Implement GameInteractor & move CrowdControl and console commands to it (#2358)

* Begin GameInteractor

* Basic skeleton of PoC

* WIP

* First 2 CC effects transitioned to GameInteractor

* Prepare GameInteractor classes for CrowdControl

* More effects & replace chaosEffects with GameInteractor

* CC connection fixes & all CC effects (enemy spawns still borked)

* First couple of build error fixes

* Fix build

* Proper enemy spawning

* Clean up old CC code

* Extract link size/invisibility into GameInteractor

* Small fix/cleanup

* Suggestions for PR

* Address PR comment

* Addressed more comments & small adjustments

* Fix crash when spawning enemies

* Remove Remove()

* Move checks into Apply() and move CC and some console commands to it

* Use inheritance to abstract check on application

* Rename prefix Actions with RawAction

* Make Remove return a Result

* Fix issue with compilation

* debugconsole -> GameInteractionEffects progress

* Add State in GI

* Unify some Effects

* Port more debug console items

* Remove state modifyiers from raw actions

* Port over last raw action / state in console

* Adjust some types

* Consolidate link size modifier effect

* Adjust more types

* Define category strings in CC

* Clean up remaining non defined strings

* Fix bug in timed effects

* Rename old pack

* CC fixes

* Translate GI enum function

* Console cleanup/fixes/consistency

Co-authored-by: David Chavez <david@dcvz.io>
This commit is contained in:
aMannus 2023-01-26 00:13:33 +01:00 committed by GitHub
commit 170a9103f9
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 1686 additions and 598 deletions

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@ -13,7 +13,7 @@
#include <assert.h>
#endif
#include "soh/Enhancements/debugconsole.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
static uint16_t _doActionTexWidth, _doActionTexHeight = -1;
@ -939,7 +939,7 @@ void func_80083108(PlayState* play) {
Interface_ChangeAlpha(50);
}
} else if (msgCtx->msgMode == MSGMODE_NONE) {
if (chaosEffectPacifistMode) {
if (GameInteractor_PacifistModeActive()) {
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] =
gSaveContext.buttonStatus[7] = gSaveContext.buttonStatus[8] = BTN_DISABLED;
@ -3074,7 +3074,7 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
}
// If one-hit ko mode is on, any damage kills you and you cannot gain health.
if (chaosEffectOneHitKO) {
if (GameInteractor_OneHitKOActive()) {
if (healthChange < 0) {
gSaveContext.health = 0;
}
@ -3091,11 +3091,12 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
}
// clang-format on
if (chaosEffectDefenseModifier != 0 && healthChange < 0) {
if (chaosEffectDefenseModifier > 0) {
healthChange /= chaosEffectDefenseModifier;
int32_t giDefenseModifier = GameInteractor_DefenseModifier();
if (giDefenseModifier != 0 && healthChange < 0) {
if (giDefenseModifier > 0) {
healthChange /= giDefenseModifier;
} else {
healthChange *= abs(chaosEffectDefenseModifier);
healthChange *= abs(giDefenseModifier);
}
}
@ -3129,14 +3130,6 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
}
}
void Health_GiveHearts(s16 hearts) {
gSaveContext.healthCapacity += hearts * 0x10;
}
void Health_RemoveHearts(s16 hearts) {
gSaveContext.healthCapacity -= hearts * 0x10;
}
void Rupees_ChangeBy(s16 rupeeChange) {
gSaveContext.rupeeAccumulator += rupeeChange;
@ -4968,7 +4961,7 @@ void Interface_Draw(PlayState* play) {
s16 svar6;
bool fullUi = !CVarGetInteger("gMinimalUI", 0) || !R_MINIMAP_DISABLED || play->pauseCtx.state != 0;
if (chaosEffectNoUI) {
if (GameInteractor_NoUIActive()) {
return;
}