sm64coopdx/mods/shell-rush/actions.lua

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2022-03-31 03:15:17 +00:00
gExtraMarioState = { }
for i = 0, (MAX_PLAYERS - 1) do
gExtraMarioState[i] = { }
gExtraMarioState[i].lastY = 0
end
function race_get_slope_physics(m)
local friction = 0.96
local force = 3
if mario_floor_is_slope(m) ~= 0 then
local slopeClass = 0
if m.action ~= ACT_SOFT_BACKWARD_GROUND_KB and m.action ~= ACT_SOFT_FORWARD_GROUND_KB then
slopeClass = mario_get_floor_class(m)
end
if slopeClass == SURFACE_CLASS_VERY_SLIPPERY then
friction = 0.98
force = 3.3
elseif slopeClass == SURFACE_CLASS_SLIPPERY then
friction = 0.97
force = 3.2
end
end
return {
force = force,
friction = friction,
}
end
function race_apply_slope_accel(m)
local physics = race_get_slope_physics(m)
local floor = m.floor
local floorNormal = m.floor.normal
local mTheta = m.faceAngle.y
local mSpeed = m.forwardVel * 1.5 * gGlobalSyncTable.speed
if mSpeed > 135 * gGlobalSyncTable.speed then mSpeed = 135 * gGlobalSyncTable.speed end
local mDir = {
x = sins(mTheta),
y = 0,
z = coss(mTheta)
}
m.slideYaw = m.faceAngle.y
m.slideVelX = 0
m.slideVelZ = 0
-- apply direction
local angle = vec3f_angle_between(m.vel, mDir)
local parallel = vec3f_project(m.vel, mDir)
local perpendicular = { x = m.vel.x - parallel.x, y = m.vel.y - parallel.y, z = m.vel.z - parallel.z }
local parallelMag = vec3f_length(parallel)
local perpendicularMag = vec3f_length(perpendicular)
local originalPerpendicularMag = perpendicularMag
if angle >= math.pi / 2 then
parallelMag = -1
elseif parallelMag < mSpeed then
local lastMag = parallelMag
parallelMag = parallelMag * 0.85 + mSpeed * 0.15
perpendicularMag = perpendicularMag - (parallelMag - lastMag) * 0.12
if perpendicularMag < 0 then perpendicularMag = 0 end
end
vec3f_normalize(parallel)
vec3f_normalize(perpendicular)
vec3f_non_nan(parallel)
vec3f_non_nan(perpendicular)
local combined = {
x = parallel.x * parallelMag + perpendicular.x * perpendicularMag,
y = parallel.y * parallelMag + perpendicular.y * perpendicularMag,
z = parallel.z * parallelMag + perpendicular.z * perpendicularMag,
}
m.vel.x = combined.x
m.vel.z = combined.z
-- apply friction
m.vel.x = m.vel.x * physics.friction
m.vel.z = m.vel.z * physics.friction
m.vel.y = 0.0
-- apply slope
m.vel.x = m.vel.x + physics.force * floorNormal.x
m.vel.z = m.vel.z + physics.force * floorNormal.z
-- apply vanilla forces
local velBeforeVanilla = { x = m.vel.x, y = m.vel.y, z = m.vel.z }
mario_update_moving_sand(m)
mario_update_windy_ground(m)
m.vel.x = m.vel.x * 0.2 + velBeforeVanilla.x * 0.8
m.vel.y = m.vel.y * 0.2 + velBeforeVanilla.y * 0.8
m.vel.z = m.vel.z * 0.2 + velBeforeVanilla.z * 0.8
end
function update_race_shell_speed(m)
local maxTargetSpeed = 0
local targetSpeed = 0
local startForwardVel = m.forwardVel
-- brake
if (m.controller.buttonDown & B_BUTTON) ~= 0 then
m.forwardVel = m.forwardVel * 0.9
end
-- set water level
if m.floorHeight < m.waterLevel then
m.floorHeight = m.waterLevel
m.floor = get_water_surface_pseudo_floor()
m.floor.originOffset = m.waterLevel -- Negative origin offset
end
-- set max target speed
if m.floor ~= nil and m.floor.type == SURFACE_SLOW then
maxTargetSpeed = 48.0
else
maxTargetSpeed = 64.0
end
-- set target speed
targetSpeed = m.intendedMag * 2.0
if targetSpeed > maxTargetSpeed then
targetSpeed = maxTargetSpeed
end
if targetSpeed < 18.0 then
targetSpeed = 18.0
end
-- set speed
if m.forwardVel <= 0.0 then
m.forwardVel = 1.1
elseif m.forwardVel <= targetSpeed + 1.1 then
m.forwardVel = m.forwardVel + 1.1
elseif m.forwardVel > targetSpeed - 1.5 then
m.forwardVel = m.forwardVel - 1.5
elseif m.floor ~= nil and m.floor.normal.y >= 0.95 then
m.forwardVel = m.forwardVel - 1.1
end
if m.forwardVel > 64.0 then
if m.forwardVel > startForwardVel - 3.0 then
m.forwardVel = startForwardVel - 3.0
end
end
local turnSpeed = 0x800
if (m.controller.buttonDown & B_BUTTON) ~= 0 then turnSpeed = 0x650 end
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, turnSpeed, turnSpeed)
race_apply_slope_accel(m)
end
function act_race_shell_ground(m)
if m.actionTimer < 5 then m.actionTimer = m.actionTimer + 1 end
local startYaw = m.faceAngle.y
-- enforce min velocities
if m.forwardVel == 0 then m.forwardVel = 1 end
if vec3f_length(m.vel) == 0 then m.vel.x = 1 end
-- jump
if (m.input & INPUT_A_PRESSED) ~= 0 then
m.vel.x = m.vel.x * 0.9
m.vel.z = m.vel.z * 0.9
return set_mario_action(m, ACT_RIDING_SHELL_JUMP, 0)
end
-- update physics
update_race_shell_speed(m)
-- set animation
if m.actionArg == 0 then
set_mario_animation(m, MARIO_ANIM_START_RIDING_SHELL)
else
set_mario_animation(m, MARIO_ANIM_RIDING_SHELL)
end
local gs = perform_ground_step(m)
if gs == GROUND_STEP_LEFT_GROUND then
m.vel.y = (m.pos.y - gExtraMarioState[m.playerIndex].lastY)
return set_mario_action(m, ACT_RIDING_SHELL_FALL, 0)
elseif gs == GROUND_STEP_HIT_WALL then
-- check if the wall is in the facing direction
local castDir = {
x = sins(m.faceAngle.y) * 200,
y = 0,
z = coss(m.faceAngle.y) * 200
}
local info = collision_find_surface_on_ray(
m.pos.x, m.pos.y + 100, m.pos.z,
castDir.x, castDir.y, castDir.z)
if info.surface ~= nil then
mario_stop_riding_object(m)
play_sound(SOUND_ACTION_BONK, m.marioObj.header.gfx.cameraToObject)
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
m.forwardVel = 0
set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0)
end
end
tilt_body_ground_shell(m, startYaw)
if m.floor.type == SURFACE_BURNING then
play_sound(SOUND_MOVING_RIDING_SHELL_LAVA, m.marioObj.header.gfx.cameraToObject)
else
play_sound(SOUND_MOVING_TERRAIN_RIDING_SHELL, m.marioObj.header.gfx.cameraToObject)
end
adjust_sound_for_speed(m)
reset_rumble_timers(m)
gExtraMarioState[m.playerIndex].lastY = m.pos.y
return 0
end
function act_race_shell_air(m)
if m.actionTimer < 5 then m.actionTimer = m.actionTimer + 1 end
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
set_mario_animation(m, MARIO_ANIM_JUMP_RIDING_SHELL)
if m.vel.y > 65 then m.vel.y = 65 end
local mSpeed = m.forwardVel / 128.0 * gGlobalSyncTable.speed
if mSpeed > 100 * gGlobalSyncTable.speed then mSpeed = 100 * gGlobalSyncTable.speed end
local mDir = {
x = sins(m.intendedYaw),
y = 0,
z = coss(m.intendedYaw)
}
-- apply direction
local parallel = vec3f_project(mDir, m.vel)
local perpendicular = { x = mDir.x - parallel.x, y = mDir.y - parallel.y, z = mDir.z - parallel.z }
local parallelMag = vec3f_length(parallel)
if parallelMag < mSpeed then parallelMag = mSpeed / parallelMag end
local combined = {
x = parallel.x * parallelMag + perpendicular.x * 0.95,
y = parallel.y * parallelMag + perpendicular.y * 0.95,
z = parallel.z * parallelMag + perpendicular.z * 0.95,
}
m.vel.x = m.vel.x + mSpeed * mDir.x
m.vel.z = m.vel.z + mSpeed * mDir.z
-- apply rotation
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x300, 0x300)
local step = perform_air_step(m, 0)
if step == AIR_STEP_LANDED then
set_mario_action(m, ACT_RIDING_SHELL_GROUND, 1)
elseif step == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, 0.0)
elseif step == AIR_STEP_HIT_LAVA_WALL then
lava_boost_on_wall(m)
end
m.marioObj.header.gfx.pos.y = m.marioObj.header.gfx.pos.y + 42.0
gExtraMarioState[m.playerIndex].lastY = m.pos.y
return 0
end
Fix issues Extended Moveset mod (+ extras) (#146) * Allow Lua action hooks to specify custom functions for more behavior ...like gravity, and update all current mods to match. Spin jump and wall slide from the Extended Moveset mod now have gravity code basically matching the original mod. Currently, any place you'd want to use one of these new action hooks still requires an O(n) check through all action hook per call. This should probably be changed. * Fix some remaining issues with Extended Moveset Lua port - Remove divergent spin jump code - Remove divergent roll code - Remap roll button to Y - Reimplement dive slide to make dive hop work like the original - Allow spin from double jump, backflip, side flip * Fix more issues with Extended Moveset Lua port - Reimplement all users of update_walking_speed to incorporate the Tight Controls edits and modified speed caps - Fix instances of angle arithmetic to wrap properly across the mod * Don't chop off group bits of custom action flags; assign missing groups in mods This fixes the Extended Moveset's underwater actions. Chopping off those bits was making the game consider the underwater actions to be a part of the Stationary group, which caused `check_common_stationary_cancels`, which upwarps Mario to the surface. * Tweak roll sliding angle tendency Rolling will now gradually (but fairly quckly) try to tend Mario's facing angle down the slope. This is cleaner than my old method that tries to flip Mario's angle (wrongly) when he begins moving downward, having that logic coexist with the logic for normal sliding actions that can also tend Mario to face backward down the slope. Just looks ugly now by comparison. * Disallow spin jump on slides in Extended Moveset port This matches the original mod * Extended Moveset: Crazy Box Bounce check * Extended Moveset: Fix hugging the wall when spin jumping after wall kick * Extended Moveset: Fix ledge drop snapping up to ground Just reimplement `act_air_hit_wall` ourselves. * Extended Moveset: Add Kaze's walking speed fix * smlua_hooks.c: Restore option to use old API for hook_mario_action The intent is to allow mods outside of this repo to continue working. Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
2022-08-07 22:25:00 +00:00
hook_mario_action(ACT_RIDING_SHELL_GROUND, { every_frame = act_race_shell_ground })
hook_mario_action(ACT_RIDING_SHELL_JUMP, { every_frame = act_race_shell_air })
hook_mario_action(ACT_RIDING_SHELL_FALL, { every_frame = act_race_shell_air })