static int RecordedBeat
{
get { return (int)Math.Floor(MidRecordedBeat); }
}
public static SPlayer[] Players { get; private set; }
public static void Init()
{
_SongQueue = new CSongQueue();
_SongQueue.Init();
Players = new SPlayer[CSettings.MaxNumPlayer];
ResetPlayer();
}
public static EGameMode GameMode
{
get { return _SongQueue.GetCurrentGameMode(); }
}
public static bool AddVisibleSong(int visibleIndex, EGameMode gameMode)
{
return _SongQueue.AddVisibleSong(visibleIndex, gameMode);
}
public static bool AddSong(int absoluteIndex, EGameMode gameMode)
{
return _SongQueue.AddSong(absoluteIndex, gameMode);
}
public static bool RemoveVisibleSong(int visibleIndex)
{
return _SongQueue.RemoveVisibleSong(visibleIndex);
}
public static bool RemoveSong(int absoluteIndex)
{
return _SongQueue.RemoveSong(absoluteIndex);
}
public static void ClearSongs()
{
_SongQueue.ClearSongs();
}
public static void Reset()
{
_SongQueue.Reset();
}
public static void Start()
{
_SongQueue.Start(Players);
}
public static void NextRound()
{
_SongQueue.StartNextRound(Players);
}
public static bool IsFinished()
{
return _SongQueue.IsFinished();
}
public static int RoundNr
{
get { return _SongQueue.GetCurrentRoundNr(); }
}
public static CSong GetSong()
{
return _SongQueue.GetSong();
}
public static CSong GetSong(int round)
{
return _SongQueue.GetSong(round);
}
public static EGameMode GetGameMode(int round)
{
return _SongQueue.GetGameMode(round);
}
public static int GetNumSongs()
{
return _SongQueue.GetNumSongs();
}
public static CPoints GetPoints()
{
return _SongQueue.GetPoints();
}
public static int NumRounds
{
get { return _SongQueue.GetNumSongs(); }
}
public static int NumPlayers
{
get { return _NumPlayers; }
set
{
if (value > 0 && value <= CSettings.MaxNumPlayer)
_NumPlayers = value;
}
}
public static void GotoNameSelection()
{
CGraphics.FadeTo(EScreen.Names);
}
public static void ResetPlayer()
{
for (int i = 0; i < Players.Length; i++)
{
Players[i].Points = 0f;
Players[i].PointsLineBonus = 0f;
Players[i].PointsGoldenNotes = 0f;
Players[i].Rating = 0.5f;
Players[i].VoiceNr = 0;
Players[i].NoteDiff = 0;
Players[i].SungLines = new List<CSungLine>();
Players[i].CurrentLine = -1;
Players[i].CurrentNote = -1;
Players[i].SongID = -1;
Players[i].GameMode = EGameMode.TR_GAMEMODE_NORMAL;
Players[i].DateTicks = DateTime.Now.Ticks;
Players[i].SongFinished = false;
}
_LastEvalBeat = -100;
CurrentBeatF = -100;
MidRecordedBeat = -100;
}
public static void UpdatePoints(float time)
{
CSong song = _SongQueue.GetSong();
if (song == null)
return;
float b = GetBeatFromTime(time, song.BPM, song.Gap);
if (b <= CurrentBeatF)
return;
CurrentBeatF = b;
MidRecordedBeat = -0.5f + GetBeatFromTime(time, song.BPM, song.Gap + CConfig.Config.Record.MicDelay / 1000f);
for (int p = 0; p < _NumPlayers; p++)
CRecord.AnalyzeBuffer(p);
if (_LastEvalBeat >= RecordedBeat)
return;
for (int p = 0; p < _NumPlayers; p++)
{
for (int beat = _LastEvalBeat + 1; beat <= RecordedBeat; beat++)
{
if ((_SongQueue.GetCurrentGameMode() == EGameMode.TR_GAMEMODE_MEDLEY && song.Medley.EndBeat == beat) ||
(_SongQueue.GetCurrentGameMode() == EGameMode.TR_GAMEMODE_SHORTSONG && song.ShortEnd.EndBeat == beat))
Players[p].SongFinished = true;
CSongLine[] lines = song.Notes.GetVoice(Players[p].VoiceNr).Lines;
int line = song.Notes.GetVoice(Players[p].VoiceNr).FindPreviousLine(beat);
if (line < 0 || lines[line].EndBeat < beat)
continue;
//Check for already sung
if (line < Players[p].SungLines.Count - 1)
continue; // Already sung whole line
if (line == Players[p].SungLines.Count - 1)
{
//We are in the last line
if (beat <= Players[p].SungLines[line].LastNoteBeat)
continue; //We already have something that ends with/after that beat
}
if (line != Players[p].CurrentLine)
Players[p].CurrentNote = -1;
Players[p].CurrentLine = line;
while (Players[p].SungLines.Count <= line)
Players[p].SungLines.Add(new CSungLine());
CSongNote[] notes = lines[line].Notes;
int note = lines[line].FindPreviousNote(beat);
if (note < 0 || notes[note].EndBeat < beat)
continue;
Players[p].CurrentNote = note;
if (line == lines.Length - 1 && beat == lines[line].LastNoteBeat)
Players[p].SongFinished = true;
if (notes[note].PointsForBeat > 0 && (CRecord.ToneValid(p)
#if DEBUG_HIT
|| true
#elif DEBUG_HIT_1
|| (true && p == 0)
#endif
))
{
int tone = notes[note].Tone;
int tonePlayer = CRecord.GetTone(p);
while (tonePlayer - tone > 6)
tonePlayer -= 12;
while (tonePlayer - tone < -6)
tonePlayer += 12;
#if DEBUG_HIT
tonePlayer = tone;
#elif DEBUG_HIT_1
if(p == 0) tonePlayer = tone;
#endif
if (notes[note].Type == ENoteType.Rap || notes[note].Type == ENoteType.RapGolden)
tonePlayer = tone;
Players[p].NoteDiff = Math.Abs(tone - tonePlayer);
bool hit = Players[p].NoteDiff <= (2 - (int)CProfiles.GetDifficulty(Players[p].ProfileID));
if (hit)
{
// valid
//CRecord.RecordSetTone(p, Tone);
double points = (CSettings.MaxScore - CSettings.LinebonusScore) * (double)notes[note].PointsForBeat /
song.Notes.GetVoice(Players[p].VoiceNr).Points;
if (notes[note].Type == ENoteType.Golden || notes[note].Type == ENoteType.RapGolden)
Players[p].PointsGoldenNotes += points;
Players[p].Points += points;
// update player notes (sung notes)
if (Players[p].SungLines[line].NoteCount > 0)
{
CSungNote lastNote = Players[p].SungLines[line].LastNote;
if (notes[note].StartBeat == beat || lastNote.EndBeat + 1 != beat || lastNote.Tone != tone || !lastNote.Hit)
Players[p].SungLines[line].AddNote(new CSungNote(beat, 1, tone, notes[note], points));
else
{
Players[p].SungLines[line].IncLastNoteLength();
Players[p].SungLines[line].LastNote.Points += points;
}
}
else
Players[p].SungLines[line].AddNote(new CSungNote(beat, 1, tone, notes[note], points));
Players[p].SungLines[line].LastNote.CheckPerfect();
Players[p].SungLines[line].IsPerfect(lines[line]);
}
else
{
if (Players[p].SungLines[line].NoteCount > 0)
{
CSungNote lastNote = Players[p].SungLines[line].LastNote;
if (lastNote.Tone != tonePlayer || lastNote.EndBeat + 1 != beat || lastNote.Hit)
Players[p].SungLines[line].AddNote(new CSungNote(beat, 1, tonePlayer));
else
Players[p].SungLines[line].IncLastNoteLength();
}
else
Players[p].SungLines[line].AddNote(new CSungNote(beat, 1, tonePlayer));
}
}
// Check if line ended
int numLinesWithPoints = song.Notes.GetNumLinesWithPoints(Players[p].VoiceNr);
if (beat == lines[line].LastNoteBeat && lines[line].Points > 0 && numLinesWithPoints > 0)
{
// Line Bonus
double factor = Players[p].SungLines[line].Points / (double)lines[line].Points;
if (factor <= 0.4)
factor = 0.0;
else if (factor >= 0.9)
factor = 1.0;
else
{
factor -= 0.4;
factor *= 2;
factor *= factor;
}
double points = CSettings.LinebonusScore * factor / numLinesWithPoints;
Players[p].Points += points;
Players[p].PointsLineBonus += points;
Players[p].SungLines[line].BonusPoints += points;
//Calculate rating
//Shift fraction of correct sung notes to [-0.1, 0.1], player needs to sing five lines fully correctly to get highest ranking
double current = Players[p].SungLines[line].Points / (double)lines[line].Points;
Players[p].Rating = (Players[p].Rating + (current * 0.2 - 0.1)).Clamp(0, 1);
}
}
}
_LastEvalBeat = RecordedBeat;
}
public static void ResetToLastLine(int soundStream, CVideoStream vidStream)
{
float[] time = _GetLastSungLineStart();
ResetToTime(time[0], time[1], soundStream, vidStream);
}
public static void ResetToTime(float time, float nextStart, int soundStream, CVideoStream vidStream)
{
if (time < 0)
time = 0;
CurrentBeatF = GetBeatFromTime(time, GetSong().BPM, GetSong().Gap);
for (int p = 0; p < _NumPlayers; p++)
{
Players[p].Points = 0;
Players[p].PointsGoldenNotes = 0;
Players[p].PointsLineBonus = 0;
int l = 0;
int deleteLine = 0;
foreach (CSungLine line in Players[p].SungLines)
{
int n = -1;
int deleteNote = 0;
Players[p].PointsLineBonus += line.BonusPoints;
foreach (CSungNote note in line.Notes)
{
if (note.StartBeat < nextStart)
{
if (note.Hit && (note.HitNote.Type == ENoteType.Golden || note.HitNote.Type == ENoteType.RapGolden))
Players[p].PointsGoldenNotes += note.Points;
Players[p].Points += note.Points;
}
else if (deleteNote != -1)
deleteNote = n;
n++;
}
while (line.NoteCount > n && n >= 0)
{
if (line.Notes[n].Hit && (line.Notes[n].HitNote.Type == ENoteType.Golden || line.Notes[n].HitNote.Type == ENoteType.RapGolden))
Players[p].PointsGoldenNotes -= line.Notes[n].Points;
Players[p].Points -= line.Notes[n].Points;
line.DeleteNote(n);
}
if (line.LastNoteBeat > CurrentBeat && deleteLine == 0)
deleteLine = l;
l++;
}
Players[p].SungLines.RemoveRange(deleteLine, Players[p].SungLines.Count - deleteLine);
}
CSound.SetPosition(soundStream, time);
CVideo.Skip(vidStream, time, GetSong().VideoGap);
}
private static float[] _GetLastSungLineStart()
{
return _GetNoteTimeBeforeBeat(CurrentBeat);
}
private static float[] _GetNoteTimeBeforeBeat(int beat)
{
CSong song = GetSong();
int startBeat = (int)Math.Floor(beat - GetBeatFromTime(CSettings.PauseResetTime, song.BPM, 0f));
int lastStart = 0;
int nextStart = 0;
foreach (CVoice voice in song.Notes.Voices)
{
int lastEnd = 0;
int voiceStart = 0;
int nextStartNote = 0;
foreach (CSongLine line in voice.Lines)
{
foreach (CSongNote note in line.Notes)
{
if (note.StartBeat > startBeat)
{
nextStartNote = note.StartBeat;
break;
}
voiceStart = note.StartBeat;
lastEnd = note.EndBeat;
}
if (nextStartNote > 0)
break;
}
if (nextStartNote - beat > CSettings.PauseResetTime)
lastStart = beat;
else if (nextStartNote - lastEnd > CSettings.PauseResetTime)
lastStart = nextStartNote - (int)Math.Floor(GetBeatFromTime(CSettings.PauseResetTime, song.BPM, 0f));
if (voiceStart > lastStart)
{
lastStart = voiceStart;
nextStart = nextStartNote;
}
}
return new float[] {GetTimeFromBeats(lastStart, GetSong().BPM), nextStart};
}
}
}