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UltimateTrainingModpack/src/training/combo.rs
2023-02-10 22:02:56 -08:00

154 lines
5.5 KiB
Rust

use skyline::nn::ui2d::ResColor;
use training_mod_consts::OnOff;
use crate::common::consts::FighterId;
use crate::common::*;
use crate::training::*;
pub static mut FRAME_ADVANTAGE: i32 = 0;
static mut PLAYER_ACTIONABLE: bool = false;
static mut CPU_ACTIONABLE: bool = false;
static mut PLAYER_ACTIVE_FRAME: u32 = 0;
static mut CPU_ACTIVE_FRAME: u32 = 0;
static mut FRAME_ADVANTAGE_CHECK: bool = false;
static mut FRAME_COUNTER_INDEX: usize = 0;
pub fn init() {
unsafe {
FRAME_COUNTER_INDEX = frame_counter::register_counter();
}
}
unsafe fn _was_in_hitstun(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
let prev_status = StatusModule::prev_status_kind(module_accessor, 0);
(*FIGHTER_STATUS_KIND_DAMAGE..*FIGHTER_STATUS_KIND_DAMAGE_FALL).contains(&prev_status)
}
unsafe fn was_in_shieldstun(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
let prev_status = StatusModule::prev_status_kind(module_accessor, 0);
prev_status == FIGHTER_STATUS_KIND_GUARD_DAMAGE
}
macro_rules! actionable_statuses {
() => {
vec![
FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR,
FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR,
FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON,
FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE,
]
};
}
unsafe fn is_actionable(module_accessor: *mut app::BattleObjectModuleAccessor) -> bool {
actionable_statuses!().iter().any(|actionable_transition| {
WorkModule::is_enable_transition_term(module_accessor, **actionable_transition)
}) || CancelModule::is_enable_cancel(module_accessor)
}
fn update_frame_advantage(new_frame_adv: i32) {
unsafe {
FRAME_ADVANTAGE = new_frame_adv;
if MENU.frame_advantage == OnOff::On {
ui::notifications::clear_notifications("Frame Advantage");
ui::notifications::color_notification(
"Frame Advantage".to_string(),
format!("{FRAME_ADVANTAGE}"),
60,
match FRAME_ADVANTAGE {
x if x < 0 => ResColor { r: 200, g: 8, b: 8, a: 255 },
x if x == 0 => ResColor { r: 0, g: 0, b: 0, a: 255 },
_ => ResColor { r: 31, g: 198, b: 0, a: 255 },
}
);
}
}
}
pub unsafe fn is_enable_transition_term(
module_accessor: *mut app::BattleObjectModuleAccessor,
transition_term: i32,
is: bool,
) {
let entry_id_int = WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID);
if entry_id_int != (FighterId::Player as i32) {
return;
}
// Extra check later in the frame.
// This is in the case that the transition term becomes enabled after our initial check
// and the user buffers that action on that frame.
if !PLAYER_ACTIONABLE
&& ((is
&& actionable_statuses!()
.iter()
.any(|actionable_transition| *actionable_transition == transition_term))
|| (CancelModule::is_enable_cancel(module_accessor)))
{
PLAYER_ACTIVE_FRAME = frame_counter::get_frame_count(FRAME_COUNTER_INDEX);
PLAYER_ACTIONABLE = true;
// if both are now active
if PLAYER_ACTIONABLE && CPU_ACTIONABLE && FRAME_ADVANTAGE_CHECK {
let cpu_module_accessor = get_module_accessor(FighterId::CPU);
if was_in_shieldstun(cpu_module_accessor) {
update_frame_advantage(
(CPU_ACTIVE_FRAME as i64 - PLAYER_ACTIVE_FRAME as i64) as i32,
);
}
frame_counter::stop_counting(FRAME_COUNTER_INDEX);
FRAME_ADVANTAGE_CHECK = false;
}
}
}
pub unsafe fn get_command_flag_cat(module_accessor: &mut app::BattleObjectModuleAccessor) {
let entry_id_int = WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID);
// do only once.
if entry_id_int != (FighterId::Player as i32) {
return;
}
let player_module_accessor = get_module_accessor(FighterId::Player);
let cpu_module_accessor = get_module_accessor(FighterId::CPU);
// Use to factor in that we should only update frame advantage if
// there's been a hit that connects
// if AttackModule::is_infliction(
// player_module_accessor,
// *COLLISION_KIND_MASK_HIT | *COLLISION_KIND_MASK_SHIELD) {
// the frame the fighter *becomes* actionable
if !CPU_ACTIONABLE && is_actionable(cpu_module_accessor) {
CPU_ACTIVE_FRAME = frame_counter::get_frame_count(FRAME_COUNTER_INDEX);
}
if !PLAYER_ACTIONABLE && is_actionable(player_module_accessor) {
PLAYER_ACTIVE_FRAME = frame_counter::get_frame_count(FRAME_COUNTER_INDEX);
}
CPU_ACTIONABLE = is_actionable(cpu_module_accessor);
PLAYER_ACTIONABLE = is_actionable(player_module_accessor);
// if neither are active
if !CPU_ACTIONABLE && !PLAYER_ACTIONABLE {
if !FRAME_ADVANTAGE_CHECK {
frame_counter::reset_frame_count(FRAME_COUNTER_INDEX);
frame_counter::start_counting(FRAME_COUNTER_INDEX);
}
FRAME_ADVANTAGE_CHECK = true;
}
// if both are now active
if PLAYER_ACTIONABLE && CPU_ACTIONABLE && FRAME_ADVANTAGE_CHECK {
if was_in_shieldstun(cpu_module_accessor) {
update_frame_advantage((CPU_ACTIVE_FRAME as i64 - PLAYER_ACTIVE_FRAME as i64) as i32);
}
frame_counter::stop_counting(FRAME_COUNTER_INDEX);
FRAME_ADVANTAGE_CHECK = false;
}
}