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Apply Bit Flag (#138)

* Apply Bit Flag

Fast Fall
Full Hop
Falling Aerial

* Fix DI

Fixed neutral DI not overwriting previously set DI
This commit is contained in:
sidschingis 2020-08-16 20:52:09 +02:00 committed by GitHub
parent 3445edceaf
commit c961d028d0
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 98 additions and 44 deletions

View file

@ -122,7 +122,7 @@ Specific options include:
)"""";
// Mash States
const std::string mash_help = R""""(
const std::string mash_help = R""""(
Use this toggle along with the Shield
Options toggle to practice moves on
shield.
@ -151,7 +151,7 @@ are hit and remain grounded.
// clang-format on
DEFINE_ENUM_CLASS(ActionFlag);
const std::string follow_up_help = R""""(
const std::string follow_up_help = R""""(
Action to buffer
after the first mash option
)"""";
@ -224,12 +224,18 @@ Force mash options to
always occur, not just
out of specific states.)"""";
// clang-format off
#define ENUM_CLASS_DelayFlag(type,x) \
x(type,D0,"0") \
x(type,D1,"1") x(type,D2,"2") x(type,D3,"3") x(type,D4,"4") x(type,D5,"5") \
x(type,D6,"6") x(type,D7,"7") x(type,D8,"8") x(type,D9,"9") x(type,D10,"10") \
x(type,D11,"11") x(type,D12,"12") x(type,D13,"13") x(type,D14,"14") x(type,D15,"15") \
x(type,D16,"16") x(type,D17,"17") x(type,D18,"18") x(type,D19,"19") x(type,D20,"20")
// clang-format on
DEFINE_ENUM_CLASS(DelayFlag);
DEFINE_ENUM_CLASS(DelayFlag);
#define ENUM_CLASS_BoolFlag(type,x) \
x(type,True,"True") x(type,False,"False")
DEFINE_ENUM_CLASS(BoolFlag);

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@ -19,10 +19,10 @@ static struct TrainingModpackMenu
DelayFlags OOS_OFFSET = DelayFlags::None;
DelayFlags REACTION_TIME = DelayFlags::None;
int MASH_IN_NEUTRAL = false;
int FAST_FALL = false;
BoolFlags FAST_FALL = BoolFlags::None;
DelayFlags FAST_FALL_DELAY = DelayFlags::None;
int FALLING_AERIALS = false;
int FULL_HOP = false;
BoolFlags FALLING_AERIALS = BoolFlags::None;
BoolFlags FULL_HOP = BoolFlags::None;
} menu;
static int FRAME_ADVANTAGE = 0;
@ -412,20 +412,13 @@ tsl::elm::Element* GuiMain::createUI()
list->addItem(createBitFlagOption(&menu.REACTION_TIME, "Reaction Time", reaction_time_help));
ValueListItem* fastFallItem = new ValueListItem("Fast Fall", on_off, &menu.FAST_FALL, "fast_fall", "");
list->addItem(fastFallItem);
valueListItems.push_back(fastFallItem);
list->addItem(createBitFlagOption(&menu.FAST_FALL, "Fast Fall", ""));
list->addItem(createBitFlagOption(&menu.FAST_FALL_DELAY, "Fast Fall Delay", "In Frames"));
ValueListItem* fallingAerialsItem =
new ValueListItem("Falling Aerials", on_off, &menu.FALLING_AERIALS, "falling_aerials", "");
list->addItem(fallingAerialsItem);
valueListItems.push_back(fallingAerialsItem);
list->addItem(createBitFlagOption(&menu.FALLING_AERIALS, "Falling Aerials", ""));
ValueListItem* fullHopItem = new ValueListItem("Full Hop", on_off, &menu.FULL_HOP, "full_hop", "");
list->addItem(fullHopItem);
valueListItems.push_back(fullHopItem);
list->addItem(createBitFlagOption(&menu.FULL_HOP, "Full Hop", ""));
ClickableListItem* saveStateItem = new ClickableListItem(
"Save States", save_state_items, nullptr, "saveStates", 0, "Save States", save_states_help);

View file

@ -254,14 +254,31 @@ bitflags! {
}
}
// https://stackoverflow.com/a/757266
impl Delay {
to_vec_impl! {Delay}
get_random_impl! {Delay}
to_index_impl! {Delay}
}
bitflags! {
pub struct BoolFlag : u32 {
const TRUE = 0x1;
const FALSE = 0x2;
}
}
impl BoolFlag {
to_vec_impl! {BoolFlag}
get_random_impl! {BoolFlag}
pub fn into_bool(&self) -> bool {
return match *self {
BoolFlag::TRUE => true,
_ => false,
}
}
}
#[repr(C)]
pub struct TrainingModpackMenu {
pub hitbox_vis: HitboxVisualization,
@ -276,10 +293,10 @@ pub struct TrainingModpackMenu {
pub oos_offset: Delay,
pub reaction_time: Delay,
pub mash_in_neutral: OnOff,
pub fast_fall: OnOff,
pub fast_fall: BoolFlag,
pub fast_fall_delay: Delay,
pub falling_aerials: OnOff,
pub full_hop: OnOff,
pub falling_aerials: BoolFlag,
pub full_hop: BoolFlag,
}
// Fighter Ids

View file

@ -18,10 +18,10 @@ pub static mut MENU_STRUCT: consts::TrainingModpackMenu = consts::TrainingModpac
oos_offset: Delay::empty(),
reaction_time: Delay::empty(),
mash_in_neutral: OnOff::Off,
fast_fall: OnOff::Off,
fast_fall: BoolFlag::empty(),
fast_fall_delay: Delay::empty(),
falling_aerials: OnOff::Off,
full_hop: OnOff::Off,
falling_aerials: BoolFlag::empty(),
full_hop: BoolFlag::empty(),
};
pub static mut MENU: &'static mut consts::TrainingModpackMenu = unsafe { &mut MENU_STRUCT };

View file

@ -1,7 +1,7 @@
use crate::common::consts::*;
use crate::common::*;
use core::f64::consts::PI;
use smash::app::{lua_bind::*, sv_system};
use smash::app::{self, lua_bind::*, sv_system};
use smash::lib::lua_const::*;
use smash::lib::L2CValue;
use smash::lua2cpp::L2CFighterCommon;
@ -33,6 +33,7 @@ unsafe fn mod_handle_di(fighter: &mut L2CFighterCommon, _arg1: L2CValue) {
let mut angle = MENU.di_state.get_random().into_angle();
// Nothing to do on no DI
if angle == ANGLE_NONE {
set_x_y(module_accessor, 0.0, 0.0);
return;
}
@ -41,15 +42,20 @@ unsafe fn mod_handle_di(fighter: &mut L2CFighterCommon, _arg1: L2CValue) {
angle = PI - angle;
}
WorkModule::set_float(
module_accessor,
angle.cos() as f32,
*FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X,
);
WorkModule::set_float(
module_accessor,
angle.sin() as f32,
*FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y,
);
set_x_y(module_accessor, angle.cos() as f32, angle.sin() as f32);
}
fn set_x_y(module_accessor: &mut app::BattleObjectModuleAccessor, x: f32, y: f32) {
unsafe {
WorkModule::set_float(
module_accessor,
x,
*FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X,
);
WorkModule::set_float(
module_accessor,
y,
*FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y,
);
}
}

View file

@ -1,4 +1,3 @@
use crate::common::consts::OnOff;
use crate::common::*;
use crate::training::frame_counter;
use smash::app::{self, lua_bind::*};
@ -10,6 +9,20 @@ static mut FRAME_COUNTER: usize = 0;
// The current fastfall delay
static mut DELAY: u32 = 0;
static mut FAST_FALL: bool = false;
fn should_fast_fall() -> bool {
unsafe{
return FAST_FALL;
}
}
pub fn roll_fast_fall() {
unsafe {
FAST_FALL = MENU.fast_fall.get_random().into_bool();
}
}
pub fn init() {
unsafe {
FRAME_COUNTER = frame_counter::register_counter();
@ -29,7 +42,7 @@ pub unsafe fn get_command_flag_cat(
return;
}
if MENU.fast_fall != OnOff::On {
if !should_fast_fall() {
return;
}

View file

@ -1,10 +1,23 @@
use crate::common::consts::*;
use crate::common::*;
use smash::app::{self, lua_bind::*};
use smash::lib::lua_const::*;
// the current full hop status
static mut FULL_HOP: bool = false;
pub fn should_full_hop() -> bool {
unsafe{
return FULL_HOP;
}
}
pub fn roll_full_hop() {
unsafe {
FULL_HOP = MENU.full_hop.get_random().into_bool();
}
}
/**
* This is needed to have the CPU put up shield
*/
pub unsafe fn check_button_on(
module_accessor: &mut app::BattleObjectModuleAccessor,
@ -17,7 +30,6 @@ pub unsafe fn check_button_on(
}
/**
* This is needed to prevent dropping shield immediately
*/
pub unsafe fn check_button_off(
module_accessor: &mut app::BattleObjectModuleAccessor,
@ -50,7 +62,7 @@ unsafe fn should_return_none_in_check_button(
}
// Nothing to do if not toggled
if MENU.full_hop != OnOff::On {
if !should_full_hop() {
return true;
}

View file

@ -2,6 +2,7 @@ use crate::common::consts::*;
use crate::common::*;
use crate::training::character_specific;
use crate::training::fast_fall;
use crate::training::full_hop;
use crate::training::shield;
use smash::app::{self, lua_bind::*};
use smash::lib::lua_const::*;
@ -9,6 +10,8 @@ use smash::lib::lua_const::*;
static mut CURRENT_AERIAL: Action = Action::NAIR;
static mut QUEUE: Vec<Action> = vec![];
static mut FALLING_AERIAL: bool = false;
pub fn buffer_action(action: Action) {
unsafe {
if QUEUE.len() > 0 {
@ -173,6 +176,10 @@ pub fn buffer_menu_mash() -> Action {
let action = MENU.mash_state.get_random();
buffer_action(action);
full_hop::roll_full_hop();
fast_fall::roll_fast_fall();
FALLING_AERIAL = MENU.falling_aerials.get_random().into_bool();
action
}
}
@ -371,14 +378,14 @@ unsafe fn get_aerial_flag(
flag |= *FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
// Delay attack until we are airborne to get a full hop
if MENU.full_hop == OnOff::On {
if full_hop::should_full_hop() {
return flag;
}
}
let status = *FIGHTER_STATUS_KIND_ATTACK_AIR;
if MENU.falling_aerials == OnOff::On && !fast_fall::is_falling(module_accessor) {
if FALLING_AERIAL && !fast_fall::is_falling(module_accessor) {
return flag;
}