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main.lua
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main.lua
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-- Live Simulator: 2
--[[---------------------------------------------------------------------------
-- Copyright (c) 2039 Dark Energy Processor
--
-- This software is provided 'as-is', without any express or implied
-- warranty. In no event will the authors be held liable for any damages
-- arising from the use of this software.
--
-- Permission is granted to anyone to use this software for any purpose,
-- including commercial applications, and to alter it and redistribute it
-- freely, subject to the following restrictions:
--
-- 1. The origin of this software must not be misrepresented; you must not
-- claim that you wrote the original software. If you use this software
-- in a product, an acknowledgment in the product documentation would be
-- appreciated but is not required.
-- 2. Altered source versions must be plainly marked as such, and must not
-- be misrepresented as being the original software.
-- 3. This notice may not be removed or altered from any source
-- distribution.
--]]---------------------------------------------------------------------------
-- luacheck: globals DEPLS_VERSION
-- luacheck: globals DEPLS_VERSION_NUMBER
-- Version string
DEPLS_VERSION = "3.0.1"
-- Version number
-- In form xxyyzzww. x = major, y = minor, z = patch, w = pre-release counter (99 = not a pre release)
DEPLS_VERSION_NUMBER = 03000199
local love = require("love")
local Yohane = require("libs.Yohane")
local JSON = require("libs.JSON")
local ls2 = require("libs.ls2")
local lsr = require("libs.lsr")
local assetCache = require("asset_cache")
local vires = require("vires")
local gamestate = require("gamestate")
local loadingInstance = require("loading_instance")
local postExit = require("post_exit")
local language = require("language")
local util = require("util")
local setting = require("setting")
local log = require("logging")
local volume = require("volume")
local audioManager = require("audio_manager")
local beatmapList = require("game.beatmap.list")
local beatmapRandomizer = require("game.live.randomizer3")
local function initWindow(w, h, f, v)
local vsync
if util.compareLOVEVersion(11, 0) >= 0 then
vsync = v and -1 or 0
else
vsync = v
end
log.infof("main", "creating window, width: %d, height: %d", w, h)
love.window.setMode(w, h, {
resizable = true,
minwidth = 320,
minheight = 240,
highdpi = true,
-- RayFirefist: Please make iOS fullscreen so the status bar is not shown.
-- Marty: having fullscreen true in conf.lua make sure the soft buttons not appear
fullscreen = love._os == "iOS" or love._os == "Android" or f,
fullscreentype = "desktop",
-- Use adaptive vsync (driver dependent)
vsync = vsync,
})
love.window.setTitle("Live Simulator: 2")
love.window.setIcon(love.image.newImageData("assets/image/icon/icon.png"))
-- Initialize virtual resolution
log.debug("main", "initializing virtual resolution")
vires.init(960, 640)
-- Update virtual resolution but using love.graphics.getDimensions value
-- because we can't be sure that 960x640 is supported in mobile or
-- in lower resolutions.
vires.update(love.graphics.getDimensions())
end
local function registerGamestates()
log.debug("main", "loading gamestates")
-- Loading screen singleton init (enable sync asset loading for loading screen)
assetCache.enableSync = true
loadingInstance.set(gamestate.newLoadingScreen(require("game.states.loading")))
assetCache.enableSync = false
postExit.add(loadingInstance.exit)
-- Load all gamestates.
gamestate.register("beatmapDownload", require("game.states.download_list"))
gamestate.register("beatmapInfoDL", require("game.states.download_beatmap"))
gamestate.register("beatmapInsert", require("game.states.beatmap_process"))
gamestate.register("beatmapSelect", require("game.states.beatmap_select"))
gamestate.register("changeUnits", require("game.states.change_units"))
gamestate.register("dummy", require("game.states.dummy"))
gamestate.register("language", require("game.states.gamelang"))
gamestate.register("livesim2", require("game.states.livesim2"))
gamestate.register("livesim2Preload", require("game.states.play_preloader"))
gamestate.register("mainMenu", require("game.states.main_menu"))
gamestate.register("result", require("game.states.result_summary"))
gamestate.register("selectUnits", require("game.states.select_units"))
gamestate.register("settings", require("game.states.gamesetting"))
gamestate.register("splash", require("game.states.splash"))
gamestate.register("systemInfo", require("game.states.systeminfo"))
gamestate.register("viewReplay", require("game.states.view_replays"))
end
local function initializeSetting()
log.debug("main", "initializing settings")
setting.define("AUTOPLAY", 0)
setting.define("AUTO_BACKGROUND", 1)
setting.define("BACKGROUND_IMAGE", 10)
setting.define("CBF_UNIT_LOAD", 1)
setting.define("GLOBAL_OFFSET", 0)
setting.define("IDOL_IMAGE", " \t \t \t \t \t \t \t \t ")
setting.define("IDOL_KEYS", "a\ts\td\tf\tspace\tj\tk\tl\t;")
setting.define("LANGUAGE", "en")
setting.define("LIVESIM_DELAY", 1000) -- backward compatibility
setting.define("LIVESIM_DIM", 75)
setting.define("LLP_SIFT_DEFATTR", 10)
setting.define("MASTER_VOLUME", 80)
setting.define("MINIMAL_EFFECT", 0)
setting.define("NOTE_SPEED", 800) -- backward compatibility
setting.define("NOTE_STYLE", 1)
setting.define("NS_ACCUMULATION", 0)
setting.define("PLAY_UI", "sif")
setting.define("SE_VOLUME", 80)
setting.define("SCORE_ADD_NOTE", 1024)
setting.define("SKILL_POPUP", 1)
setting.define("SONG_VOLUME", 80)
setting.define("STAMINA_DISPLAY", 32)
setting.define("STAMINA_FUNCTIONAL", 0)
setting.define("STORYBOARD", util.isMobile() and 0 or 1)
setting.define("TAP_SOUND", 1)
setting.define("TEXT_SCALING", 1)
setting.define("TIMING_OFFSET", 0)
setting.define("VANISH_TYPE", 0)
setting.define("VIDEOBG", 0)
setting.define("VOICE_VOLUME", 80)
end
local function createDirectories()
log.debug("main", "making directories")
assert(love.filesystem.createDirectory("audio"), "Failed to create directory \"audio\"")
assert(love.filesystem.createDirectory("beatmap"), "Failed to create directory \"beatmap\"")
assert(love.filesystem.createDirectory("live_icon"), "Failed to create directory \"live_icon\"")
assert(love.filesystem.createDirectory("replays"), "Failed to create directory \"replays\"")
assert(love.filesystem.createDirectory("screenshots"), "Failed to create directory \"screenshots\"")
assert(love.filesystem.createDirectory("temp"), "Failed to create directory \"temp\"")
assert(love.filesystem.createDirectory("unit_icon"), "Failed to create directory \"unit_icon\"")
log.debug("main", "clearing temporary directory")
for file in ipairs(love.filesystem.getDirectoryItems("temp")) do
love.filesystem.remove("temp/"..file)
end
end
local function initializeYohane()
local color = require("color")
log.debug("main", "initializing Yohane")
function Yohane.Platform.ResolveImage(path)
return assetCache.loadImage(path, {mipmaps = true})
end
function Yohane.Platform.ResolveAudio(path)
local v = util.substituteExtension(path, util.getNativeAudioExtensions())
if v then
return audioManager.newAudio(v, "se")
end
return nil
end
function Yohane.Platform.CloneImage(image_handle)
return image_handle
end
function Yohane.Platform.CloneAudio(audio)
if audio then
return audioManager.clone(audio)
end
return nil
end
function Yohane.Platform.PlayAudio(audio)
if audio then
audioManager.stop(audio)
audioManager.play(audio)
end
end
function Yohane.Platform.Draw(drawdatalist)
local r, g, b, a = love.graphics.getColor()
for _, dd in ipairs(drawdatalist) do
if dd.image then
love.graphics.setColor(color.compat(dd.r, dd.g, dd.b, dd.a / 255))
if type(dd.image) == "table" then
-- Quad + Image
love.graphics.draw(dd.image[1], dd.image[2], dd.x, dd.y, dd.rotation, dd.scaleX, dd.scaleY)
else
love.graphics.draw(dd.image, dd.x, dd.y, dd.rotation, dd.scaleX, dd.scaleY)
end
end
end
love.graphics.setColor(r, g, b, a)
end
function Yohane.Platform.OpenReadFile(fn)
return assert(love.filesystem.newFile(fn, "r"))
end
Yohane.Init(love.filesystem.load, "libs")
end
local function initLSR()
function lsr.file.openRead(path)
return love.filesystem.newFile(path, "r")
end
function lsr.file.openWrite(path)
return love.filesystem.newFile(path, "w")
end
function lsr.file.read(file, n)
return file:read(n)
end
function lsr.file.write(file, data)
return file:write(data)
end
function lsr.file.close(file)
return file:close()
end
end
local function initLS2()
-- LOVE File object to be FILE*-like object
ls2.setstreamwrapper {
read = function(stream, val)
return (stream:read(assert(val)))
end,
write = function(stream, data)
return stream:write(data)
end,
seek = function(stream, whence, offset)
local set = 0
if whence == "cur" then
set = stream:tell()
elseif whence == "end" then
set = stream:getSize()
elseif whence ~= "set" then
assert(false, "Invalid whence")
end
stream:seek(set + (offset or 0))
return stream:tell()
end
}
end
local function initVolume()
love.audio.setVolume(1)
volume.set("master", setting.get("MASTER_VOLUME") * 0.01)
volume.define("se", setting.get("SE_VOLUME") * 0.01)
volume.define("music", setting.get("SONG_VOLUME") * 0.01)
volume.define("voice", setting.get("VOICE_VOLUME") * 0.01)
end
local usage = [[
Live Simulator: 2
Usage: %s [options] [absolute beatmap path]
If 1 argument is passed (beatmap file), then Live Simulator: 2 will try to
load that beatmap instead.
Options:
* -autoplay <on/off|1/0> Enable/disable live simulator autoplay.
* -dump Dump beatmap data to stdout instead of playing
the game. It will output SIF-compatible JSON
beatmap format.
* -dumpformat <format> Set the format of the beatmap dump for -dump
option.
* -dumpformat json Dump beatmap as JSON beatmap. This is default.
* -dumpformat llp Dump beatmap as LLP beatmap.
* -dumpformat ls2 Dump beatmap as Live Simulator: 2 v2.0 binary
beatmap. If this is used, -dumpout must be
specified for Windows (unimplemented).
* -fullscreen Start Live Simulator: 2 fullscreen.
* -license Show the license text then exit.
* -list <which> Lists various things then exit. 'which' can be:
-list beatmaps Lists available beatmaps.
-list loaders Lists availabe beatmap loaders.
* -help Show this message then exit.
* -height <height> Set window height. Ignored if used with command
that operates without window. Default is 640
* -play <beatmap> Play specified beatmap name in beatmap directory.
This argument takes precedence of passed beatmap
path as 1st argument.
* -random Enable note randomization when possible. Can be
used with -dump option.
* -render <video> <audio> Render beatmap to <video> and <audio>. Video
will be either H.264, vp9, or mpeg4 in Matroska
container and audio is in WAV format. FFmpeg
libraries must be installed to use this feature!
* -renderfxaa Use Fast Approximate Anti-Aliasing for the whole
rendering.
* -renderheight <height> Set video rendering height. Defaults to window
height if not specified.
* -renderwidth <width> Set video rendering width. Defaults to window
width if not specified.
* -replay <file> Use replay file for preview. Replay file is
stored in replays/<beatmap_filename>/<file>.lsr
* -seed <seedlo>,<seedhi> Set random number generator seed. This allows
consistent beatmap randomization and skill
trigger timing if same seed is used.
* -storyboard <on/off|1/0> Enable/disable storyboard system.
* -version Show Live Simulator: 2 version and exit.
* -width <width> Set window width. Ignored if used with command
that operates without window. Default is 960
]]
local license = [[
Live Simulator: 2 v3.0 is licensed under zLib license
Copyright (c) 2039 Dark Energy Processor
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
]]
function love.load(argv, gameargv)
-- Most codes in livesim2 uses math.random instead of love.math.random
math.randomseed(os.time())
-- Early initialization (crash on failure which means serious error)
createDirectories()
initializeSetting()
initLS2()
initLSR()
language.init()
language.set(setting.get("LANGUAGE"))
-- Try to load command line
if (love._os == "Android" or love._os == "iOS") and util.fileExists("commandline.txt") then
argv = {}
for line in love.filesystem.lines("commandline.txt") do
argv[#argv + 1] = line
end
end
-- Process command line
local absolutePlayBeatmapName
local playBeatmapName
local autoplayOverride
local storyboardOverride
local listingMode
local fullscreen = false
local windowWidth = 960
local windowHeight = 640
local dumpBeatmap = false
local replayFile = nil
local dumpFormat = "json"
local randomizeBeatmap
local randomSeed
local render
do
local i = 1
while i <= #argv do
local arg = argv[i]
if arg == "-autoplay" then
local u = assert(argv[i+1], "please specify autoplay mode"):lower()
assert(u == "on" or u == "off" or u == "1" or u == "0", "invalid autoplay mode")
autoplayOverride = u
i = i + 1
elseif arg == "-dump" then
dumpBeatmap = true
elseif arg == "-dumpformat" then
dumpFormat = assert(argv[i+1], "please specify correct height"):lower()
i = i + 1
elseif arg == "-fullscreen" then
fullscreen = true
windowWidth, windowHeight = love.window.getDesktopDimensions()
elseif arg == "-license" then
print(license)
return love.event.quit()
elseif arg == "-list" then
local which = assert(argv[i+1], "which to list?"):lower()
assert(which == "beatmaps" or which == "loaders", "invalid which or unimplemented yet")
listingMode = which
elseif arg == "-height" then
windowHeight = assert(tonumber(argv[i+1]), "please specify correct height")
i = i + 1
elseif arg == "-help" then
print(string.format(usage, love.arg.getLow(gameargv) or "livesim3.exe"))
return love.event.quit()
elseif arg == "-play" then
playBeatmapName = assert(argv[i+1], "please specify beatmap name")
i = i + 1
elseif arg == "-random" then
randomizeBeatmap = true
elseif arg == "-render" then
render = {}
render.output = assert(argv[i+1], "please specify output file")
render.audio = assert(argv[i+2], "please specify audio output file")
i = i + 2
elseif arg == "-renderfxaa" and render then
render.fxaa = true
elseif arg == "-renderwidth" and render then
render.width = assert(tonumber(argv[i+1]), "please specify correct width")
i = i + 1
elseif arg == "-renderheight" and render then
render.height = assert(tonumber(argv[i+1]), "please specify correct height")
i = i + 1
elseif arg == "-seed" then
local seed = assert(argv[i+1], "please specify seed in format <low>,<hi>")
local slo, shi = seed:match("(%d+),(%d+)")
slo, shi = tonumber(slo), tonumber(shi)
assert(slo and shi, "please specify seed in format <low>,<hi>")
randomSeed = {slo%4294967296, shi%4294967296}
i = i + 1
elseif arg == "-replay" then
replayFile = assert(argv[i+1], "please specify replay file")
i = i + 1
elseif arg == "-storyboard" then
local u = assert(argv[i+1], "please specify storyboard mode"):lower()
assert(u == "on" or u == "off" or u == "1" or u == "0", "invalid storyboard mode")
storyboardOverride = u
i = i + 1
elseif arg == "-version" then
local capabilities = require("capabilities")
print(string.format("Live Simulator: 2 v%s (%08d)", DEPLS_VERSION, DEPLS_VERSION_NUMBER))
print("Capabilities: "..capabilities())
love.event.quit()
return
elseif arg == "-width" then
windowWidth = assert(tonumber(argv[i+1]), "please specify correct width")
i = i + 1
elseif not(absolutePlayBeatmapName) then
absolutePlayBeatmapName = arg
end
i = i + 1
end
end
if dumpBeatmap then
assert(playBeatmapName or absolutePlayBeatmapName, "Please specify beatmap file to dump")
local dumpFunc
-- TODO: Dump to LS2 beatmap
if dumpFormat == "json" then
dumpFunc = function(data)
if randomizeBeatmap then
local rndout
if randomSeed then
rndout = beatmapRandomizer(data, randomSeed[1], randomSeed[2])
else
rndout = beatmapRandomizer(data)
end
if rndout then
data = rndout
else
log.warnf("main", "cannot randomize beatmap, using original beatmap")
end
end
io.write(JSON:encode(data))
love.event.quit()
end
elseif dumpFormat == "llp" then
local function checkSimul(lane, timing)
for i = 1, 9 do
if lane[i] then
local n = lane[i]
for j = 1, #n do
if math.abs(n[j].starttime - timing) <= 0.01 then
return true
end
end
end
end
end
dumpFunc = function(data)
if randomizeBeatmap then
local rndout
if randomSeed then
rndout = beatmapRandomizer(data, randomSeed[1], randomSeed[2])
else
rndout = beatmapRandomizer(data)
end
if rndout then
data = rndout
else
log.warnf("main", "cannot randomize beatmap, using original beatmap")
end
end
local llpdata = {}
llpdata.lane = {}
for _, v in ipairs(data) do
local laneidx = 10 - v.position
local lane = llpdata.lane[laneidx]
if not(lane) then
lane = {}
llpdata.lane[laneidx] = lane
end
local long = v.effect % 10 == 3
-- time units is in ms for LLP
local note = {
starttime = v.timing_sec * 1000,
longnote = long,
lane = laneidx - 1,
hold = false,
}
note.endtime = note.starttime + (long and v.effect_value or 0) * 1000
note.parallel = checkSimul(llpdata.lane, note.starttime)
lane[#lane + 1] = note
end
io.write(JSON:encode(llpdata), "\n")
love.event.quit()
end
else
error("invalid dump format")
end
beatmapList.push()
if playBeatmapName then
beatmapList.registerRelative(playBeatmapName, function(id)
beatmapList.getNotes(id, dumpFunc)
end)
else
beatmapList.registerAbsolute(absolutePlayBeatmapName, function(id)
beatmapList.getNotes(id, dumpFunc)
end)
end
elseif listingMode then
beatmapList.push()
if listingMode == "beatmaps" then
beatmapList.enumerate(function(bname, name, fmt, diff, fmtInt)
if bname == "" then
love.event.quit()
return false
end
print("========== "..bname)
print(name)
print("("..fmtInt..") "..fmt)
print(diff or "*null*")
return true
end)
elseif listingMode == "loaders" then
beatmapList.enumerateLoaders(function(name, type)
if name == "" then
love.event.quit()
return false
end
print(type..": "..name)
return true
end)
end
else
local autoplayMode
if autoplayOverride then
autoplayMode = autoplayOverride == "on" or autoplayOverride == "1"
end
local storyboardMode
if storyboardOverride then
storyboardMode = storyboardOverride == "on" or storyboardOverride == "1"
end
if replayFile then
if autoplayMode then
error("cannot use -replay with -autoplay")
elseif not(playBeatmapName) then
error("cannot use -replay without -play")
end
end
if render then
assert(
playBeatmapName or absolutePlayBeatmapName,
"render requires beatmap to be specified, either absolute path or -play switch"
)
render.width = render.width or windowWidth
render.height = render.height or windowHeight
autoplayMode = true
end
-- Initialize audio module
require("love.audio")
-- Initialize volume
initVolume()
-- Initialize window
initWindow(windowWidth, windowHeight, fullscreen, not(render))
-- Initialize Yohane
initializeYohane()
-- Register all gamestates
registerGamestates()
if playBeatmapName then
-- Play beatmap directly
gamestate.enter(loadingInstance.getInstance(), "livesim2Preload", {
playBeatmapName,
false,
autoplay = autoplayMode,
replay = replayFile,
random = randomizeBeatmap,
seed = randomSeed,
storyboard = storyboardMode,
render = render
})
elseif absolutePlayBeatmapName then
-- Play beatmap from specified path
gamestate.enter(loadingInstance.getInstance(), "livesim2Preload", {
absolutePlayBeatmapName,
true,
autoplay = autoplayMode,
random = randomizeBeatmap,
seed = randomSeed,
storyboard = storyboardMode,
render = render
})
else
-- Jump to default game state
if love.filesystem.isFused() then
gamestate.enter(nil, "splash")
else
gamestate.enter(loadingInstance.getInstance(), "mainMenu")
end
end
end
end