sm64coopdx/docs/lua/hooks.md
TheGag96 d87dd73db1
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 15:25:00 -07:00

9.9 KiB

Lua Reference

Hooks

Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in functions allow Lua to trigger SM64 code.

Supported Hooks


hook_behavior

hook_behavior() allows Lua mods to override existing behaviors or create new ones.

Parameters

Field Type Notes
behaviorId enum BehaviorId Set to nil to create a new behavior
objectList enum ObjectList
replaceBehavior bool Prevents the original behavior code from running
initFunction Lua Function (Object obj) Runs once per object
loopFunction Lua Function (Object obj) Runs once per frame per object

Returns

Lua Example

function bhv_example_init(obj)
    obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
    network_init_object(obj, true, nil)
end

function bhv_example_loop(obj)
    obj.oPosY = obj.oPosY + 1
end

id_bhvExample = hook_behavior(0, OBJ_LIST_DEFAULT, bhv_example_init, bhv_example_loop)

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hook_chat_command

hook_chat_command() allows Lua mods to react and respond to chat commands. Chat commands start with the / character. The function the mod passes to the hook should return true when the command was valid and false otherwise.

Parameters

Field Type
command string
description string
func Lua Function (string message) -> bool

Lua Example

function on_test_command(msg)
    if msg == 'on' then
        djui_chat_message_create('Test: enabled')
        return true
    elseif msg == 'off' then
        djui_chat_message_create('Test: disabled')
        return true
    end
    return false
end

hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command)

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hook_event

The lua functions sent to hook_event() will be automatically called by SM64 when certain events occur.

Hook Event Types

Type Description Parameters
HOOK_UPDATE Called once per frame None
HOOK_MARIO_UPDATE Called once per player per frame at the end of a mario update MarioState mario
HOOK_BEFORE_MARIO_UPDATE Called once per player per frame at the beginning of a mario update MarioState mario
HOOK_ON_SET_MARIO_ACTION Called every time a player's current action is changed MarioState mario
HOOK_BEFORE_PHYS_STEP Called once per player per frame before physics code is run MarioState mario
HOOK_ALLOW_PVP_ATTACK Called when one player attacks another, return true to allow the attack MarioState attacker, MarioState victim
HOOK_ON_PVP_ATTACK Called when one player attacks another MarioState attacker, MarioState victim
HOOK_ON_PLAYER_CONNECTED Called when a player connects MarioState connector
HOOK_ON_PLAYER_DISCONNECTED Called when a player disconnects MarioState disconnector
HOOK_ON_HUD_RENDER Called when the HUD is being rendered None
HOOK_ALLOW_INTERACT Called before mario interacts with an object, return true to allow the interaction MarioState interactor, Object interactee, enum InteractionType interactType
HOOK_ON_INTERACT Called when mario interacts with an object MarioState interactor, Object interactee, enum InteractionType interactType, bool interactValue
HOOK_ON_LEVEL_INIT Called when the level is initialized None
HOOK_ON_WARP Called when the local player warps None
HOOK_ON_SYNC_VALID Called when the current area is synchronized None
HOOK_ON_OBJECT_UNLOAD Called when any object is unloaded Object unloadedObject
HOOK_ON_SYNC_OBJECT_UNLOAD Called when any networked object is unloaded Object unloadedObject
HOOK_ON_PAUSE_EXIT Called when the local player exits through the pause screen, return false to prevent the exit boolean usedExitToCastle
HOOK_GET_STAR_COLLECTION_DIALOG Called when the local player collects a star, return a DialogId to show a message None
HOOK_ON_SET_CAMERA_MODE Called when the camera mode gets set, return false to prevent the camera mode from being set Camera, integer mode, integer frames
HOOK_ON_OBJECT_RENDER Called right before an object is rendered. Note: You must set the hookRender field of the object to a non-zero value Object renderedObj
HOOK_ON_DEATH Called when the local player dies, return false to prevent normal death sequence MarioState localMario
HOOK_ON_PACKET_RECEIVE Called when the mod receives a packet that used network_send() or network_send_to() table dataTable
HOOK_USE_ACT_SELECT Called when the level changes, return true to show act selection screen and false otherwise integer levelNum

Parameters

Field Type
hook_event_type HookEventType
func Lua Function (...)

Lua Example

The following example will print out a message 16 times per frame (once for every possible player).

function mario_update(m)
    print('Mario update was called for player index ', m.playerIndex)
end

hook_event(HOOK_MARIO_UPDATE, mario_update)

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hook_mario_action

hook_mario_action() allows Lua mods to create new actions or override existing ones.

Parameters

Field Type
action_id integer
func Table with entries for Action Hook Types of Lua Function (MarioState m)
interaction_type enum InteractionFlag

Action Hook Types

Type Description Returns
every_frame Main action code, called once per frame true if action cancelled, else false
gravity Called inside apply_gravity when in action Unused

Lua Example


ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)

function act_wall_slide(m)
    if (m.input & INPUT_A_PRESSED) ~= 0 then
        local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
        m.vel.y = 72.0

        if m.forwardVel < 20.0 then
            m.forwardVel = 20.0
        end
        m.wallKickTimer = 0
        return rc
    end

    -- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
    mario_set_forward_vel(m, -1.0)

    m.particleFlags = m.particleFlags | PARTICLE_DUST

    play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
    set_mario_animation(m, MARIO_ANIM_START_WALLKICK)

    if perform_air_step(m, 0) == AIR_STEP_LANDED then
        mario_set_forward_vel(m, 0.0)
        if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
            return set_mario_action(m, ACT_FREEFALL_LAND, 0)
        end
    end

    m.actionTimer = m.actionTimer + 1
    if m.wall == nil and m.actionTimer > 2 then
        mario_set_forward_vel(m, 0.0)
        return set_mario_action(m, ACT_FREEFALL, 0)
    end

    return 0
end

function act_wall_slide_gravity(m)
    m.vel.y = m.vel.y - 2

    if m.vel.y < -15 then
        m.vel.y = -15
    end
end

function mario_on_set_action(m)
    -- wall slide
    if m.action == ACT_SOFT_BONK then
        m.faceAngle.y = m.faceAngle.y + 0x8000
        set_mario_action(m, ACT_WALL_SLIDE, 0)
    end
end

hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity } )

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hook_on_sync_table_change

hook_on_sync_table_change() allows Lua mods to react to sync table changes.

  • syncTable parameter must be a sync table, e.g. gGlobalSyncTable, gPlayerSyncTable[], or one of their child tables.
  • field parameter must be one of the fields in the SyncTable.
  • tag parameter can be any type, and is automatically passed to the callback.
  • func parameter must be a function with three parameters: tag, oldVal, and newVal.
    • tag will be the same tag passed into hook_on_sync_table_change().
    • oldVal will be the value before it was set.
    • newVal will be the value that it was set to.

Parameters

Field Type
syncTable SyncTable
field value
tag value
func Lua Function (value tag, value oldValue, value newValue)

Lua Example

function on_testing_field_changed(tag, oldVal, newVal)
    print('testingField changed:', tag, ',', oldVal, '->', newVal)
end

hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed)

-- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called
gGlobalSyncTable.testingField = 'hello'

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