mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2024-11-20 00:46:34 +00:00
Frame Advantage Refactor (#91)
* Auto Format * Remove unused include * Add Module Moved Frame advantage code to separate module
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commit
7befc07555
5 changed files with 121 additions and 107 deletions
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@ -19,8 +19,6 @@ pub static mut MENU_STRUCT: consts::TrainingModpackMenu = consts::TrainingModpac
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mash_in_neutral: MashInNeutral::Off
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};
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pub static mut FRAME_ADVANTAGE: i32 = 0;
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pub static mut MENU: &'static mut consts::TrainingModpackMenu = unsafe { &mut MENU_STRUCT };
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pub static mut FIGHTER_MANAGER_ADDR: usize = 0;
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@ -7,8 +7,9 @@ mod hitbox_visualizer;
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mod training;
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use crate::common::*;
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use training::combo::FRAME_ADVANTAGE;
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use skyline::libc::{c_void, fclose, fopen, fwrite, mkdir, remove, access};
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use skyline::libc::{c_void, fclose, fopen, fwrite, mkdir, remove};
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use skyline::nro::{self, NroInfo};
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fn nro_main(nro: &NroInfo<'_>) {
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111
src/training/combo.rs
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111
src/training/combo.rs
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@ -0,0 +1,111 @@
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use crate::common::FIGHTER_MANAGER_ADDR;
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use crate::common::*;
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use crate::training::*;
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pub static mut FRAME_ADVANTAGE: i32 = 0;
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static mut FRAME_COUNTER: u64 = 0;
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static mut PLAYER_ACTIONABLE: bool = false;
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static mut CPU_ACTIONABLE: bool = false;
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static mut PLAYER_ACTIVE_FRAME: u64 = 0;
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static mut CPU_ACTIVE_FRAME: u64 = 0;
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static mut FRAME_ADVANTAGE_CHECK: bool = false;
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unsafe fn was_in_hitstun(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
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let prev_status = StatusModule::prev_status_kind(module_accessor, 0);
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(*FIGHTER_STATUS_KIND_DAMAGE..=*FIGHTER_STATUS_KIND_DAMAGE_FALL).contains(&prev_status)
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}
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unsafe fn was_in_shieldstun(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
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let prev_status = StatusModule::prev_status_kind(module_accessor, 0);
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prev_status == FIGHTER_STATUS_KIND_GUARD_DAMAGE
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}
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unsafe fn get_module_accessor(entry_id_int: i32) -> *mut app::BattleObjectModuleAccessor {
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let entry_id = app::FighterEntryID(entry_id_int);
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let mgr = *(FIGHTER_MANAGER_ADDR as *mut *mut app::FighterManager);
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let fighter_entry = FighterManager::get_fighter_entry(mgr, entry_id) as *mut app::FighterEntry;
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let current_fighter_id = FighterEntry::current_fighter_id(fighter_entry);
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app::sv_battle_object::module_accessor(current_fighter_id as u32)
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}
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unsafe fn is_actionable(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
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WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR,
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) || WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR,
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) || WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON,
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) || WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE,
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) || CancelModule::is_enable_cancel(module_accessor)
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}
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pub unsafe fn get_command_flag_cat(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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category: i32,
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) {
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if !is_training_mode() {
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return;
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}
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if category != 0 {
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return;
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}
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let entry_id_int =
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WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID) as i32;
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// do only once.
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if entry_id_int == 0 {
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let player_module_accessor = get_module_accessor(0);
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let cpu_module_accessor = get_module_accessor(1);
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// Use to factor in that we should only update frame advantage if
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// there's been a hit that connects
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// if AttackModule::is_infliction(
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// player_module_accessor,
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// *COLLISION_KIND_MASK_HIT | *COLLISION_KIND_MASK_SHIELD) {
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// }
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// the frame the fighter *becomes* actionable
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if !CPU_ACTIONABLE && is_actionable(cpu_module_accessor) {
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CPU_ACTIVE_FRAME = FRAME_COUNTER;
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}
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if !PLAYER_ACTIONABLE && is_actionable(player_module_accessor) {
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PLAYER_ACTIVE_FRAME = FRAME_COUNTER;
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}
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CPU_ACTIONABLE = is_actionable(cpu_module_accessor);
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PLAYER_ACTIONABLE = is_actionable(player_module_accessor);
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// if neither are active
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if !CPU_ACTIONABLE && !PLAYER_ACTIONABLE {
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FRAME_ADVANTAGE_CHECK = true;
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}
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// if both are now active
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if PLAYER_ACTIONABLE && CPU_ACTIONABLE {
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if FRAME_ADVANTAGE_CHECK {
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if was_in_hitstun(cpu_module_accessor) || was_in_shieldstun(cpu_module_accessor) {
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let frame_advantage: i64;
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if PLAYER_ACTIVE_FRAME > CPU_ACTIVE_FRAME {
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frame_advantage = (PLAYER_ACTIVE_FRAME - CPU_ACTIVE_FRAME) as i64 * -1;
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} else {
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frame_advantage = (CPU_ACTIVE_FRAME - PLAYER_ACTIVE_FRAME) as i64;
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}
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FRAME_ADVANTAGE = frame_advantage as i32;
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}
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FRAME_ADVANTAGE_CHECK = false;
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}
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}
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FRAME_COUNTER += 1;
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}
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}
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@ -87,8 +87,10 @@ pub unsafe fn get_command_flag_cat(
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Nair | Fair | Bair | UpAir | Dair => {
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*flag |= *FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N;
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// If we are shielding we also need to jump
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if is_in_shieldstun(module_accessor) ||
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(is_grounded(module_accessor) && MENU.mash_in_neutral == MashInNeutral::On) {
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if is_in_shieldstun(module_accessor)
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|| (is_grounded(module_accessor)
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&& MENU.mash_in_neutral == MashInNeutral::On)
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{
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*flag |= *FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
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}
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}
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@ -2,15 +2,15 @@ use crate::common::FIGHTER_MANAGER_ADDR;
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use crate::hitbox_visualizer;
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use skyline::nn::ro::LookupSymbol;
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use smash::app::{self, lua_bind::*};
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use smash::lib::{lua_const::*};
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use crate::common::*;
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use smash::lib::lua_const::*;
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pub mod directional_influence;
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pub mod shield;
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pub mod tech;
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mod left_stick;
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pub mod combo;
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mod ledge;
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mod left_stick;
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mod mash;
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mod save_states;
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@ -35,49 +35,6 @@ pub unsafe fn handle_get_attack_air_kind(
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mash::get_attack_air_kind(module_accessor).unwrap_or_else(|| original!()(module_accessor))
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}
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static mut FRAME_COUNTER : u64 = 0;
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static mut PLAYER_ACTIONABLE : bool = false;
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static mut CPU_ACTIONABLE : bool = false;
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static mut PLAYER_ACTIVE_FRAME : u64 = 0;
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static mut CPU_ACTIVE_FRAME : u64 = 0;
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static mut FRAME_ADVANTAGE_CHECK : bool = false;
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pub unsafe fn was_in_hitstun(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
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let prev_status = StatusModule::prev_status_kind(module_accessor, 0);
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(*FIGHTER_STATUS_KIND_DAMAGE..=*FIGHTER_STATUS_KIND_DAMAGE_FALL).contains(&prev_status)
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}
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pub unsafe fn was_in_shieldstun(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
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let prev_status = StatusModule::prev_status_kind(module_accessor, 0);
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prev_status == FIGHTER_STATUS_KIND_GUARD_DAMAGE
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}
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pub unsafe fn get_module_accessor(entry_id_int: i32) -> *mut app::BattleObjectModuleAccessor {
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let entry_id = app::FighterEntryID(entry_id_int);
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let mgr = *(FIGHTER_MANAGER_ADDR as *mut *mut app::FighterManager);
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let fighter_entry =
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FighterManager::get_fighter_entry(mgr, entry_id) as *mut app::FighterEntry;
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let current_fighter_id = FighterEntry::current_fighter_id(fighter_entry);
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app::sv_battle_object::module_accessor(current_fighter_id as u32)
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}
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pub unsafe fn is_actionable(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
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WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR) ||
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WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR) ||
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WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON) ||
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WorkModule::is_enable_transition_term(
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module_accessor,
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*FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE) ||
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CancelModule::is_enable_cancel(module_accessor)
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}
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#[skyline::hook(replace = ControlModule::get_command_flag_cat)]
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pub unsafe fn handle_get_command_flag_cat(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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@ -87,62 +44,7 @@ pub unsafe fn handle_get_command_flag_cat(
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let mut flag = original!()(module_accessor, category);
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if is_training_mode() {
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if category == 0 {
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let entry_id_int =
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WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID) as i32;
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// do only once.
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if entry_id_int == 0 {
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let player_module_accessor = get_module_accessor(0);
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let cpu_module_accessor = get_module_accessor(1);
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// Use to factor in that we should only update frame advantage if
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// there's been a hit that connects
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// if AttackModule::is_infliction(
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// player_module_accessor,
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// *COLLISION_KIND_MASK_HIT | *COLLISION_KIND_MASK_SHIELD) {
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// }
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// the frame the fighter *becomes* actionable
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if !CPU_ACTIONABLE && is_actionable(cpu_module_accessor) {
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CPU_ACTIVE_FRAME = FRAME_COUNTER;
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}
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if !PLAYER_ACTIONABLE && is_actionable(player_module_accessor) {
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PLAYER_ACTIVE_FRAME = FRAME_COUNTER;
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}
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CPU_ACTIONABLE = is_actionable(cpu_module_accessor);
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PLAYER_ACTIONABLE = is_actionable(player_module_accessor);
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// if neither are active
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if !CPU_ACTIONABLE && !PLAYER_ACTIONABLE {
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FRAME_ADVANTAGE_CHECK = true;
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}
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// if both are now active
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if PLAYER_ACTIONABLE && CPU_ACTIONABLE {
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if FRAME_ADVANTAGE_CHECK {
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if was_in_hitstun(cpu_module_accessor) || was_in_shieldstun(cpu_module_accessor) {
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let frame_advantage : i64;
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if PLAYER_ACTIVE_FRAME > CPU_ACTIVE_FRAME {
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frame_advantage = (PLAYER_ACTIVE_FRAME - CPU_ACTIVE_FRAME) as i64 * -1;
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} else {
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frame_advantage = (CPU_ACTIVE_FRAME - PLAYER_ACTIVE_FRAME) as i64;
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}
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FRAME_ADVANTAGE = frame_advantage as i32;
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}
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FRAME_ADVANTAGE_CHECK = false;
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}
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}
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FRAME_COUNTER += 1;
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}
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}
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}
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combo::get_command_flag_cat(module_accessor, category);
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// bool replace;
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// int ret = InputRecorder::get_command_flag_cat(module_accessor, category, flag, replace);
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