def execute(self): if as64core.fade_status in (as64core.FADEOUT_COMPLETE, as64core.FADEOUT_PARTIAL): return self.signals["FADEOUT"] else: if as64core.split_index() > 0: prev_split_star = as64core.route.splits[as64core.split_index()-1].star_count else: prev_split_star = as64core.route.initial_star if as64core.prediction_info.prediction == as64core.star_count and as64core.prediction_info.probability > config.get("thresholds", "probability_threshold"): as64core.enable_fade_count(True) as64core.enable_xcam_count(True) return self.signals["START"] elif self._star_skip_enabled and prev_split_star <= as64core.prediction_info.prediction <= as64core.current_split().star_count and as64core.prediction_info.probability > config.get("thresholds", "probability_threshold"): if as64core.prediction_info.prediction == self._prev_prediction: self._jump_predictions += 1 else: self._jump_predictions = 0 if self._jump_predictions >= 4: as64core.enable_fade_count(True) as64core.enable_xcam_count(True) as64core.set_star_count(as64core.prediction_info.prediction) self._jump_predictions = 0 self._prev_prediction = -1 return self.signals["START"] self._prev_prediction = as64core.prediction_info.prediction return self.signals["LOOP"]
def execute(self): region = as64core.get_region(as64core.FADEOUT_REGION) if as64core.fade_status in (as64core.FADEOUT_COMPLETE, as64core.FADEOUT_PARTIAL): return self.signals["FADEOUT"] else: if as64core.split_index() > 0: prev_split_star = as64core.route.splits[as64core.split_index() - 1].star_count else: prev_split_star = as64core.route.initial_star if as64core.prediction_info.prediction == as64core.star_count and as64core.prediction_info.probability > config.get( "thresholds", "probability_threshold"): as64core.enable_fade_count(True) as64core.enable_xcam_count(True) as64core.set_in_game(True) return self.signals["COMPLETE"] elif self._star_skip_enabled and prev_split_star <= as64core.prediction_info.prediction <= as64core.current_split().star_count and as64core.prediction_info.probability > config.get( "thresholds", "probability_threshold"): if as64core.prediction_info.prediction == self._prev_prediction: self._jump_predictions += 1 else: self._jump_predictions = 0 if self._jump_predictions >= 4: as64core.enable_fade_count(True) as64core.enable_xcam_count(True) as64core.set_star_count(as64core.prediction_info.prediction) self._jump_predictions = 0 self._prev_prediction = -1 as64core.set_in_game(True) return self.signals["COMPLETE"] self._prev_prediction = as64core.prediction_info.prediction if as64core.fadein_count == 2: region_int = region.astype(int) region_int_b, region_int_g, region_int_r = region_int.transpose(2, 0, 1) mask = (np.abs(region_int_r - region_int_g) > 25) region[mask] = [0, 0, 0] if np.any(region == [0, 0, 0]): try: time.sleep(self._restart_split_delay) except ValueError: pass as64core.fadein_count = 0 as64core.fadeout_count = 0 as64core.split() as64core.set_in_game(True) return self.signals["COMPLETE"] return self.signals["LOOP"]
def _reset(self): if not config.get("general", "srl_mode"): if as64core.current_time - as64core.last_split < self._undo_threshold: as64core.undo() as64core.reset() if as64core.start_on_reset: as64core.split() as64core.enable_fade_count(False) as64core.enable_xcam_count(False) as64core.set_in_game(False) as64core.star_count = as64core.route.initial_star
def on_transition(self): as64core.enable_fade_count(False) as64core.fps = 6 super().on_transition()
def on_transition(self): super().on_transition() as64core.fps = 29.97 as64core.enable_fade_count(True)