Super-Mario-Bros-Remastered.../Scripts/Classes/Singletons/SpeedrunHandler.gd
SkyanUltra becdf9ba77
Expanded world/level icons (#763)
* Expanded Level Icons

Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)

Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.

If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.

* Delete LevelIcons.png.import

* Marathon + ANN Medal Icons on World Select

Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.

Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?

* Optimized particle emitting for world/level select

* ANN now has its own menu + bugfixes

This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.

* Challenge Hunt Icons + menu bugfixes

Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.

* New icons + layout change for Challenge Hunt icons

By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.

* Update ChallengeModeResults.tscn

Forgot to update this to use challenge icons for the world select screen.

* Eggs cycle through color again

Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
2025-12-02 08:30:32 -05:00

420 lines
13 KiB
GDScript

extends Node
var timer := 0.0
var best_time := 0.0
var marathon_best_any_time := 0.0
var marathon_best_warpless_time := 0.0
var timer_active := false
var show_timer := false
signal level_finished
var paused_time := 0.0
var start_time := 0.0
const GHOST_RECORDING_TEMPLATE := {
"position": Vector2.ZERO,
"character": "Mario",
"power_state": "Small",
"animation": "Idle",
"frame": 0,
"direction": 1,
"level": ""
}
var enable_recording := false
var current_recording := ""
var ghost_recording := ""
var ghost_active := false
var ghost_idx := -1
var ghost_visible := false
var ghost_enabled := false
var levels := []
var anim_list := []
var show_pb_diff := true
var is_warp_run := false
var ghost_path := []
var best_time_campaign := ""
var best_level_any_times := {}
var best_level_warpless_times := [
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1]
]
const GOLD_ANY_TIMES := {
"SMB1": 390,
"SMBLL": 660,
"SMBS": 1440
}
const GOLD_WARPLESS_TIMES := {
"SMB1": 1320,
"SMBLL": 1380,
"SMBS": 1440
}
const WARP_LEVELS := {
"SMB1": SMB1_WARP_LEVELS,
"SMBLL": SMBLL_WARP_LEVELS,
"SMBS": SMBS_WARP_LEVELS
}
const LEVEL_GOLD_WARPLESS_TIMES := {
"SMB1": SMB1_LEVEL_GOLD_WARPLESS_TIMES,
"SMBLL": SMBLL_LEVEL_GOLD_WARPLESS_TIMES,
"SMBS": SMBS_LEVEL_GOLD_TIMES
}
const LEVEL_GOLD_ANY_TIMES := {
"SMB1": SMB1_LEVEL_GOLD_ANY_TIMES,
"SMBLL": SMBLL_LEVEL_GOLD_ANY_TIMES,
"SMBS": SMBS_LEVEL_GOLD_ANY_TIMES
}
const SMB1_LEVEL_GOLD_WARPLESS_TIMES := [
[17, 24, 17, 16], # World 1
[23, 38, 25, 16], # World 2
[23, 23, 17, 16], # World 3
[24, 25, 16, 22], # World 4
[22, 22, 17, 16], # World 5
[21, 25, 18, 16], # World 6
[20, 38, 25, 23], # World 7
[40, 24, 24, 50], # World 8
[-1, -1, -1, -1], # World 9
[-1, -1, -1, -1], # World A
[-1, -1, -1, -1], # World B
[-1, -1, -1, -1], # World C
[-1, -1, -1, -1] # World D
]
const SMBLL_LEVEL_GOLD_WARPLESS_TIMES := [
[21, 25, 19, 17],
[26, 34, 21, 18],
[21, 39, 21, 20],
[22, 23, 21, 25],
[43, 28, 25, 24],
[28, 39, 23, 29],
[21, 26, 32, 36],
[24, 27, 25, 60],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1]
]
const SMB1_LEVEL_GOLD_ANY_TIMES := {
"1-2": 25,
"4-2": 26
}
const SMBLL_LEVEL_GOLD_ANY_TIMES := {
"1-2": 40,
"3-1": 22,
"5-1": 52,
"5-2": 35,
"8-1": 44
}
const SMBS_LEVEL_GOLD_ANY_TIMES := {
"4-2": 30
}
const SMBS_LEVEL_GOLD_TIMES := [
[28, 21, 32, 19],
[27, 40, 31, 19],
[31, 11, 16, 20],
[26, 30, 25, 32],
[28, 26, 19, 19],
[24, 21, 23, 20],
[24, 40, 30, 27],
[30, 35, 30, 43],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1],
[-1, -1, -1, -1]
]
const SMB1_WARP_LEVELS := ["1-2", "4-2"]
const SMBLL_WARP_LEVELS := ["1-2", "3-1", "5-1", "5-2", "8-1"]
const SMBS_WARP_LEVELS := ["4-2"]
const MEDAL_CONVERSIONS := [2, 1.5, 1]
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
func _physics_process(delta: float) -> void:
if timer_active:
if Global.game_paused and Global.current_game_mode != Global.GameMode.MARATHON:
paused_time += delta
else:
timer = (abs(start_time - Time.get_ticks_msec()) / 1000) - paused_time
if enable_recording:
if get_tree().get_first_node_in_group("Players") != null:
record_frame(get_tree().get_first_node_in_group("Players"))
else:
paused_time = 0
Global.player_ghost.visible = ghost_visible
if ghost_active and ghost_enabled:
ghost_idx += 1
if ghost_idx >= ghost_path.size():
ghost_active = false
return
Global.player_ghost.apply_data(ghost_path[ghost_idx])
func start_timer() -> void:
timer = 0
paused_time = 0
timer_active = true
show_timer = true
start_time = Time.get_ticks_msec()
func record_frame(player: Player) -> void:
var data := ""
if levels.has(Global.current_level.scene_file_path) == false:
levels.append(Global.current_level.scene_file_path)
data += str(int(player.global_position.x)) + "="
data += str(int(player.global_position.y)) + "="
data += str(["Small", "Big", "Fire"].find(player.power_state.state_name)) + "="
if anim_list.has(player.sprite.animation) == false:
anim_list.append(player.sprite.animation)
data += str(anim_list.find(player.sprite.animation)) + "="
data += str(player.sprite.frame) + "="
data += str(player.sprite.scale.x) + "="
data += str(levels.find(Global.current_level.scene_file_path))
current_recording += data + ","
func format_time(time_time := 0.0) -> Dictionary:
var floor_time = floor(abs(time_time * 100))
var mils = int(floor_time) % 100
var secs = int(floor_time / 100) % 60
var mins = floor_time / 6000
return {"mils": int(mils), "secs": int(secs), "mins": int(mins)}
func met_target_time(record_time := -1.0, target_time := 0.0) -> bool:
if record_time < 0.0:
return false
# Ignore units of time smaller than a centisecond, as they're not displayed.
# Matching time exactly counts as beating it.
return int(record_time * 100) <= int(target_time * 100)
func gen_time_string(timer_dict := {}) -> String:
return str(int(timer_dict["mins"])).pad_zeros(2) + ":" + str(int(timer_dict["secs"])).pad_zeros(2) + ":" + str(int(timer_dict["mils"])).pad_zeros(2)
func save_recording() -> void:
var recording := [timer, current_recording, levels, str(["Mario", "Luigi", "Toad", "Toadette"].find(get_tree().get_first_node_in_group("Players").character)), anim_list]
var recording_dir = Global.config_path.path_join("marathon_recordings/" + Global.current_campaign)
DirAccess.make_dir_recursive_absolute(recording_dir)
var file = FileAccess.open(recording_dir + "/" + str(Global.world_num) + "-" + str(Global.level_num) + ("warp" if is_warp_run else "") + ".json", FileAccess.WRITE)
file.store_string(compress_recording(JSON.stringify(recording, "", false, true)))
current_recording = ""
file.close()
levels.clear()
func compress_recording(recording := "") -> String:
print(recording)
var bytes = recording.to_ascii_buffer()
var compressed_bytes = bytes.compress(FileAccess.CompressionMode.COMPRESSION_DEFLATE)
var b64 = Marshalls.raw_to_base64(compressed_bytes)
return b64
func decompress_recording(recording := "") -> Array:
var compressed_bytes = Marshalls.base64_to_raw(recording)
var bytes = compressed_bytes.decompress_dynamic(-1, FileAccess.COMPRESSION_DEFLATE)
var string = bytes.get_string_from_ascii()
var json = JSON.parse_string(string)
return json
func load_best_marathon() -> void:
var recording = load_recording(Global.world_num, Global.level_num, not is_warp_run, Global.current_campaign)
if recording == []:
best_time = -1
ghost_active = false
ghost_recording = ""
ghost_path = []
levels = []
anim_list = []
else:
ghost_active = true
ghost_recording = recording[1]
ghost_path = ghost_recording.split(",", false)
levels = recording[2].duplicate()
anim_list = recording[4].duplicate()
func load_recording(world_num := 0, level_num := 0, is_warpless := true, campaign := "SMB1") -> Array:
var recording_dir = Global.config_path.path_join("marathon_recordings/" + campaign)
var path = recording_dir + "/" + str(world_num) + "-" + str(level_num) + ("" if is_warpless else "warp") + ".json"
print(path)
if FileAccess.file_exists(path) == false:
return []
var file = FileAccess.open(path, FileAccess.READ)
var text = decompress_recording(file.get_as_text())
file.close()
return text
func load_best_times(campaign = Global.current_campaign) -> void:
if best_time_campaign == campaign:
return
best_time_campaign = campaign
best_level_any_times.clear()
for world_num in 13:
for level_num in 4:
var path = Global.config_path.path_join("marathon_recordings/" + campaign + "/" + str(world_num + 1) + "-" + str(level_num + 1) + ".json")
if FileAccess.file_exists(path):
best_level_warpless_times[world_num][level_num] = load_recording(world_num + 1, level_num + 1, true, campaign)[0]
else:
best_level_warpless_times[world_num][level_num] = -1
path = Global.config_path.path_join("marathon_recordings/" + campaign + "/" + str(world_num + 1) + "-" + str(level_num + 1) +"warp" + ".json")
if FileAccess.file_exists(path):
best_level_any_times[str(world_num + 1) + "-" + str(level_num + 1)] = load_recording(world_num + 1, level_num + 1, false, campaign)[0]
check_for_medal_achievement()
func run_finished() -> void:
if timer_active == false:
return
SpeedrunHandler.ghost_active = false
SpeedrunHandler.ghost_idx = -1
SpeedrunHandler.timer_active = false
if Global.current_game_mode == Global.GameMode.BOO_RACE:
pass
else:
var best := -1
if Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
if is_warp_run:
best = best_level_any_times.get(str(Global.world_num) + "-" + str(Global.level_num), -1)
else:
best = best_level_warpless_times[Global.world_num - 1][Global.level_num - 1]
else:
if is_warp_run:
best = marathon_best_any_time
else:
best = marathon_best_warpless_time
if best <= 0 or best > timer:
if Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
save_recording()
if is_warp_run:
best_level_any_times[str(Global.world_num) + "-" + str(Global.level_num)] = timer
else:
best_level_warpless_times[Global.world_num - 1][Global.level_num - 1] = timer
else:
if is_warp_run:
marathon_best_any_time = timer
else:
marathon_best_warpless_time = timer
if Global.current_game_mode == Global.GameMode.MARATHON:
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_RUN)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_RUN)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_RUN)
check_for_medal_achievement()
SaveManager.write_save(Global.current_campaign)
func get_best_time() -> float:
if Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
if is_warp_run:
return best_level_any_times[str(Global.world_num) + "-" + str(Global.level_num)]
else:
return best_level_warpless_times[Global.world_num - 1][Global.level_num - 1]
else:
if is_warp_run:
return marathon_best_any_time
else:
return marathon_best_warpless_time
func check_for_medal_achievement() -> void:
var has_gold_levels_warpless := true
var has_gold_levels_any := true
var has_gold_full := false
var has_silver_levels_warpless := true
var has_silver_levels_any := true
var has_silver_full := false
var has_bronze_levels_warpless := true
var has_bronze_levels_any := true
var has_bronze_full := false
if Global.current_campaign == "SMBANN":
return
for i in LEVEL_GOLD_ANY_TIMES[Global.current_campaign]:
if best_level_any_times.has(i):
if not met_target_time(best_level_any_times[i], LEVEL_GOLD_ANY_TIMES[Global.current_campaign][i]):
has_gold_levels_any = false
if not met_target_time(best_level_any_times[i], LEVEL_GOLD_ANY_TIMES[Global.current_campaign][i] * MEDAL_CONVERSIONS[1]):
has_silver_levels_any = false
if not met_target_time(best_level_any_times[i], LEVEL_GOLD_ANY_TIMES[Global.current_campaign][i] * MEDAL_CONVERSIONS[0]):
has_bronze_levels_any = false
else:
has_gold_levels_any = false
has_silver_levels_any = false
has_bronze_levels_any = false
var world := 0
for i in best_level_warpless_times:
var level := 0
for x in i:
if not met_target_time(x, LEVEL_GOLD_WARPLESS_TIMES[Global.current_campaign][world][level]):
has_gold_levels_warpless = false
if not met_target_time(x, LEVEL_GOLD_WARPLESS_TIMES[Global.current_campaign][world][level] * MEDAL_CONVERSIONS[1]):
has_silver_levels_warpless = false
if not met_target_time(x, LEVEL_GOLD_WARPLESS_TIMES[Global.current_campaign][world][level] * MEDAL_CONVERSIONS[0]):
has_bronze_levels_warpless = false
level += 1
world += 1
if (met_target_time(marathon_best_any_time, GOLD_ANY_TIMES[Global.current_campaign]) and
met_target_time(marathon_best_warpless_time, GOLD_WARPLESS_TIMES[Global.current_campaign])):
has_gold_full = true
if (met_target_time(marathon_best_any_time, GOLD_ANY_TIMES[Global.current_campaign] * MEDAL_CONVERSIONS[1]) and
met_target_time(marathon_best_warpless_time, GOLD_WARPLESS_TIMES[Global.current_campaign] * MEDAL_CONVERSIONS[1])):
has_silver_full = true
if (met_target_time(marathon_best_any_time, GOLD_ANY_TIMES[Global.current_campaign] * MEDAL_CONVERSIONS[0]) and
met_target_time(marathon_best_warpless_time, GOLD_WARPLESS_TIMES[Global.current_campaign] * MEDAL_CONVERSIONS[0])):
has_bronze_full = true
if has_gold_levels_warpless and has_gold_levels_any and has_gold_full:
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_GOLD)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_GOLD)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_GOLD)
if has_silver_levels_any and has_silver_levels_warpless and has_silver_full:
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_SILVER)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_SILVER)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_SILVER)
if has_bronze_levels_warpless and has_bronze_levels_any and has_bronze_full:
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_BRONZE)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_BRONZE)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_BRONZE)