#include "useful.h" #include "l2c_imports.hpp" #include "saltysd_helper.hpp" #include "acmd_imports.hpp" #include "taunt_toggles.h" #include "raygun_printer.hpp" using namespace lib; using namespace app::lua_bind; using namespace app::sv_animcmd; u64 fighter_manager_addr; bool is_operation_cpu(u64 module_accessor) { int entry_id = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID); u64 fighter_information = FighterManager::get_fighter_information(LOAD64(fighter_manager_addr), entry_id); return FighterInformation::is_operation_cpu(fighter_information); } bool is_in_hitstun(u64 module_accessor) { int status_kind = StatusModule::status_kind(module_accessor); return status_kind >= FIGHTER_STATUS_KIND_DAMAGE && status_kind <= FIGHTER_STATUS_KIND_DAMAGE_FALL; } void perform_jump(u64 module_accessor) { int jump_count = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT); int max_jump_count = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT_MAX); if (jump_count < max_jump_count) { if (StatusModule::situation_kind(module_accessor) == SITUATION_KIND_AIR) { if (WorkModule::get_param_int(module_accessor, 0xB99CC3FBCLL, 0) == FIGHTER_JUMP_AERIAL_TYPE_NORMAL) StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_JUMP_AERIAL, 1); else StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_FLY, 1); } else if (StatusModule::situation_kind(module_accessor) == SITUATION_KIND_GROUND) { StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_JUMP_SQUAT, 1); } WorkModule::inc_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT); } } namespace app::lua_bind { namespace WorkModule { // Force option out of hitstun u64 enable_transition_term_group_replace(u64 module_accessor, int transition_group) { if (is_training_mode() && is_operation_cpu(module_accessor)) { if (is_in_hitstun(module_accessor)) { if (TOGGLE_STATE == MASH_AIRDODGE) { // airdodge if (transition_group == FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ESCAPE) StatusModule::change_status_request_from_script( module_accessor, FIGHTER_STATUS_KIND_ESCAPE_AIR, 1); } else if (TOGGLE_STATE == MASH_JUMP) { // jump if (transition_group == FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_JUMP_AERIAL) perform_jump(module_accessor); else if (transition_group == FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_JUMP) perform_jump(module_accessor); } } } // call original WorkModule::enable_transition_term_group_impl u64 work_module = load_module(module_accessor, 0x50); u64 (*enable_transition_term_group)(u64, u64) = (u64(*)(u64, u64))(load_module_impl(work_module, 0x140)); return enable_transition_term_group(work_module, transition_group); } // Force DI float get_float_replace(u64 module_accessor, int var) { if (is_training_mode() && is_operation_cpu(module_accessor)) { if (is_in_hitstun(module_accessor)) { if (DI_STATE != NONE) { float angle = (DI_STATE - 1) * M_PI / 4.0; // Either 0 (right) or PI (left) if (DI_STATE == DI_RANDOM_IN_AWAY) { angle = app::sv_math::rand(hash40("fighter"), 2) * M_PI; } // If facing left, reverse angle if (PostureModule::lr(module_accessor) != -1.0) angle -= M_PI; if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X) return cos(angle); if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y) return sin(angle); } } } // call original WorkModule::get_float_impl u64 work_module = load_module(module_accessor, 0x50); float (*get_float)(u64, int) = (float (*)(u64, int))(load_module_impl(work_module, 0x58)); return get_float(work_module, var); } float get_param_float_replace(u64 module_accessor, u64 param_type, u64 param_hash) { if (is_training_mode()) { if (TOGGLE_STATE == INFINITE_SHIELD) { if (param_type == hash40("common")) { if (param_hash == hash40("shield_dec1")) return 0.0; if (param_hash == hash40("shield_recovery1")) return 999.0; // doesn't work, somehow. This parameter isn't checked? if (param_hash == hash40("shield_damage_mul")) return 0.0; } } } // call original u64 work_module = load_module(module_accessor, 0x50); float (*get_param_float)(u64, u64, u64) = (float (*)(u64, u64, u64))(load_module_impl(work_module, 0x240)); return get_param_float(work_module, param_type, param_hash); } } // namespace WorkModule namespace MotionModule { void change_motion_replace(u64 module_accessor, u64 motion_kind, float start_frame, float frame_speed_mult, bool unk1, float unk2, bool unk3, bool unk4) { u64 curr_motion_kind = MotionModule::motion_kind(module_accessor); if ((curr_motion_kind == hash40("damage_air_1") || curr_motion_kind == hash40("damage_air_2") || curr_motion_kind == hash40("damage_air_3")) && motion_kind == hash40("fall")) { if (is_training_mode() && is_operation_cpu(module_accessor)) { if (TOGGLE_STATE == MASH_AIRDODGE) // airdodge StatusModule::change_status_request_from_script( module_accessor, FIGHTER_STATUS_KIND_ESCAPE_AIR, 1); else if (TOGGLE_STATE == MASH_JUMP) // jump perform_jump(module_accessor); } } // call original u64 motion_module = load_module(module_accessor, 0x88); void (*change_motion)(u64, u64, float, float, bool, float, bool, bool) = (void (*)(u64, u64, float, float, bool, float, bool, bool))load_module_impl(motion_module, 0xD8); change_motion(motion_module, motion_kind, start_frame, frame_speed_mult, unk1, unk2, unk3, unk4); } } // namespace MotionModule namespace ControlModule { bool check_button_on_replace(u64 module_accessor, int button) { if (button == CONTROL_PAD_BUTTON_GUARD_HOLD || button == CONTROL_PAD_BUTTON_GUARD) { if (is_training_mode() && is_operation_cpu(module_accessor)) { if (TOGGLE_STATE == HOLD_SHIELD || TOGGLE_STATE == INFINITE_SHIELD) return true; } } // call original u64 control_module = load_module(module_accessor, 0x48); bool (*check_button_on)(u64, int) = (bool (*)(u64, int))load_module_impl(control_module, 0x260); return check_button_on(control_module, button); } bool check_button_off_replace(u64 module_accessor, int button) { if (button == CONTROL_PAD_BUTTON_GUARD_HOLD || button == CONTROL_PAD_BUTTON_GUARD) { if (is_training_mode() && is_operation_cpu(module_accessor)) { if (TOGGLE_STATE == HOLD_SHIELD || TOGGLE_STATE == INFINITE_SHIELD) return false; } } // call original u64 control_module = load_module(module_accessor, 0x48); bool (*check_button_off)(u64, int) = (bool (*)(u64, int))load_module_impl(control_module, 0x268); return check_button_off(control_module, button); } #define SAVE_STATE 1 #define DEFAULT 2 #define CAMERA_MOVE 3 #define POS_MOVE 4 int save_state_player_state = DEFAULT; int save_state_cpu_state = DEFAULT; bool save_state_move_alert = false; float save_state_x_player = 0; float save_state_y_player = 0; float save_state_percent_player = 0; float save_state_lr_player = 1.0; int save_state_situation_kind_player = 0; float save_state_x_cpu = 0; float save_state_y_cpu = 0; float save_state_percent_cpu = 0; float save_state_lr_cpu = 1.0; int save_state_situation_kind_cpu = 0; int get_pad_flag_replace(u64 module_accessor) { if (is_training_mode()) { float* save_state_x; float* save_state_y; float* save_state_percent; float* save_state_lr; int* save_state_situation_kind; int* save_state; if (is_operation_cpu(module_accessor)) { save_state_x = &save_state_x_cpu; save_state_y = &save_state_y_cpu; save_state_percent = &save_state_percent_cpu; save_state_lr = &save_state_lr_cpu; save_state_situation_kind = &save_state_situation_kind_cpu; save_state = &save_state_cpu_state; } else { save_state_x = &save_state_x_player; save_state_y = &save_state_y_player; save_state_percent = &save_state_percent_player; save_state_lr = &save_state_lr_player; save_state_situation_kind = &save_state_situation_kind_player; save_state = &save_state_player_state; } // Grab + Dpad up: reset state if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) && ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) { if (*save_state == DEFAULT) { save_state_player_state = CAMERA_MOVE; save_state_cpu_state = CAMERA_MOVE; } } // move to camera bounds if (*save_state == CAMERA_MOVE) { *save_state = POS_MOVE; float left_right = (*save_state_x > 0) - (*save_state_x < 0); float y_pos = 0; if (*save_state_situation_kind == SITUATION_KIND_GROUND) y_pos = -50; Vector3f pos = {.x = left_right * 50, .y = y_pos, .z = 0}; PostureModule::set_pos(module_accessor, &pos); StatusModule::set_situation_kind(module_accessor, SITUATION_KIND_AIR, 0); } // move to correct pos if (*save_state == POS_MOVE) { *save_state = DEFAULT; Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0}; PostureModule::set_pos(module_accessor, &pos); PostureModule::set_lr(module_accessor, *save_state_lr); DamageModule::add_damage( module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0); DamageModule::add_damage(module_accessor, *save_state_percent, 0); StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0); // Doesn't work, and I don't know why yet. /*if (*save_state_situation_kind == SITUATION_KIND_GROUND) StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_WAIT, 1); if (save_state_situtation_kind_player == SITUATION_KIND_AIR) StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_FALL, 1); if (*save_state_situation_kind == SITUATION_KIND_CLIFF) StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 1); */ } // Grab + Dpad up: Save state if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) && ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) { save_state_player_state = SAVE_STATE; save_state_cpu_state = SAVE_STATE; } if (*save_state == SAVE_STATE) { *save_state = DEFAULT; *save_state_x = PostureModule::pos_x(module_accessor); *save_state_y = PostureModule::pos_y(module_accessor); *save_state_lr = PostureModule::lr(module_accessor); *save_state_percent = DamageModule::damage(module_accessor, 0); *save_state_situation_kind = StatusModule::situation_kind(module_accessor); } } // call original u64 control_module = load_module(module_accessor, 0x48); int (*get_pad_flag)(u64) = (int (*)(u64))load_module_impl(control_module, 0x348); return get_pad_flag(control_module); } } // namespace ControlModule } // namespace app::lua_bind void training_mods_main() { fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E"); // Mash airdodge/jump SaltySD_function_replace_sym( "_ZN3app8lua_bind45WorkModule__enable_transition_term_group_implEPNS_26BattleObjectModuleAccessorEi", (u64)&WorkModule::enable_transition_term_group_replace); SaltySD_function_replace_sym( "_ZN3app8lua_bind32MotionModule__change_motion_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Effbfbb", (u64)&MotionModule::change_motion_replace); // Set DI SaltySD_function_replace_sym( "_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi", (u64)&WorkModule::get_float_replace); // Hold/Infinite shield SaltySD_function_replace_sym( "_ZN3app8lua_bind35ControlModule__check_button_on_implEPNS_26BattleObjectModuleAccessorEi", (u64)&ControlModule::check_button_on_replace); SaltySD_function_replace_sym( "_ZN3app8lua_bind36ControlModule__check_button_off_implEPNS_26BattleObjectModuleAccessorEi", (u64)&ControlModule::check_button_off_replace); SaltySD_function_replace_sym( "_ZN3app8lua_bind32WorkModule__get_param_float_implEPNS_26BattleObjectModuleAccessorEmm", (u64)&WorkModule::get_param_float_replace); // Save states SaltySD_function_replace_sym( "_ZN3app8lua_bind32ControlModule__get_pad_flag_implEPNS_26BattleObjectModuleAccessorE", (u64)&ControlModule::get_pad_flag_replace); }