Beispiel #1
0
    def __handle_slippstream_menu_event(self, event_bytes, gamestate):
        """ Internal handler for slippstream menu events

        Modifies specified gamestate based on the event bytes
         """
        scene = unpack(">H", event_bytes[0x1:0x1 + 2])[0]
        if scene == 0x02:
            gamestate.menu_state = enums.Menu.CHARACTER_SELECT
        elif scene == 0x0102:
            gamestate.menu_state = enums.Menu.STAGE_SELECT
        elif scene == 0x0202:
            gamestate.menu_state = enums.Menu.IN_GAME
        elif scene == 0x0001:
            gamestate.menu_state = enums.Menu.MAIN_MENU
        elif scene == 0x0008:
            gamestate.menu_state = enums.Menu.SLIPPI_ONLINE_CSS
        else:
            gamestate.menu_state = enums.Menu.UNKNOWN_MENU

        # CSS Cursors
        gamestate.player[1].cursor_x = unpack(">f",
                                              event_bytes[0x3:0x3 + 4])[0]
        gamestate.player[1].cursor_y = unpack(">f",
                                              event_bytes[0x7:0x7 + 4])[0]
        gamestate.player[2].cursor_x = unpack(">f",
                                              event_bytes[0xB:0xB + 4])[0]
        gamestate.player[2].cursor_y = unpack(">f",
                                              event_bytes[0xF:0xF + 4])[0]
        gamestate.player[3].cursor_x = unpack(">f",
                                              event_bytes[0x13:0x13 + 4])[0]
        gamestate.player[3].cursor_y = unpack(">f",
                                              event_bytes[0x17:0x17 + 4])[0]
        gamestate.player[4].cursor_x = unpack(">f",
                                              event_bytes[0x1B:0x1B + 4])[0]
        gamestate.player[4].cursor_y = unpack(">f",
                                              event_bytes[0x1F:0x1F + 4])[0]

        # Ready to fight banner
        gamestate.ready_to_start = unpack(">B",
                                          event_bytes[0x23:0x23 + 1])[0] == 0

        # Stage
        try:
            gamestate.stage = enums.Stage(
                unpack(">B", event_bytes[0x24:0x24 + 1])[0])
        except ValueError:
            gamestate.stage = enums.Stage.NO_STAGE

        # controller port statuses at CSS
        try:
            gamestate.player[1].controller_status = enums.ControllerStatus(
                unpack(">B", event_bytes[0x25:0x25 + 1])[0])
        except error:
            gamestate.player[
                1].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED
        try:
            gamestate.player[2].controller_status = enums.ControllerStatus(
                unpack(">B", event_bytes[0x26:0x26 + 1])[0])
        except error:
            gamestate.player[
                2].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED
        try:
            gamestate.player[3].controller_status = enums.ControllerStatus(
                unpack(">B", event_bytes[0x27:0x27 + 1])[0])
        except error:
            gamestate.player[
                3].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED
        try:
            gamestate.player[4].controller_status = enums.ControllerStatus(
                unpack(">B", event_bytes[0x28:0x28 + 1])[0])
        except error:
            gamestate.player[
                4].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED

        # Character selected
        try:
            tmp = unpack(">B", event_bytes[0x29:0x29 + 1])[0]
            gamestate.player[1].character_selected = enums.to_internal(tmp)
        except error:
            gamestate.player[
                1].character_selected = enums.Character.UNKNOWN_CHARACTER
        try:
            tmp = unpack(">B", event_bytes[0x2A:0x2A + 1])[0]
            gamestate.player[2].character_selected = enums.to_internal(tmp)
        except error:
            gamestate.player[
                2].character_selected = enums.Character.UNKNOWN_CHARACTER
        try:
            tmp = unpack(">B", event_bytes[0x2B:0x2B + 1])[0]
            gamestate.player[3].character_selected = enums.to_internal(tmp)
        except error:
            gamestate.player[
                3].character_selected = enums.Character.UNKNOWN_CHARACTER
        try:
            tmp = unpack(">B", event_bytes[0x2C:0x2C + 1])[0]
            gamestate.player[4].character_selected = enums.to_internal(tmp)
        except error:
            gamestate.player[
                4].character_selected = enums.Character.UNKNOWN_CHARACTER

        # Coin down
        try:
            gamestate.player[1].coin_down = unpack(
                ">B", event_bytes[0x2D:0x2D + 1])[0] == 2
        except error:
            gamestate.player[1].coin_down = False
        try:
            gamestate.player[2].coin_down = unpack(
                ">B", event_bytes[0x2E:0x2E + 1])[0] == 2
        except error:
            gamestate.player[2].coin_down = False
        try:
            gamestate.player[3].coin_down = unpack(
                ">B", event_bytes[0x2F:0x2F + 1])[0] == 2
        except error:
            gamestate.player[3].coin_down = False
        try:
            gamestate.player[4].coin_down = unpack(
                ">B", event_bytes[0x30:0x30 + 1])[0] == 2
        except error:
            gamestate.player[4].coin_down = False

        # Stage Select Cursor X, Y
        gamestate.stage_select_cursor_x = unpack(">f",
                                                 event_bytes[0x31:0x31 + 4])[0]
        gamestate.stage_select_cursor_y = unpack(">f",
                                                 event_bytes[0x35:0x35 + 4])[0]

        # Frame count
        gamestate.frame = unpack(">i", event_bytes[0x39:0x39 + 4])[0]

        # Sub-menu
        try:
            gamestate.submenu = enums.SubMenu(
                unpack(">B", event_bytes[0x3D:0x3D + 1])[0])
        except error:
            gamestate.submenu = enums.SubMenu.UNKNOWN_SUBMENU
        except ValueError:
            gamestate.submenu = enums.SubMenu.UNKNOWN_SUBMENU

        # Selected menu
        try:
            gamestate.menu_selection = unpack(">B",
                                              event_bytes[0x3E:0x3E + 1])[0]
        except error:
            gamestate.menu_selection = 0
Beispiel #2
0
    def __handle_slippstream_menu_event(self, event_bytes, gamestate):
        """ Internal handler for slippstream menu events

        Modifies specified gamestate based on the event bytes
         """
        scene = np.ndarray((1,), ">H", event_bytes, 0x1)[0]
        if scene == 0x02:
            gamestate.menu_state = enums.Menu.CHARACTER_SELECT
            # All the controller ports are active on this screen
            gamestate.players[1] = PlayerState()
            gamestate.players[2] = PlayerState()
            gamestate.players[3] = PlayerState()
            gamestate.players[4] = PlayerState()
        elif scene in [0x0102, 0x0108]:
            gamestate.menu_state = enums.Menu.STAGE_SELECT
            gamestate.players[1] = PlayerState()
            gamestate.players[2] = PlayerState()
            gamestate.players[3] = PlayerState()
            gamestate.players[4] = PlayerState()

        elif scene == 0x0202:
            gamestate.menu_state = enums.Menu.IN_GAME
        elif scene == 0x0001:
            gamestate.menu_state = enums.Menu.MAIN_MENU
        elif scene == 0x0008:
            gamestate.menu_state = enums.Menu.SLIPPI_ONLINE_CSS
            gamestate.players[1] = PlayerState()
            gamestate.players[2] = PlayerState()
            gamestate.players[3] = PlayerState()
            gamestate.players[4] = PlayerState()
        elif scene == 0x0000:
            gamestate.menu_state = enums.Menu.PRESS_START
        else:
            gamestate.menu_state = enums.Menu.UNKNOWN_MENU

        # controller port statuses at CSS
        if gamestate.menu_state in [enums.Menu.CHARACTER_SELECT, enums.Menu.SLIPPI_ONLINE_CSS]:
            gamestate.players[1].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x25)[0])
            gamestate.players[2].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x26)[0])
            gamestate.players[3].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x27)[0])
            gamestate.players[4].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x28)[0])

            # CSS Cursors
            gamestate.players[1].cursor_x = np.ndarray((1,), ">f", event_bytes, 0x3)[0]
            gamestate.players[1].cursor_y = np.ndarray((1,), ">f", event_bytes, 0x7)[0]
            gamestate.players[2].cursor_x = np.ndarray((1,), ">f", event_bytes, 0xB)[0]
            gamestate.players[2].cursor_y = np.ndarray((1,), ">f", event_bytes, 0xF)[0]
            gamestate.players[3].cursor_x = np.ndarray((1,), ">f", event_bytes, 0x13)[0]
            gamestate.players[3].cursor_y = np.ndarray((1,), ">f", event_bytes, 0x17)[0]
            gamestate.players[4].cursor_x = np.ndarray((1,), ">f", event_bytes, 0x1B)[0]
            gamestate.players[4].cursor_y = np.ndarray((1,), ">f", event_bytes, 0x1F)[0]

            # Ready to fight banner
            gamestate.ready_to_start = np.ndarray((1,), ">B", event_bytes, 0x23)[0]

            # Character selected
            try:
                gamestate.players[1].character = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x29)[0])
                gamestate.players[1].character_selected = gamestate.players[1].character
            except TypeError:
                gamestate.players[1].character = enums.Character.UNKNOWN_CHARACTER
                gamestate.players[1].character_selected = enums.Character.UNKNOWN_CHARACTER
            try:
                gamestate.players[2].character = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x2A)[0])
                gamestate.players[2].character_selected = gamestate.players[2].character
            except TypeError:
                gamestate.players[2].character = enums.Character.UNKNOWN_CHARACTER
                gamestate.players[2].character_selected = enums.Character.UNKNOWN_CHARACTER
            try:
                gamestate.players[3].character = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x2B)[0])
                gamestate.players[3].character_selected = gamestate.players[3].character

            except TypeError:
                gamestate.players[3].character = enums.Character.UNKNOWN_CHARACTER
                gamestate.players[3].character_selected = enums.Character.UNKNOWN_CHARACTER
            try:
                gamestate.players[4].character = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x2C)[0])
                gamestate.players[4].character_selected = gamestate.players[4].character
            except TypeError:
                gamestate.players[4].character = enums.Character.UNKNOWN_CHARACTER
                gamestate.players[4].character_selected = enums.Character.UNKNOWN_CHARACTER

            # Coin down
            try:
                gamestate.players[1].coin_down = np.ndarray((1,), ">B", event_bytes, 0x2D)[0] == 2
            except TypeError:
                gamestate.players[1].coin_down = False
            try:
                gamestate.players[2].coin_down = np.ndarray((1,), ">B", event_bytes, 0x2E)[0] == 2
            except TypeError:
                gamestate.players[2].coin_down = False
            try:
                gamestate.players[3].coin_down = np.ndarray((1,), ">B", event_bytes, 0x2F)[0] == 2
            except TypeError:
                gamestate.players[3].coin_down = False
            try:
                gamestate.players[4].coin_down = np.ndarray((1,), ">B", event_bytes, 0x30)[0] == 2
            except TypeError:
                gamestate.players[4].coin_down = False

        if gamestate.menu_state == enums.Menu.STAGE_SELECT:
            # Stage
            try:
                gamestate.stage = enums.Stage(np.ndarray((1,), ">B", event_bytes, 0x24)[0])
            except ValueError:
                gamestate.stage = enums.Stage.NO_STAGE

            # Stage Select Cursor X, Y
            for _, player in gamestate.players.items():
                player.cursor.x = np.ndarray((1,), ">f", event_bytes, 0x31)[0]
                player.cursor.y = np.ndarray((1,), ">f", event_bytes, 0x35)[0]
                gamestate.stage_select_cursor_x = player.cursor.x
                gamestate.stage_select_cursor_y = player.cursor.y

        # Frame count
        gamestate.frame = np.ndarray((1,), ">i", event_bytes, 0x39)[0]

        # Sub-menu
        try:
            gamestate.submenu = enums.SubMenu(np.ndarray((1,), ">B", event_bytes, 0x3D)[0])
        except TypeError:
            gamestate.submenu = enums.SubMenu.UNKNOWN_SUBMENU
        except ValueError:
            gamestate.submenu = enums.SubMenu.UNKNOWN_SUBMENU

        # Selected menu
        try:
            gamestate.menu_selection = np.ndarray((1,), ">B", event_bytes, 0x3E)[0]
        except TypeError:
            gamestate.menu_selection = 0

        # Online costume chosen
        try:
            if gamestate.menu_state == enums.Menu.SLIPPI_ONLINE_CSS:
                for i in range(4):
                    gamestate.players[i+1].costume = np.ndarray((1,), ">B", event_bytes, 0x3F)[0]
        except TypeError:
            pass

        # This value is 0x05 in the nametag entry
        try:
            if gamestate.menu_state == enums.Menu.SLIPPI_ONLINE_CSS:
                nametag = np.ndarray((1,), ">B", event_bytes, 0x40)[0]
                if nametag == 0x05:
                    gamestate.submenu = enums.SubMenu.NAME_ENTRY_SUBMENU
                elif nametag == 0x00:
                    gamestate.submenu = enums.SubMenu.ONLINE_CSS
        except TypeError:
            pass

        # CPU Level
        try:
            for i in range(4):
                gamestate.players[i+1].cpu_level = np.ndarray((1,), ">B", event_bytes, 0x41 + i)[0]
        except TypeError:
            pass
        except KeyError:
            pass

        # Is Holding CPU Slider
        try:
            for i in range(4):
                gamestate.players[i+1].is_holding_cpu_slider = np.ndarray((1,), ">B", event_bytes, 0x45 + i)[0]
        except TypeError:
            pass
        except KeyError:
            pass

        # Set CPU level to 0 if we're not a CPU
        for port in gamestate.players:
            if gamestate.players[port].controller_status != enums.ControllerStatus.CONTROLLER_CPU:
                gamestate.players[port].cpu_level = 0
Beispiel #3
0
    def __handle_slippstream_menu_event(self, event_bytes, gamestate):
        """ Internal handler for slippstream menu events

        Modifies specified gamestate based on the event bytes
         """
        scene = np.ndarray((1,), ">H", event_bytes, 0x1)[0]
        if scene == 0x02:
            gamestate.menu_state = enums.Menu.CHARACTER_SELECT
            # All the controller ports are active on this screen
            gamestate.player[1] = PlayerState()
            gamestate.player[2] = PlayerState()
            gamestate.player[3] = PlayerState()
            gamestate.player[4] = PlayerState()
        elif scene == 0x0102:
            gamestate.menu_state = enums.Menu.STAGE_SELECT
        elif scene == 0x0202:
            gamestate.menu_state = enums.Menu.IN_GAME
        elif scene == 0x0001:
            gamestate.menu_state = enums.Menu.MAIN_MENU
        elif scene == 0x0008:
            gamestate.menu_state = enums.Menu.SLIPPI_ONLINE_CSS
            gamestate.player[1] = PlayerState()
            gamestate.player[2] = PlayerState()
            gamestate.player[3] = PlayerState()
            gamestate.player[4] = PlayerState()
        elif scene == 0x0000:
            gamestate.menu_state = enums.Menu.PRESS_START
        else:
            gamestate.menu_state = enums.Menu.UNKNOWN_MENU

        # controller port statuses at CSS
        if gamestate.menu_state in [enums.Menu.CHARACTER_SELECT, enums.Menu.SLIPPI_ONLINE_CSS]:
            gamestate.player[1].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x25)[0])
            gamestate.player[2].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x26)[0])
            gamestate.player[3].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x27)[0])
            gamestate.player[4].controller_status = enums.ControllerStatus(np.ndarray((1,), ">B", event_bytes, 0x28)[0])

            # CSS Cursors
            gamestate.player[1].cursor_x = np.ndarray((1,), ">f", event_bytes, 0x3)[0]
            gamestate.player[1].cursor_y = np.ndarray((1,), ">f", event_bytes, 0x7)[0]
            gamestate.player[2].cursor_x = np.ndarray((1,), ">f", event_bytes, 0xB)[0]
            gamestate.player[2].cursor_y = np.ndarray((1,), ">f", event_bytes, 0xF)[0]
            gamestate.player[3].cursor_x = np.ndarray((1,), ">f", event_bytes, 0x13)[0]
            gamestate.player[3].cursor_y = np.ndarray((1,), ">f", event_bytes, 0x17)[0]
            gamestate.player[4].cursor_x = np.ndarray((1,), ">f", event_bytes, 0x1B)[0]
            gamestate.player[4].cursor_y = np.ndarray((1,), ">f", event_bytes, 0x1F)[0]

            # Ready to fight banner
            gamestate.ready_to_start = np.ndarray((1,), ">B", event_bytes, 0x23)[0]

            # Character selected
            try:
                gamestate.player[1].character_selected = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x29)[0])
            except TypeError:
                gamestate.player[1].character_selected = enums.Character.UNKNOWN_CHARACTER
            try:
                gamestate.player[2].character_selected = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x2A)[0])
            except TypeError:
                gamestate.player[2].character_selected = enums.Character.UNKNOWN_CHARACTER
            try:
                gamestate.player[3].character_selected = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x2B)[0])
            except TypeError:
                gamestate.player[3].character_selected = enums.Character.UNKNOWN_CHARACTER
            try:
                gamestate.player[4].character_selected = enums.to_internal(np.ndarray((1,), ">B", event_bytes, 0x2C)[0])
            except TypeError:
                gamestate.player[4].character_selected = enums.Character.UNKNOWN_CHARACTER

            # Coin down
            try:
                gamestate.player[1].coin_down = np.ndarray((1,), ">B", event_bytes, 0x2D)[0] == 2
            except TypeError:
                gamestate.player[1].coin_down = False
            try:
                gamestate.player[2].coin_down = np.ndarray((1,), ">B", event_bytes, 0x2E)[0] == 2
            except TypeError:
                gamestate.player[2].coin_down = False
            try:
                gamestate.player[3].coin_down = np.ndarray((1,), ">B", event_bytes, 0x2F)[0] == 2
            except TypeError:
                gamestate.player[3].coin_down = False
            try:
                gamestate.player[4].coin_down = np.ndarray((1,), ">B", event_bytes, 0x30)[0] == 2
            except TypeError:
                gamestate.player[4].coin_down = False

        if gamestate.menu_state == enums.Menu.STAGE_SELECT:
            # Stage
            try:
                gamestate.stage = enums.Stage(np.ndarray((1,), ">B", event_bytes, 0x24)[0])
            except ValueError:
                gamestate.stage = enums.Stage.NO_STAGE

            # Stage Select Cursor X, Y
            gamestate.stage_select_cursor_x = np.ndarray((1,), ">f", event_bytes, 0x31)[0]
            gamestate.stage_select_cursor_y = np.ndarray((1,), ">f", event_bytes, 0x35)[0]

        # Frame count
        gamestate.frame = np.ndarray((1,), ">i", event_bytes, 0x39)[0]

        # Sub-menu
        try:
            gamestate.submenu = enums.SubMenu(np.ndarray((1,), ">B", event_bytes, 0x3D)[0])
        except TypeError:
            gamestate.submenu = enums.SubMenu.UNKNOWN_SUBMENU
        except ValueError:
            gamestate.submenu = enums.SubMenu.UNKNOWN_SUBMENU

        # Selected menu
        try:
            gamestate.menu_selection = np.ndarray((1,), ">B", event_bytes, 0x3E)[0]
        except TypeError:
            gamestate.menu_selection = 0