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@slippi/slippi-js

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'use strict'; var filter = require('lodash/filter'); var get = require('lodash/get'); var groupBy = require('lodash/groupBy'); var last = require('lodash/last'); var orderBy = require('lodash/orderBy'); var typedEventEmitter = require('../utils/typedEventEmitter.cjs'); var common = require('./common.cjs'); class ConversionComputer extends typedEventEmitter.TypedEventEmitter { constructor() { super(); this.playerPermutations = []; this.conversions = []; this.state = new Map(); this.metadata = { lastEndFrameByOppIdx: {}, }; } setup(settings) { // Reset the state this.playerPermutations = common.getSinglesPlayerPermutationsFromSettings(settings); this.conversions = []; this.state = new Map(); this.metadata = { lastEndFrameByOppIdx: {}, }; this.settings = settings; this.playerPermutations.forEach((indices) => { const playerState = { conversion: undefined, move: undefined, resetCounter: 0, lastHitAnimation: undefined, }; this.state.set(indices, playerState); }); } processFrame(frame, allFrames) { this.playerPermutations.forEach((indices) => { const state = this.state.get(indices); if (state) { const terminated = handleConversionCompute(allFrames, state, indices, frame, this.conversions); if (terminated) { this.emit("CONVERSION", { combo: last(this.conversions), settings: this.settings, }); } } }); } fetch() { this._populateConversionTypes(); return this.conversions; } _populateConversionTypes() { // Post-processing step: set the openingTypes const conversionsToHandle = filter(this.conversions, (conversion) => { return conversion.openingType === "unknown"; }); // Group new conversions by startTime and sort const groupedConversions = groupBy(conversionsToHandle, "startFrame"); const sortedConversions = orderBy(groupedConversions, (conversions) => get(conversions, [0, "startFrame"])); // Set the opening types on the conversions we need to handle sortedConversions.forEach((conversions) => { const isTrade = conversions.length >= 2; conversions.forEach((conversion) => { // Set end frame for this conversion this.metadata.lastEndFrameByOppIdx[conversion.playerIndex] = conversion.endFrame; if (isTrade) { // If trade, just short-circuit conversion.openingType = "trade"; return; } // If not trade, check the opponent endFrame const lastMove = last(conversion.moves); const oppEndFrame = this.metadata.lastEndFrameByOppIdx[lastMove ? lastMove.playerIndex : conversion.playerIndex]; const isCounterAttack = oppEndFrame && oppEndFrame > conversion.startFrame; conversion.openingType = isCounterAttack ? "counter-attack" : "neutral-win"; }); }); } } function handleConversionCompute(frames, state, indices, frame, conversions) { var _a, _b, _c, _d; const currentFrameNumber = frame.frame; const playerFrame = frame.players[indices.playerIndex].post; const opponentFrame = frame.players[indices.opponentIndex].post; const prevFrameNumber = currentFrameNumber - 1; let prevPlayerFrame = undefined; let prevOpponentFrame = undefined; if (frames[prevFrameNumber]) { prevPlayerFrame = frames[prevFrameNumber].players[indices.playerIndex].post; prevOpponentFrame = frames[prevFrameNumber].players[indices.opponentIndex].post; } const oppActionStateId = opponentFrame.actionStateId; const opntIsDamaged = common.isDamaged(oppActionStateId); const opntIsGrabbed = common.isGrabbed(oppActionStateId); const opntIsCommandGrabbed = common.isCommandGrabbed(oppActionStateId); const opntDamageTaken = prevOpponentFrame ? common.calcDamageTaken(opponentFrame, prevOpponentFrame) : 0; // Keep track of whether actionState changes after a hit. Used to compute move count // When purely using action state there was a bug where if you did two of the same // move really fast (such as ganon's jab), it would count as one move. Added // the actionStateCounter at this point which counts the number of frames since // an animation started. Should be more robust, for old files it should always be // undefined and undefined < undefined = false const actionChangedSinceHit = playerFrame.actionStateId !== state.lastHitAnimation; const actionCounter = playerFrame.actionStateCounter; const prevActionCounter = prevPlayerFrame ? prevPlayerFrame.actionStateCounter : 0; const actionFrameCounterReset = actionCounter < prevActionCounter; if (actionChangedSinceHit || actionFrameCounterReset) { state.lastHitAnimation = undefined; } // If opponent took damage and was put in some kind of stun this frame, either // start a conversion or if (opntIsDamaged || opntIsGrabbed || opntIsCommandGrabbed) { if (!state.conversion) { state.conversion = { playerIndex: indices.opponentIndex, lastHitBy: indices.playerIndex, startFrame: currentFrameNumber, endFrame: undefined, startPercent: prevOpponentFrame ? (_a = prevOpponentFrame.percent) !== null && _a !== void 0 ? _a : 0 : 0, currentPercent: (_b = opponentFrame.percent) !== null && _b !== void 0 ? _b : 0, endPercent: undefined, moves: [], didKill: false, openingType: "unknown", // Will be updated later }; conversions.push(state.conversion); } if (opntDamageTaken) { // If animation of last hit has been cleared that means this is a new move. This // prevents counting multiple hits from the same move such as fox's drill if (state.lastHitAnimation == null) { state.move = { playerIndex: indices.playerIndex, frame: currentFrameNumber, moveId: playerFrame.lastAttackLanded, hitCount: 0, damage: 0, }; state.conversion.moves.push(state.move); } if (state.move) { state.move.hitCount += 1; state.move.damage += opntDamageTaken; } // Store previous frame animation to consider the case of a trade, the previous // frame should always be the move that actually connected... I hope state.lastHitAnimation = prevPlayerFrame ? prevPlayerFrame.actionStateId : undefined; } } if (!state.conversion) { // The rest of the function handles conversion termination logic, so if we don't // have a conversion started, there is no need to continue return false; } const opntInControl = common.isInControl(oppActionStateId); const opntDidLoseStock = prevOpponentFrame && common.didLoseStock(opponentFrame, prevOpponentFrame); // Update percent if opponent didn't lose stock if (!opntDidLoseStock) { state.conversion.currentPercent = (_c = opponentFrame.percent) !== null && _c !== void 0 ? _c : 0; } if (opntIsDamaged || opntIsGrabbed || opntIsCommandGrabbed) { // If opponent got grabbed or damaged, reset the reset counter state.resetCounter = 0; } const shouldStartResetCounter = state.resetCounter === 0 && opntInControl; const shouldContinueResetCounter = state.resetCounter > 0; if (shouldStartResetCounter || shouldContinueResetCounter) { // This will increment the reset timer under the following conditions: // 1) if we were punishing opponent but they have now entered an actionable state // 2) if counter has already started counting meaning opponent has entered actionable state state.resetCounter += 1; } let shouldTerminate = false; // Termination condition 1 - player kills opponent if (opntDidLoseStock) { state.conversion.didKill = true; shouldTerminate = true; } // Termination condition 2 - conversion resets on time if (state.resetCounter > common.Timers.PUNISH_RESET_FRAMES) { shouldTerminate = true; } // If conversion should terminate, mark the end states and add it to list if (shouldTerminate) { state.conversion.endFrame = playerFrame.frame; state.conversion.endPercent = prevOpponentFrame ? (_d = prevOpponentFrame.percent) !== null && _d !== void 0 ? _d : 0 : 0; state.conversion = undefined; state.move = undefined; } return shouldTerminate; } exports.ConversionComputer = ConversionComputer;