sm64coopdx/mods/arena/arena-moveset.lua

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Lua
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2023-12-16 19:57:24 +01:00
if SM64COOPDX_VERSION == nil then return end
2023-12-16 15:07:37 +01:00
----------------
-- Teching v2 --
----------------
local TECH_KB = {
[ACT_GROUND_BONK] = ACT_BACKWARD_ROLLOUT,
[ACT_BACKWARD_GROUND_KB] = ACT_BACKWARD_ROLLOUT,
[ACT_HARD_BACKWARD_GROUND_KB] = ACT_BACKWARD_ROLLOUT,
[ACT_HARD_FORWARD_GROUND_KB] = ACT_FORWARD_ROLLOUT,
[ACT_FORWARD_GROUND_KB] = ACT_FORWARD_ROLLOUT,
}
local tech_tmr = 0
local function mario_on_set_action(m)
if TECH_KB[m.action] then
tech_tmr = 0
end
end
local function mario_update(m)
if TECH_KB[m.action] then
tech_tmr = tech_tmr + 1
if tech_tmr <= 9.9 and (m.input & INPUT_Z_PRESSED) ~= 0 then
m.vel.y = 21.0
m.particleFlags = m.particleFlags | ACTIVE_PARTICLE_SPARKLES
tech_tmr = 0
return set_mario_action(m, TECH_KB[m.action], 1)
end
end
end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
---------------------------------------------
-- Jump and Crouch Leniency by SMS Alfredo --
---------------------------------------------
gGlobalSyncTable.jumpLeniency = 5
--Actions you're allowed leniency out of
LNCY_AIR_ACTIONS = {
[ACT_BACKFLIP_LAND] = true,
[ACT_BACKFLIP_LAND_STOP] = true,
[ACT_BEGIN_SLIDING] = true,
[ACT_BRAKING] = true,
[ACT_BRAKING_STOP] = true,
[ACT_BURNING_FALL] = true,
[ACT_BURNING_GROUND] = true,
[ACT_BUTT_SLIDE] = true,
[ACT_BUTT_SLIDE_AIR] = true,
[ACT_BUTT_SLIDE_STOP] = true,
[ACT_COUGHING] = true,
[ACT_CRAWLING] = true,
[ACT_CROUCHING] = true,
[ACT_CROUCH_SLIDE] = true,
[ACT_DECELERATING] = true,
[ACT_DIVE_SLIDE] = true,
[ACT_DOUBLE_JUMP_LAND] = true,
[ACT_DOUBLE_JUMP_LAND_STOP] = true,
[ACT_FINISH_TURNING_AROUND] = true,
[ACT_FREEFALL] = true,
[ACT_FREEFALL_LAND] = true,
[ACT_FREEFALL_LAND_STOP] = true,
[ACT_HOLD_BUTT_SLIDE] = true,
[ACT_HOLD_BUTT_SLIDE_AIR] = true,
[ACT_HOLD_BUTT_SLIDE_STOP] = true,
[ACT_HOLD_DECELERATING] = true,
[ACT_HOLD_FREEFALL] = true,
[ACT_HOLD_FREEFALL_LAND] = true,
[ACT_HOLD_FREEFALL_LAND_STOP] = true,
[ACT_HOLD_HEAVY_IDLE] = true,
[ACT_HOLD_HEAVY_WALKING] = true,
[ACT_HOLD_JUMP_LAND] = true,
[ACT_HOLD_JUMP_LAND_STOP] = true,
[ACT_HOLD_METAL_WATER_FALLING] = true,
[ACT_HOLD_METAL_WATER_FALL_LAND] = true,
[ACT_HOLD_METAL_WATER_JUMP_LAND] = true,
[ACT_HOLD_METAL_WATER_STANDING] = true,
[ACT_HOLD_METAL_WATER_WALKING] = true,
[ACT_HOLD_QUICKSAND_JUMP_LAND] = true,
[ACT_HOLD_STOMACH_SLIDE] = true,
[ACT_HOLD_WALKING] = true,
[ACT_IDLE] = true,
[ACT_IN_QUICKSAND] = true,
[ACT_JUMP_LAND] = true,
[ACT_JUMP_LAND_STOP] = true,
[ACT_LAVA_BOOST_LAND] = true,
[ACT_LONG_JUMP_LAND] = true,
[ACT_LONG_JUMP_LAND_STOP] = true,
[ACT_METAL_WATER_FALLING] = true,
[ACT_METAL_WATER_FALL_LAND] = true,
[ACT_METAL_WATER_JUMP_LAND] = true,
[ACT_METAL_WATER_STANDING] = true,
[ACT_METAL_WATER_WALKING] = true,
[ACT_MOVE_PUNCHING] = true,
[ACT_PUNCHING] = true,
[ACT_SIDE_FLIP_LAND] = true,
[ACT_SIDE_FLIP_LAND_STOP] = true,
[ACT_SLIDE_KICK_SLIDE] = true,
[ACT_SLIDE_KICK_SLIDE_STOP] = true,
[ACT_STANDING_AGAINST_WALL] = true,
[ACT_START_CRAWLING] = true,
[ACT_START_CROUCHING] = true,
[ACT_STOMACH_SLIDE] = true,
[ACT_STOMACH_SLIDE_STOP] = true,
[ACT_STOP_CRAWLING] = true,
[ACT_STOP_CROUCHING] = true,
[ACT_TRIPLE_JUMP_LAND] = true,
[ACT_TRIPLE_JUMP_LAND_STOP] = true,
[ACT_TURNING_AROUND] = true,
[ACT_WALKING] = true,
}
--Special jump actions for certain actions
LNCY_TRANS = {
[ACT_JUMP_LAND] = ACT_DOUBLE_JUMP,
[ACT_JUMP_LAND_STOP] = ACT_DOUBLE_JUMP,
[ACT_DOUBLE_JUMP_LAND] = ACT_TRIPLE_JUMP,
[ACT_DOUBLE_JUMP_LAND_STOP] = ACT_TRIPLE_JUMP,
[ACT_FINISH_TURNING_AROUND] = ACT_SIDE_FLIP,
[ACT_TURNING_AROUND] = ACT_SIDE_FLIP,
[ACT_DIVE] = ACT_FORWARD_ROLLOUT,
[ACT_DIVE_SLIDE] = ACT_FORWARD_ROLLOUT,
[ACT_SLIDE_KICK] = ACT_FORWARD_ROLLOUT,
[ACT_SLIDE_KICK_SLIDE] = ACT_FORWARD_ROLLOUT,
[ACT_SLIDE_KICK_SLIDE_STOP] = ACT_FORWARD_ROLLOUT,
[ACT_STOMACH_SLIDE] = ACT_FORWARD_ROLLOUT,
[ACT_STOMACH_SLIDE_STOP] = ACT_FORWARD_ROLLOUT,
[ACT_DIVE_PICKING_UP] = ACT_HOLD_JUMP,
[ACT_HOLD_BUTT_SLIDE] = ACT_HOLD_JUMP,
[ACT_HOLD_BUTT_SLIDE_AIR] = ACT_HOLD_JUMP,
[ACT_HOLD_BUTT_SLIDE_STOP] = ACT_HOLD_JUMP,
[ACT_HOLD_DECELERATING] = ACT_HOLD_JUMP,
[ACT_HOLD_FREEFALL] = ACT_HOLD_JUMP,
[ACT_HOLD_FREEFALL_LAND] = ACT_HOLD_JUMP,
[ACT_HOLD_FREEFALL_LAND_STOP] = ACT_HOLD_JUMP,
[ACT_HOLD_HEAVY_IDLE] = ACT_HOLD_JUMP,
[ACT_HOLD_HEAVY_WALKING] = ACT_HOLD_JUMP,
[ACT_HOLD_JUMP_LAND] = ACT_HOLD_JUMP,
[ACT_HOLD_JUMP_LAND_STOP] = ACT_HOLD_JUMP,
[ACT_HOLD_METAL_WATER_FALLING] = ACT_HOLD_METAL_WATER_JUMP,
[ACT_HOLD_METAL_WATER_FALL_LAND] = ACT_HOLD_METAL_WATER_JUMP,
[ACT_HOLD_METAL_WATER_JUMP_LAND] = ACT_HOLD_METAL_WATER_JUMP,
[ACT_HOLD_METAL_WATER_STANDING] = ACT_HOLD_METAL_WATER_JUMP,
[ACT_HOLD_METAL_WATER_WALKING] = ACT_HOLD_METAL_WATER_JUMP,
[ACT_METAL_WATER_FALLING] = ACT_METAL_WATER_JUMP,
[ACT_METAL_WATER_FALL_LAND] = ACT_METAL_WATER_JUMP,
[ACT_METAL_WATER_JUMP_LAND] = ACT_METAL_WATER_JUMP,
[ACT_METAL_WATER_STANDING] = ACT_METAL_WATER_JUMP,
[ACT_METAL_WATER_WALKING] = ACT_METAL_WATER_JUMP,
}
gStateExtras = {}
--Custom Variables
for i=0,(MAX_PLAYERS-1) do
gStateExtras[i] = {}
local e = gStateExtras[i]
e.jumpLeniency = 0 --Jump Leniency timer
e.lncyWallkick = 0 --Controls Wall Kicking being as lenient as Jump Leniency
end
--Main function
--- @param m MarioState
function jump_leniency(m)
local e = gStateExtras[m.playerIndex]
--Air Jump Leniency (pressing A late after having fallen off a ledge)
if gGlobalSyncTable.jumpLeniency > 0
and (m.action & ACT_FLAG_AIR) ~= 0
and LNCY_AIR_ACTIONS[m.prevAction] ~= nil
and LNCY_AIR_ACTIONS[m.action] ~= nil then
e.jumpLeniency = e.jumpLeniency + 1
if e.jumpLeniency <= gGlobalSyncTable.jumpLeniency
and (m.controller.buttonPressed & A_BUTTON) ~= 0 then
m.flags = m.flags | MARIO_ACTION_SOUND_PLAYED
local trans = LNCY_TRANS[m.prevAction]
if trans == ACT_TRIPLE_JUMP then
set_triple_jump_action(m, trans, 0)
elseif trans ~= nil then
set_mario_action(m, trans, 0)
elseif (m.input & INPUT_Z_DOWN) ~= 0
and (m.forwardVel > 10.0) then
set_mario_action(m, ACT_LONG_JUMP, 0)
else
set_mario_action(m, ACT_JUMP, 0)
end
end
else
e.jumpLeniency = 0
end
--Make wall kick timing also match the Jump Leniency
if e.lncyWallkick ~= m.wallKickTimer then
if e.lncyWallkick == 0 then
m.wallKickTimer = math.max(m.wallKickTimer, gGlobalSyncTable.jumpLeniency)
end
e.lncyWallkick = m.wallKickTimer
end
end
hook_event(HOOK_BEFORE_MARIO_UPDATE, jump_leniency)
--Crouching
--Actions you're allowed leniency out of
--LNCY_CROUCH allows for crouch leniency
LNCY_GROUND = 1
LNCY_CROUCH = 2
LNCY_GROUND_ACTIONS = {
[ACT_BACKFLIP_LAND] = LNCY_GROUND,
[ACT_BACKFLIP_LAND_STOP] = LNCY_GROUND,
[ACT_BRAKING] = LNCY_CROUCH,
[ACT_COUGHING] = LNCY_CROUCH,
[ACT_CROUCHING] = LNCY_GROUND,
[ACT_DECELERATING] = LNCY_CROUCH,
[ACT_DOUBLE_JUMP_LAND] = LNCY_GROUND,
[ACT_DOUBLE_JUMP_LAND_STOP] = LNCY_GROUND,
[ACT_FINISH_TURNING_AROUND] = LNCY_GROUND,
[ACT_FREEFALL_LAND] = LNCY_GROUND,
[ACT_FREEFALL_LAND_STOP] = LNCY_GROUND,
[ACT_HOLD_DECELERATING] = LNCY_CROUCH,
[ACT_HOLD_FREEFALL_LAND] = LNCY_GROUND,
[ACT_HOLD_FREEFALL_LAND_STOP] = LNCY_GROUND,
[ACT_JUMP_LAND] = LNCY_GROUND,
[ACT_JUMP_LAND_STOP] = LNCY_GROUND,
[ACT_LONG_JUMP_LAND] = LNCY_GROUND,
[ACT_LONG_JUMP_LAND_STOP] = LNCY_GROUND,
[ACT_PUNCHING] = LNCY_GROUND,
[ACT_SIDE_FLIP_LAND] = LNCY_GROUND,
[ACT_SIDE_FLIP_LAND_STOP] = LNCY_GROUND,
[ACT_STANDING_AGAINST_WALL] = LNCY_CROUCH,
[ACT_START_CROUCHING] = LNCY_GROUND,
[ACT_STOP_CROUCHING] = LNCY_GROUND,
[ACT_TRIPLE_JUMP_LAND] = LNCY_GROUND,
[ACT_TRIPLE_JUMP_LAND_STOP] = LNCY_GROUND,
[ACT_TURNING_AROUND] = LNCY_CROUCH,
[ACT_WALKING] = LNCY_CROUCH,
}
--Main function
--- @param m MarioState
function crouch_leniency(m)
--Ground Jump Leniency (pressing Z and A/B together)
if (m.action & ACT_FLAG_AIR) == 0
and LNCY_GROUND_ACTIONS[m.action] ~= nil and LNCY_GROUND_ACTIONS[m.action] >= LNCY_GROUND
and (m.controller.buttonDown & Z_TRIG) ~= 0 then
if (m.controller.buttonPressed & (A_BUTTON|B_BUTTON)) ~= 0 then
--Standing actions
if (m.action & ACT_FLAG_STATIONARY) ~= 0 then
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
set_jumping_action(m, ACT_BACKFLIP, 0)
else
set_mario_action(m, ACT_PUNCHING, 9)
end
--Moving actions
elseif m.forwardVel > 10.0 then
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
set_jumping_action(m, ACT_LONG_JUMP, 0)
else
set_mario_action(m, ACT_SLIDE_KICK, 0)
end
end
--Crouch Leniency (hold Z to crouch instead of needing to press it)
elseif LNCY_GROUND_ACTIONS[m.action] >= LNCY_CROUCH then
set_mario_action(m, (m.action & ACT_FLAG_STATIONARY) == 0 and ACT_CROUCH_SLIDE or ACT_START_CROUCHING, 0)
end
end
end
hook_event(HOOK_BEFORE_MARIO_UPDATE, crouch_leniency)