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 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]
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
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