Esempio n. 1
0
            public static int FindButton2Presses(InputBufferReader reader, Factory inputFactory, List <Combination> activeInputs)
            {
                int numFound = 0;

                reader.ResetCurrIndex();

                bool butAPrev = true;
                bool butBPrev = true;
                bool butCPrev = true;
                bool butDPrev = true;
                bool butSPrev = true;

                while (reader.ReadyNext())
                {
                    int inputFrameIndex = reader.ReadBuffer(out GameInputStruct curr);

                    FindSingleButtonPress(butAPrev, butBPrev, butCPrev, butDPrev, butSPrev, curr, ignoreBut: FightingGameInputCodeBut.None, callback: buttonCode0 => {
                        FindSingleButtonPress(butAPrev, butBPrev, butCPrev, butDPrev, butSPrev, curr, ignoreBut: buttonCode0, callback: buttonCode1 => {
                            AddToActiveInputs <Button2Press>(activeInputs, inputFactory, reader.currentFrame, newInput => {
                                numFound++;
                                newInput.Init(inputFrameIndex, buttonCode1, buttonCode0);
                            });
                        });

                        for (int n = 0; n < 2 && reader.ReadyNextLookBehind(); ++n)
                        {
                            int inputLookBehindFrameIndex = reader.LookBehind(out GameInputStruct lb);

                            // If you both reverse the order of the 2 frames AND negate both values, it's the same as checking in the correct order
                            FindSingleButtonPress(!butAPrev, !butBPrev, !butCPrev, !butDPrev, !butSPrev, !lb, ignoreBut: buttonCode0, callback: buttonCode1 => {
                                AddToActiveInputs <Button2Press>(activeInputs, inputFactory, reader.currentFrame, newInput => {
                                    numFound++;
                                    //newInput.Init(inputLookBehindFrameIndex + 1, buttonCode0, buttonCode1); // This uses the button press as the trigger
                                    newInput.Init(inputFrameIndex, buttonCode0, buttonCode1);                 // This uses the end of the quarter circle as the trigger
                                });
                            });

                            butAPrev = lb.butA;
                            butBPrev = lb.butB;
                            butCPrev = lb.butC;
                            butDPrev = lb.butD;
                            butSPrev = lb.butS;
                        }
                    });

                    butAPrev = curr.butA;
                    butBPrev = curr.butB;
                    butCPrev = curr.butC;
                    butDPrev = curr.butD;
                    butSPrev = curr.butS;
                }

                return(numFound);
            }
Esempio n. 2
0
            public static int FindQuarterCircleButtonPresses(InputBufferReader reader, Factory inputFactory, List <Combination> activeInputs)
            {
                int numFound = 0;

                reader.ResetCurrIndex();

                List <Combination> quarterCircles = activeInputs.FindAll(combo => {
                    return(combo.GetType() == typeof(QuarterCircle));
                });

                foreach (QuarterCircle qc in quarterCircles)
                {
                    reader.SetReadIndex(-(reader.currentFrame - qc.GetFrame()) - 1);
                    reader.ReadBuffer(out GameInputStruct curr);

                    bool butAPrev = curr.butA;
                    bool butBPrev = curr.butB;
                    bool butCPrev = curr.butC;
                    bool butDPrev = curr.butD;
                    bool butSPrev = curr.butS;

                    for (int n = 0; n < 8 && reader.ReadyNextLookAhead(); ++n)
                    {
                        int inputFrameIndex = reader.LookAhead(out GameInputStruct la);

                        FindSingleButtonPress(butAPrev, butBPrev, butCPrev, butDPrev, butSPrev, la, ignoreBut: FightingGameInputCodeBut.None, callback: buttonCode => {
                            AddToActiveInputs <QuarterCircleButtonPress>(activeInputs, inputFactory, reader.currentFrame, newInput => {
                                numFound++;
                                newInput.Init(inputFrameIndex, qc.endDirection, buttonCode);
                            });
                        });

                        butAPrev = la.butA;
                        butBPrev = la.butB;
                        butCPrev = la.butC;
                        butDPrev = la.butD;
                        butSPrev = la.butS;
                    }

                    butAPrev = curr.butA;
                    butBPrev = curr.butB;
                    butCPrev = curr.butC;
                    butDPrev = curr.butD;
                    butSPrev = curr.butS;

                    for (int n = 0; n < 8 && reader.ReadyNextLookBehind(); ++n)
                    {
                        int inputFrameIndex = reader.LookBehind(out GameInputStruct lb);

                        // If you both reverse the order of the 2 frames AND negate both values, it's the same as checking in the correct order
                        FindSingleButtonPress(!butAPrev, !butBPrev, !butCPrev, !butDPrev, !butSPrev, !lb, ignoreBut: FightingGameInputCodeBut.None, callback: buttonCode => {
                            AddToActiveInputs <QuarterCircleButtonPress>(activeInputs, inputFactory, reader.currentFrame, newInput => {
                                numFound++;
                                //newInput.Init(inputFrameIndex + 1, qc.endDirection, buttonCode); // This uses the button press as the trigger
                                newInput.Init(qc.GetFrame(), qc.endDirection, buttonCode);         // This uses the end of the quarter circle as the trigger
                            });
                        });

                        butAPrev = lb.butA;
                        butBPrev = lb.butB;
                        butCPrev = lb.butC;
                        butDPrev = lb.butD;
                        butSPrev = lb.butS;
                    }
                }

                return(numFound);
            }
Esempio n. 3
0
            // regex = /(?<=([^5])[^5\1]{0,4}5{1,7})(?=[^5\1]{0,3}\1)/g
            public static int FindDoubleTaps(InputBufferReader reader, Factory inputFactory, List <Combination> activeInputs)
            {
                int numFound = 0;

                reader.ResetCurrIndex();
                FightingGameAbsInputCodeDir currDir = FightingGameAbsInputCodeDir.None;

                while (reader.ReadyNext())
                {
                    int inputFrameIndex = reader.ReadBuffer(out GameInputStruct curr);

                    if (currDir != curr.direction)
                    {
                        currDir = curr.direction;

                        FightingGameAbsInputCodeDir direction = FightingGameAbsInputCodeDir.None;
                        if (curr.direction != FightingGameAbsInputCodeDir.Neutral)
                        {
                            direction = curr.direction;

                            bool continueSearch = true;
                            int  n = 0;
                            //FightingGameInputCodeDir prevDir = direction;

                            n = 0;
                            while (continueSearch && reader.ReadyNextLookBehind())
                            {
                                if (n < 5)
                                {
                                    int lookBehindFrameIndex = reader.LookBehind(out GameInputStruct lb);

                                    if (lb.direction == FightingGameAbsInputCodeDir.Neutral)
                                    {
                                        break;
                                    }
                                    ++n;
                                }
                                else
                                {
                                    continueSearch = false;
                                    break;
                                }
                            }

                            n = 0;
                            while (continueSearch && reader.ReadyNextLookBehind())
                            {
                                if (n < 8)
                                {
                                    int lookBehindFrameIndex = reader.LookBehind(out GameInputStruct lb);

                                    if (lb.direction != FightingGameAbsInputCodeDir.Neutral)
                                    {
                                        break;
                                    }
                                    ++n;
                                }
                                else
                                {
                                    continueSearch = false;
                                    break;
                                }
                            }

                            n = 0;
                            while (continueSearch && reader.ReadyNextLookBehind())
                            {
                                if (n < 4)
                                {
                                    int lookBehindFrameIndex = reader.LookBehind(out GameInputStruct lb);

                                    if (lb.direction == direction)
                                    {
                                        DoubleTap input = AddToActiveInputs <DoubleTap>(activeInputs, inputFactory, reader.currentFrame, newInput => {
                                            numFound++;
                                            newInput.Init(inputFrameIndex, lookBehindFrameIndex, direction);
                                        });
                                    }
                                    ++n;
                                }
                                else
                                {
                                    continueSearch = false;
                                    break;
                                }
                            }
                        }
                    }
                }
                return(numFound);
            }