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Game monitoring system for Touhou Danmakufu ph3
Currently there is no way to configure the size of the bullets and text in the bomb/death graph. This issue covers the creation and implementation of configuration for these. There will likely be three fields - one for the main bullet, one for the aggregate bullet, and one for the text. Former two are higher priority.
Currently, all csv files with apm<string>- are assumed to be for the given script regardless of whether or not that was the actual case. It is therefore preferable to check the user-defined script name as well (but not the player) so that multiple scripts can output csv files to the same directory.
This may be more complex than initially anticipated due to the mechanics behind Danmakufu's string indexing and comparison.
This issue covers the self-termination of the APM script after report generation. If not done, event calls will still be read, potentially causing problems in the script over time.
This issue covers the determining of how many frames of padding are needed between the event to generate a report and closing the stage script to ensure that the report is actually generated.
In the event that this is non-zero, the value MUST be documented within the README and preferably in the script header as well.
This issue covers the implementation of User-Defined Monitoring.
User-Defined Monitoring enables scripters to provide custom hook-ins for their own metrics. For example, tracking Piezo Shards in SeitenTouji AMB, or the Discord meter in EUB. Since these are game specific, it is not possible to implement them locally. Instead, it is necessary to provide an extendable interface for monitoring.
This will most likely involve a required #include
file that provides empty methods for the scripter to fill in.
This issue covers the two following features:
This addresses the issue of variable length runs but adds clutter and complicates an otherwise simple note implementation.
This feature request is very low priority and may not be implemented at all depending on user feedback.
Currently, if running at normal speed multiple times and then running at sped-up speed, the normal speed runs will not be placed correctly on the graph.
This may extend to other graphs as well.
Currently, bomb and death monitoring does not have access to the max time - only the time of the last death. This results in the graph being noticeably shorter than the others, especially due to text being cut off.
To fix, the output file should have a timestamp of the max time.
This issue covers the implementation of death and bomb monitoring (including writing to file and reading past data).
Similarly to notes and different to existing forms of monitoring, Death and Bomb monitoring is logged via Events rather than constantly calling a function [EV_PLAYER_SPELL and EV_PLAYER_SHOOTDOWN]. Preferably, both death and bomb statistics would be tracked in the same file as well.
This feature also requires a new type of graph that paints dots onto a time graph rather than lines, as death and bomb events are discrete rather than continuous.
This issue covers the potential to use EV_HIT instead of EV_SHOOTDOWN for death tracking, as it allows for death bombs to be distinguished from regular bombs.
This issue covers the utilization of EV_START_BOSS_STEP and EV_END_BOSS_STEP listeners to determine the boss steps in the current run for the purposes of providing an overlay.
As this may be a complement rather than a replacement for annotated notes, there may be no need to distinguish spells and non spells by color, as there may be a note that will divide the block visually. Otherwise, if no notes are used, the entire boss plural may blur together.
The graph overlay should be done via opacity rather than a hard color.
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