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Early Reaction Toggle For Tech Chasing (#621)

* Working, fixed camera keeps tag on

* Hide Cursor in Fixed Camera

* quake removal attempt

* testing camera zoom

* camera debug in progress

* All Stages

* first attempt no testing

* smashville adjustment, cleanup

* fmt

* Change clarification
This commit is contained in:
GradualSyrup 2023-09-04 16:18:09 -05:00 committed by GitHub
parent 7721a34fc0
commit 872911dbb8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 432 additions and 1 deletions

View file

@ -790,6 +790,7 @@ static OPCF_OFFSET: usize = 0x06b7fdc;
#[skyline::hook(offset = OPCF_OFFSET, inline)]
unsafe fn handle_once_per_cpu_frame(_ctx: &mut InlineCtx) {
frame_counter::tick_ingame();
tech::hide_tech();
// Tick notifications
let queue = &mut ui::notifications::QUEUE;
let notification = queue.first();
@ -932,6 +933,7 @@ pub fn training_mods() {
pikmin::init();
ptrainer::init();
kirby::init();
tech::init();
#[cfg(debug_assertions)]
debug::init();

View file

@ -3,15 +3,25 @@ use smash::hash40;
use smash::lib::lua_const::*;
use smash::lib::L2CValue;
use smash::lua2cpp::L2CFighterBase;
use smash::phx::{Hash40, Vector3f};
use crate::common::consts::*;
use crate::common::*;
use crate::training::{frame_counter, mash};
use crate::training::{frame_counter, mash, save_states};
use skyline::hooks::{getRegionAddress, Region};
use once_cell::sync::Lazy;
use std::collections::HashMap;
static mut TECH_ROLL_DIRECTION: Direction = Direction::empty();
static mut MISS_TECH_ROLL_DIRECTION: Direction = Direction::empty();
static mut NEEDS_VISIBLE: bool = false;
static mut DEFAULT_FIXED_CAM_CENTER: Vector3f = Vector3f {
x: 0.0,
y: 0.0,
z: 0.0,
};
static FRAME_COUNTER: Lazy<usize> =
Lazy::new(|| frame_counter::register_counter(frame_counter::FrameCounterType::InGame));
@ -335,3 +345,412 @@ unsafe fn get_snake_laydown_lockout_time(module_accessor: &mut BattleObjectModul
max_lockout_time as u32,
)
}
pub unsafe fn hide_tech() {
if !is_training_mode() || MENU.tech_hide == OnOff::Off {
return;
}
let module_accessor = get_module_accessor(FighterId::CPU);
// Handle invisible tech animations
let status = StatusModule::status_kind(module_accessor);
let teching_statuses = [
*FIGHTER_STATUS_KIND_DOWN, // Miss tech
*FIGHTER_STATUS_KIND_PASSIVE, // Tech in Place
*FIGHTER_STATUS_KIND_PASSIVE_FB, // Tech Roll
];
if teching_statuses.contains(&status) {
// Force hide the cursor with fixed camera
WorkModule::set_float(
module_accessor,
800.0,
*FIGHTER_INSTANCE_WORK_ID_FLOAT_CURSOR_OFFSET_Y,
);
// Disable visibility
if MotionModule::frame(module_accessor) >= 6.0 {
NEEDS_VISIBLE = true;
VisibilityModule::set_whole(module_accessor, false);
EffectModule::set_visible_kind(module_accessor, Hash40::new("sys_nopassive"), false);
EffectModule::set_visible_kind(module_accessor, Hash40::new("sys_down_smoke"), false);
EffectModule::set_visible_kind(module_accessor, Hash40::new("sys_passive"), false);
EffectModule::set_visible_kind(module_accessor, Hash40::new("sys_crown"), false);
EffectModule::set_visible_kind(
module_accessor,
Hash40::new("sys_crown_collision"),
false,
);
}
if MotionModule::end_frame(module_accessor) - MotionModule::frame(module_accessor) <= 5.0 {
// Re-enable visibility
NEEDS_VISIBLE = false;
VisibilityModule::set_whole(module_accessor, true);
}
} else {
// If the CPU's tech status was interrupted, make them visible again
if NEEDS_VISIBLE {
NEEDS_VISIBLE = false;
VisibilityModule::set_whole(module_accessor, true);
}
}
}
pub struct FighterCameraModule {
_vtable: u64,
owner: *mut BattleObjectModuleAccessor,
}
// Prevent Mistech Quake
#[skyline::hook(offset = 0x3ec820)]
pub unsafe fn handle_fighter_req_quake_pos(
camera_module: &mut FighterCameraModule,
quake_kind: i32,
) -> u64 {
let module_accessor = camera_module.owner;
if !is_training_mode() || !is_operation_cpu(&mut *module_accessor) {
return original!()(camera_module, quake_kind);
}
let status = StatusModule::status_kind(module_accessor);
if status == FIGHTER_STATUS_KIND_DOWN && MENU.tech_hide == OnOff::On {
// We're hiding techs, prevent mistech quake from giving away missed tech
return original!()(camera_module, *CAMERA_QUAKE_KIND_NONE);
}
original!()(camera_module, quake_kind)
}
// Zoom in the Fixed Camera view while this is on to set up a good situation for practice
#[skyline::hook(offset = 0x4ee460)]
pub unsafe fn handle_change_active_camera(
camera_manager: *mut u64,
camera_mode: i32,
int_1: i32,
pointer: *mut u64,
bool_1: bool,
) -> bool {
if !is_training_mode() || camera_mode != 4 {
return original!()(camera_manager, camera_mode, int_1, pointer, bool_1);
}
// Determine which Fixed Camera Values to have set in Camera Manager based on tech_hide toggle
set_fixed_camera_values();
original!()(camera_manager, camera_mode, int_1, pointer, bool_1)
}
pub struct CameraValuesForTraining {
fixed_camera_center: Vector3f,
_unk_fixed_camera_horiz_angle: f32, // ?
_unk_fixed_camera_vert_angle: f32, // ?
_unk_3: f32,
_unk_4: f32,
_unk_5: f32,
_unk_6: Vector3f,
// ^ maybe not even a Vector, but this is where Angle would
// be stored in the FixedParam CameraParam
}
pub struct CameraManager {
_padding: [u8; 0xbd0], // Don't need this info for our setup, TNN has this documented if you need
fixed_camera_center: Vector3f,
}
unsafe fn set_fixed_camera_values() {
let camera_manager = get_camera_manager();
if MENU.tech_hide == OnOff::Off {
// Use Stage's Default Values for fixed Camera
camera_manager.fixed_camera_center = DEFAULT_FIXED_CAM_CENTER;
} else {
// We're in CameraMode 4, which is Fixed, and we are hiding tech chases, so we want a better view of the stage
if let Some(camera_vector) = get_stage_camera_values(save_states::stage_id()) {
camera_manager.fixed_camera_center = camera_vector;
}
// Otherwise, the stage doesn't have custom values for the fixed camera for tech chasing, so don't override it
}
}
pub unsafe fn get_camera_manager() -> &'static mut CameraManager {
// CameraManager pointer is located here
let on_cam_mgr_ptr = (getRegionAddress(Region::Text) as u64) + 0x52b6f00;
let pointer_arith = on_cam_mgr_ptr as *const *mut *mut CameraManager;
&mut ***pointer_arith
}
fn get_stage_camera_values(stage_id: i32) -> Option<Vector3f> {
// Used for FD, BF, SBF, Town, and PS2
let default_vec = Vector3f {
x: 0.0,
y: 50.0,
z: 230.0,
};
// Hollow Bastion Values
let hollow_vec = Vector3f {
x: 0.0,
y: 50.0,
z: 210.0,
};
// Smashville Values
let smashville_vec = Vector3f {
x: 0.0,
y: 35.0,
z: 350.0,
};
let stage_vecs: HashMap<i32, Vector3f> = HashMap::from([
(*StageID::End, default_vec),
(*StageID::BattleField, default_vec),
(*StageID::BattleField_S, default_vec),
(*StageID::Animal_City, default_vec),
(*StageID::Poke_Stadium2, default_vec),
(*StageID::Animal_Village, smashville_vec),
(*StageID::Trail_Castle, hollow_vec),
// All FD Variants of Stages:
(*StageID::End_BattleField, default_vec),
(*StageID::End_Mario_Castle64, default_vec),
(*StageID::End_DK_Jungle, default_vec),
(*StageID::End_Zelda_Hyrule, default_vec),
(*StageID::End_Yoshi_Story, default_vec),
(*StageID::End_Kirby_Pupupu64, default_vec),
(*StageID::End_Poke_Yamabuki, default_vec),
(*StageID::End_Mario_Past64, default_vec),
(*StageID::End_Mario_CastleDx, default_vec),
(*StageID::End_Mario_Rainbow, default_vec),
(*StageID::End_DK_WaterFall, default_vec),
(*StageID::End_DK_Lodge, default_vec),
(*StageID::End_Zelda_Greatbay, default_vec),
(*StageID::End_Zelda_Temple, default_vec),
(*StageID::End_Yoshi_CartBoard, default_vec),
(*StageID::End_Yoshi_Yoster, default_vec),
(*StageID::End_Kirby_Fountain, default_vec),
(*StageID::End_Kirby_Greens, default_vec),
(*StageID::End_Fox_Corneria, default_vec),
(*StageID::End_Fox_Venom, default_vec),
(*StageID::End_Metroid_ZebesDx, default_vec),
(*StageID::End_Mother_Onett, default_vec),
(*StageID::End_Poke_Stadium, default_vec),
(*StageID::End_Metroid_Kraid, default_vec),
(*StageID::End_Mother_Fourside, default_vec),
(*StageID::End_Fzero_Bigblue, default_vec),
(*StageID::End_Mario_PastUsa, default_vec),
(*StageID::End_Mario_Dolpic, default_vec),
(*StageID::End_Yoshi_Island, default_vec),
(*StageID::End_Fox_LylatCruise, default_vec),
(*StageID::End_Zelda_Oldin, default_vec),
(*StageID::End_Animal_Village, default_vec),
(*StageID::End_Icarus_SkyWorld, default_vec),
(*StageID::End_FE_Siege, default_vec),
(*StageID::End_Wario_Madein, default_vec),
(*StageID::End_Poke_Stadium2, default_vec),
(*StageID::End_Kirby_Halberd, default_vec),
(*StageID::End_MG_Shadowmoses, default_vec),
(*StageID::End_Mother_Newpork, default_vec),
(*StageID::End_Ice_Top, default_vec),
(*StageID::End_Metroid_Norfair, default_vec),
(*StageID::End_Kart_CircuitX, default_vec),
(*StageID::End_Metroid_Orpheon, default_vec),
(*StageID::End_Pikmin_Planet, default_vec),
(*StageID::End_Mario_PastX, default_vec),
(*StageID::End_Fzero_Porttown, default_vec),
(*StageID::End_LuigiMansion, default_vec),
(*StageID::End_Zelda_Pirates, default_vec),
(*StageID::End_Poke_Tengam, default_vec),
(*StageID::End_75m, default_vec),
(*StageID::End_MarioBros, default_vec),
(*StageID::End_Plankton, default_vec),
(*StageID::End_Sonic_Greenhill, default_vec),
(*StageID::End_Mario_3DLand, default_vec),
(*StageID::End_Mario_NewBros2, default_vec),
(*StageID::End_Mario_Paper, default_vec),
(*StageID::End_Zelda_Gerudo, default_vec),
(*StageID::End_Zelda_Train, default_vec),
(*StageID::End_Poke_Unova, default_vec),
(*StageID::End_Poke_Tower, default_vec),
(*StageID::End_FE_Arena, default_vec),
(*StageID::End_Icarus_Uprising, default_vec),
(*StageID::End_Animal_Island, default_vec),
(*StageID::End_PunchOutSB, default_vec),
(*StageID::End_PunchOutW, default_vec),
(*StageID::End_Xeno_Gaur, default_vec),
(*StageID::End_Nintendogs, default_vec),
(*StageID::End_StreetPass, default_vec),
(*StageID::End_Tomodachi, default_vec),
(*StageID::End_Pictochat2, default_vec),
(*StageID::End_Rock_Wily, default_vec),
(*StageID::End_Mother_Magicant, default_vec),
(*StageID::End_Kirby_Gameboy, default_vec),
(*StageID::End_BalloonFight, default_vec),
(*StageID::End_Fzero_Mutecity3DS, default_vec),
(*StageID::End_Mario_Uworld, default_vec),
(*StageID::End_Mario_Galaxy, default_vec),
(*StageID::End_Kart_CircuitFor, default_vec),
(*StageID::End_Zelda_Skyward, default_vec),
(*StageID::End_Kirby_Cave, default_vec),
(*StageID::End_Poke_Kalos, default_vec),
(*StageID::End_FE_Colloseum, default_vec),
(*StageID::End_Icarus_Angeland, default_vec),
(*StageID::End_Wario_Gamer, default_vec),
(*StageID::End_Pikmin_Garden, default_vec),
(*StageID::End_Animal_City, default_vec),
(*StageID::End_WiiFit, default_vec),
(*StageID::End_WreckingCrew, default_vec),
(*StageID::End_Pilotwings, default_vec),
(*StageID::End_WufuIsland, default_vec),
(*StageID::End_Sonic_Windyhill, default_vec),
(*StageID::End_Pac_Land, default_vec),
(*StageID::End_FlatZoneX, default_vec),
(*StageID::End_DuckHunt, default_vec),
(*StageID::End_SF_Suzaku, default_vec),
(*StageID::End_Mario_Maker, default_vec),
(*StageID::End_FF_Midgar, default_vec),
(*StageID::End_Bayo_Clock, default_vec),
(*StageID::End_Spla_Parking, default_vec),
(*StageID::End_Dracula_Castle, default_vec),
(*StageID::End_Zelda_Tower, default_vec),
(*StageID::End_Mario_Odyssey, default_vec),
(*StageID::End_Jack_Mementoes, default_vec),
(*StageID::End_Brave_Altar, default_vec),
(*StageID::End_Buddy_Spiral, default_vec),
(*StageID::End_Dolly_Stadium, default_vec),
(*StageID::End_FE_Shrine, default_vec),
(*StageID::End_Tantan_Spring, default_vec),
(*StageID::End_Pickel_World, default_vec),
(*StageID::End_FF_Cave, default_vec),
(*StageID::End_Xeno_Alst, default_vec),
(*StageID::End_Demon_Dojo, default_vec),
(*StageID::End_Trail_Castle, default_vec),
// All BF Variants of Stages:
(*StageID::Battle_End, default_vec),
(*StageID::Battle_Mario_Castle64, default_vec),
(*StageID::Battle_DK_Jungle, default_vec),
(*StageID::Battle_Zelda_Hyrule, default_vec),
(*StageID::Battle_Yoshi_Story, default_vec),
(*StageID::Battle_Kirby_Pupupu64, default_vec),
(*StageID::Battle_Poke_Yamabuki, default_vec),
(*StageID::Battle_Mario_Past64, default_vec),
(*StageID::Battle_Mario_CastleDx, default_vec),
(*StageID::Battle_Mario_Rainbow, default_vec),
(*StageID::Battle_DK_WaterFall, default_vec),
(*StageID::Battle_DK_Lodge, default_vec),
(*StageID::Battle_Zelda_Greatbay, default_vec),
(*StageID::Battle_Zelda_Temple, default_vec),
(*StageID::Battle_Yoshi_CartBoard, default_vec),
(*StageID::Battle_Yoshi_Yoster, default_vec),
(*StageID::Battle_Kirby_Fountain, default_vec),
(*StageID::Battle_Kirby_Greens, default_vec),
(*StageID::Battle_Fox_Corneria, default_vec),
(*StageID::Battle_Fox_Venom, default_vec),
(*StageID::Battle_Metroid_ZebesDx, default_vec),
(*StageID::Battle_Mother_Onett, default_vec),
(*StageID::Battle_Poke_Stadium, default_vec),
(*StageID::Battle_Metroid_Kraid, default_vec),
(*StageID::Battle_Mother_Fourside, default_vec),
(*StageID::Battle_Fzero_Bigblue, default_vec),
(*StageID::Battle_Mario_PastUsa, default_vec),
(*StageID::Battle_Mario_Dolpic, default_vec),
(*StageID::Battle_Yoshi_Island, default_vec),
(*StageID::Battle_Fox_LylatCruise, default_vec),
(*StageID::Battle_Zelda_Oldin, default_vec),
(*StageID::Battle_Animal_Village, default_vec),
(*StageID::Battle_Icarus_SkyWorld, default_vec),
(*StageID::Battle_FE_Siege, default_vec),
(*StageID::Battle_Wario_Madein, default_vec),
(*StageID::Battle_Poke_Stadium2, default_vec),
(*StageID::Battle_Kirby_Halberd, default_vec),
(*StageID::Battle_MG_Shadowmoses, default_vec),
(*StageID::Battle_Mother_Newpork, default_vec),
(*StageID::Battle_Ice_Top, default_vec),
(*StageID::Battle_Metroid_Norfair, default_vec),
(*StageID::Battle_Kart_CircuitX, default_vec),
(*StageID::Battle_Metroid_Orpheon, default_vec),
(*StageID::Battle_Pikmin_Planet, default_vec),
(*StageID::Battle_Mario_PastX, default_vec),
(*StageID::Battle_Fzero_Porttown, default_vec),
(*StageID::Battle_LuigiMansion, default_vec),
(*StageID::Battle_Zelda_Pirates, default_vec),
(*StageID::Battle_Poke_Tengam, default_vec),
(*StageID::Battle_75m, default_vec),
(*StageID::Battle_MarioBros, default_vec),
(*StageID::Battle_Plankton, default_vec),
(*StageID::Battle_Sonic_Greenhill, default_vec),
(*StageID::Battle_Mario_3DLand, default_vec),
(*StageID::Battle_Mario_NewBros2, default_vec),
(*StageID::Battle_Mario_Paper, default_vec),
(*StageID::Battle_Zelda_Gerudo, default_vec),
(*StageID::Battle_Zelda_Train, default_vec),
(*StageID::Battle_Poke_Unova, default_vec),
(*StageID::Battle_Poke_Tower, default_vec),
(*StageID::Battle_FE_Arena, default_vec),
(*StageID::Battle_Icarus_Uprising, default_vec),
(*StageID::Battle_Animal_Island, default_vec),
(*StageID::Battle_PunchOutSB, default_vec),
(*StageID::Battle_PunchOutW, default_vec),
(*StageID::Battle_Xeno_Gaur, default_vec),
(*StageID::Battle_Nintendogs, default_vec),
(*StageID::Battle_StreetPass, default_vec),
(*StageID::Battle_Tomodachi, default_vec),
(*StageID::Battle_Pictochat2, default_vec),
(*StageID::Battle_Rock_Wily, default_vec),
(*StageID::Battle_Mother_Magicant, default_vec),
(*StageID::Battle_Kirby_Gameboy, default_vec),
(*StageID::Battle_BalloonFight, default_vec),
(*StageID::Battle_Fzero_Mutecity3DS, default_vec),
(*StageID::Battle_Mario_Uworld, default_vec),
(*StageID::Battle_Mario_Galaxy, default_vec),
(*StageID::Battle_Kart_CircuitFor, default_vec),
(*StageID::Battle_Zelda_Skyward, default_vec),
(*StageID::Battle_Kirby_Cave, default_vec),
(*StageID::Battle_Poke_Kalos, default_vec),
(*StageID::Battle_FE_Colloseum, default_vec),
(*StageID::Battle_Icarus_Angeland, default_vec),
(*StageID::Battle_Wario_Gamer, default_vec),
(*StageID::Battle_Pikmin_Garden, default_vec),
(*StageID::Battle_Animal_City, default_vec),
(*StageID::Battle_WiiFit, default_vec),
(*StageID::Battle_WreckingCrew, default_vec),
(*StageID::Battle_Pilotwings, default_vec),
(*StageID::Battle_WufuIsland, default_vec),
(*StageID::Battle_Sonic_Windyhill, default_vec),
(*StageID::Battle_Pac_Land, default_vec),
(*StageID::Battle_FlatZoneX, default_vec),
(*StageID::Battle_DuckHunt, default_vec),
(*StageID::Battle_SF_Suzaku, default_vec),
(*StageID::Battle_Mario_Maker, default_vec),
(*StageID::Battle_FF_Midgar, default_vec),
(*StageID::Battle_Bayo_Clock, default_vec),
(*StageID::Battle_Spla_Parking, default_vec),
(*StageID::Battle_Dracula_Castle, default_vec),
(*StageID::Battle_Zelda_Tower, default_vec),
(*StageID::Battle_Mario_Odyssey, default_vec),
(*StageID::Battle_Jack_Mementoes, default_vec),
(*StageID::Battle_Brave_Altar, default_vec),
(*StageID::Battle_Buddy_Spiral, default_vec),
(*StageID::Battle_Dolly_Stadium, default_vec),
(*StageID::Battle_FE_Shrine, default_vec),
(*StageID::Battle_Tantan_Spring, default_vec),
(*StageID::BattleField_S, default_vec),
(*StageID::Battle_Pickel_World, default_vec),
(*StageID::Battle_FF_Cave, default_vec),
(*StageID::Battle_Xeno_Alst, default_vec),
(*StageID::Battle_Demon_Dojo, default_vec),
(*StageID::Battle_Trail_Castle, default_vec),
]);
stage_vecs.get(&stage_id).copied()
}
// We hook where the training fixed camera fields are initially set, so we can change them later if necessary
#[skyline::hook(offset = 0x3157bb0)]
pub unsafe fn handle_set_training_fixed_camera_values(
camera_manager: *mut u64, // not actually camera manager - is this even used?????
fixed_camera_values: &mut CameraValuesForTraining,
) {
if !is_training_mode() {
return original!()(camera_manager, fixed_camera_values);
}
DEFAULT_FIXED_CAM_CENTER = fixed_camera_values.fixed_camera_center;
original!()(camera_manager, fixed_camera_values);
// Set Fixed Camera Values now, since L + R + A reset switches without calling ChangeActiveCamera
set_fixed_camera_values();
}
pub fn init() {
skyline::install_hooks!(
handle_fighter_req_quake_pos,
handle_change_active_camera,
handle_set_training_fixed_camera_values,
);
}

View file

@ -92,6 +92,7 @@ pub struct TrainingModpackMenu {
pub input_playback: ButtonConfig,
pub recording_crop: OnOff,
pub stale_dodges: OnOff,
pub tech_hide: OnOff,
pub update_policy: UpdatePolicy,
}
@ -200,6 +201,7 @@ pub static DEFAULTS_MENU: TrainingModpackMenu = TrainingModpackMenu {
input_playback: ButtonConfig::ZR.union(ButtonConfig::DPAD_UP),
recording_crop: OnOff::On,
stale_dodges: OnOff::On,
tech_hide: OnOff::Off,
update_policy: UpdatePolicy::default(),
};
@ -698,6 +700,14 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu {
true,
&(menu.stale_dodges as u32),
);
defensive_tab.add_submenu_with_toggles::<OnOff>(
"Hide Tech Animations".to_string(),
"tech_hide".to_string(),
"Hide Tech Animations: Hides tech animations and effects after 7 frames to help with reacting to tech animation startup"
.to_string(),
true,
&(menu.tech_hide as u32),
);
overall_menu.tabs.push(defensive_tab);
let mut save_state_tab = Tab {