mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2024-11-28 04:44:06 +00:00
Followups (#108)
* Fix Late Mash Fixed being a frame late Flag is now immediately returned until the action is performed Also restore Airdodge => Shield when grounded behavior * Update TrainingModpackOverlay * Add Follow Ups WIP Attack followups will currently overwrite the aerial toggle * Simplify Shield Extra attack handling is no longer needed * Apply Action Enum Replacing Mash * Fix Random OOS * Implement Queued Mashes * Update Shield Suspension Removed need for frame counter. Update shield suspension when the mash buffer is updated. Fixes follow ups oos * Cleanup * Cleanup * Update Aerial Flags * Fix Aerial Flag * Fix Copy Paste Error * Use Mash Toggles For Ledge Jump Moved menu logic to buffer_menu_mash
This commit is contained in:
parent
a19245e126
commit
0fc8fdf999
6 changed files with 283 additions and 200 deletions
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@ -1 +1 @@
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Subproject commit 4393224a14cf6cca1cd1ff7f4e8517ca58071505
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Subproject commit 1bede8c899d015e8cad641926680c2da385fd5dd
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@ -112,21 +112,6 @@ impl From<i32> for Attack {
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}
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}
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impl Attack {
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pub fn into_attack_air_kind(&self) -> Option<i32> {
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use Attack::*;
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Some(match self {
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Nair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_N,
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Fair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_F,
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Bair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_B,
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Dair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_LW,
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UpAir => *FIGHTER_COMMAND_ATTACK_AIR_KIND_HI,
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_ => return None,
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})
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}
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}
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// Ledge Option
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#[repr(i32)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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@ -268,12 +253,92 @@ pub enum OnOff {
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On = 1,
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}
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#[repr(i32)]
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Action {
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Nothing = 0,
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Airdodge = 1,
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Jump = 2,
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Spotdodge = 3,
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RollForward = 4,
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RollBack = 5,
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Nair = 6,
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Fair = 7,
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Bair = 8,
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UpAir = 9,
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Dair = 10,
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NeutralB = 11,
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SideB = 12,
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UpB = 13,
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DownB = 14,
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UpSmash = 15,
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FSmash = 16,
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DSmash = 17,
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Grab = 18,
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Jab = 19,
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Ftilt = 20,
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Utilt = 21,
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Dtilt = 22,
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Shield = 99,
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}
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impl Action {
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pub fn into_attack_air_kind(&self) -> Option<i32> {
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use Action::*;
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Some(match self {
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Nair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_N,
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Fair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_F,
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Bair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_B,
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Dair => *FIGHTER_COMMAND_ATTACK_AIR_KIND_LW,
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UpAir => *FIGHTER_COMMAND_ATTACK_AIR_KIND_HI,
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_ => return None,
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})
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}
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}
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// To satisfy the unused warning
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impl From<i32> for Action {
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fn from(x: i32) -> Self {
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use Action::*;
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match x {
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0 => Nothing,
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1 => Airdodge,
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2 => Jump,
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3 => Spotdodge,
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4 => RollForward,
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5 => RollBack,
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6 => Nair,
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7 => Fair,
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8 => Bair,
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9 => UpAir,
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10 => Dair,
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11 => NeutralB,
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12 => SideB,
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13 => UpB,
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14 => DownB,
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15 => UpSmash,
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16 => FSmash,
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17 => DSmash,
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18 => Grab,
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19 => Jab,
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20 => Ftilt,
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21 => Utilt,
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22 => Dtilt,
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99 => Action::Shield,
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_ => Nothing,
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}
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}
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}
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#[repr(C)]
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pub struct TrainingModpackMenu {
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pub hitbox_vis: HitboxVisualization,
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pub di_state: Direction,
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pub left_stick: Direction, // Currently only used for air dodge direction
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pub mash_attack_state: Attack,
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pub follow_up: Action,
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pub ledge_state: LedgeOption,
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pub tech_state: TechOption,
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pub mash_state: Mash,
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@ -9,6 +9,7 @@ pub static mut MENU_STRUCT: consts::TrainingModpackMenu = consts::TrainingModpac
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di_state: Direction::None,
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left_stick: Direction::None,
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mash_attack_state: Attack::Nair,
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follow_up: Action::Nothing,
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ledge_state: LedgeOption::Random,
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tech_state: TechOption::Random,
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mash_state: Mash::None,
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@ -40,7 +40,12 @@ pub unsafe fn force_option(module_accessor: &mut app::BattleObjectModuleAccessor
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status = new_status;
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}
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mash::perform_defensive_option();
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match ledge_case {
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LedgeOption::Jump => {
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mash::buffer_menu_mash(module_accessor);
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}
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_ => mash::perform_defensive_option(),
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}
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StatusModule::change_status_request_from_script(module_accessor, status, true);
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}
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@ -6,43 +6,60 @@ use smash::app::{self, lua_bind::*};
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use smash::hash40;
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use smash::lib::lua_const::*;
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static mut BUFFERED_ACTION: Mash = Mash::None;
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static mut BUFFERED_ATTACK: Attack = Attack::Nair;
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static mut CURRENT_AERIAL: Action = Action::Nair;
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static mut QUEUE: Vec<Action> = vec![];
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pub fn buffer_action(action: Mash) {
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pub fn buffer_action(action: Action) {
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unsafe {
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if BUFFERED_ACTION != Mash::None {
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if QUEUE.len() > 0 {
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return;
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}
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}
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unsafe {
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BUFFERED_ACTION = action;
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QUEUE.insert(0, action);
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buffer_follow_up();
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}
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}
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pub fn get_current_buffer() -> Mash {
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unsafe { BUFFERED_ACTION }
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}
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pub fn buffer_follow_up() {
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let action;
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pub fn set_attack(attack: Attack) {
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unsafe {
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if BUFFERED_ATTACK == attack {
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action = MENU.follow_up;
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}
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if action == Action::Nothing {
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return;
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}
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}
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unsafe {
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BUFFERED_ATTACK = attack;
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QUEUE.insert(0, action);
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}
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}
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pub fn get_current_attack() -> Attack {
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unsafe { BUFFERED_ATTACK }
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pub fn get_current_buffer() -> Action {
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unsafe {
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let current = QUEUE.last().unwrap_or(&Action::Nothing);
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*current
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}
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}
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pub fn reset() {
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unsafe {
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BUFFERED_ACTION = Mash::None;
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QUEUE.pop();
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}
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shield::suspend_shield(get_current_buffer());
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}
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pub fn set_aerial(attack: Action) {
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if !shield::is_aerial(attack) {
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return;
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}
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unsafe {
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CURRENT_AERIAL = attack;
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}
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}
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@ -57,7 +74,7 @@ pub unsafe fn get_attack_air_kind(
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return None;
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}
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BUFFERED_ATTACK.into_attack_air_kind()
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CURRENT_AERIAL.into_attack_air_kind()
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}
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pub unsafe fn get_command_flag_cat(
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@ -83,7 +100,7 @@ pub unsafe fn get_command_flag_cat(
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}
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unsafe fn check_buffer(module_accessor: &mut app::BattleObjectModuleAccessor) {
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if BUFFERED_ACTION != Mash::None {
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if QUEUE.len() > 0 {
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return;
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}
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@ -91,11 +108,41 @@ unsafe fn check_buffer(module_accessor: &mut app::BattleObjectModuleAccessor) {
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return;
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}
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let mut action = MENU.mash_state;
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buffer_menu_mash(module_accessor);
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}
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if action == Mash::Random {
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// Temp Translation
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pub fn buffer_menu_mash(module_accessor: &mut app::BattleObjectModuleAccessor) -> Action {
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unsafe {
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let action;
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if MENU.mash_state == Mash::Random {
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action = get_random_action(module_accessor);
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} else {
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action = mash_to_action(MENU.mash_state);
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}
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buffer_action(action);
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action
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}
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}
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pub fn mash_to_action(mash: Mash) -> Action {
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use Action::*;
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match mash {
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Mash::Airdodge => Airdodge,
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Mash::Jump => Jump,
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Mash::Spotdodge => Spotdodge,
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Mash::RollForward => RollForward,
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Mash::RollBack => RollBack,
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Mash::Shield => Shield,
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Mash::Attack => unsafe { attack_to_action(MENU.mash_attack_state) },
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_ => Nothing,
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}
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}
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fn get_random_action(module_accessor: &mut app::BattleObjectModuleAccessor) -> Action {
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let mut random_cmds = vec![Mash::Jump, Mash::Attack];
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unsafe {
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if is_airborne(module_accessor) {
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random_cmds.push(Mash::Airdodge);
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}
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let random_cmd_index =
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app::sv_math::rand(hash40("fighter"), random_cmds.len() as i32) as usize;
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action = random_cmds[random_cmd_index];
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mash_to_action(random_cmds[random_cmd_index])
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}
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}
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buffer_action(action);
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set_attack(MENU.mash_attack_state);
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fn attack_to_action(attack: Attack) -> Action {
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use Action::*;
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match attack {
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Attack::Nair => Nair,
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Attack::Fair => Fair,
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Attack::Bair => Bair,
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Attack::UpAir => UpAir,
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Attack::Dair => Dair,
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Attack::NeutralB => NeutralB,
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Attack::SideB => SideB,
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Attack::UpB => UpB,
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Attack::DownB => DownB,
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Attack::UpSmash => UpSmash,
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Attack::FSmash => FSmash,
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Attack::DSmash => DSmash,
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Attack::Grab => Grab,
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Attack::Jab => Jab,
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Attack::Ftilt => Ftilt,
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Attack::Utilt => Utilt,
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Attack::Dtilt => Dtilt,
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Attack::Nothing => Nothing,
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}
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}
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unsafe fn perform_action(module_accessor: &mut app::BattleObjectModuleAccessor) -> i32 {
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match BUFFERED_ACTION {
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Mash::Airdodge => {
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use Action::*;
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let action = get_current_buffer();
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match action {
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Airdodge => {
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// Shield if grounded instead
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if is_grounded(module_accessor) {
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reset();
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buffer_action(Mash::Shield);
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buffer_action(Shield);
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return 0;
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}
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@ -132,50 +204,42 @@ unsafe fn perform_action(module_accessor: &mut app::BattleObjectModuleAccessor)
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*FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE,
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);
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}
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Mash::Jump => {
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Jump => {
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return update_jump_flag(module_accessor);
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}
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Mash::Spotdodge => {
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Spotdodge => {
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return get_flag(
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module_accessor,
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*FIGHTER_STATUS_KIND_ESCAPE,
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*FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE,
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);
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}
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Mash::RollForward => {
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RollForward => {
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return get_flag(
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module_accessor,
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*FIGHTER_STATUS_KIND_ESCAPE_F,
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*FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F,
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);
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}
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Mash::RollBack => {
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RollBack => {
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return get_flag(
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module_accessor,
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*FIGHTER_STATUS_KIND_ESCAPE_B,
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*FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B,
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);
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}
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Mash::Attack => {
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return get_attack_flag(module_accessor);
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}
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Mash::Shield => {
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Shield => {
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/*
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Doesn't actually cause the shield, but will clear the buffer once shield is possible.
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Shield hold is performed trough shield::should_hold_shield
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*/
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// return get_flag(
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// module_accessor,
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// *FIGHTER_STATUS_KIND_GUARD_ON,
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// *FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE,
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// );
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return get_flag(
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module_accessor,
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*FIGHTER_STATUS_KIND_GUARD_ON,
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*FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE,
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);
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}
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_ => return 0,
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_ => return get_attack_flag(module_accessor, action),
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}
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}
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@ -197,15 +261,18 @@ unsafe fn update_jump_flag(module_accessor: &mut app::BattleObjectModuleAccessor
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);
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}
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unsafe fn get_attack_flag(module_accessor: &mut app::BattleObjectModuleAccessor) -> i32 {
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use Attack::*;
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unsafe fn get_attack_flag(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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action: Action,
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) -> i32 {
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use Action::*;
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let action_flag: i32;
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let status: i32;
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match BUFFERED_ATTACK {
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match action {
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Nair | Fair | Bair | UpAir | Dair => {
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return get_aerial_flag(module_accessor, BUFFERED_ATTACK);
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return get_aerial_flag(module_accessor, action);
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}
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NeutralB => {
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action_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N;
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|
@ -268,22 +335,16 @@ unsafe fn get_attack_flag(module_accessor: &mut app::BattleObjectModuleAccessor)
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unsafe fn get_aerial_flag(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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attack: Attack,
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action: Action,
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) -> i32 {
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let mut flag: i32 = 0;
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// If we are grounded we also need to jump
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if is_grounded(module_accessor) {
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flag += update_jump_flag(module_accessor);
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if flag == 0 {
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// Can't jump, return
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return 0;
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}
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flag |= *FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
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// Delay attack until we are airborne to get a full hop
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if MENU.full_hop == OnOff::On {
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buffer_action(Mash::Attack);
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return flag;
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}
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}
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|
@ -291,38 +352,27 @@ unsafe fn get_aerial_flag(
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let status = *FIGHTER_STATUS_KIND_ATTACK_AIR;
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if MENU.falling_aerials == OnOff::On && !fast_fall::is_falling(module_accessor) {
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// Keep Buffering until we are falling
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buffer_action(Mash::Attack);
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return flag;
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}
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let action_flag: i32;
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use Action::*;
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match attack {
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Attack::Nair => {
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action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_N;
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}
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Attack::Fair => {
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// For some reason the game doesn't trigger the fair correctly
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// action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_F;
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action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_N;
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}
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Attack::Bair => {
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action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_B;
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}
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Attack::UpAir => {
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// For some reason the game doesn't trigger the uair correctly
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// action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_HI;
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action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_N;
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}
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Attack::Dair => {
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action_flag = *FIGHTER_COMMAND_ATTACK_AIR_KIND_LW;
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/*
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* We always trigger attack and change it later into the correct aerial
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* @see get_attack_air_kind()
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*/
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match action {
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Nair | Fair | Bair | UpAir | Dair => {
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action_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N;
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}
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_ => {
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action_flag = 0;
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}
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}
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set_aerial(action);
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flag |= get_flag(module_accessor, status, action_flag);
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flag
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||||
|
@ -347,7 +397,7 @@ unsafe fn get_flag(
|
|||
pub unsafe fn perform_defensive_option() {
|
||||
reset();
|
||||
|
||||
let mut shield_suspension_frames = 60;
|
||||
let action;
|
||||
|
||||
match MENU.defensive_state {
|
||||
Defensive::Random => {
|
||||
|
@ -361,28 +411,27 @@ pub unsafe fn perform_defensive_option() {
|
|||
let random_cmd_index =
|
||||
app::sv_math::rand(hash40("fighter"), random_cmds.len() as i32) as usize;
|
||||
|
||||
buffer_action(random_cmds[random_cmd_index]);
|
||||
set_attack(Attack::Jab);
|
||||
action = mash_to_action(random_cmds[random_cmd_index]);
|
||||
}
|
||||
Defensive::Roll => {
|
||||
if app::sv_math::rand(hash40("fighter"), 2) == 0 {
|
||||
buffer_action(Mash::RollForward);
|
||||
action = Action::RollForward;
|
||||
} else {
|
||||
buffer_action(Mash::RollBack);
|
||||
action = Action::RollBack;
|
||||
}
|
||||
}
|
||||
Defensive::Spotdodge => buffer_action(Mash::Spotdodge),
|
||||
Defensive::Spotdodge => action = Action::Spotdodge,
|
||||
Defensive::Jab => {
|
||||
buffer_action(Mash::Attack);
|
||||
set_attack(Attack::Jab);
|
||||
action = Action::Jab;
|
||||
}
|
||||
Defensive::Shield => {
|
||||
shield_suspension_frames = 0;
|
||||
buffer_action(Mash::Shield);
|
||||
action = Action::Shield;
|
||||
}
|
||||
_ => (shield_suspension_frames = 0),
|
||||
_ => return,
|
||||
}
|
||||
|
||||
buffer_action(action);
|
||||
|
||||
// Suspend shield hold to allow for other defensive options
|
||||
shield::suspend_shield(shield_suspension_frames);
|
||||
shield::suspend_shield(action);
|
||||
}
|
||||
|
|
|
@ -15,15 +15,13 @@ static mut MULTI_HIT_OFFSET: u32 = unsafe { MENU.oos_offset };
|
|||
// Used to only decrease once per shieldstun change
|
||||
static mut WAS_IN_SHIELDSTUN: bool = false;
|
||||
|
||||
static mut FRAME_COUNTER_INDEX: usize = 0;
|
||||
static mut REACTION_INDEX: usize = 0;
|
||||
|
||||
// For how many frames should the shield hold be overwritten
|
||||
static mut SHIELD_SUSPEND_FRAMES: u32 = 0;
|
||||
static mut SUSPEND_SHIELD: bool = false;
|
||||
|
||||
pub fn init() {
|
||||
unsafe {
|
||||
FRAME_COUNTER_INDEX = frame_counter::register_counter();
|
||||
REACTION_INDEX = frame_counter::register_counter();
|
||||
}
|
||||
}
|
||||
|
@ -132,37 +130,23 @@ pub unsafe fn get_param_float(
|
|||
None
|
||||
}
|
||||
|
||||
pub unsafe fn should_hold_shield(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
|
||||
pub fn should_hold_shield() -> bool {
|
||||
// Mash shield
|
||||
if mash::get_current_buffer() == Mash::Shield {
|
||||
if mash::get_current_buffer() == Action::Shield {
|
||||
return true;
|
||||
}
|
||||
|
||||
let shield_state;
|
||||
unsafe {
|
||||
shield_state = &MENU.shield_state;
|
||||
}
|
||||
|
||||
// We should hold shield if the state requires it
|
||||
if ![Shield::Hold, Shield::Infinite].contains(&MENU.shield_state) {
|
||||
if ![Shield::Hold, Shield::Infinite].contains(shield_state) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Hold shield while OOS is not allowed
|
||||
if !allow_oos() {
|
||||
return true;
|
||||
}
|
||||
|
||||
if !was_in_shieldstun(module_accessor) {
|
||||
return true;
|
||||
}
|
||||
|
||||
match mash::get_current_buffer() {
|
||||
Mash::Attack => {} // Handle attack below
|
||||
// If we are not mashing attack then we will always hold shield
|
||||
_ => return true,
|
||||
}
|
||||
|
||||
// We will hold shield if we are in shieldstun and our attack can be performed OOS
|
||||
match mash::get_current_attack() {
|
||||
Attack::Grab => return true, // Grab has 4 extra shield frames
|
||||
_ => return false,
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
#[skyline::hook(replace = smash::lua2cpp::L2CFighterCommon_sub_guard_cont)]
|
||||
|
@ -198,43 +182,18 @@ unsafe fn mod_handle_sub_guard_cont(fighter: &mut L2CFighterCommon) {
|
|||
return;
|
||||
}
|
||||
|
||||
let action = mash::buffer_menu_mash(module_accessor);
|
||||
|
||||
if handle_escape_option(fighter, module_accessor) {
|
||||
return;
|
||||
}
|
||||
|
||||
mash::buffer_action(MENU.mash_state);
|
||||
mash::set_attack(MENU.mash_attack_state);
|
||||
|
||||
if needs_oos_handling_drop_shield() {
|
||||
return;
|
||||
}
|
||||
|
||||
// Set shield suspension frames
|
||||
match MENU.mash_state {
|
||||
Mash::Attack => match MENU.mash_attack_state {
|
||||
Attack::UpSmash => {}
|
||||
Attack::Grab => {}
|
||||
_ => {
|
||||
// Force shield drop
|
||||
suspend_shield(15);
|
||||
}
|
||||
},
|
||||
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Needed for shield drop options
|
||||
pub fn suspend_shield(frames: u32) {
|
||||
if frames <= 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
unsafe {
|
||||
SHIELD_SUSPEND_FRAMES = frames;
|
||||
frame_counter::reset_frame_count(FRAME_COUNTER_INDEX);
|
||||
frame_counter::start_counting(FRAME_COUNTER_INDEX);
|
||||
}
|
||||
// Set shield suspension
|
||||
suspend_shield(action);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -279,20 +238,20 @@ unsafe fn handle_escape_option(
|
|||
return false;
|
||||
}
|
||||
|
||||
match MENU.mash_state {
|
||||
Mash::Spotdodge => {
|
||||
match mash::get_current_buffer() {
|
||||
Action::Spotdodge => {
|
||||
fighter
|
||||
.fighter_base
|
||||
.change_status(FIGHTER_STATUS_KIND_ESCAPE.as_lua_int(), LUA_TRUE);
|
||||
return true;
|
||||
}
|
||||
Mash::RollForward => {
|
||||
Action::RollForward => {
|
||||
fighter
|
||||
.fighter_base
|
||||
.change_status(FIGHTER_STATUS_KIND_ESCAPE_F.as_lua_int(), LUA_TRUE);
|
||||
return true;
|
||||
}
|
||||
Mash::RollBack => {
|
||||
Action::RollBack => {
|
||||
fighter
|
||||
.fighter_base
|
||||
.change_status(FIGHTER_STATUS_KIND_ESCAPE_B.as_lua_int(), LUA_TRUE);
|
||||
|
@ -306,55 +265,59 @@ unsafe fn handle_escape_option(
|
|||
* Needed to allow these attacks to work OOS
|
||||
*/
|
||||
fn needs_oos_handling_drop_shield() -> bool {
|
||||
match mash::get_current_buffer() {
|
||||
Mash::Jump => return true,
|
||||
Mash::Attack => {
|
||||
let attack = mash::get_current_attack();
|
||||
if is_aerial(attack) {
|
||||
let action = mash::get_current_buffer();
|
||||
|
||||
if action == Action::Jump {
|
||||
return true;
|
||||
}
|
||||
|
||||
if attack == Attack::UpB {
|
||||
if is_aerial(action) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
|
||||
if action == Action::UpB {
|
||||
return true;
|
||||
}
|
||||
|
||||
false
|
||||
}
|
||||
|
||||
fn is_aerial(attack: Attack) -> bool {
|
||||
match attack {
|
||||
Attack::Nair => return true,
|
||||
Attack::Fair => return true,
|
||||
Attack::Bair => return true,
|
||||
Attack::UpAir => return true,
|
||||
Attack::Dair => return true,
|
||||
pub fn is_aerial(action: Action) -> bool {
|
||||
match action {
|
||||
Action::Nair => return true,
|
||||
Action::Fair => return true,
|
||||
Action::Bair => return true,
|
||||
Action::UpAir => return true,
|
||||
Action::Dair => return true,
|
||||
_ => return false,
|
||||
}
|
||||
}
|
||||
|
||||
// Needed for shield drop options
|
||||
pub fn suspend_shield(action: Action) {
|
||||
unsafe {
|
||||
SUSPEND_SHIELD = need_suspend_shield(action);
|
||||
}
|
||||
}
|
||||
|
||||
fn need_suspend_shield(action: Action) -> bool {
|
||||
match action {
|
||||
Action::UpSmash => false,
|
||||
Action::Grab => false,
|
||||
Action::Shield => false,
|
||||
Action::Nothing => false,
|
||||
_ => {
|
||||
// Force shield drop
|
||||
true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Needed for these options to work OOS
|
||||
*/
|
||||
unsafe fn shield_is_suspended() -> bool {
|
||||
// Normal behavior when not mashing
|
||||
if SHIELD_SUSPEND_FRAMES == 0 {
|
||||
return false;
|
||||
}
|
||||
|
||||
let resume_normal_behavior =
|
||||
frame_counter::get_frame_count(FRAME_COUNTER_INDEX) > SHIELD_SUSPEND_FRAMES;
|
||||
|
||||
if resume_normal_behavior {
|
||||
SHIELD_SUSPEND_FRAMES = 0;
|
||||
frame_counter::stop_counting(FRAME_COUNTER_INDEX);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
true
|
||||
fn shield_is_suspended() -> bool {
|
||||
unsafe { SUSPEND_SHIELD }
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -376,7 +339,7 @@ unsafe fn should_return_none_in_check_button(
|
|||
return true;
|
||||
}
|
||||
|
||||
if !should_hold_shield(module_accessor) {
|
||||
if !should_hold_shield() {
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue