#ifndef HITBOX_VISUALIZER_H #define HITBOX_VISUALIZER_H #include #include "useful/useful.h" #include "useful/crc32.h" #include "hitbox/visual.h" #include "acmd_wrapper.h" #include "lib/l2c_imports.h" #include "saltysd/saltysd_helper.h" #include "training/common.h" #include "useful/const_value_table.h" #include "useful/raygun_printer.h" using namespace lib; using namespace app::lua_bind; using namespace app::sv_animcmd; u64 effect_manager_addr; void (*AttackModule_set_attack_lua_state)(u64, u64); u64 Catch_jumpback; Vector3f ID_COLORS[8] = { // used to tint the hitbox effects -- make sure that at least one component // is equal to 1.0 {1.0f, 0.0f, 0.0f}, // #ff0000 (red) {1.0f, 0.4f, 0.0f}, // #ff9900 (orange) {0.8f, 1.0f, 0.0f}, // #ccff00 (yellow) {0.2f, 1.0f, 0.2f}, // #00ff33 (green) {0.0f, 0.8f, 1.0f}, // #00ccff (sky blue) {0.4f, 0.4f, 1.0f}, // #6666ff (blue) {0.8f, 0.0f, 1.0f}, // #cc00ff (purple) {1.0f, 0.2f, 0.8f}, // #ff33cc (pink) }; int MAX_EFFECTS_PER_HITBOX = 16; // max # of circles drawn for an extended hitbox namespace app::lua_bind::AttackModule { // clear graphics every time we clear all hitboxes void clear_all_replace(u64 module_accessor) { if (is_training_mode()) { // only if we're not shielding int status_kind = StatusModule::status_kind(module_accessor); if (!(status_kind >= FIGHTER_STATUS_KIND_GUARD_ON && status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) { EffectModule::kill_kind(module_accessor, hash40("sys_shield"), 0, 1); } } // call original AttackModule::clear_all_impl u64 attack_module = load_module(module_accessor, 0xA0); void (*clear_all)(u64) = (void (*)(u64))(load_module_impl(attack_module, 0x50)); return clear_all(attack_module); } } // namespace app::lua_bind::AttackModule namespace app::lua_bind::GrabModule { // clear graphics every time we clear rebound void set_rebound_replace(u64 module_accessor, bool rebound) { if (is_training_mode() && rebound == false) { // only if we're not shielding int status_kind = StatusModule::status_kind(module_accessor); if (!(status_kind >= FIGHTER_STATUS_KIND_GUARD_ON && status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) { EffectModule::kill_kind(module_accessor, hash40("sys_shield"), 0, 1); } } // call original GrabModule::set_rebound_impl u64 grab_module = load_module(module_accessor, 0x158); void (*set_rebound)(u64, bool) = (void (*)(u64, bool))(load_module_impl(grab_module, 0x100)); return set_rebound(grab_module, rebound); } } // namespace app::lua_bind::GrabModule Vector3f EffectModule_last_get_scale_w(u64 effect_module) { Vector3f ret; uint handle = *(uint *)(effect_module + 36); if (handle && (signed int)handle >= 1) { u64 effect = LOAD64(effect_manager_addr) + 768 * (handle >> 24); bool is_exist_effect = effect && *(uint *)(effect + 4) == handle; if (is_exist_effect) { float *scale = (float *)(effect + 256); ret.x = *(float *)(scale); ret.y = *(float *)(scale + 1); ret.z = *(float *)(scale + 2); } } return ret; } void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *bone, L2CValue *size, L2CValue *x, L2CValue *y, L2CValue *z, L2CValue *x2, L2CValue *y2, L2CValue *z2, Vector3f *color) { L2CValue red(color->x); L2CValue green(color->y); L2CValue blue(color->z); float size_mult = 19.0f / 200.0f; L2CValue shieldEffect(hash40("sys_shield")); L2CValue x_rot(0.0f); L2CValue y_rot(0.0f); L2CValue z_rot(0.0f); L2CValue terminate(true); L2CValue effect_size((float)size->raw_float * size_mult); L2CValue rate(8.0f); float x_dist, y_dist, z_dist; int n_effects; if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) { // extended hitbox x_dist = x2->raw_float - x->raw_float; y_dist = y2->raw_float - y->raw_float; z_dist = z2->raw_float - z->raw_float; float dist = sqrtf(x_dist * x_dist + y_dist * y_dist + z_dist * z_dist); n_effects = (int)ceilf(dist / (size->raw_float * 1.75f)) + 1; // just enough effects to form a continuous line if (n_effects < 2) n_effects = 2; if (n_effects > MAX_EFFECTS_PER_HITBOX) n_effects = MAX_EFFECTS_PER_HITBOX; } else { // non-extended hitbox x_dist = y_dist = z_dist = 0; n_effects = 1; } for (int i = 0; i < n_effects; i++) { float t = n_effects <= 1 ? 0 : (float)i / (n_effects - 1); L2CValue x_curr(x->raw_float + x_dist * t); L2CValue y_curr(y->raw_float + y_dist * t); L2CValue z_curr(z->raw_float + z_dist * t); ACMD acmd("", "", "", "", [] (ACMD*) -> void {}); acmd.l2c_agent = l2c_agent; acmd.wrap(EFFECT_FOLLOW_NO_SCALE, {shieldEffect, *bone, x_curr, y_curr, z_curr, x_rot, y_rot, z_rot, effect_size, terminate}); // set to hitbox ID color acmd.wrap(LAST_EFFECT_SET_COLOR, {red, green, blue}); // speed up animation by rate to remove pulsing effect acmd.wrap(LAST_EFFECT_SET_RATE, {rate}); } } namespace app::sv_animcmd { void ATTACK_replace(u64 a1) { // instantiate our own L2CAgent with the given lua_State L2CAgent l2c_agent; l2c_agent.L2CAgent_constr(a1); // get all necessary hitbox params L2CValue id, bone, damage, angle, kbg, fkb, bkb, size, x, y, z, x2, y2, z2; l2c_agent.get_lua_stack(1, &id); // int l2c_agent.get_lua_stack(3, &bone); // hash40 l2c_agent.get_lua_stack(4, &damage); // float l2c_agent.get_lua_stack(5, &angle); // int l2c_agent.get_lua_stack(6, &kbg); // int l2c_agent.get_lua_stack(7, &fkb); // int l2c_agent.get_lua_stack(8, &bkb); // int l2c_agent.get_lua_stack(9, &size); // float l2c_agent.get_lua_stack(10, &x); // float l2c_agent.get_lua_stack(11, &y); // float l2c_agent.get_lua_stack(12, &z); // float l2c_agent.get_lua_stack(13, &x2); // float or void l2c_agent.get_lua_stack(14, &y2); // float or void l2c_agent.get_lua_stack(15, &z2); // float or void // hacky way of forcing no shield damage on all hitboxes if (is_training_mode() && menu.SHIELD_STATE == SHIELD_INFINITE) { L2CValue hitbox_params[36]; for (size_t i = 0; i < 36; i++) l2c_agent.get_lua_stack(i + 1, &hitbox_params[i]); l2c_agent._clear_lua_stack(); for (size_t i = 0; i < 36; i++) { if (i == 20) { L2CValue no_shield_damage(-999); l2c_agent.push_lua_stack(&no_shield_damage); } else l2c_agent.push_lua_stack(&hitbox_params[i]); } } // original code: parse lua stack and call AttackModule::set_attack() AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1); if (menu.HITBOX_VIS && is_training_mode()) { // generate hitbox effect(s) float color_scale; if (false) { // color intensity scales with damage color_scale = unlerp_bounded(1.0f, 18.0f, damage.raw_float); } else { // color intensity scales with total KB // calculate the expected KB a character with 95 weight will receive // at 80% pre-hit float TARGET_PERCENT = 80.0f; int TARGET_WEIGHT = 95; float percent_component; if (fkb.raw > 0) { percent_component = (10.0f + fkb.raw) * 0.1f * (1.0f + fkb.raw * 0.5f); } else { percent_component = (TARGET_PERCENT + damage.raw_float) * 0.1f * (1.0f + damage.raw_float * 0.5f); } float weight_component = 200.0f / (TARGET_WEIGHT + 100); float kb = (percent_component * weight_component * 1.4f + 18.0f) * (kbg.raw * 0.01f) + bkb.raw; color_scale = unlerp_bounded(50.0f, 200.0f, kb); } float color_t = 0.8f + 0.2f * powf(color_scale, 0.5f); // non-linear scaling to magnify // differences at lower values Vector3f color = color_lerp({1.0f, 1.0f, 1.0f}, ID_COLORS[id.raw % 8], color_t); generate_hitbox_effects(&l2c_agent, &bone, &size, &x, &y, &z, &x2, &y2, &z2, &color); } l2c_agent._clear_lua_stack(); } void CATCH_replace(u64 a1) { L2CAgent l2c_agent; l2c_agent.L2CAgent_constr(a1); // get all necessary grabbox params L2CValue id, joint, size, x, y, z, x2, y2, z2; l2c_agent.get_lua_stack(1, &id); // int l2c_agent.get_lua_stack(2, &joint); // hash40 l2c_agent.get_lua_stack(3, &size); // float l2c_agent.get_lua_stack(4, &x); // float l2c_agent.get_lua_stack(5, &y); // float l2c_agent.get_lua_stack(6, &z); // float l2c_agent.get_lua_stack(7, &x2); // float or void l2c_agent.get_lua_stack(8, &y2); // float or void l2c_agent.get_lua_stack(9, &z2); // float or void // SaltySD_function_replace_sym works by replacing the // first four instructions of a function with instructions // to jump to a replacement function like CATCH_replace. // if we want to jump back, we just need to reimplement the // first four instructions and jump back to the original address // + the length of 4 instructions // load address, along with lua_state as first arg asm("MOV X9, %x0" : : "r"(Catch_jumpback)); asm("MOV X0, %x0" : : "r"(l2c_agent.lua_state_agent)); // the first four instructions: they will usually be // setting up the stack for local variables asm("SUB SP, SP, #0xC0"); asm("STR X25, [SP, #0x70]"); asm("STP X24, X23, [SP, #0x80]"); asm("STP X22, X21, [SP, #0x90]"); // jump to Catch_jumpback asm("BLR X9"); if (menu.HITBOX_VIS && is_training_mode()) { Vector3f color = ID_COLORS[(id.raw + 3) % 8]; generate_hitbox_effects(&l2c_agent, &joint, &size, &x, &y, &z, &x2, &y2, &z2, &color); } } } // namespace app::sv_animcmd void hitbox_vis_main() { effect_manager_addr = SaltySDCore_FindSymbol( "_ZN3lib9SingletonINS_13EffectManagerEE9instance_E"); AttackModule_set_attack_lua_state = (void (*)(u64, u64))(SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") + 0xD0 - 0x70); Catch_jumpback = SaltySDCore_FindSymbol("_ZN3app10sv_animcmd5CATCHEP9lua_State") + (4 * 4); SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State", (u64)&ATTACK_replace); SaltySD_function_replace_sym("_ZN3app10sv_animcmd5CATCHEP9lua_State", (u64)&CATCH_replace); SaltySD_function_replace_sym( "_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE", (u64)&AttackModule::clear_all_replace); SaltySD_function_replace_sym( "_ZN3app8lua_bind28GrabModule__set_rebound_implEPNS_26BattleObjectModuleAccessorEb", (u64)&GrabModule::set_rebound_replace); } #endif // HITBOX_VISUALIZER_H