UNPKG

slp-enforcer

Version:

Finds violations of the Melee Controller Ruleset by inspecting SLP files

179 lines (178 loc) 7.88 kB
"use strict"; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); const events_1 = require("events"); const last_1 = __importDefault(require("lodash/last")); const common_1 = require("./common"); var ComboEvent; (function (ComboEvent) { ComboEvent["COMBO_START"] = "COMBO_START"; ComboEvent["COMBO_EXTEND"] = "COMBO_EXTEND"; ComboEvent["COMBO_END"] = "COMBO_END"; })(ComboEvent = exports.ComboEvent || (exports.ComboEvent = {})); class ComboComputer extends events_1.EventEmitter { constructor() { super(...arguments); this.playerPermutations = new Array(); this.state = new Map(); this.combos = new Array(); this.settings = null; } setup(settings) { // Reset the state this.settings = settings; this.state = new Map(); this.combos = []; this.playerPermutations = common_1.getSinglesPlayerPermutationsFromSettings(settings); this.playerPermutations.forEach((indices) => { const playerState = { combo: null, move: null, resetCounter: 0, lastHitAnimation: null, event: null, }; this.state.set(indices, playerState); }); } processFrame(frame, allFrames) { this.playerPermutations.forEach((indices) => { const state = this.state.get(indices); if (state) { handleComboCompute(allFrames, state, indices, frame, this.combos); // Emit an event for the new combo if (state.event !== null) { this.emit(state.event, { combo: last_1.default(this.combos), settings: this.settings, }); state.event = null; } } }); } fetch() { return this.combos; } } exports.ComboComputer = ComboComputer; function handleComboCompute(frames, state, indices, frame, combos) { 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 = null; let prevOpponentFrame = null; if (frames[prevFrameNumber]) { prevPlayerFrame = frames[prevFrameNumber].players[indices.playerIndex].post; prevOpponentFrame = frames[prevFrameNumber].players[indices.opponentIndex].post; } const oppActionStateId = opponentFrame.actionStateId; const opntIsDamaged = common_1.isDamaged(oppActionStateId); const opntIsGrabbed = common_1.isGrabbed(oppActionStateId); const opntIsCommandGrabbed = common_1.isCommandGrabbed(oppActionStateId); const opntDamageTaken = prevOpponentFrame ? common_1.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 // null and null < null = 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 = null; } // If opponent took damage and was put in some kind of stun this frame, either // start a combo or count the moves for the existing combo if (opntIsDamaged || opntIsGrabbed || opntIsCommandGrabbed) { let comboStarted = false; if (!state.combo) { state.combo = { playerIndex: indices.opponentIndex, startFrame: currentFrameNumber, endFrame: null, startPercent: prevOpponentFrame ? (_a = prevOpponentFrame.percent) !== null && _a !== void 0 ? _a : 0 : 0, currentPercent: (_b = opponentFrame.percent) !== null && _b !== void 0 ? _b : 0, endPercent: null, moves: [], didKill: false, lastHitBy: indices.playerIndex, }; combos.push(state.combo); // Track whether this is a new combo or not comboStarted = true; } 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.combo.moves.push(state.move); // Make sure we don't overwrite the START event if (!comboStarted) { state.event = ComboEvent.COMBO_EXTEND; } } 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 : null; } if (comboStarted) { state.event = ComboEvent.COMBO_START; } } if (!state.combo) { // The rest of the function handles combo termination logic, so if we don't // have a combo started, there is no need to continue return; } const opntIsTeching = common_1.isTeching(oppActionStateId); const opntIsDowned = common_1.isDown(oppActionStateId); const opntDidLoseStock = prevOpponentFrame && common_1.didLoseStock(opponentFrame, prevOpponentFrame); const opntIsDying = common_1.isDead(oppActionStateId); // Update percent if opponent didn't lose stock if (!opntDidLoseStock) { state.combo.currentPercent = (_c = opponentFrame.percent) !== null && _c !== void 0 ? _c : 0; } if (opntIsDamaged || opntIsGrabbed || opntIsCommandGrabbed || opntIsTeching || opntIsDowned || opntIsDying) { // If opponent got grabbed or damaged, reset the reset counter state.resetCounter = 0; } else { state.resetCounter += 1; } let shouldTerminate = false; // Termination condition 1 - player kills opponent if (opntDidLoseStock) { state.combo.didKill = true; shouldTerminate = true; } // Termination condition 2 - combo resets on time if (state.resetCounter > common_1.Timers.COMBO_STRING_RESET_FRAMES) { shouldTerminate = true; } // If combo should terminate, mark the end states and add it to list if (shouldTerminate) { state.combo.endFrame = playerFrame.frame; state.combo.endPercent = prevOpponentFrame ? (_d = prevOpponentFrame.percent) !== null && _d !== void 0 ? _d : 0 : 0; state.event = ComboEvent.COMBO_END; state.combo = null; state.move = null; } }