about summary refs log tree commit diff stats
path: root/Manifold Garden.asl
diff options
context:
space:
mode:
Diffstat (limited to 'Manifold Garden.asl')
-rw-r--r--Manifold Garden.asl100
1 files changed, 79 insertions, 21 deletions
diff --git a/Manifold Garden.asl b/Manifold Garden.asl index 71cb203..c076972 100644 --- a/Manifold Garden.asl +++ b/Manifold Garden.asl
@@ -1,6 +1,6 @@
1// AutoSplit script for Manifold Garden 1// AutoSplit script for Manifold Garden
2// 2//
3// Written by hatkirby, with help from preshing and Gelly. 3// Written by hatkirby, with help from preshing, Gelly, and darkid.
4// 4//
5// Automatically starts the timer when a new game is started. You must still 5// Automatically starts the timer when a new game is started. You must still
6// reset the timer manually between runs. 6// reset the timer manually between runs.
@@ -8,9 +8,17 @@
8// A split is also triggered after being in one of the ending cutscenes for 1.1 8// A split is also triggered after being in one of the ending cutscenes for 1.1
9// seconds, since this is when the kaleidoscope appears. 9// seconds, since this is when the kaleidoscope appears.
10// 10//
11// If you check "All God Cubes waypoints" in the script's Advanced settings 11// The following options are mutually exclusive:
12// (below), the script will only split at mandala scenes. This is useful when 12// - Split on every level change
13// running "All God Cubes" categories. 13// - All God Cubes waypoints
14// - Zero% waypoints
15// - Split based on a configuration file
16//
17// If you want to customize which levels the autosplitter splits at, create a
18// file with a .mg_config extension and put it in the same directory as your
19// splits. This file should contain a list of level names, one per line. These
20// level names must exactly match the names shown in-game using the
21// toggle_beta_message feature.
14// 22//
15// This should be mostly version-independent, but it works best on 1.0.0.14704 23// This should be mostly version-independent, but it works best on 1.0.0.14704
16// (Steam "Speedrunning Branch"). 24// (Steam "Speedrunning Branch").
@@ -26,12 +34,12 @@ startup {
26 vars.Helper = Activator.CreateInstance(type, timer, this); 34 vars.Helper = Activator.CreateInstance(type, timer, this);
27 vars.Helper.LoadSceneManager = true; 35 vars.Helper.LoadSceneManager = true;
28 36
37 settings.Add("raymarchitecture", true, "Split on Raymarchitecture (ending cutscene)");
38 settings.Add("norepeats",false,"Split only on the first encounter of each level");
29 settings.Add("every",true,"Split on every level change"); 39 settings.Add("every",true,"Split on every level change");
30 settings.Add("fall",false,"Including all ending falling scenes","every"); 40 settings.Add("fall",false,"Including all ending falling scenes","every");
31 settings.Add("allGodCubes", false, "All God Cubes waypoints"); 41 settings.Add("allGodCubes", false, "All God Cubes waypoints");
32 settings.Add("zero", false, "Zero% waypoints"); 42 settings.Add("zero", false, "Zero% waypoints");
33 settings.Add("raymarchitecture", true, "Split on Raymarchitecture (ending cutscene)");
34 settings.Add("norepeats",false,"Split only on the first encounter of each level");
35 43
36 vars.waypoints = null; 44 vars.waypoints = null;
37 vars.prevLevel = 0; 45 vars.prevLevel = 0;
@@ -91,6 +99,39 @@ startup {
91 "World_804_Optimized", 99 "World_804_Optimized",
92 "World_071_AkshardhamTemple_Optimized" 100 "World_071_AkshardhamTemple_Optimized"
93 }; 101 };
102
103 vars.configFiles = null;
104 vars.settings = settings;
105 var findConfigFiles = (Action<string>)((string folder) => {
106 var files = new List<string>();
107 if (folder != null) {
108 print("Searching for config files in '" + folder + "'");
109 files.AddRange(System.IO.Directory.GetFiles(folder, "*.mg_config"));
110 files.AddRange(System.IO.Directory.GetFiles(folder, "*.mg_config.txt"));
111 files.AddRange(System.IO.Directory.GetFiles(folder, "*.mg_conf"));
112 files.AddRange(System.IO.Directory.GetFiles(folder, "*.mg_confi"));
113 print("Found " + files.Count + " config files");
114 }
115
116 // Only add the parent setting the first time we call this function
117 if (vars.configFiles == null) {
118 vars.configFiles = new Dictionary<string, string>();
119 vars.settings.Add("configs", (files.Count > 0), "Split based on configuration file:");
120 }
121
122 foreach (var file in files) {
123 string fileName = file.Split('\\').Last();
124 if (vars.configFiles.ContainsKey(fileName)) continue;
125 vars.configFiles[fileName] = file;
126 vars.settings.Add(fileName, false, null, "configs");
127 }
128 });
129 // Search for config files relative to LiveSplit.exe
130 findConfigFiles(Directory.GetCurrentDirectory());
131 // Search for config files relative to the current layout
132 findConfigFiles(System.IO.Path.GetDirectoryName(timer.Layout.FilePath));
133 // Search for config files relative to the current splits
134 findConfigFiles(System.IO.Path.GetDirectoryName(timer.Run.FilePath));
94} 135}
95 136
96init { 137init {
@@ -110,6 +151,20 @@ init {
110 }); 151 });
111 152
112 vars.Helper.Load(); 153 vars.Helper.Load();
154
155 vars.configWaypoints = null;
156 if (settings["configs"]) {
157 string[] lines = {""};
158 foreach (var configFile in vars.configFiles.Keys) {
159 if (settings[configFile]) {
160 // Full path is saved in the dictionary.
161 vars.configWaypoints = System.IO.File.ReadAllLines(vars.configFiles[configFile]);
162 print("Selected config file: " + configFile);
163 print("Config contains " + vars.configWaypoints.Length + " lines");
164 break;
165 }
166 }
167 }
113} 168}
114 169
115update { 170update {
@@ -153,22 +208,25 @@ start {
153 // moment you click a save slot to start a new game in, although it will 208 // moment you click a save slot to start a new game in, although it will
154 // also start if you just load a file). This boolean is set to true during 209 // also start if you just load a file). This boolean is set to true during
155 // the studio logo when the game starts up, so we check for that as well. 210 // the studio logo when the game starts up, so we check for that as well.
156 if (vars.studioScreenDone && current.isLoadingGameFromUI) { 211 return (vars.studioScreenDone && current.isLoadingGameFromUI);
157 print(String.Format("Level changed from {0} to {1}: START", old.level, current.level)); 212}
158 if (settings["zero"]) { 213
159 vars.waypoints = vars.zeroPercentPoints; 214onStart {
160 } else if (settings["allGodCubes"]) { 215 print("START based on file load");
161 vars.waypoints = vars.mandalaScenes; 216 if (settings["zero"]) {
162 } else { 217 vars.waypoints = vars.zeroPercentPoints;
163 vars.waypoints = null; 218 } else if (settings["allGodCubes"]) {
164 } 219 vars.waypoints = vars.mandalaScenes;
165 vars.prevLevel = current.level; 220 } else if (settings["configs"] && vars.configWaypoints != null) {
166 vars.stopwatch = Stopwatch.StartNew(); 221 vars.waypoints = new List<string>(vars.configWaypoints);
167 vars.prev.Clear(); 222 } else {
168 vars.firstRoom = false; 223 vars.waypoints = null;
169 vars.inEnding = false;
170 return true;
171 } 224 }
225 vars.prevLevel = current.level;
226 vars.stopwatch = Stopwatch.StartNew();
227 vars.prev.Clear();
228 vars.firstRoom = false;
229 vars.inEnding = false;
172} 230}
173 231
174split { 232split {