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https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2024-11-20 00:46:34 +00:00
Save State Slots as Menu Option (#520)
* Initial * Clippy + Format * Update save_states.rs * selected vs random * fix * Formats * Format * Format * Updated copy, 2 randomize_slots, 2 save_slot_state * Update to 5.1, fix random logic --------- Co-authored-by: Matthew Edell <edell.matthew@gmail.com>
This commit is contained in:
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188e7decad
commit
1ce2850af3
7 changed files with 95 additions and 114 deletions
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@ -1,6 +1,6 @@
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[package]
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name = "training_modpack"
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version = "5.0.0"
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version = "5.1.0"
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authors = ["jugeeya <jugeeya@live.com>"]
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edition = "2018"
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@ -156,6 +156,8 @@ The timing of the CPU option can be influenced by the following settings:
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| Save Damage (Player) | What to use for player's damage on save state load | Default, Save State, Random |
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| Damage Range (Player) | Random percentage for save state load for player | 0 to 150 % |
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| Enable Save States | Should save states be enabled or disabled | Yes, No |
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| Save State Slot | Save and load states from different slots | 1, 2, 3, 4, 5 |
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| Save State Random Slot | Load from a random slot | Yes, No |
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| Character Item | The item to give to the player's fighter when loading a save state | None, Player item (#1 - #8), CPU item (#1 - #8) |
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| Buff Options | Buff(s) to be applied to respective character when loading save states | Accelerate, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing |
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@ -165,7 +167,7 @@ The timing of the CPU option can be influenced by the following settings:
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At any time in Training Mode, you can press `Shield + Down Taunt` to save the state of training mode. This will save the position, state, and damage of each fighter, which can then be reverted to at any time with `Shield + Up Taunt`. With the mirroring setting, loading the save state will flip the positions, allowing you to practice your skills facing both directions. Use this instead of the built-in training mode reset!
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You can switch Save State slots by using `Grab + Left Taunt` to switch to a previous slot and `Grab + Right Taunt` to switch to the next. There are 5 slots you can save, and they are persisted between loads of the game!
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You can switch Save State slots by using the associated toggle! There are 5 slots you can save, and they are persisted between loads of the game!
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The following attributes are saved in the save states:
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@ -40,14 +40,6 @@ static mut BUTTON_COMBO_CONFIG: BtnComboConfig = BtnComboConfig {
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hold: vec![],
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press: vec![],
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},
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previous_save_state_slot: BtnList {
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hold: vec![],
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press: vec![],
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},
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next_save_state_slot: BtnList {
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hold: vec![],
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press: vec![],
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},
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};
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#[derive(Debug, EnumIter, PartialEq)]
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@ -55,8 +47,6 @@ pub enum ButtonCombo {
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OpenMenu,
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SaveState,
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LoadState,
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PrevSaveStateSlot,
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NextSaveStateSlot,
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}
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#[derive(Deserialize, Default)]
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@ -70,8 +60,6 @@ struct BtnComboConfig {
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open_menu: BtnList,
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save_state: BtnList,
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load_state: BtnList,
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previous_save_state_slot: BtnList,
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next_save_state_slot: BtnList,
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}
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#[derive(Deserialize)]
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@ -118,14 +106,6 @@ fn save_all_btn_config_from_defaults() {
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hold: vec!["SHIELD".to_string()],
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press: vec!["UPTAUNT".to_string()],
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},
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previous_save_state_slot: BtnList {
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hold: vec!["GRAB".to_string()],
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press: vec!["LEFTTAUNT".to_string()],
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},
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next_save_state_slot: BtnList {
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hold: vec!["GRAB".to_string()],
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press: vec!["RIGHTTAUNT".to_string()],
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},
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},
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};
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unsafe {
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@ -146,13 +126,7 @@ fn save_all_btn_config_from_toml(data: &str) {
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fn validate_config(conf: TopLevelBtnComboConfig) -> bool {
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let conf = conf.button_config;
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let configs = [
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conf.open_menu,
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conf.save_state,
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conf.load_state,
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conf.previous_save_state_slot,
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conf.next_save_state_slot,
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];
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let configs = [conf.open_menu, conf.save_state, conf.load_state];
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let bad_keys = configs
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.iter()
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.flat_map(|btn_list| {
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@ -196,14 +170,6 @@ unsafe fn get_combo_keys(combo: ButtonCombo) -> (&'static Vec<String>, &'static
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&BUTTON_COMBO_CONFIG.load_state.hold,
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&BUTTON_COMBO_CONFIG.load_state.press,
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),
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ButtonCombo::PrevSaveStateSlot => (
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&BUTTON_COMBO_CONFIG.previous_save_state_slot.hold,
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&BUTTON_COMBO_CONFIG.previous_save_state_slot.press,
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),
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ButtonCombo::NextSaveStateSlot => (
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&BUTTON_COMBO_CONFIG.next_save_state_slot.hold,
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&BUTTON_COMBO_CONFIG.next_save_state_slot.press,
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),
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}
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}
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@ -268,12 +234,4 @@ press=["DOWNTAUNT",]
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[button_config.load_state]
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hold=["SHIELD",]
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press=["UPTAUNT",]
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[button_config.previous_save_state_slot]
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hold=["GRAB",]
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press=["LEFTTAUNT",]
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[button_config.next_save_state_slot]
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hold=["GRAB",]
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press=["RIGHTTAUNT",]
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"#;
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Binary file not shown.
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@ -108,7 +108,6 @@ const NUM_SAVE_STATE_SLOTS: usize = 5;
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lazy_static::lazy_static! {
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static ref SAVE_STATE_SLOTS : Mutex<SaveStateSlots> = Mutex::new(load_from_file());
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}
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static mut SAVE_STATE_SLOT: usize = 0;
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pub fn load_from_file() -> SaveStateSlots {
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let defaults = SaveStateSlots {
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@ -139,25 +138,32 @@ pub unsafe fn save_to_file() {
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.expect("Could not write save state information to file");
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}
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unsafe fn save_state_player() -> &'static mut SavedState {
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&mut (*SAVE_STATE_SLOTS.data_ptr()).player[SAVE_STATE_SLOT]
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unsafe fn save_state_player(slot: usize) -> &'static mut SavedState {
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&mut (*SAVE_STATE_SLOTS.data_ptr()).player[slot]
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}
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unsafe fn save_state_cpu() -> &'static mut SavedState {
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&mut (*SAVE_STATE_SLOTS.data_ptr()).cpu[SAVE_STATE_SLOT]
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unsafe fn save_state_cpu(slot: usize) -> &'static mut SavedState {
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&mut (*SAVE_STATE_SLOTS.data_ptr()).cpu[slot]
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}
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// MIRROR_STATE == 1 -> Do not mirror
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// MIRROR_STATE == -1 -> Do Mirror
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static mut MIRROR_STATE: f32 = 1.0;
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static mut RANDOM_SLOT: usize = 0;
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pub unsafe fn is_killing() -> bool {
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(save_state_player().state == KillPlayer || save_state_player().state == WaitForAlive)
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|| (save_state_cpu().state == KillPlayer || save_state_cpu().state == WaitForAlive)
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let selected_slot = MENU.save_state_slot as u32 as usize;
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(save_state_player(selected_slot).state == KillPlayer
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|| save_state_player(selected_slot).state == WaitForAlive)
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|| (save_state_cpu(selected_slot).state == KillPlayer
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|| save_state_cpu(selected_slot).state == WaitForAlive)
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}
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pub unsafe fn is_loading() -> bool {
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save_state_player().state != NoAction || save_state_cpu().state != NoAction
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let selected_slot = MENU.save_state_slot as u32 as usize;
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save_state_player(selected_slot).state != NoAction
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|| save_state_cpu(selected_slot).state != NoAction
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}
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pub unsafe fn should_mirror() -> f32 {
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@ -331,13 +337,19 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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return;
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}
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let selected_slot = if MENU.randomize_slots == OnOff::On {
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RANDOM_SLOT
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} else {
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MENU.save_state_slot as u32 as usize
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};
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let status = StatusModule::status_kind(module_accessor);
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let is_cpu = WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID)
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== FighterId::CPU as i32;
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let save_state = if is_cpu {
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save_state_cpu()
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save_state_cpu(selected_slot)
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} else {
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save_state_player()
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save_state_player(selected_slot)
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};
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let fighter_kind = app::utility::get_kind(module_accessor);
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@ -354,46 +366,6 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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]
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.contains(&fighter_kind);
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if MENU.save_state_slot_enable == OnOff::On
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&& !is_operation_cpu(module_accessor)
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&& button_config::combo_passes_exclusive(
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module_accessor,
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button_config::ButtonCombo::PrevSaveStateSlot,
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)
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{
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SAVE_STATE_SLOT = if SAVE_STATE_SLOT == 0 {
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NUM_SAVE_STATE_SLOTS - 1
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} else {
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SAVE_STATE_SLOT - 1
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};
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notifications::clear_notifications("Save State");
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notifications::notification(
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"Save State".to_string(),
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format!("Switched to Slot {SAVE_STATE_SLOT}"),
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120,
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);
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return;
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}
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if MENU.save_state_slot_enable == OnOff::On
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&& !is_operation_cpu(module_accessor)
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&& button_config::combo_passes_exclusive(
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module_accessor,
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button_config::ButtonCombo::NextSaveStateSlot,
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)
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{
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SAVE_STATE_SLOT = (SAVE_STATE_SLOT + 1) % NUM_SAVE_STATE_SLOTS;
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notifications::clear_notifications("Save State");
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notifications::notification(
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"Save State".to_string(),
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format!("Switched to Slot {SAVE_STATE_SLOT}"),
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120,
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);
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return;
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}
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// Reset state
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let autoload_reset = MENU.save_state_autoload == OnOff::On
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&& save_state.state == NoAction
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}
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if (autoload_reset || triggered_reset) && !fighter_is_nana {
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if save_state.state == NoAction {
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save_state_player().state = KillPlayer;
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save_state_cpu().state = KillPlayer;
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let slot = if MENU.randomize_slots == OnOff::On {
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RANDOM_SLOT = get_random_int(NUM_SAVE_STATE_SLOTS as i32) as usize;
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RANDOM_SLOT
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} else {
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selected_slot
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};
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save_state_player(slot).state = KillPlayer;
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save_state_cpu(slot).state = KillPlayer;
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}
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MIRROR_STATE = should_mirror();
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return;
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@ -612,12 +591,12 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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{
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// Don't begin saving state if Nana's delayed input is captured
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MIRROR_STATE = 1.0;
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save_state_player().state = Save;
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save_state_cpu().state = Save;
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save_state_player(MENU.save_state_slot as u32 as usize).state = Save;
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save_state_cpu(MENU.save_state_slot as u32 as usize).state = Save;
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notifications::clear_notifications("Save State");
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notifications::notification(
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"Save State".to_string(),
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format!("Saved Slot {SAVE_STATE_SLOT}"),
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format!("Saved Slot {}", MENU.save_state_slot.as_str().unwrap()),
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120,
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);
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}
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@ -666,7 +645,9 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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);
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// If both chars finished saving by now
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if save_state_player().state != Save && save_state_cpu().state != Save {
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if save_state_player(selected_slot).state != Save
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&& save_state_cpu(selected_slot).state != Save
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{
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save_to_file();
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}
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}
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@ -48,7 +48,8 @@ pub struct TrainingModpackMenu {
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pub save_damage_limits_player: DamagePercent,
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pub save_state_autoload: OnOff,
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pub save_state_enable: OnOff,
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pub save_state_slot_enable: OnOff,
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pub save_state_slot: SaveStateSlot,
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pub randomize_slots: OnOff,
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pub save_state_mirroring: SaveStateMirroring,
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pub sdi_state: Direction,
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pub sdi_strength: SdiFrequency,
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@ -124,7 +125,8 @@ pub static DEFAULTS_MENU: TrainingModpackMenu = TrainingModpackMenu {
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save_damage_limits_player: DamagePercent::default(),
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save_state_autoload: OnOff::Off,
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save_state_enable: OnOff::On,
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save_state_slot_enable: OnOff::On,
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save_state_slot: SaveStateSlot::One,
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randomize_slots: OnOff::Off,
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save_state_mirroring: SaveStateMirroring::None,
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sdi_state: Direction::empty(),
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sdi_strength: SdiFrequency::None,
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@ -529,18 +531,19 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
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true,
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&(menu.save_state_enable as u32),
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);
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save_state_tab.add_submenu_with_toggles::<OnOff>(
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"Enable Slots",
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"save_state_slot_enable",
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"Save State Slots: Enable save state slots. Switch to a different slot with Grab+Left or Right Taunt.",
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save_state_tab.add_submenu_with_toggles::<SaveStateSlot>(
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"Save State Slot",
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"save_state_slot",
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"Save State Slot: Save and load states from different slots.",
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true,
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&(menu.save_state_enable as u32),
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&(menu.save_state_slot as u32),
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);
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save_state_tab.add_submenu_with_toggles::<OnOff>(
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"Randomize Slots",
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"randomize_slots",
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"Randomize Slots: Randomize slot when loading save state.",
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true,
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&(menu.randomize_slots as u32),
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);
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save_state_tab.add_submenu_with_toggles::<CharacterItem>(
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"Character Item",
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@ -1105,3 +1105,40 @@ impl SaveDamage {
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extra_bitflag_impls! {SaveDamage}
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impl_serde_for_bitflags!(SaveDamage);
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/// Save State Slots
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#[repr(i32)]
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#[derive(
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Debug, Clone, Copy, PartialEq, FromPrimitive, EnumIter, Serialize_repr, Deserialize_repr,
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)]
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pub enum SaveStateSlot {
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One = 0,
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Two = 1,
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Three = 2,
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Four = 3,
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Five = 4,
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}
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impl SaveStateSlot {
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pub fn as_str(self) -> Option<&'static str> {
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Some(match self {
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SaveStateSlot::One => "1",
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SaveStateSlot::Two => "2",
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SaveStateSlot::Three => "3",
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SaveStateSlot::Four => "4",
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SaveStateSlot::Five => "5",
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})
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}
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}
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impl ToggleTrait for SaveStateSlot {
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fn to_toggle_strs() -> Vec<&'static str> {
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SaveStateSlot::iter()
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.map(|i| i.as_str().unwrap_or(""))
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.collect()
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}
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fn to_toggle_vals() -> Vec<u32> {
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SaveStateSlot::iter().map(|i| i as u32).collect()
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}
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}
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