mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-01-20 17:30:13 +00:00
379 lines
14 KiB
C++
379 lines
14 KiB
C++
#ifndef TRAINING_MODS_H
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#define TRAINING_MODS_H
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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#include "useful/useful.h"
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#include "useful/crc32.h"
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#include "useful/const_value_table.h"
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#include "useful/raygun_printer.hpp"
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#include "imports/lib/l2c.hpp"
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#include "saltysd/saltysd_dynamic.h"
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#include "saltysd/saltysd_helper.hpp"
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#include "acmd_wrapper.hpp"
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#include "taunt_toggles.h"
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using namespace lib;
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using namespace app::lua_bind;
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using namespace app::sv_animcmd;
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u64 fighter_manager_addr;
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bool is_operation_cpu(u64 module_accessor) {
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int entry_id = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID);
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u64 fighter_information = FighterManager::get_fighter_information(LOAD64(fighter_manager_addr), entry_id);
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return FighterInformation::is_operation_cpu(fighter_information);
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}
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bool is_in_hitstun(u64 module_accessor) {
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int status_kind = StatusModule::status_kind(module_accessor);
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return status_kind >= FIGHTER_STATUS_KIND_DAMAGE && status_kind <= FIGHTER_STATUS_KIND_DAMAGE_FALL;
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}
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namespace app::lua_bind {
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namespace WorkModule {
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// Force DI
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float get_float_replace(u64 module_accessor, int var) {
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// call original WorkModule::get_float_impl
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u64 work_module = load_module(module_accessor, 0x50);
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float (*get_float)(u64, int) =
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(float (*)(u64, int))(load_module_impl(work_module, 0x58));
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float ret_val = get_float(work_module, var);
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if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X || var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y) {
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if (is_training_mode() && is_operation_cpu(module_accessor) && is_in_hitstun(module_accessor)) {
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if (DI_STATE != NONE) {
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float angle = (DI_STATE - 1) * M_PI / 4.0;
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// Either 0 (right) or PI (left)
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if (DI_STATE == DI_RANDOM_IN_AWAY) {
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angle = app::sv_math::rand(hash40("fighter"), 2) * M_PI;
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}
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// If facing left, reverse angle
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if (PostureModule::lr(module_accessor) != -1.0) angle -= M_PI;
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if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X)
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return cos(angle);
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if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y)
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return sin(angle);
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}
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}
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}
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return ret_val;
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}
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float get_param_float_replace(u64 module_accessor, u64 param_type, u64 param_hash) {
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if (is_training_mode()) {
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if (TOGGLE_STATE == INFINITE_SHIELD) {
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if (param_type == hash40("common")) {
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if (param_hash == hash40("shield_dec1")) return 0.0;
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if (param_hash == hash40("shield_recovery1")) return 999.0;
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// doesn't work, somehow. This parameter isn't checked?
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if (param_hash == hash40("shield_damage_mul")) return 0.0;
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}
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}
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}
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// call original
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u64 work_module = load_module(module_accessor, 0x50);
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float (*get_param_float)(u64, u64, u64) =
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(float (*)(u64, u64, u64))(load_module_impl(work_module, 0x240));
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return get_param_float(work_module, param_type, param_hash);
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}
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// Force ledge option
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u64 enable_transition_term_replace(u64 module_accessor, int transition_id) {
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if (TOGGLE_STATE == LEDGE_OPTION && is_training_mode() && is_operation_cpu(module_accessor)) {
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if (StatusModule::status_kind(module_accessor) == FIGHTER_STATUS_KIND_CLIFF_WAIT) {
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if (transition_id == FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB) {
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int status = 0;
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int ledge_case = LEDGE_STATE;
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if (LEDGE_STATE == RANDOM_LEDGE)
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ledge_case = app::sv_math::rand(hash40("fighter"), 4) + 1;
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switch (ledge_case) {
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case NEUTRAL_LEDGE:
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status = FIGHTER_STATUS_KIND_CLIFF_CLIMB; break;
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case ROLL_LEDGE:
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status = FIGHTER_STATUS_KIND_CLIFF_ESCAPE; break;
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case JUMP_LEDGE:
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status = FIGHTER_STATUS_KIND_CLIFF_JUMP1; break;
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case ATTACK_LEDGE:
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status = FIGHTER_STATUS_KIND_CLIFF_ATTACK; break;
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}
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StatusModule::change_status_request_from_script(module_accessor, status, 1);
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}
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}
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}
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// call original WorkModule::enable_transition_term_group_impl
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u64 work_module = load_module(module_accessor, 0x50);
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u64 (*enable_transition_term)(u64, int) =
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(u64(*)(u64, int))(load_module_impl(work_module, 0x188));
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return enable_transition_term(work_module, transition_id);
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}
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} // namespace WorkModule
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namespace ControlModule {
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int get_command_flag_cat_replace(u64 module_accessor, int category) {
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// call original
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u64 control_module = load_module(module_accessor, 0x48);
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int (*get_command_flag_cat)(u64, int) =
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(int (*)(u64, int))load_module_impl(control_module, 0x350);
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int flag = get_command_flag_cat(control_module, category);
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if (is_training_mode() && is_operation_cpu(module_accessor)) {
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if (is_in_hitstun(module_accessor)) {
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if (TOGGLE_STATE == MASH_AIRDODGE)
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if (category == FIGHTER_PAD_COMMAND_CATEGORY1)
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flag |= FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE;
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if (TOGGLE_STATE == MASH_JUMP)
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if (category == FIGHTER_PAD_COMMAND_CATEGORY1)
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flag |= FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
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if (TOGGLE_STATE == MASH_ATTACK)
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if (category == FIGHTER_PAD_COMMAND_CATEGORY1) {
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switch (ATTACK_STATE) {
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case MASH_NAIR:
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flag |= 0x80; break; // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_N
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case MASH_FAIR:
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flag |= 0x100; break; // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_F
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case MASH_BAIR:
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flag |= 0x200; break; // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_B
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case MASH_UPAIR:
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flag |= 0x400; break; // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_HI
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case MASH_DAIR:
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flag |= 0x800; break; // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_LW
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case MASH_NEUTRAL_B:
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flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N; break;
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case MASH_SIDE_B:
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flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S; break;
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case MASH_UP_B:
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flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI; break;
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case MASH_DOWN_B:
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flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW; break;
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}
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}
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if (TOGGLE_STATE == MASH_RANDOM)
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if (category == FIGHTER_PAD_COMMAND_CATEGORY1) {
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int random_commands[] = {
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FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE,
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FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON,
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0x80, // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_N
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0x100, // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_F
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0x200, // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_B
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0x400, // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_HI
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0x800, // FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_AIR_LW
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FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N,
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FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S,
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FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI,
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FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW,
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};
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int random_cmd_index = app::sv_math::rand(hash40("fighter"), 11);
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flag |= random_commands[random_cmd_index];
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}
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}
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}
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return flag;
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}
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bool check_button_on_replace(u64 module_accessor, int button) {
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if (button == CONTROL_PAD_BUTTON_GUARD_HOLD ||
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button == CONTROL_PAD_BUTTON_GUARD) {
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if (is_training_mode() && is_operation_cpu(module_accessor)) {
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if (TOGGLE_STATE == HOLD_SHIELD || TOGGLE_STATE == INFINITE_SHIELD)
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return true;
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if (TOGGLE_STATE == MASH_AIRDODGE && is_in_hitstun(module_accessor))
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return true;
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}
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}
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// call original
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u64 control_module = load_module(module_accessor, 0x48);
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bool (*check_button_on)(u64, int) =
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(bool (*)(u64, int))load_module_impl(control_module, 0x260);
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return check_button_on(control_module, button);
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}
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bool check_button_off_replace(u64 module_accessor, int button) {
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if (button == CONTROL_PAD_BUTTON_GUARD_HOLD ||
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button == CONTROL_PAD_BUTTON_GUARD) {
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if (is_training_mode() && is_operation_cpu(module_accessor)) {
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if (TOGGLE_STATE == HOLD_SHIELD || TOGGLE_STATE == INFINITE_SHIELD)
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return false;
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}
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}
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// call original
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u64 control_module = load_module(module_accessor, 0x48);
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bool (*check_button_off)(u64, int) =
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(bool (*)(u64, int))load_module_impl(control_module, 0x268);
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return check_button_off(control_module, button);
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}
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#define SAVE_STATE 1
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#define DEFAULT 2
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#define CAMERA_MOVE 3
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#define POS_MOVE 4
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int save_state_player_state = DEFAULT;
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int save_state_cpu_state = DEFAULT;
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bool save_state_move_alert = false;
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float save_state_x_player = 0;
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float save_state_y_player = 0;
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float save_state_percent_player = 0;
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float save_state_lr_player = 1.0;
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int save_state_situation_kind_player = 0;
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float save_state_x_cpu = 0;
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float save_state_y_cpu = 0;
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float save_state_percent_cpu = 0;
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float save_state_lr_cpu = 1.0;
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int save_state_situation_kind_cpu = 0;
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int get_pad_flag_replace(u64 module_accessor) {
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if (is_training_mode()) {
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float* save_state_x;
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float* save_state_y;
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float* save_state_percent;
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float* save_state_lr;
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int* save_state_situation_kind;
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int* save_state;
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if (is_operation_cpu(module_accessor)) {
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save_state_x = &save_state_x_cpu;
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save_state_y = &save_state_y_cpu;
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save_state_percent = &save_state_percent_cpu;
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save_state_lr = &save_state_lr_cpu;
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save_state_situation_kind = &save_state_situation_kind_cpu;
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save_state = &save_state_cpu_state;
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} else {
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save_state_x = &save_state_x_player;
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save_state_y = &save_state_y_player;
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save_state_percent = &save_state_percent_player;
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save_state_lr = &save_state_lr_player;
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save_state_situation_kind = &save_state_situation_kind_player;
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save_state = &save_state_player_state;
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}
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// Grab + Dpad up: reset state
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if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
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ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) {
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if (*save_state == DEFAULT) {
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save_state_player_state = CAMERA_MOVE;
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save_state_cpu_state = CAMERA_MOVE;
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}
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}
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// move to camera bounds
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if (*save_state == CAMERA_MOVE) {
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*save_state = POS_MOVE;
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float left_right = (*save_state_x > 0) - (*save_state_x < 0);
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float y_pos = 0;
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if (*save_state_situation_kind == SITUATION_KIND_GROUND) y_pos = -50;
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Vector3f pos = {.x = left_right * 50, .y = y_pos, .z = 0};
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PostureModule::set_pos(module_accessor, &pos);
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StatusModule::set_situation_kind(module_accessor, SITUATION_KIND_AIR, 0);
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}
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// move to correct pos
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if (*save_state == POS_MOVE) {
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*save_state = DEFAULT;
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Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0};
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PostureModule::set_pos(module_accessor, &pos);
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PostureModule::set_lr(module_accessor, *save_state_lr);
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DamageModule::add_damage(module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0);
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DamageModule::add_damage(module_accessor, *save_state_percent, 0);
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StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0);
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// Doesn't work, and I don't know why yet.
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/*if (*save_state_situation_kind == SITUATION_KIND_GROUND)
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StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_WAIT, 0);
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else if (*save_state_situation_kind == SITUATION_KIND_AIR)
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StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_FALL, 0);
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else if (*save_state_situation_kind == SITUATION_KIND_CLIFF)
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StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 0);
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*/
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}
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// Grab + Dpad down: Save state
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if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
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ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) {
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save_state_player_state = SAVE_STATE;
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save_state_cpu_state = SAVE_STATE;
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}
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if (*save_state == SAVE_STATE) {
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*save_state = DEFAULT;
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*save_state_x = PostureModule::pos_x(module_accessor);
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*save_state_y = PostureModule::pos_y(module_accessor);
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*save_state_lr = PostureModule::lr(module_accessor);
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*save_state_percent = DamageModule::damage(module_accessor, 0);
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*save_state_situation_kind = StatusModule::situation_kind(module_accessor);
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}
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}
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// call original
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u64 control_module = load_module(module_accessor, 0x48);
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int (*get_pad_flag)(u64) =
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(int (*)(u64))load_module_impl(control_module, 0x348);
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return get_pad_flag(control_module);
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}
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} // namespace ControlModule
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} // namespace app::lua_bind
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void training_mods_main() {
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fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E");
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// Mash airdodge/jump
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind40ControlModule__get_command_flag_cat_implEPNS_26BattleObjectModuleAccessorEi",
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(u64)&ControlModule::get_command_flag_cat_replace);
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// Set DI
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi",
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(u64)&WorkModule::get_float_replace);
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// Hold/Infinite shield
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind35ControlModule__check_button_on_implEPNS_26BattleObjectModuleAccessorEi",
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(u64)&ControlModule::check_button_on_replace);
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind36ControlModule__check_button_off_implEPNS_26BattleObjectModuleAccessorEi",
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(u64)&ControlModule::check_button_off_replace);
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind32WorkModule__get_param_float_implEPNS_26BattleObjectModuleAccessorEmm",
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(u64)&WorkModule::get_param_float_replace);
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// Ledge options
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind39WorkModule__enable_transition_term_implEPNS_26BattleObjectModuleAccessorEi",
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(u64)&WorkModule::enable_transition_term_replace);
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// Save states: in beta
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/*SaltySD_function_replace_sym(
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"_ZN3app8lua_bind32ControlModule__get_pad_flag_implEPNS_26BattleObjectModuleAccessorE",
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(u64)&ControlModule::get_pad_flag_replace);*/
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}
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#endif // TRAINING_MODS_H
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