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## 02 CustomCodeDetector.lua [lua] --[[-------------------------------------------------------------------------- Custom Code Detector by Daisuke Master ------------------------------------------------------------------------------ -= Whats this? =- Just that, a custom codedetector, you can add the codenames as exact mods and this thingy will do whatever you wanted to do with the oh-so-known harcoded codedetector. I kind of don't like the codedetector for various reasons, that's why I made this (also the remaining stuff happened by accident lol), anyway, if you feel like wanting this in your theme, go ahead! no problem, just let me know that you're using it and that this was useful for you ^^ -= How to use =- First of all, put this lua module under the Scripts folder of your theme. Using codeset, put this in a CodeMessageCommand, inside a function command, under ScreenSelectMusic, like this: <code> CodeMessageCommand=function(self) CustomCodeDetector() end; </code> You'll need codename and player to be passed as arguments, you can get those somewhere: <code> CodeMessageCommand=function(self,params) CustomCodeDetector(params.Name, params.PlayerNumber) end; </code> If you like to be classy like me: <code> CodeMessageCommand=function(self,params) local code = params.Name local player = params.PlayerNumber if not GAMESTATE:IsHumanPlayer(player) then return end; CustomCodeDetector(code, player) end; </code> Niceties: <code> CodeMessageCommand=function(self,params) local code = params.Name local player = params.PlayerNumber if not GAMESTATE:IsHumanPlayer(player) then return end; if CustomCodeDetector(code, player, true) then --idk what to put here so eh... else --handle here other codes for misc purposes end SOUND:PlayOnce(THEME:GetPathS("ScreenSelectMusic","Options")) end; </code> Extras: you can set a third param as true to deactivate sound and the message broadcast to handle those outside (example above) What more? Oh yes, you'll need a CodeNames line under ScreenSelectMusic <code> [ScreenSelectMusic] CodeNames="Noteskin,Speed,Cancel,Dark,Mirror" ;main codes CodeNoteskin="Up,Up,Down,Down,Left,Right,Left,Right" CodeSpeed="Left,Right,Left,Right,Down" CodeCancel="Select,Select" ;secondary codes CodeDark="Down,Down,Left,Right,Down" CodeMirror="Down,Left,Up,Down,Right,Up" </code> The first three (speed, noteskin and cancle er... cancel) are mandatory, the rest are optional (dark and mirror as examples) -= Caveats =- *I don't know what will happen if illegal modifiers are set into the CodeNames line under ScreenSelectMusic, so try at your own risk (not that anything bad but a crash may happen, I don't know so I'm just warning you). *I don't know what will happen if you add percentages and/or approach into the modifiers (for example >Code50% tornado="@Right-Up") *Ignore the previous two points, I just added a mod validator function, if your mod does not exists there just add it. *You just can't set multiple modifiers in one code because of how codes are separated (by commas) *FOR PUMP-SM USERS: Watch out when using center as part of your code, it's treated as start button and you know what happens when you press start, solution: you can use two part selection in metrics along with twopart confirms only so you can doublepress center with no problems, remember that only sm-ssc can do that (goes the same to ez2/popn users with footdown/red buttons). *Don't try weird things with this. -= TODO list =- *Previous speed and noteskins *Go lazy and lowercase GetPlayerOptions -= Licensing =- IMO it's important, I don't like to see my work being hijacked by someone else and claiming as it's own (others don't like that either) so here we go: I'm licensing this under Creative Commons by-sa 3.0 http://creativecommons.org/licenses/by-sa/3.0/ This means that: You can share and adapt this code as you like/need/want withouth worry, but you must attribute me, and if you release your modified work you must license it with the same license as this. -= Credits =- ºDaisuMaster -= Thanks =- ºmain stepmania devteam (they created SM) ºsm-ssc devteam (they forked sm4 and tweaked it in an astounding way) ºcesarmades (this guy inspired me somehow) -= Final notes =- That's all you should need to know for now, and as I said, feel free to use this and let me know if this was useful for you ^^ --]]-------------------------------------------------------------------------- local function ReadSpeedMods() --this reads speeds from a file (Cmods are not allowed, I don't like to --deal with these) local dir = THEME:GetCurrentThemeDirectory() .. "speeds.txt" local speeds = File.Read( dir ) if not speeds then speeds = {"1x","2x","3x","4x","5x","8x"} speeds = join("\r\n",speeds) File.Write( dir , speeds) return speeds end speeds = string.gsub(speeds,"\r","") speeds = split("\n", speeds) --[[local rebuild = false for k,v in ipairs(speeds) do if not string.find(v,"%dx") or not string.find(v,"%%d.dx") then rebuild = true table.remove(speed,k) end end if rebuild then --cleanup File.Write( dir , join("\r\n",speeds)) end]] return speeds end local function IsValidMod(m) --check mods here, see PlayerOptions.cpp if you want/need more --throwing the most common/used here --todo: regex formats and bind the mods into a table so setups like 50% dark would work if m == "Boost" or m == "Brake" or m == "Wave" or m == "Expand" or m == "Boomerang" or m == "Drunk" or m == "Dizzy" or m == "Confusion" or m == "Mini" or m == "Tiny" or m == "Flip" or m == "Invert" or m == "Tornado" or m == "Tipsy" or m == "Bumpy" or m == "Beat" or m == "XMode" or m == "Hidden" or m == "Sudden" or m == "Stealth" or m == "Blink" or m == "RandomVanish" or m == "Reverse" or m == "Split" or m == "Alternate" or m == "Cross" or m == "Centered" or m == "Dark" or m == "RandomAttacks" or m == "SongAttacks" or m == "PlayerAutoPlay" or m == "Mirror" or m == "Left" or m == "Right" or m == "Shuffle" or m == "SoftShuffle" or m == "SuperShuffle" then return true else return false end end --local function Tracef(...) Trace(string.format(...)) end function CustomCodeDetector(code,player,sound_and_broadcast) assert(code,"[CUSTOMCODEDETECTOR]: an input code must be given.") assert(player, "[CUSTOMCODEDETECTOR]: a player number must be given.") if sound_and_broadcast then Trace("[CUSTOMCODEDETECTOR]: playeroptions message broadcast and sound playback are deactivated") end --playerstates lets you get and set modifiers per player via lua local playerstate = GAMESTATE:GetPlayerState(player) --nice, I didn't knew that playermods could be get as an array. local playermods = playerstate:GetPlayerOptionsArray('ModsLevel_Preferred') --local playermods = playerstate:GetPlayerOptions('ModsLevel_Preferred') --playermods = split(", ",playermods) local noteskins = NOTESKIN:GetNoteSkinNames() --woot! noteskins via codes!! and not hardcoded!!! :awesome: if code == "Noteskin" then --do changes here local found = false --iterate every noteskin in every playermod for i,j in ipairs(playermods) do for k,l in ipairs(noteskins) do --we got a match if j == l then found = true local index = k+1 --avoiding overflow if index > #noteskins then index = 1 end --replacing Tracef("[CUSTOMCODEDETECTOR]: Setting noteskin '%s' in place of '%s'", noteskins[index], playermods[i]) playermods[i] = noteskins[index] end end end --no matches if not found then for k,v in ipairs(noteskins) do if string.lower(v) == "default" then --set the one next to default or the first if it's the last local idx = k+1 if idx > #noteskins then idx = 1 end Tracef("[CUSTOMCODEDETECTOR]: Setting noteskin '%s'", noteskins[idx]) table.insert(playermods, noteskins[idx]) end end end --like notekins but with speeds elseif code == "Speed" then --read your speeds from a file (by theme) local speeds = ReadSpeedMods() local found = false for i,j in ipairs(playermods) do for k,l in ipairs(speeds) do if j == l then found = true local index = k+1 if index > #speeds then index = 1 end Tracef("[CUSTOMCODEDETECTOR]: Setting speedmod '%s' in place of '%s'", speeds[index], playermods[i]) playermods[i] = speeds[index] end end end if not found then --most likely is a 1x, set the next for k,v in ipairs(speeds) do if v == "1x" then local idx = k+1 if idx > #speeds then idx = 1 end Tracef("[CUSTOMCODEDETECTOR]: Setting speedmod '%s'", speeds[idx]) table.insert(playermods, speeds[idx]) end end end elseif code == "Cancel" then local defaultmods = PREFSMAN:GetPreference("DefaultModifiers") defaultmods = split(",", defaultmods) --set 1x and clear other mods, also default noteskin (along with the default mods) playermods = { "1x","default" } for k,v in ipairs(defaultmods) do table.insert(playermods, v) end else if IsValidMod(code) then --other mod codes, code name must be the exact mod local found = false for i,j in ipairs(playermods) do if j == code then --remove it found = true Tracef("[CUSTOMCODEDETECTOR]: Setting modifier '%s'", code) table.remove(playermods, i) end end if not found then Tracef("[CUSTOMCODEDETECTOR]: Unsetting modifier '%s'", code) table.insert(playermods, code) end else --SOUND:PlayOnce(THEME:GetPathS("MusicWheel","locked")) Tracef("[CUSTOMCODEDETECTOR]: The mod '%s' could not be set", code) return false end end --let's check if noteskins aren't missing (we're avoiding crashes here...) local found = false --iterate again uh for i,j in ipairs(playermods) do for k,l in ipairs(noteskins) do if j == l then found = true end end end --apparently there aren't any noteskins... if not found then table.insert(playermods, "default") end --join playermods = join(", ",playermods) --set the mods playerstate:SetPlayerOptions('ModsLevel_Preferred',playermods) --optional stuff if not sound_and_broadcast then --play some sound SOUND:PlayOnce(THEME:GetPathS("ScreenSelectMusic","Options")) --send some message MESSAGEMAN:Broadcast("PlayerOptionsChanged", { PlayerNumber = player }) end --if we get here then everything went just fine return true end
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