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Bonk.as
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Bonk.as
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void Main() {
init();
while (true) {
step();
yield();
}
}
Audio::Sample@ bonkSound;
BonkStateManager bs;
void init() {
string filePath = "bonk.wav";
if (IO::FileExists(IO::FromStorageFolder("custombonk.wav"))) {
filePath = IO::FromStorageFolder("custombonk.wav");
}
if (IO::FileExists(IO::FromStorageFolder("custombonk.mp3"))) {
filePath = IO::FromStorageFolder("custombonk.mp3");
}
if (IO::FileExists(IO::FromStorageFolder("custombonk.flac"))) {
filePath = IO::FromStorageFolder("custombonk.flac");
}
if (filePath != "bonk.wav") {
trace("Custom bonk sound detected.");
trace(filePath);
IO::File file(filePath, IO::FileMode::Read);
bool stream = file.Size() > 512*1024;
@bonkSound = Audio::LoadSample(file.Read(file.Size()), stream);
file.Close();
} else {
@bonkSound = Audio::LoadSample(filePath);
}
bs = BonkStateManager();
}
float prev_speed = 0;
uint64 lastBonk = 0;
float bonkTargetThresh = 0.f;
float detectedBonkVal = 0.f;
bool mainBonkDetect;
void step() {
try {
if (VehicleState::GetViewingPlayer() is null) return;
} catch { return; }
CSceneVehicleVisState@ vis = VehicleState::ViewingPlayerState();
if (vis is null) return;
if (GetApp().CurrentPlayground is null || (GetApp().CurrentPlayground.UIConfigs.Length < 1)) return;
if (GetApp().CurrentPlayground.UIConfigs[0].UISequence != CGamePlaygroundUIConfig::EUISequence::Playing) return;
#if MP4
if (cast<CTrackManiaPlayer>(GetApp().CurrentPlayground.Players[0]).RaceState == 2) return;
#endif
#if TMNEXT
if (vis.RaceStartTime == 0xFFFFFFFF) { // in pre-race mode
prev_speed = 0;
lastBonk == Time::Now;
}
#if DEPENDENCY_MLFEEDRACEDATA && DEPENDENCY_MLHOOK
auto mlf = MLFeed::GetRaceData_V3();
if (mlf !is null) {
auto plf = mlf.GetPlayer_V3(MLFeed::LocalPlayersName);
if (plf !is null) {
if (plf.spawnStatus != MLFeed::SpawnStatus::Spawned || (plf.LastRespawnRaceTime - plf.CurrentRaceTime) > 0) {
prev_speed = 0;
lastBonk == Time::Now;
return;
}
}
}
#endif
#elif MP4||TURBO
if (vis.FrontSpeed == 0) { // in pre-race mode hopefully
prev_speed = 0;
lastBonk == Time::Now;
}
#endif
float speed = getSpeed(vis);
float curr_acc;
try {
curr_acc = Math::Max(0, (prev_speed - speed) / (g_dt/1000));
} catch {
curr_acc = 0;
}
prev_speed = speed;
if (speed < 0) {
speed *= -1.f;
curr_acc *= -1.f;
}
bonkTargetThresh = (bonkThresh + prev_speed * 1.5f);
mainBonkDetect = curr_acc > bonkTargetThresh;
#if TMNEXT||MP4
bs.handleBonkCall(vis);
#elif TURBO
if (mainBonkDetect) bonk(curr_acc); // IsTurbo not reported by VehicleState wrapper
#endif
}
void bonk(const float &in curr_acc) {
detectedBonkVal = curr_acc;
trace("DETECTED BONK @ " + Text::Format("%f", detectedBonkVal));
if ((lastBonk + bonkDebounce) > Time::Now) return;
lastBonk = Time::Now;
if (enableBonkSound && Math::Rand(0.0f, 1.0f) <= bonkSoundChance) {
Audio::Play(bonkSound, bonkSoundGain);
startBonkFlash();
}
}
float g_dt = 1;
void Update(float dt)
{
g_dt = dt;
}
float getSpeed(CSceneVehicleVisState@ vis) {
#if TMNEXT||TURBO
return vis.WorldVel.Length();
#elif MP4
return vis.FrontSpeed;
#endif
}
uint lastBonkFlash = 0;
void startBonkFlash() {
lastBonkFlash = Time::Now;
}
void Render() {
if (!enableBonkFlash) return;
if (lastBonkFlash + 400 < Time::Now) return;
float w = float(Draw::GetWidth());
float h = float(Draw::GetHeight());
nvg::BeginPath();
nvg::MoveTo(vec2(0,0));
nvg::LineTo(vec2(0,0));
nvg::BeginPath();
nvg::Rect(0, 0, w, h);
nvg::FillPaint(nvg::BoxGradient(vec2(0,0), vec2(w,h), h*0.2, w*0.1, vec4(0,0,0,0), vec4(1,0,0,1.f-((Time::Now - lastBonkFlash)/400.f))));
nvg::Fill();
nvg::ClosePath();
}
uint64 lastBonkTime() {
return lastBonk;
}
float lastBonkScore() {
return detectedBonkVal;
}
float currentBonkThreshold() {
return bonkTargetThresh;
}