#include "trainer_presets.h" #include #include #include #include #include namespace dingosdk::trainer { bool value_used(std::uint16_t offset) { static constexpr std::uint16_t used[]{ #include "trainer_used.inc" }; return std::binary_search(std::begin(used), std::end(used), offset); } // The game ignores these named values; the graphs on the right are what it reads. Linking them // lets "ollie height" and "spin speed" be plain numbers instead of graph multipliers. const std::vector &value_links() { static const std::vector links{ {"physicsmode.jumpmaxheight", "physicsjump.maxheightvsspeed x"}, {"physicsmode.jumpminheight", "physicsjump.minheightvsspeed x"}, {"physicsairstates.maxspinspeed", "physicsbodyspin.propbodyspinvstime x"}, {"physicsairstates.maxspinspeed", "physicsbodyspin.pbsvst_easy x"}, {"physicsairstates.maxspinspeed", "physicsbodyspin.maxdeltavstime x"}, {"physicsairstates.maxspinspeed", "physicsbodyspin.maxdeltavstimeeasy x"}, // Pushing: the tuning's top pushing speed only gates whether a push may start. The speeds // pushes aim for are the push class's (trainer_classes.h), scaled here by the same ratio. {"physicspush.maxpushablespeed", "push.maxpushspeedlight"}, {"physicspush.maxpushablespeed", "push.maxpushspeedmedium"}, {"physicspush.maxpushablespeed", "push.maxpushspeedstrong"}, {"physicspush.maxpushablespeed", "push.minmediumpushoverridespeed"}, }; return links; } // The two short lists of the Tune tab. Only values that do something: read by the game, linked // above, or a field of one of the game's data-defined classes. std::string_view essential_name(std::string_view key, int *rank, std::uint8_t *modes) { struct Name { std::string_view key, label; std::uint8_t modes; }; constexpr std::uint8_t r = mode_realistic, f = mode_fun, both = mode_realistic | mode_fun; static constexpr Name names[]{ {"physicsmode.jumpmaxheight", "Ollie height (max)", both}, {"physicsmode.jumpminheight", "Ollie height (min, light pop)", both}, {"physicsmode.grindjumpcommonmax", "Pop out of grinds (max)", both}, {"physicsjump.jumpybonusmax", "Jump bonus (max)", f}, {"physicspush.maxpushablespeed", "Push speed (9.25 = the game's; scales every push)", both}, {"push.maxpushspeedlight", "Push: a tapped push settles at (m/s)", r}, {"push.maxpushspeedmedium", "Push: a held push reaches (m/s)", r}, {"push.maxpushspeedstrong", "Push: top speed (m/s)", r}, {"physicsmode.autopushenabled", "Auto push (keeps a rolling skater going)", f}, {"physicspush.maxspeedforautopush", "Auto push speed (m/s)", f}, {"physicsreckoning.flipscalar", "Body flip speed", both}, {"physicsreckoning.flipmaxspeed", "Body flip speed limit", both}, {"physicsmode.perfectbodyflips", "Perfect body flips (exactly one rotation)", f}, {"physicsairstates.maxspinspeed", "Body spin speed", both}, {"physicsmode.maxautobodyspinspeed", "Auto body spin speed", both}, {"physicsmode.easybodyspins", "Easy body spins", f}, {"heldflip.straightflipcatchtime", "Flip catch time: kickflips and heelflips (s)", r}, {"heldflip.shuvmincatchtime", "Flip catch time: shuvits (s)", r}, {"heldflip.bigflipmincatchtime", "Flip catch time: big flips (s)", r}, {"physicsmode.speedwobblestartspeed", "Speed wobble starts at (m/s)", both}, {"physicsmode.grindlockdist", "Grind lock-on distance", both}, {"physicsgrind.commonfrictionscalar", "Grind friction", both}, {"physicsmode.makesurfacessmooth", "Smooth surfaces", f}, {"onboard_powerslide.powerslide_forwardforcescalar_slide", "Powerslide: forward force", f}, {"onboard_powerslide.frictionscalar_slide", "Powerslide: friction", both}, {"physicsmode.wipeoutcheckforbadlanding", "Bail on bad landings", both}, {"physicsmode.wipeout_groundxzacceleration", "Bail: sideways hit limit", both}, {"wipeoutfallspeed.normalmaxspeed_ground", "Bail: fall speed limit on the ground (m/s)", r}, {"wipeoutfallspeed.normalmaxspeed_grind", "Bail: fall speed limit in a grind (m/s)", r}, {"jump.basejumpheight", "On foot: jump height (m)", both}, {"jump.maxjumpheight", "On foot: highest jump (m)", both}, {"jump.maxjumpvelocity", "On foot: jump speed limit (m/s)", f}, {"jump.aircontrolforce", "On foot: steering in the air", f}, {"locomotion.sprintspeed", "On foot: sprint speed (m/s)", both}, {"locomotion.sprintspeedboost", "On foot: sprint boost speed (m/s)", f}, {"flumping.flumptuckmaxrotationvelocity", "On foot: flip rotation speed", both}, {"flumping.rollmaxvelocity", "On foot: roll speed (m/s)", f}, {"flumping.rollvelocitymultiplier", "On foot: roll speed gain", f}, {"wipeout.spreadeaglegravity", "Glide: gravity (-8; nearer 0 falls slower)", f}, {"wipeout.spreadeagleairresistance", "Glide: air resistance", f}, {"wipeout.spreadeagleaircontrolmax", "Glide: steering", f}, {"wipeout.torpedoaircontrolmax", "Torpedo: steering (fast)", f}, {"wipeout.defaultaircontrol", "Falling: steering", f}, {"wipeout.defaultairresistance", "Falling: air resistance", f}, {"wallrun.wallrunjumpupvelocityboost", "Wallrun: jump up boost", f}, {"wallrun.wallrungravity", "Wallrun: gravity", f}, {"physicstrucks.truckzposfront", "Front truck position (next respawn)", r}, {"physicstrucks.truckzposback", "Back truck position (next respawn)", r}, }; const auto found = std::ranges::find(names, key, &Name::key); const bool known = found != std::end(names); if (rank) *rank = known ? static_cast(found - std::begin(names)) + 1 : 0; if (modes) *modes = known ? found->modes : std::uint8_t{}; return known ? found->label : std::string_view{}; } PresetDial preset_dial(std::string_view name) { struct Dial { std::string_view name, title; std::uint8_t modes; }; constexpr std::uint8_t r = mode_realistic, f = mode_fun, both = mode_realistic | mode_fun; static constexpr Dial dials[]{ {"Super Ollie", "Ollie height", both}, {"Fast", "Push speed", both}, {"Fast Flips", "Body flip speed", both}, {"Fast Spins", "Body spin speed", both}, {"Hard To Bail", "Bail resistance (higher: harder to bail)", both}, {"Sticky Grinds", "Grind lock-on", both}, {"Slick Grinds", "Grind friction", both}, {"Moon Jump", "On foot: jump height", both}, {"Fast On Foot", "On foot: sprint speed", both}, {"Fast Parkour Flips", "On foot: flip and roll speed", f}, {"Super Glide", "Glide: gravity (lower falls slower)", f}, {"Torpedo Boost", "Torpedo and falling: steering", f}, {"Realistic", "", r}, {"Mega Pop", "", 0}, {"No Speed Wobble", "", f}, {"Auto Push", "", f}, {"Smooth Surfaces", "", f}, {"Long Wheelbase", "", both}, }; const auto found = std::ranges::find(dials, name, &Dial::name); return found == std::end(dials) ? PresetDial{} : PresetDial{found->title, found->modes}; } // Patterns are matched against the lower-case ids the game's own data gives its tuning // (run `trainer dump` for the list), so a preset reaches every value a pattern names in // whatever build is running and simply skips the ones that build lacks. const std::vector &builtin_presets() { static const std::vector presets{ // Rules name values the game was found to read (trainer_used.inc) or linked values // (value_links). Jump height comes from the PhysicsJump height graphs; body flips // from FlipScalar and FlipMaxSpeed unless PerfectBodyFlips forces exactly one rotation; // body spins from the PhysicsBodyspin graphs and MaxAutoBodySpinSpeed. The top pushing // speed is the trainer's own doing (set_push_top); the game skips its other push values. {"Super Ollie", "Huge ollies: about three times the height at any speed.", {{"physicsmode.jumpmaxheight", true, 3.0}, {"physicsmode.jumpminheight", true, 3.0}, {"physicsjump.absoluteminheight", true, 2.0}, {"physicsjump.jumpybonusmax", true, 3.0}, {"physicsmode.grindjump", true, 2.5}}}, {"Fast Flips", "Front flips and back flips rotate three times as fast.", {{"physicsreckoning.flipscalar", true, 3.0}, {"physicsreckoning.flipmaxspeed", true, 3.0}, {"physicsmode.perfectbodyflips", false, 0.0}}}, {"Fast Spins", "Body spins rotate three times as fast.", {{"physicsairstates.maxspinspeed", true, 3.0}, {"physicsmode.maxautobodyspinspeed", true, 3.0}}}, {"Realistic", "Lower pop, slower pushing and rotation, earlier speed wobble, easier to bail.", {{"physicsmode.jumpmaxheight", true, 0.75}, {"physicsmode.jumpminheight", true, 0.8}, {"physicsmode.grindjump", true, 0.8}, {"physicspush.maxpushablespeed !camera", true, 0.75}, {"physicsmode.speedwobblestartspeed", true, 0.7}, {"physicsreckoning.flipscalar", true, 0.8}, {"physicsairstates.maxspinspeed", true, 0.75}, {"physicsmode.maxautobodyspinspeed", true, 0.75}, {"physicsmode.grindlockdist", true, 0.7}, {"jump.basejumpheight", true, 0.85}, {"jump.maxjumpheight", true, 0.85}, {"locomotion.sprintspeed", true, 0.85}, {"wipeoutfallspeed.", true, 0.8}, {"physicswipeout.wipeout_ maxspeed", true, 0.8}, {"physicsmode.wipeout_ acceleration", true, 0.8}}}, {"Mega Pop", "Ollies and grind pops go about twice as high.", {{"physicsmode.jumpmaxheight", true, 2.0}, {"physicsmode.jumpminheight", true, 1.6}, {"physicsjump.jumpybonusmax", true, 2.0}, {"physicsmode.grindjump", true, 1.6}}}, {"Fast", "Every push is 1.8 times as fast.", {{"physicspush.maxpushablespeed !camera", true, 1.8}, {"physicspush.maxspeedforautopush", true, 1.8}, {"physicsmode.speedwobblestartspeed", true, 3.0}}}, {"Moon Jump", "On foot: jumps about three times as high.", {{"jump.basejumpheight", true, 3.0}, {"jump.maxjumpheight", true, 3.0}, {"jump.maxjumpvelocity", true, 2.0}}}, {"Fast On Foot", "On foot: sprint nearly twice as fast.", {{"locomotion.sprintspeed", true, 1.8}, {"locomotion.sprintspeedboost", true, 1.8}}}, {"Fast Parkour Flips", "On foot: flips and rolls rotate and travel much faster.", {{"flumping.flumptuckmaxrotationvelocity", true, 2.5}, {"flumping.rollmaxvelocity", true, 2.0}, {"flumping.rollvelocitymultiplier", true, 1.5}}}, {"Super Glide", "Spread-eagle falls slowly and steers hard.", {{"wipeout.spreadeaglegravity", true, 0.35}, {"wipeout.spreadeagleaircontrolmax", true, 2.0}, {"wipeout.spreadeagleaircontrolmin", true, 2.0}}}, {"Torpedo Boost", "Torpedo steers and carries much harder, and so does a plain fall.", {{"wipeout.torpedoaircontrolmax", true, 2.5}, {"wipeout.defaultaircontrol", true, 2.0}}}, {"No Speed Wobble", "The board stays steady at any speed.", {{"physicsmode.speedwobblestartspeed", true, 20.0}}}, {"Auto Push", "Once rolling, the skater keeps gaining speed up to the auto push speed (8 m/s).", {{"physicsmode.autopushenabled", false, 1.0}}}, {"Hard To Bail", "Much larger impacts are needed before a wipeout.", {{"physicswipeout.wipeout_ force", true, 3.0}, {"physicswipeout.wipeout_ acceleration", true, 3.0}, {"physicswipeout.wipeout_ maxspeed", true, 2.5}, {"physicswipeout.wipeout_ maxdisp", true, 3.0}, {"physicswipeout.wipeout_ relativevel", true, 3.0}, {"wipeout.on forcelimits", true, 3.0}, {"wipeout.runoutwipeoutforcelimits", true, 3.0}, {"physicsmode.wipeout_ acceleration", true, 3.0}, {"physicsmode.wipeoutcheckforbadlanding", false, 0.0}}}, {"Sticky Grinds", "Grinds lock on from further away and at higher speeds.", {{"physicsmode.grindlockdist", true, 2.0}, {"physicstrajectory.grindmaxspeedsqr", true, 4.0}, {"physicstrajectory.grindmaxspeeddownontogrind", true, 2.0}, {"physicstrajectory.grindlandingmaxangle", true, 2.0}}}, {"Slick Grinds", "Grinds and slides keep their speed.", {{"physicsgrind.commonfrictionscalar", true, 0.4}, {"physicsgrind.curbfrictionscalar", true, 0.4}}}, {"Smooth Surfaces", "Rough ground rides like polished concrete.", {{"physicsmode.makesurfacessmooth", false, 1.0}}}, {"Long Wheelbase", "Trucks 10 cm further out at both ends. Takes effect on the next respawn.", {{"physicstrucks.truckzposfront", false, 0.0143}, {"physicstrucks.truckzposback", false, 0.0143}}}, }; return presets; } } // namespace dingosdk::trainer