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UltimateTrainingModpack/source/training_mods.hpp
2019-06-21 16:07:37 -07:00

462 lines
18 KiB
C++

#ifndef TRAINING_MODS_H
#define TRAINING_MODS_H
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#include "useful/const_value_table.h"
#include "useful/crc32.h"
#include "useful/useful.h"
#include "useful/raygun_printer.hpp"
#include "acmd_wrapper.hpp"
#include "imports/lib/l2c.hpp"
#include "saltysd/saltysd_dynamic.h"
#include "saltysd/saltysd_helper.hpp"
#include "taunt_toggles.h"
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;
}
namespace app::lua_bind {
namespace WorkModule {
// Force DI
float get_float_replace(u64 module_accessor, int var) {
// 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));
float ret_val = get_float(work_module, var);
if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X ||
var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y) {
if (is_training_mode() && is_operation_cpu(module_accessor) &&
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);
}
}
}
return ret_val;
}
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);
}
// Force ledge option
u64 enable_transition_term_replace(u64 module_accessor, int transition_id) {
if (TOGGLE_STATE == LEDGE_OPTION && is_training_mode() &&
is_operation_cpu(module_accessor)) {
if (StatusModule::status_kind(module_accessor) == FIGHTER_STATUS_KIND_CLIFF_WAIT) {
if (transition_id == FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB) {
int status = 0;
int ledge_case = LEDGE_STATE;
if (LEDGE_STATE == RANDOM_LEDGE)
ledge_case = app::sv_math::rand(hash40("fighter"), 4) + 1;
switch (ledge_case) {
case NEUTRAL_LEDGE:
status = FIGHTER_STATUS_KIND_CLIFF_CLIMB; break;
case ROLL_LEDGE:
status = FIGHTER_STATUS_KIND_CLIFF_ESCAPE; break;
case JUMP_LEDGE:
status = FIGHTER_STATUS_KIND_CLIFF_JUMP1; break;
case ATTACK_LEDGE:
status = FIGHTER_STATUS_KIND_CLIFF_ATTACK; break;
}
StatusModule::change_status_request_from_script(module_accessor, status, 1);
}
}
}
// call original WorkModule::enable_transition_term_group_impl
u64 work_module = load_module(module_accessor, 0x50);
u64 (*enable_transition_term)(u64, int) =
(u64(*)(u64, int))(load_module_impl(work_module, 0x188));
return enable_transition_term(work_module, transition_id);
}
} // namespace WorkModule
namespace ControlModule {
int get_attack_air_kind_replace(u64 module_accessor) {
// call original
u64 control_module = load_module(module_accessor, 0x48);
int (*get_attack_air_kind)(u64) =
(int (*)(u64))load_module_impl(control_module, 0x3B0);
int kind = get_attack_air_kind(control_module);
if (is_training_mode() && is_operation_cpu(module_accessor)) {
if (TOGGLE_STATE == MASH_ATTACK) {
switch (ATTACK_STATE) {
case MASH_NAIR:
kind = FIGHTER_COMMAND_ATTACK_AIR_KIND_N; break;
case MASH_FAIR:
kind = FIGHTER_COMMAND_ATTACK_AIR_KIND_F; break;
case MASH_BAIR:
kind = FIGHTER_COMMAND_ATTACK_AIR_KIND_B; break;
case MASH_UPAIR:
kind = FIGHTER_COMMAND_ATTACK_AIR_KIND_HI; break;
case MASH_DAIR:
kind = FIGHTER_COMMAND_ATTACK_AIR_KIND_LW; break;
}
}
if (TOGGLE_STATE == MASH_RANDOM) {
kind = app::sv_math::rand(hash40("fighter"), 5) + 1;
}
}
return kind;
}
int get_command_flag_cat_replace(u64 module_accessor, int category) {
// call original
u64 control_module = load_module(module_accessor, 0x48);
int (*get_command_flag_cat)(u64, int) =
(int (*)(u64, int))load_module_impl(control_module, 0x350);
int flag = get_command_flag_cat(control_module, category);
if (is_training_mode() && is_operation_cpu(module_accessor)) {
if (is_in_hitstun(module_accessor)) {
if (TOGGLE_STATE == MASH_AIRDODGE)
if (category == FIGHTER_PAD_COMMAND_CATEGORY1)
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE;
if (TOGGLE_STATE == MASH_JUMP)
if (category == FIGHTER_PAD_COMMAND_CATEGORY1)
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
if (TOGGLE_STATE == MASH_ATTACK)
if (category == FIGHTER_PAD_COMMAND_CATEGORY1) {
switch (ATTACK_STATE) {
case MASH_NAIR:
case MASH_FAIR:
case MASH_BAIR:
case MASH_UPAIR:
case MASH_DAIR:
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N; break;
case MASH_NEUTRAL_B:
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N; break;
case MASH_SIDE_B:
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S; break;
case MASH_UP_B:
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI; break;
case MASH_DOWN_B:
flag |= FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW; break;
}
}
if (TOGGLE_STATE == MASH_RANDOM)
if (category == FIGHTER_PAD_COMMAND_CATEGORY1) {
int situation_kind = StatusModule::situation_kind(module_accessor);
if (situation_kind == SITUATION_KIND_AIR) {
const int NUM_AIR_COMMANDS = 11;
int random_commands[NUM_AIR_COMMANDS] = {
FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE,
FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON,
// one for each aerial
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW,
};
int random_cmd_index = app::sv_math::rand(hash40("fighter"), NUM_AIR_COMMANDS);
flag |= random_commands[random_cmd_index];
} else if (situation_kind == SITUATION_KIND_GROUND) {
const int NUM_GROUND_COMMANDS = 16;
int random_commands[NUM_GROUND_COMMANDS] = {
FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S3,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI3,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S4,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI4,
FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW4,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI,
FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW,
FIGHTER_PAD_CMD_CAT1_FLAG_CATCH,
FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE,
FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F,
FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B,
};
int random_cmd_index = app::sv_math::rand(hash40("fighter"), NUM_GROUND_COMMANDS);
flag |= random_commands[random_cmd_index];
}
}
}
}
return flag;
}
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;
if (TOGGLE_STATE == MASH_AIRDODGE && is_in_hitstun(module_accessor))
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(module_accessor,
FIGHTER_STATUS_KIND_WAIT, 0); else if (*save_state_situation_kind ==
SITUATION_KIND_AIR)
StatusModule::change_status_request(module_accessor,
FIGHTER_STATUS_KIND_FALL, 0); else if (*save_state_situation_kind ==
SITUATION_KIND_CLIFF)
StatusModule::change_status_request(module_accessor,
FIGHTER_STATUS_KIND_CLIFF_CATCH, 0);
*/
}
// Grab + Dpad down: 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_bind40ControlModule__get_command_flag_cat_implEPNS_26BattleObjectModuleAccessorEi",
(u64)&ControlModule::get_command_flag_cat_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);
// Ledge options
SaltySD_function_replace_sym(
"_ZN3app8lua_bind39WorkModule__enable_transition_term_implEPNS_26BattleObjectModuleAccessorEi",
(u64)&WorkModule::enable_transition_term_replace);
// Mash attack
SaltySD_function_replace_sym(
"_ZN3app8lua_bind39ControlModule__get_attack_air_kind_implEPNS_26BattleObjectModuleAccessorE",
(u64)&ControlModule::get_attack_air_kind_replace);
// Save states: in beta
/*SaltySD_function_replace_sym(
"_ZN3app8lua_bind32ControlModule__get_pad_flag_implEPNS_26BattleObjectModuleAccessorE",
(u64)&ControlModule::get_pad_flag_replace);*/
}
#endif // TRAINING_MODS_H