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Special charge (#303)
* Mario, Samus, Sheik, GnW, Wii Fit, Hero. Wario incomplete. * Wario, Mewtwo, Plant * Rob, Lucario, Squirtle * Steve, Sora, Incin attempted, all easy ones done * Steve! * Donkey Kong * Most flashes, Samus/Gunner effects * All except Sheik and DK * Sheik and DK * Hero Fix * First Cleanup * Cleanup 2 * Remove Steve * Cleanup with labelling and Pac-Man improvement * Add charge from problematic merge * ChargeState struct added, all getters converted * All charges implemented, matching with Sheik, slight cleanup * charge getter cleanup * setter syntax sugar * more getter cleanup
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4 changed files with 1090 additions and 543 deletions
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@ -45,7 +45,7 @@ Set stage hazards on or off in Training Mode! Use this to practice on tournament
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## Save States
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At any time in Training Mode, you can press `Grab + 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 `Grab + 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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At any time in Training Mode, you can press `Grab + 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 `Grab + 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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<img src="./photos/FLy0xiw.gif">
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532
src/training/charge.rs
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532
src/training/charge.rs
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@ -0,0 +1,532 @@
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use smash::app::{self, lua_bind::*, ArticleOperationTarget, FighterUtil, FighterFacial};
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use smash::lib::lua_const::*;
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use smash::phx::{Hash40, Vector3f};
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#[derive(Copy, Clone)]
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pub struct ChargeState {
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pub int_x: Option<i32>,
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pub int_y: Option<i32>,
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pub float_x: Option<f32>,
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pub float_y: Option<f32>,
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pub float_z: Option<f32>,
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pub has_charge: Option<bool>
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}
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impl ChargeState {
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fn int_x(mut self, int_x: i32) -> Self {
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self.int_x = Some(int_x);
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self
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}
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fn int_y(mut self, int_y: i32) -> Self {
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self.int_y = Some(int_y);
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self
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}
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fn float_x(mut self, float_x: f32) -> Self {
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self.float_x = Some(float_x);
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self
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}
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fn float_y(mut self, float_y: f32) -> Self {
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self.float_y = Some(float_y);
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self
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}
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fn float_z(mut self, float_z: f32) -> Self {
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self.float_z = Some(float_z);
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self
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}
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fn has_charge(mut self, has_charge: bool) -> Self {
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self.has_charge = Some(has_charge);
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self
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}
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}
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impl Default for ChargeState {
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fn default() -> Self {
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Self {
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int_x: None,
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int_y: None,
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float_x: None,
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float_y: None,
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float_z: None,
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has_charge: None
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}
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}
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}
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pub unsafe fn get_charge(module_accessor: &mut app::BattleObjectModuleAccessor, fighter_kind: i32) -> ChargeState {
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let charge_state = ChargeState::default();
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// Mario FLUDD
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if fighter_kind == FIGHTER_KIND_MARIO {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_CHARGE);
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charge_state.int_x(my_charge)
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}
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// Donkey Kong Giant Punch
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else if fighter_kind == FIGHTER_KIND_DONKEY {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_DONKEY_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT);
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charge_state.int_x(my_charge)
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}
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// Samus/Dark Samus Charge Shot
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else if fighter_kind == FIGHTER_KIND_SAMUS || fighter_kind == FIGHTER_KIND_SAMUSD {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT);
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charge_state.int_x(my_charge)
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}
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// Sheik Needles
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else if fighter_kind == FIGHTER_KIND_SHEIK {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_NEEDLE_COUNT);
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charge_state.int_x(my_charge)
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}
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// Mewtwo Shadowball
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else if fighter_kind == FIGHTER_KIND_MEWTWO {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_SHADOWBALL_CHARGE_FRAME);
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let prev_frame = WorkModule::get_int(module_accessor, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_PREV_SHADOWBALL_CHARGE_FRAME);
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let ball_had = WorkModule::is_flag(module_accessor, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_SHADOWBALL_HAD);
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charge_state.int_x(my_charge).int_y(prev_frame).has_charge(ball_had)
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}
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// Game and Watch Bucket
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else if fighter_kind == FIGHTER_KIND_GAMEWATCH {
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let my_charge = WorkModule::get_float(module_accessor, *FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_GAUGE);
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let my_attack = WorkModule::get_float(module_accessor, *FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK);
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charge_state.float_x(my_charge).float_y(my_attack)
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}
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// Wario Waft
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else if fighter_kind == FIGHTER_KIND_WARIO {
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let my_charge = WorkModule::get_int(module_accessor, 0x100000BF); // FIGHTER_WARIO_INSTANCE_WORK_ID_INT_GASS_COUNT
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charge_state.int_x(my_charge)
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}
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// Squirtle Water Gun
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else if fighter_kind == FIGHTER_KIND_PZENIGAME {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_PZENIGAME_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE);
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charge_state.int_x(my_charge)
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}
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// Lucario Aura Sphere
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else if fighter_kind == FIGHTER_KIND_LUCARIO {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AURABALL_CHARGE_FRAME);
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let prev_frame = WorkModule::get_int(module_accessor, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_PREV_AURABALL_CHARGE_FRAME);
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let ball_had = WorkModule::is_flag(module_accessor, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_AURABALL_HAD);
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charge_state.int_x(my_charge).int_y(prev_frame).has_charge(ball_had)
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}
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// ROB Gyro/Laser/Fuel
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else if fighter_kind == FIGHTER_KIND_ROBOT {
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let laser_charge = WorkModule::get_float(module_accessor, *FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BEAM_ENERGY_VALUE);
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let gyro_charge = WorkModule::get_float(module_accessor, *FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_GYRO_CHARGE_VALUE);
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let fuel_charge = WorkModule::get_float(module_accessor, *FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BURNER_ENERGY_VALUE);
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charge_state.float_x(laser_charge).float_y(gyro_charge).float_z(fuel_charge)
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}
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// Wii Fit Sun Salutation
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else if fighter_kind == FIGHTER_KIND_WIIFIT {
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let my_charge = WorkModule::get_float(module_accessor, *FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_LEVEL_RATIO);
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charge_state.float_x(my_charge)
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}
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// Pac-Man Bonus Fruit
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else if fighter_kind == FIGHTER_KIND_PACMAN {
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let my_charge = WorkModule::get_int(module_accessor, 0x100000C1); // FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_RANK
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let max_have = WorkModule::is_flag(module_accessor, *FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_HAVE_ITEM);
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charge_state.int_x(my_charge).has_charge(max_have)
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}
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// Robin Thunder Tome Spells
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else if fighter_kind == FIGHTER_KIND_REFLET {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_THUNDER_KIND);
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charge_state.int_x(my_charge)
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}
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// Plant Poison Breath
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else if fighter_kind == FIGHTER_KIND_PACKUN {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_COUNT);
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charge_state.int_x(my_charge)
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}
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// Hero (Ka)frizz(le)
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else if fighter_kind == FIGHTER_KIND_BRAVE {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_BRAVE_INSTANCE_WORK_ID_INT_SPECIAL_N_HOLD_FRAME);
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charge_state.int_x(my_charge)
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}
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// Banjo Wonderwing
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else if fighter_kind == FIGHTER_KIND_BUDDY {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_BUDDY_INSTANCE_WORK_ID_INT_SPECIAL_S_REMAIN);
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charge_state.int_x(my_charge)
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}
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// Mii Gunner Charge Blast
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else if fighter_kind == FIGHTER_KIND_MIIGUNNER {
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let my_charge = WorkModule::get_int(module_accessor, *FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GUNNER_CHARGE_COUNT);
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charge_state.int_x(my_charge)
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} else {
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charge_state
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}
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}
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pub unsafe fn handle_charge(module_accessor: &mut app::BattleObjectModuleAccessor, fighter_kind: i32, charge: ChargeState) {
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// Mario Fludd - 0 to 80
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if fighter_kind == FIGHTER_KIND_MARIO {
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charge.int_x.map(|fludd_charge| {
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WorkModule::set_int(module_accessor, fludd_charge, *FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_CHARGE);
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if fludd_charge == 80 {
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EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
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}
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});
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}
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// DK Punch - 0 to 110
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else if fighter_kind == FIGHTER_KIND_DONKEY {
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charge.int_x.map(|punch_charge| {
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WorkModule::set_int(module_accessor, punch_charge, *FIGHTER_DONKEY_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT);
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if punch_charge == 110 {
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FighterUtil::set_face_motion_by_priority(module_accessor,FighterFacial(*FIGHTER_FACIAL_SPECIAL), Hash40::new("special_n_max_face"));
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}
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});
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}
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// Samus/Dark Samus Charge Shot - 0 to 112
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else if fighter_kind == FIGHTER_KIND_SAMUS || fighter_kind == FIGHTER_KIND_SAMUSD {
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charge.int_x.map(|shot_charge| {
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WorkModule::set_int(module_accessor, shot_charge, *FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT);
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if shot_charge == 112 {
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EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
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let samus_cshot_hash;
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if fighter_kind == FIGHTER_KIND_SAMUS {
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samus_cshot_hash = Hash40::new("samus_cshot_max");
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} else {
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samus_cshot_hash = Hash40::new("samusd_cshot_max");
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}
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let joint_hash = Hash40::new("armr");
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let pos = Vector3f {
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x: 7.98004,
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y: -0.50584,
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z: -0.25092,
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};
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let rot = Vector3f {
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x: -91.2728,
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y: -1.7974,
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z: 176.373,
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};
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let efh = EffectModule::req_follow(
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module_accessor, samus_cshot_hash,
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joint_hash, &pos, &rot, 1.0, false,
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0, 0, 0, 0, 0,
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false, false
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);
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WorkModule::set_int(module_accessor, efh as i32, *FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX);
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}
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});
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}
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// Sheik Needles - 0 to 6
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else if fighter_kind == FIGHTER_KIND_SHEIK {
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charge.int_x.map(|needle_charge| {
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WorkModule::set_int(module_accessor, needle_charge, *FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_NEEDLE_COUNT);
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ArticleModule::generate_article_enable(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE, false, -1);
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let hash_main = Hash40::new("set_main");
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match needle_charge {
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6 => {
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EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_default"),ArticleOperationTarget(0));
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}
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5 => {
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_5"),ArticleOperationTarget(0));
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}
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4 => {
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_4"),ArticleOperationTarget(0));
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}
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3 => {
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_3"),ArticleOperationTarget(0));
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}
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2 => {
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_2"),ArticleOperationTarget(0));
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}
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1 => {
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_1"),ArticleOperationTarget(0));
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}
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_ => {
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ArticleModule::set_visibility(module_accessor,*FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE,
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hash_main, Hash40::new("group_main_0"),ArticleOperationTarget(0));
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}
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}
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});
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}
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// Mewtwo Shadowball - 0 to 120, Boolean
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else if fighter_kind == FIGHTER_KIND_MEWTWO {
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charge.int_x.map(|charge_frame| {
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WorkModule::set_int(module_accessor, charge_frame, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_SHADOWBALL_CHARGE_FRAME);
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});
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charge.int_y.map(|prev_frame| {
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WorkModule::set_int(module_accessor, prev_frame, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_PREV_SHADOWBALL_CHARGE_FRAME);
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if prev_frame == 120 {
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EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
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let effect_hash = Hash40::new("mewtwo_shadowball_max_hand");
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let joint_hash_1 = Hash40::new("handl");
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let joint_hash_2 = Hash40::new("handr");
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let pos = Vector3f {
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x: 1.0,
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y: 0.5,
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z: 0.0,
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};
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let rot = Vector3f {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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};
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let efh_1 = EffectModule::req_follow(
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module_accessor, effect_hash,
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joint_hash_1, &pos, &rot, 1.0, false,
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0, 0, -1, 0, 0,
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false, false
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);
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let efh_2 = EffectModule::req_follow(
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module_accessor, effect_hash,
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joint_hash_2, &pos, &rot, 1.0, false,
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0, 0, -1, 0, 0,
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false, false
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);
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WorkModule::set_int(module_accessor, efh_1 as i32, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_EF_ID_SHADOWBALL_MAX_L);
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WorkModule::set_int(module_accessor, efh_2 as i32, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_EF_ID_SHADOWBALL_MAX_R);
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}
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});
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charge.has_charge.map(|has_shadowball| {
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WorkModule::set_flag(module_accessor, has_shadowball, *FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_SHADOWBALL_HAD);
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});
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}
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// GnW Bucket - 0 to 3, Attack not tested
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else if fighter_kind == FIGHTER_KIND_GAMEWATCH {
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charge.float_x.map(|bucket_level| {
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WorkModule::set_float(module_accessor, bucket_level, *FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_GAUGE);
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if bucket_level == 3.0 {
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EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
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} else {
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// GnW flashes when successfully bucketing, and it will persist if state is loaded during that time, so we remove it here
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EffectModule::remove_common(module_accessor, Hash40::new("charge_max"));
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}
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});
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charge.float_y.map(|bucket_attack| {
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WorkModule::set_float(module_accessor, bucket_attack, *FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK);
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});
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}
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// Wario Waft - 0 to 6000
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else if fighter_kind == FIGHTER_KIND_WARIO {
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charge.int_x.map(|waft_count| {
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WorkModule::set_int(module_accessor, waft_count, 0x100000BF); // FIGHTER_WARIO_INSTANCE_WORK_ID_INT_GASS_COUNT
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});
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}
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// Squirtle Water Gun - 0 to 45
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else if fighter_kind == FIGHTER_KIND_PZENIGAME {
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charge.int_x.map(|water_charge| {
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WorkModule::set_int(module_accessor, water_charge, *FIGHTER_PZENIGAME_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE);
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if water_charge == 45 {
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EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
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}
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});
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}
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// Lucario Aura Sphere - 0 to 90, Boolean
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||||
else if fighter_kind == FIGHTER_KIND_LUCARIO {
|
||||
charge.int_x.map(|charge_frame| {
|
||||
WorkModule::set_int(module_accessor, charge_frame, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AURABALL_CHARGE_FRAME);
|
||||
});
|
||||
charge.int_y.map(|prev_frame| {
|
||||
WorkModule::set_int(module_accessor, prev_frame, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_PREV_AURABALL_CHARGE_FRAME);
|
||||
if prev_frame == 90 {
|
||||
EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
|
||||
let effect_hash_1 = Hash40::new("lucario_hadoudan_max_l");
|
||||
let effect_hash_2 = Hash40::new("lucario_hadoudan_max_r");
|
||||
let joint_hash_1 = Hash40::new("handl");
|
||||
let joint_hash_2 = Hash40::new("handr");
|
||||
let pos = Vector3f {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let rot = Vector3f {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let efh_1 = EffectModule::req_follow(
|
||||
module_accessor, effect_hash_1,
|
||||
joint_hash_1, &pos, &rot, 1.0, false,
|
||||
0, 0, -1, 0, 0,
|
||||
false, false
|
||||
);
|
||||
let efh_2 = EffectModule::req_follow(
|
||||
module_accessor, effect_hash_2,
|
||||
joint_hash_2, &pos, &rot, 1.0, false,
|
||||
0, 0, -1, 0, 0,
|
||||
false, false
|
||||
);
|
||||
WorkModule::set_int(module_accessor, efh_1 as i32, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_AURABALL_MAX_L);
|
||||
WorkModule::set_int(module_accessor, efh_2 as i32, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_AURABALL_MAX_R);
|
||||
}
|
||||
});
|
||||
charge.has_charge.map(|has_aurasphere| {
|
||||
WorkModule::set_flag(module_accessor, has_aurasphere, *FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_AURABALL_HAD);
|
||||
});
|
||||
}
|
||||
|
||||
// ROB Gyro/Laser/Fuel - Gyro from 0 to 90, rest unchecked
|
||||
else if fighter_kind == FIGHTER_KIND_ROBOT {
|
||||
charge.float_x.map(|beam_energy| {
|
||||
WorkModule::set_float(module_accessor, beam_energy, *FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BEAM_ENERGY_VALUE);
|
||||
});
|
||||
charge.float_y.map(|gyro_charge| {
|
||||
WorkModule::set_float(module_accessor, gyro_charge, *FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_GYRO_CHARGE_VALUE);
|
||||
if gyro_charge == 90.0 {
|
||||
EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
|
||||
}
|
||||
});
|
||||
charge.float_z.map(|burner_energy| {
|
||||
WorkModule::set_float(module_accessor, burner_energy, *FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BURNER_ENERGY_VALUE);
|
||||
});
|
||||
}
|
||||
|
||||
// Wii Fit Sun Salutation - 0 to 1
|
||||
else if fighter_kind == FIGHTER_KIND_WIIFIT {
|
||||
charge.float_x.map(|sun_ratio| {
|
||||
WorkModule::set_float(module_accessor, sun_ratio, *FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_LEVEL_RATIO)
|
||||
});
|
||||
}
|
||||
|
||||
// Pac-Man Bonus Fruit - 0 to 12
|
||||
else if fighter_kind == FIGHTER_KIND_PACMAN {
|
||||
charge.int_x.map(|charge_rank| {
|
||||
WorkModule::set_int(module_accessor, charge_rank, 0x100000C1); // FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_RANK
|
||||
|
||||
if charge_rank == 12 {
|
||||
EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
|
||||
}
|
||||
});
|
||||
charge.has_charge.map(|has_fruit| {
|
||||
WorkModule::set_flag(module_accessor, has_fruit, *FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_HAVE_ITEM);
|
||||
});
|
||||
}
|
||||
|
||||
// Robin Thunder Tome Spells - 0 to 3
|
||||
else if fighter_kind == FIGHTER_KIND_REFLET {
|
||||
charge.int_x.map(|thunder_kind| {
|
||||
WorkModule::set_int(module_accessor, thunder_kind, *FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_THUNDER_KIND);
|
||||
if thunder_kind == 3 {
|
||||
EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
|
||||
let reflet_hash = Hash40::new("reflet_thunder_max");
|
||||
let joint_hash = Hash40::new("handl");
|
||||
let pos = Vector3f {
|
||||
x: 1.0,
|
||||
y: 2.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let rot = Vector3f {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
EffectModule::req_follow(
|
||||
module_accessor, reflet_hash,
|
||||
joint_hash, &pos, &rot, 1.0, false,
|
||||
0, 0, -1, 0, 0,
|
||||
false, false
|
||||
);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Mii Gunner Charge Blast - 0 to 120
|
||||
else if fighter_kind == FIGHTER_KIND_MIIGUNNER {
|
||||
charge.int_x.map(|blast_charge| {
|
||||
WorkModule::set_int(module_accessor, blast_charge, *FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GUNNER_CHARGE_COUNT);
|
||||
if blast_charge == 120 {
|
||||
EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
|
||||
let gunner_hash = Hash40::new("miigunner_cshot_max");
|
||||
let joint_hash = Hash40::new("armr");
|
||||
let pos = Vector3f {
|
||||
x: 6.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let rot = Vector3f {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let efh = EffectModule::req_follow(
|
||||
module_accessor, gunner_hash,
|
||||
joint_hash, &pos, &rot, 1.0, false,
|
||||
0, 0, 0, 0, 0,
|
||||
false, false
|
||||
);
|
||||
WorkModule::set_int(module_accessor, efh as i32, *FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Plant Poison - 0 to 75
|
||||
else if fighter_kind == FIGHTER_KIND_PACKUN {
|
||||
charge.int_x.map(|poison_count| {
|
||||
WorkModule::set_int(module_accessor, poison_count, *FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_COUNT);
|
||||
if poison_count == 75 {
|
||||
EffectModule::req_common(module_accessor, Hash40::new("charge_max"), 0.0);
|
||||
let plant_hash = Hash40::new("packun_poison_max_smoke");
|
||||
let joint_hash = Hash40::new("hip");
|
||||
let pos = Vector3f {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let rot = Vector3f {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
};
|
||||
let efh = EffectModule::req_follow(
|
||||
module_accessor, plant_hash,
|
||||
joint_hash, &pos, &rot, 1.0, false,
|
||||
32768, 0, -1, 0, 0,
|
||||
false, false
|
||||
);
|
||||
WorkModule::set_int(module_accessor, efh as i32, *FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_CHARGE_MAX_EFFECT_HANDLE);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Hero (Ka)frizz(le) - 0 to 81
|
||||
else if fighter_kind == FIGHTER_KIND_BRAVE {
|
||||
WorkModule::off_flag(module_accessor, 0x200000E8); // FIGHTER_BRAVE_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_EFFECT
|
||||
charge.int_x.map(|frizz_charge| {
|
||||
WorkModule::set_int(module_accessor, frizz_charge, *FIGHTER_BRAVE_INSTANCE_WORK_ID_INT_SPECIAL_N_HOLD_FRAME);
|
||||
});
|
||||
}
|
||||
|
||||
// Banjo Wonderwing - 0 to 5
|
||||
else if fighter_kind == FIGHTER_KIND_BUDDY {
|
||||
charge.int_x.map(|wing_remain| {
|
||||
WorkModule::set_int(module_accessor, wing_remain, *FIGHTER_BUDDY_INSTANCE_WORK_ID_INT_SPECIAL_S_REMAIN);
|
||||
});
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
1071
src/training/mod.rs
1071
src/training/mod.rs
File diff suppressed because it is too large
Load diff
|
@ -6,6 +6,9 @@ use crate::common::is_dead;
|
|||
use crate::common::MENU;
|
||||
use crate::training::buff;
|
||||
use crate::training::reset;
|
||||
//use crate::training::charge;
|
||||
//use crate::training::charge::ChargeState;
|
||||
use crate::training::charge::{self, ChargeState}; // is this the same as the above 2 lines?
|
||||
use smash::app::{self, lua_bind::*};
|
||||
use smash::hash40;
|
||||
use smash::lib::lua_const::*;
|
||||
|
@ -29,6 +32,7 @@ struct SavedState {
|
|||
situation_kind: i32,
|
||||
state: SaveState,
|
||||
fighter_kind: i32,
|
||||
charge: ChargeState,
|
||||
}
|
||||
|
||||
macro_rules! default_save_state {
|
||||
|
@ -41,6 +45,14 @@ macro_rules! default_save_state {
|
|||
situation_kind: 0,
|
||||
state: NoAction,
|
||||
fighter_kind: -1,
|
||||
charge: ChargeState {
|
||||
int_x: None,
|
||||
int_y: None,
|
||||
float_x: None,
|
||||
float_y: None,
|
||||
float_z: None,
|
||||
has_charge: None
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
@ -265,9 +277,14 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
|
|||
save_state.state = NoAction;
|
||||
}
|
||||
|
||||
// if we're done moving, reset percent and apply buffs
|
||||
// If we're done moving, reset percent, handle charges, and apply buffs
|
||||
if save_state.state == NoAction {
|
||||
set_damage(module_accessor, save_state.percent);
|
||||
// Set the charge of special moves if the fighter matches the kind in the save state
|
||||
if save_state.fighter_kind == fighter_kind {
|
||||
charge::handle_charge(module_accessor, fighter_kind, save_state.charge);
|
||||
}
|
||||
// Buff the fighter if they're one of the fighters who can be buffed
|
||||
if fighter_is_buffable {
|
||||
save_state.state = ApplyBuff;
|
||||
}
|
||||
|
@ -325,12 +342,9 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
|
|||
save_state.lr = PostureModule::lr(module_accessor);
|
||||
save_state.percent = DamageModule::damage(module_accessor, 0);
|
||||
save_state.situation_kind = StatusModule::situation_kind(module_accessor);
|
||||
if fighter_is_ptrainer {
|
||||
// Only store the fighter_kind for pokemon trainer
|
||||
save_state.fighter_kind = app::utility::get_kind(module_accessor);
|
||||
} else {
|
||||
save_state.fighter_kind = -1;
|
||||
}
|
||||
// Always store fighter kind so that charges are handled properly
|
||||
save_state.fighter_kind = app::utility::get_kind(module_accessor);
|
||||
save_state.charge = charge::get_charge(module_accessor, fighter_kind);
|
||||
|
||||
let zeros = Vector3f {
|
||||
x: 0.0,
|
||||
|
|
Loading…
Reference in a new issue