#include "trainer.h" #include "trainer_classes.h" #include "trainer_gamestate.h" #include "trainer_jump.h" #include "trainer_presets.h" #include "trainer_session.h" #include "trainer_landing.h" #include "trainer_waypoint.h" #include "Engine/Core/Json/json.h" #include "Engine/Core/Log/logging.h" #include "Engine/Core/Platform/path_text.h" #include "Engine/Game/Build/addresses.h" #include "Engine/Game/Build/20260929/no_bail.h" #include "Engine/Game/Build/20260929/physics_tuning.h" #include "Engine/Game/Multiplayer/session_physics.h" #include "Engine/Game/Multiplayer/session_tools.h" #include "Extension/Profile/local_profile_runtime.h" #include "Extension/Skater/client_source_spawn.h" #include "Extension/Skater/client_source_spawn_internal.h" #include "Extension/BoardBreak/board_break.h" #include "Extension/Skater/no_bail.h" #include "Extension/Skater/physics_tuning.h" #include "Extension/Skater/skater_observer.h" #include "Extension/UI/Overlay/overlay.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Game thread only. See trainer.h for how the menu reaches this. extern "C" std::uint64_t DingoSDKOverlayGrindStickMirrored() noexcept; extern "C" void DingoSDKOverlaySetGrindStickTurn(bool on, float x, float y_add, float y_scale) noexcept; extern "C" void DingoSDKOverlayGrindStickSent(float *values) noexcept; extern "C" void DingoSDKOverlaySetGrindStickLean(bool on, float x, float y) noexcept; extern "C" bool DingoSDKOverlayGrindStickLeanRaw(float *values) noexcept; extern "C" std::uint64_t DingoSDKOverlayGrindStickLeaned() noexcept; namespace dingosdk::trainer { namespace { namespace tuning = dingosdk::physics_tuning; using Vec3 = std::array; constexpr float max_coordinate = 1.0e6f; constexpr std::uint32_t air_states_first = 200, air_states_end = 300; constexpr std::uint32_t xinput_up = 0x1, xinput_down = 0x2, xinput_left = 0x4, xinput_right = 0x8, xinput_lb = 0x100, xinput_rb = 0x200; struct Entry { std::string id, key, label, group; // key: lower-case id Kind kind{}; std::uint16_t offset{}, size{}; std::size_t curve{}; double value{}, stock{}; bool touched{}, frozen{}; bool detail{}; bool used{}; // the game's code was found to read it (trainer_used.inc), or it is linked std::vector drives; // graph multipliers this value scales (value_links) std::vector members; // graph: its outputs (Y0.., Min_Y, Max_Y) int class_field{-1}; // a field of one of the game's data-defined classes (trainer_classes.h), not of the tuning asset }; struct MapData { std::array markers{}; std::string preset; }; struct MapFile { // Mods//trainer.json std::string note, preset_name; std::vector> preset; std::vector spots; }; struct Saved { double value{}; bool frozen{}; }; struct SelfTest { int step{}; // 0: idle std::uint64_t until{}; std::size_t entry{}; double before{}, target{}; Vec3 origin{}; int failures{}; }; struct Motion { bool valid{}; Vec3 position{}, velocity{}; std::int64_t stamp{}; bool airborne{}; Vec3 takeoff{}, takeoff_velocity{}; std::int64_t takeoff_stamp{}; float apex{}; bool axes_valid{}; Vec3 forward{}, up{}; float spin{}, spin_rate{}, flip{}; float board_turn{}; // the board's fastest turn rate in this jump, degrees per second std::uint32_t air_state{}, ground_state{}; }; // The trick multipliers and auto push in force: x of the game's own, and for auto push the // speed a rolling skater is carried up to (m/s, 0: off). struct Boosts { float flip{1}, hippy{1}, nocomply{1}, boneless{1}, offboard{1}, cruise{}; }; // How long a new skater alone waits for a memory search: doubled while searches find nothing new. constexpr std::uint64_t class_skater_wait_low = 20000, class_skater_wait_high = 600000; struct State { bool loaded{}; // the store was read std::shared_ptr model; std::vector entries; std::map> index; std::uintptr_t base{}, asset{}, entity{}; tuning::Values own, want; bool write_due{}, view_due{true}, save_due{}; bool profile_due{}; // the loaded map's preset is still to be applied bool refresh_due{}; // values were written while the skater had no cached copy to refresh std::uint64_t next_hold{}, next_save{}, next_skater{}, revision{}; std::string status = "Waiting for the game.", last; bool ready{}; std::map> saved; // by key UserPresets user; // presets std::vector active; // presets applied since Stock std::map> maps; std::string map; MapFile map_file; int slot{}; bool auto_return{}, pad_shortcuts{}, hud{}, hud_jump{}, logging{}; // The hippy jump's height is set by the game's trick scripts, not by tuning: the trainer // scales the upward velocity when it sees one start. float hippy_height{1}; // An on-foot jump: the same scaling, when a skater standing off the board starts to rise. float offboard_height{1}; // Board flip tricks: a multiplier on the game's flip speed curves (trainer_classes.h). float flip_speed{1}; // "Advanced trick speed": each flip trick also turns at a speed of its own (flip_tricks, trainer_gamestate.h). bool flip_advanced{}; bool flip_pop{}; // a slowed flip trick pops higher, so it has the air time it needs bool flip_flick{}; // a slow flick of the stick turns the board as fast as a full one bool grind_watch{}; // the grind card is asking what the game's switches read (`trainer grind watch`) std::map> folds; // the menu's sections and cards the player has opened or closed std::array flip_trick = [] { std::array ones{}; ones.fill(1.0f); return ones; }(); // The flip speed in the air now: the game's own number, what the trainer made of it, and whether it can be reached at all. struct FlipDrive { bool active{}; float game{}, written{}; float clamped{}; // the impossible's own speed state as the flight began float factor{1}; // the flip speed times the turning trick's own std::uint32_t trick{}; // the trick it was last driven for } flip_drive; float flip_game_seen{}; // the game's own number in the last driven flight (for the flight log) float flip_clamped_seen{-1}; // and what the impossible's own speed state read (-1: not found) bool flip_live{}; std::uint32_t flip_trick_seen{}; // the last trick that turned (CurrentFlipTrick) bool offboard_grounded{}; // off the board and not moving up or down at the last tick const char *boost_name{""}; // The no comply and the boneless are launched by the trick scripts too (trainer_jump.cpp). float nocomply_height{1}, boneless_height{1}; float manual_height{1}; // the pop out of a manual float gravity{1}; // x the game's own gravity, in the air on the board bool gravity_live{true}; // this build's gravity constants are the known ones float grind_side{1}; // the sideways part of a pop out of a grind or slide float grind_push{}; // Skate 3's pop: this many m/s sideways at full stick, the way the stick points (0: none) // Skate 3's turn on a grind: the left stick alone turns the board, up to this many degrees either way (0: off, the // game's own, which follows where the right stick points). Negative turns the other way. float grind_range{}; float grind_yaw{}; // Skate 3's eased stick, -0.614..0.614 float grind_heading{}; // what the game is answered with (radians) // The angle the game turns the right stick by before it steers the board (it reads the stick from the camera's side): // measured from what it was shown against what its GrindControlLR / UD then read. float grind_frame_cos{1}, grind_frame_sin{}; std::uint64_t grind_yaw_at{}; // The grind exit switches (grind_switches, trainer_gamestate.h): -1 the game's own, 0 held off, 1 held on; and what each read. std::array grind_mode = [] { std::array a{}; a.fill(-1); return a; }(); std::array grind_live = grind_mode; // The game's own grind settings (grind_settings, trainer_gamestate.h): -1 the game's own, 0 forced off, 1 forced on. std::array grind_setting = [] { std::array a{}; a.fill(-1); return a; }(); // What the game had a held switch at before the trainer first wrote it (-1: not held, or not read yet). The game // sets most of them once and never again (measured 2026-10-11: released, a switch stayed where it was held), so // "the game's own" has to put this back. std::array grind_stock = grind_mode; // Transition skating (bowls, quarter pipes, vert): the trainer's own help, each 0 / false when off. float tr_lean{}; // 0..1: how hard the skater leans into the ramp on a coping grind float tr_carry{}; // 0..1: how much of the speed along the coping is kept rolling off it float tr_drop{1.0f}; // m/s: the most speed across the coping, into the ramp, while that speed is kept float tr_unstick{}; // strength of the push out of a hang-up float tr_lockout{}; // seconds the coping cannot be caught again after a coping grind bool tr_spine{}; // a flight straight up and over a lip does not reach for the coping float tr_plant{}; // 0..1: a handplant leaves the lip the way Skate 3's did // The game's own transition settings (transition_settings, trainer_gamestate.h): -1 the game's own, 0 forced off, 1 forced on. // The game's own Settings options shown with them (transition_options): what the game holds, read twice a second. std::array tr_option = [] { std::array a{}; for (std::size_t i = 0; i < a.size(); ++i) a[i] = transition_options[i].stock; return a; }(); std::uint64_t tr_option_at{}; // What the player's own game settings hold for the settings the trainer can force (read with the options above): // a row that is not forced shows this, not the game's default. std::array grind_own = [] { std::array a{}; for (std::size_t i = 0; i < a.size(); ++i) a[i] = grind_settings[i].stock; return a; }(); std::array tr_own = [] { std::array a{}; for (std::size_t i = 0; i < a.size(); ++i) a[i] = transition_settings[i].stock; return a; }(); std::array tr_setting = [] { std::array a{}; a.fill(-1); return a; }(); // The game's own hidden on-foot switches (foot_settings, trainer_gamestate.h): -1 the game's own, 0 forced off, 1 forced on. std::array foot_setting = [] { std::array a{}; a.fill(-1); return a; }(); // What the trainer knows of the transition the skater is on, from one tick to the next. struct TransitionTrack { std::uint64_t steep_at{}; // when the skater last rode steep ground std::array steep_out{}; // level direction out of that wall, into the ramp bool coping{}; // on a coping grind or stall now bool grinding{}, flying{}; // at the last tick std::array edge{}, ramp{}; // level unit vectors: along the coping, and from it into the ramp float in_angle{}, in_speed{}; // how the grind began: degrees between the travel and the coping, m/s std::uint64_t left_at{}; // when the last coping grind ended without a pop std::uint64_t flight_off_until{}; // a flight up and over a lip: no reaching for edges until then bool flight_off{}; bool air_grinds_off{}; // the air grind reach is held at 0 now float lean{}; // the lean in force, eased std::uint64_t reports{}; // physics-step reports told so far std::uint64_t log_at{}; } tr; float revert_boost{}; // 0: off float pump_power{1}; // x what pumping a transition gains bool pump_live{}; // the game's pumping states are found RevertTuning revert; std::uint64_t revert_boosts_seen{}; std::uint32_t last_state{}; float boost_factor{}; // velocity factor of the jump now starting, 0: none std::uint64_t boost_until{}; float return_delay{1.5f}; std::uint64_t seen_wipeouts{}, return_at{}, open_serial{}; std::uint64_t class_search_at{}; // when to look for the game's tuning classes (0: not due) int class_search_tries{}; std::uint64_t class_search_seen{}; // the searches that had finished when this level loaded bool class_list_wanted{}; // the player has the list of every value open on this level float flip_applied{1}; // the flip speed the catch times were last set for float late_flip_applied{1}; // the factor the late flip's speed ends were last set for std::uint64_t class_entity{}; // the skater the last search was for std::uint64_t class_research_after{}; // no new search before this, however many skaters come and go std::uint64_t class_creations{}; // the skaters the game had built at the last look bool class_research_due{}; // a new skater came while a search could not start: look when it can bool class_skater_due{}; // the same, for a new skater alone (nothing looked lost) bool class_skater_judged{true}; // the search a new skater asked for has been compared with what was known std::uint64_t class_skater_after{}; // no search for a new skater alone before this std::uint64_t class_skater_wait{class_skater_wait_low}; std::uint64_t class_found{}; // class_search_found() before that search std::vector class_entries; // the entries that are fields of those classes // A session whose host sets everyone's physics (session_physics.h): what the host shares // beyond its tuning, and what each class field holds for it. The player's own stand down. bool enforced{}; std::uint64_t host_revision{}; SessionExtras host; std::array host_classes{}; Boosts boosts; // what is in force this tick std::string share_text; // the last exported preset, for the menu to put on the clipboard std::uint64_t share_serial{}; bool extras_due{true}; // the player's own extras are to be published for a session again bool wipeouts_known{}; // the wipeout count the session started with was read int open_tab{}; std::uint32_t pad_previous{}; // The pause map's waypoint. The registry is read only while the player has a use for the // answer (the TELEPORT card is on screen, or `trainer waypoint`), and the waypoint is // forgotten on a new level: it belonged to the old one. std::optional waypoint; std::string waypoint_detail, waypoint_level; std::uint64_t waypoint_wanted_until{}, waypoint_next_read{}; // A ground-snapped arrival being watched (trainer_landing.h). landing::Watch landing; Motion motion; Telemetry telemetry; std::ofstream log; std::int64_t log_start{}; std::map states; // physics state -> ticks seen SelfTest test; }; State &state() { static auto *value = new State; return *value; } std::string lower(std::string_view text) { std::string result(text); std::ranges::transform(result, result.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); return result; } // "MaxPushSpeed" -> "Max Push Speed" std::string spaced(std::string_view text) { std::string result; for (std::size_t i = 0; i < text.size(); ++i) { const auto c = static_cast(text[i]); const bool upper = std::isupper(c) != 0; if (i && upper) { const auto before = static_cast(text[i - 1]); const bool next_lower = i + 1 < text.size() && std::islower(static_cast(text[i + 1])); if (std::islower(before) || std::isdigit(before) || (std::isupper(before) && next_lower)) result += ' '; } result += text[i] == '.' ? ' ' : text[i]; if (text[i] == '.') result += "/ "; } return result; } std::optional number(std::string_view text) { double value{}; const auto *last = text.data() + text.size(); const auto parsed = std::from_chars(text.data(), last, value); if (parsed.ec != std::errc{} || parsed.ptr != last || !std::isfinite(value)) return std::nullopt; return value; } void say(logging::Level level, const std::string &text) { logging::write(level, logging::Channel::skater, text); } // ---- storage --------------------------------------------------------------------------- std::filesystem::path data_directory() { PWSTR raw{}; std::filesystem::path result; if (SUCCEEDED(SHGetKnownFolderPath(FOLDERID_LocalAppData, 0, nullptr, &raw)) && raw) result = std::filesystem::path(raw) / L"ReSkate" / L"trainer"; if (raw) CoTaskMemFree(raw); return result; } std::filesystem::path game_directory() { std::vector exe(32768); const auto length = GetModuleFileNameW(nullptr, exe.data(), static_cast(exe.size())); if (!length || length >= exe.size()) return {}; return std::filesystem::path(exe.data()).parent_path(); } std::optional read_json(const std::filesystem::path &path) { try { std::ifstream file(path, std::ios::binary); if (!file) return std::nullopt; const std::string text((std::istreambuf_iterator(file)), std::istreambuf_iterator()); if (text.empty() || text.size() > 1024 * 1024) return std::nullopt; return Json::parse(text); } catch (...) { return std::nullopt; } } std::optional read_position(const Json &value) { if (!value.is_array() || value.size() != 3) return std::nullopt; Vec3 result{}; for (std::size_t i = 0; i < 3; ++i) { if (!value.at(i).is_number()) return std::nullopt; result[i] = value.at(i).get(); if (!std::isfinite(result[i]) || std::abs(result[i]) > max_coordinate) return std::nullopt; } return result; } Json write_position(const Vec3 &p) { return Json::array({Json(p[0]), Json(p[1]), Json(p[2])}); } // Gravity as a multiple of the game's own. constexpr float gravity_low = 0.001f, gravity_high = 1000.0f; // a typed number may go far past the slider struct RevertField { std::string_view name; float RevertTuning::*member; float low, high; }; constexpr RevertField revert_fields[]{ {"spin", &RevertTuning::min_spin, 0.0f, 100000.0f}, {"slip", &RevertTuning::min_slip, 0.0f, 360.0f}, {"twist", &RevertTuning::min_twist, 0.0f, 360.0f}, {"bend", &RevertTuning::bend_boost, -1.0e6f, 1.0e6f}, {"full", &RevertTuning::full_boost, -1.0e6f, 1.0e6f}, {"auto", &RevertTuning::auto_boost, -1.0e6f, 1.0e6f}, {"max_speed", &RevertTuning::max_speed, 0.0f, 1.0e6f}, {"cooldown", &RevertTuning::cooldown, 0.0f, 3600.0f}, {"min_air", &RevertTuning::min_air, 0.0f, 3600.0f}, }; RevertTuning sane_revert(RevertTuning tuning) { const RevertTuning stock; for (const auto &field : revert_fields) { auto &value = tuning.*field.member; value = std::isfinite(value) ? std::clamp(value, field.low, field.high) : stock.*field.member; } return tuning; } void load_store() { auto &s = state(); s.loaded = true; const auto json = read_json(data_directory() / L"trainer.json"); if (!json || !json->is_object()) return; try { if (json->contains("options") && json->at("options").is_object()) { const auto &o = json->at("options"); s.auto_return = o.value("auto_return", false); s.pad_shortcuts = o.value("pad_shortcuts", false); s.hud = o.value("hud", false); s.hud_jump = o.value("hud_jump", false); s.return_delay = std::clamp(o.value("return_delay", 1.5f), 0.0f, 3600.0f); s.hippy_height = std::clamp(o.value("hippy_height", 1.0f), height_low, height_high); s.nocomply_height = std::clamp(o.value("nocomply_height", 1.0f), height_low, height_high); s.manual_height = std::clamp(o.value("manual_height", 1.0f), height_low, height_high); s.gravity = std::clamp(o.value("gravity", 1.0f), gravity_low, gravity_high); s.grind_side = std::clamp(o.value("grind_side", 1.0f), 0.0f, 1.0e6f); s.grind_push = std::clamp(o.value("grind_push", 0.0f), -1.0e6f, 1.0e6f); // (grind_lean, grind_turn and grind_tip were levers of earlier builds that did nothing: read past.) s.grind_range = std::clamp(o.value("grind_range", 0.0f), -1.0e6f, 1.0e6f); for (std::size_t i = 0; i < grind_settings.size(); ++i) s.grind_setting[i] = static_cast(std::clamp(o.value("grind.set." + std::string(grind_settings[i].key), -1), -1, 1)); for (std::size_t i = 0; i < grind_switches.size(); ++i) s.grind_mode[i] = grind_switches[i].read_only ? std::int8_t{-1} : static_cast(std::clamp(o.value("grind." + std::string(grind_switches[i].key), -1), -1, 1)); s.tr_lean = std::clamp(o.value("transition.lean", 0.0f), -1000.0f, 1000.0f); s.tr_carry = std::clamp(o.value("transition.carry", 0.0f), 0.0f, 1000.0f); s.tr_drop = std::clamp(o.value("transition.drop", 1.0f), 0.0f, 1.0e6f); s.tr_unstick = std::clamp(o.value("transition.unstick", 0.0f), 0.0f, 1.0e6f); s.tr_lockout = std::clamp(o.value("transition.lockout", 0.0f), 0.0f, 3600.0f); s.tr_spine = o.value("transition.spine", false); s.tr_plant = std::clamp(o.value("transition.plant", 0.0f), 0.0f, 1000.0f); for (std::size_t i = 0; i < transition_settings.size(); ++i) s.tr_setting[i] = static_cast(std::clamp(o.value("transition.set." + std::string(transition_settings[i].key), -1), -1, 1)); for (std::size_t i = 0; i < foot_settings.size(); ++i) s.foot_setting[i] = static_cast(std::clamp(o.value("foot.set." + std::string(foot_settings[i].key), -1), -1, 1)); s.offboard_height = std::clamp(o.value("offboard_height", 1.0f), height_low, height_high); s.flip_speed = std::clamp(o.value("flip_speed", 1.0f), flip_low, flip_high); s.flip_advanced = o.value("flip_advanced", false); s.flip_pop = o.value("flip_pop", false); s.flip_flick = o.value("flip_flick", false); for (std::size_t i = 0; i < flip_tricks.size(); ++i) s.flip_trick[i] = std::clamp(o.value(std::string(flip_tricks[i].key), 1.0f), flip_low, flip_high); s.boneless_height = std::clamp(o.value("boneless_height", 1.0f), height_low, height_high); s.revert_boost = std::clamp(o.value("revert_boost", 0.0f), 0.0f, revert_boost_high); s.pump_power = std::clamp(o.value("pump_power", 1.0f), 0.0f, pump_high); s.slot = std::clamp(o.value("slot", 0), 0, static_cast(marker_slots) - 1); } if (json->contains("folds") && json->at("folds").is_object()) for (const auto &[id, open] : json->at("folds").items()) if (open.is_boolean() && id.size() <= 64) s.folds[id] = open.get(); if (json->contains("values") && json->at("values").is_object()) for (const auto &[key, row] : json->at("values").items()) if (row.is_object() && row.contains("value") && row.at("value").is_number()) s.saved[lower(key)] = {row.at("value").get(), row.value("frozen", false)}; if (json->contains("presets") && json->at("presets").is_object()) for (const auto &[name, values] : json->at("presets").items()) { if (!values.is_object() || name.empty() || name.size() > max_preset_name) continue; auto &preset = s.user[name]; for (const auto &[key, value] : values.items()) if (value.is_number()) preset[lower(key)] = value.get(); } if (json->contains("active") && json->at("active").is_array()) for (const auto &name : json->at("active")) // (Fast Parkour Flips, Pump Power and Deep Landings were presets of earlier versions that changed nothing.) if (name.is_string() && name.string() != "Fast Parkour Flips" && name.string() != "Pump Power" && name.string() != "Deep Landings") s.active.push_back(name.string()); if (json->contains("revert") && json->at("revert").is_object()) { for (const auto &field : revert_fields) if (const auto name = std::string(field.name); json->at("revert").contains(name) && json->at("revert").at(name).is_number()) s.revert.*field.member = json->at("revert").at(name).get(); // 0.4.1 saved its own default for the off-the-travel rule (12 degrees), which paid ordinary // 180s: a file from before the rules were numbered that still holds it gets today's (off). if (!json->at("revert").contains("rules") && s.revert.min_slip == 12.0f) s.revert.min_slip = RevertTuning{}.min_slip; s.revert = sane_revert(s.revert); } if (json->contains("maps") && json->at("maps").is_object()) for (const auto &[level, row] : json->at("maps").items()) { if (!row.is_object()) continue; auto &map = s.maps[lower(level)]; map.preset = row.value("preset", ""); if (row.contains("markers") && row.at("markers").is_array()) for (std::size_t i = 0; i < marker_slots && i < row.at("markers").size(); ++i) if (const auto position = read_position(row.at("markers").at(i))) map.markers[i] = {true, *position}; } } catch (...) { say(logging::Level::warning, "Trainer: trainer.json is damaged; starting from what could be read."); } // A preset of the player's own saved before a built-in one took its name would hide the // built-in. It keeps its values under a new name, and what named it follows. for (const auto &[from, to] : rename_reserved_presets(s.user)) { for (auto &name : s.active) if (lower(name) == lower(from)) name = to; for (auto &entry : s.maps) if (lower(entry.second.preset) == lower(from)) entry.second.preset = to; s.save_due = true; say(logging::Level::info, std::format("Trainer: your preset \"{}\" is now \"{}\": a built-in preset has that name.", from, to)); } } void save_store() { auto &s = state(); s.save_due = false; try { Json json = Json::object(); json["schema"] = 1; Json options = Json::object(); options["auto_return"] = s.auto_return; options["pad_shortcuts"] = s.pad_shortcuts; options["hud"] = s.hud; options["hud_jump"] = s.hud_jump; options["return_delay"] = s.return_delay; options["hippy_height"] = s.hippy_height; options["nocomply_height"] = s.nocomply_height; options["manual_height"] = s.manual_height; options["gravity"] = s.gravity; options["grind_side"] = s.grind_side; options["grind_push"] = s.grind_push; options["grind_range"] = s.grind_range; for (std::size_t i = 0; i < grind_settings.size(); ++i) if (s.grind_setting[i] >= 0) options["grind.set." + std::string(grind_settings[i].key)] = static_cast(s.grind_setting[i]); for (std::size_t i = 0; i < grind_switches.size(); ++i) if (s.grind_mode[i] >= 0) options["grind." + std::string(grind_switches[i].key)] = static_cast(s.grind_mode[i]); options["transition.lean"] = s.tr_lean; options["transition.carry"] = s.tr_carry; options["transition.drop"] = s.tr_drop; options["transition.unstick"] = s.tr_unstick; options["transition.lockout"] = s.tr_lockout; options["transition.spine"] = s.tr_spine; options["transition.plant"] = s.tr_plant; for (std::size_t i = 0; i < transition_settings.size(); ++i) if (s.tr_setting[i] >= 0) options["transition.set." + std::string(transition_settings[i].key)] = static_cast(s.tr_setting[i]); for (std::size_t i = 0; i < foot_settings.size(); ++i) if (s.foot_setting[i] >= 0) options["foot.set." + std::string(foot_settings[i].key)] = static_cast(s.foot_setting[i]); options["offboard_height"] = s.offboard_height; options["flip_speed"] = s.flip_speed; options["flip_advanced"] = s.flip_advanced; options["flip_pop"] = s.flip_pop; options["flip_flick"] = s.flip_flick; for (std::size_t i = 0; i < flip_tricks.size(); ++i) if (s.flip_trick[i] != 1.0f) options[std::string(flip_tricks[i].key)] = s.flip_trick[i]; options["boneless_height"] = s.boneless_height; options["revert_boost"] = s.revert_boost; options["pump_power"] = s.pump_power; options["slot"] = s.slot; json["options"] = std::move(options); Json folds = Json::object(); for (const auto &[id, open] : s.folds) folds[id] = open; json["folds"] = std::move(folds); Json values = Json::object(); // Values of fields this build's tuning does not have are kept as they were read. for (const auto &[key, saved] : s.saved) { Json row = Json::object(); row["value"] = saved.value; row["frozen"] = saved.frozen; values[key] = std::move(row); } json["values"] = std::move(values); Json presets = Json::object(); for (const auto &[name, preset] : s.user) { Json row = Json::object(); for (const auto &[key, value] : preset) row[key] = value; presets[name] = std::move(row); } json["presets"] = std::move(presets); Json active = Json::array(); for (const auto &name : s.active) active.push_back(name); json["active"] = std::move(active); Json maps = Json::object(); for (const auto &[level, map] : s.maps) { if (level.empty()) continue; Json row = Json::object(); Json markers = Json::array(); for (const auto &marker : map.markers) markers.push_back(marker.set ? write_position(marker.position) : Json(nullptr)); row["markers"] = std::move(markers); row["preset"] = map.preset; maps[level] = std::move(row); } json["maps"] = std::move(maps); Json revert = Json::object(); for (const auto &field : revert_fields) revert[std::string(field.name)] = s.revert.*field.member; revert["rules"] = 2; json["revert"] = std::move(revert); // Written on a thread of its own (the client tick saves 1.5 s after a change: a folder // lookup, a file written and renamed). The writes are kept in order by their own lock. std::thread([text = json.dump(2)] { static std::mutex writing; std::lock_guard lock(writing); try { const auto directory = data_directory(); if (directory.empty()) return; std::error_code error; std::filesystem::create_directories(directory, error); const auto target = directory / L"trainer.json", temporary = directory / L"trainer.json.tmp"; { std::ofstream file(temporary, std::ios::binary | std::ios::trunc); file << text; if (!file) return; } std::filesystem::rename(temporary, target, error); if (error) { std::filesystem::remove(target, error); std::filesystem::rename(temporary, target, error); } } catch (...) {} }).detach(); } catch (...) { say(logging::Level::warning, "Trainer: could not save trainer.json."); } } void changed(bool save = true) { auto &s = state(); s.view_due = true; s.extras_due = true; if (save) { s.save_due = true; s.next_save = GetTickCount64() + 1500; } } // ---- values ---------------------------------------------------------------------------- double read_field(const std::vector &image, const Entry &e) { const auto *at = image.data() + e.offset; if (e.kind == Kind::real) { float value; std::memcpy(&value, at, 4); return value; } if (e.kind == Kind::flag) return *at ? 1 : 0; switch (e.size) { case 1: { std::int8_t v; std::memcpy(&v, at, 1); return v; } case 2: { std::int16_t v; std::memcpy(&v, at, 2); return v; } case 4: { std::int32_t v; std::memcpy(&v, at, 4); return v; } default: { std::int64_t v; std::memcpy(&v, at, 8); return static_cast(v); } } } void write_field(std::vector &image, const Entry &e, double value) { auto *at = image.data() + e.offset; if (e.kind == Kind::real) { const auto v = static_cast(value); std::memcpy(at, &v, 4); } else if (e.kind == Kind::flag) { *at = value != 0 ? 1 : 0; } else { switch (e.size) { case 1: { const auto v = static_cast(std::clamp(value, -128.0, 127.0)); std::memcpy(at, &v, 1); break; } case 2: { const auto v = static_cast(std::clamp(value, -32768.0, 32767.0)); std::memcpy(at, &v, 2); break; } case 4: { const auto v = static_cast(std::clamp(value, -2147483648.0, 2147483647.0)); std::memcpy(at, &v, 4); break; } default: { const auto v = static_cast(value); std::memcpy(at, &v, 8); break; } } } } // A curve's outputs times `factor`: a point is 0x1c bytes with its output at +0x14. tuning::Curve scaled_curve(const tuning::Curve &source, double factor) { auto result = source; for (std::size_t p = 0; p + addr::physics_tuning::curve_point_size <= result.points.size(); p += addr::physics_tuning::curve_point_size) { float y; std::memcpy(&y, result.points.data() + p + 0x14, 4); y = static_cast(y * factor); if (std::isfinite(y)) std::memcpy(result.points.data() + p + 0x14, &y, 4); } return result; } double sane(const Entry &e, double value) { if (!std::isfinite(value)) return e.stock; if (e.kind == Kind::flag) return value != 0 ? 1 : 0; if (e.kind == Kind::integer) return std::round(value); // No limits of the trainer's own beyond keeping a number a number: what a value may sensibly // be is the player's call (a slider's ends are only where the slider stops). if (e.kind == Kind::curve || e.kind == Kind::graph) return std::clamp(value, -1.0e9, 1.0e9); return std::clamp(value, -1.0e12, 1.0e12); } // The held flip class's catch times: how long each kind of flip may take to come round. bool extras_blocked(); // While a late flip runs the game sets its speed every update to clamp(the flick's speed, lateflip.MinSpeed, lateflip.MaxSpeed), // so the flip speed the trainer gives other flips never reaches it (measured 2026-10-15: x0.5, 1 and 2 all turned a late kickflip // about 260 deg at 1155 deg/s). Those two ends follow the flip speed and the Late flip per-trick speed instead. bool late_flip_speed(std::string_view key) { return key == "lateflip.maxspeed" || key == "lateflip.minspeed"; } float late_flip_factor() { auto &s = state(); if (extras_blocked()) return 1.0f; float factor = s.boosts.flip; if (s.flip_advanced) if (const auto index = flip_trick_index(40); index >= 0) factor *= s.flip_trick[static_cast(index)]; // LateFlipTrick return factor; } bool slowed_catch_time(std::string_view key) { return key.starts_with("heldflip.") && key.ends_with("catchtime"); } // What a class field should hold: the player's value, or the host's while a session's host // sets everyone's physics. void want_class(const Entry &e) { auto &s = state(); const auto field = static_cast(e.class_field); auto value = s.enforced ? s.host_classes[field] : static_cast(e.touched ? e.value : e.stock); // The game hurries any flip that would not come round inside its catch time (measured: at // every flip speed below about x0.9 a kickflip turned at 360 degrees per 0.2 s, the stock // catch time). A flip slowed by the trick slider is given that much longer. if (s.boosts.flip < 1.0f && slowed_catch_time(e.key)) value /= std::max(s.boosts.flip, flip_low); if (late_flip_speed(e.key)) value *= late_flip_factor(); want_class_value(field, value); } void apply_entry(Entry &e) { auto &s = state(); if (e.class_field >= 0) { want_class(e); return; } if (e.kind == Kind::graph) { // A point the player set by hand keeps their value. for (const auto index : e.members) { const auto &member = s.entries[index]; if (!member.touched && static_cast(member.offset) + member.size <= s.want.image.size()) write_field(s.want.image, member, e.touched ? member.stock * e.value : member.stock); } } else if (e.kind == Kind::curve) { if (e.curve < s.own.curves.size() && s.own.curves[e.curve] && e.curve < s.want.curves.size()) s.want.curves[e.curve] = e.touched ? scaled_curve(*s.own.curves[e.curve], e.value) : *s.own.curves[e.curve]; } else if (static_cast(e.offset) + e.size <= s.want.image.size()) { write_field(s.want.image, e, e.touched ? e.value : e.stock); } s.write_due = true; } void remember(const Entry &e) { auto &s = state(); if (e.touched || e.frozen) s.saved[e.key] = {e.value, e.frozen}; else s.saved.erase(e.key); } void set_entry(Entry &e, double value) { e.value = sane(e, value); e.touched = e.value != e.stock; apply_entry(e); remember(e); // A linked value scales its graphs by the same ratio (the graphs are what the game reads). if (!e.drives.empty() && e.stock != 0) { const auto ratio = e.value / e.stock; const auto targets = e.drives; // set_entry may not touch `e` again, but keep the list stable auto &s = state(); for (const auto index : targets) if (index < s.entries.size() && !s.entries[index].frozen) { auto &target = s.entries[index]; const bool multiplier = target.kind == Kind::curve || target.kind == Kind::graph; set_entry(target, multiplier ? ratio : target.stock * ratio); } } } // A value a locked linked value drives (its graphs, the push class's speeds) is locked with it: // resetting it alone would leave the lock showing a number that no longer does anything. bool is_locked(const Entry &e) { if (e.frozen) return true; auto &s = state(); const auto index = static_cast(&e - s.entries.data()); return std::ranges::any_of(s.entries, [&](const Entry &other) { return other.frozen && std::ranges::find(other.drives, index) != other.drives.end(); }); } Entry *find_entry(std::string_view id) { auto &s = state(); const auto found = s.index.find(lower(id)); return found == s.index.end() ? nullptr : &s.entries[found->second]; } void build_entries() { auto &s = state(); s.entries.clear(); s.index.clear(); s.class_entries.clear(); const auto &m = *s.model; const auto add = [&](std::string name, Kind kind, std::uint16_t offset, std::uint16_t size, std::size_t curve) { if (name.empty()) name = std::format("Unnamed.0x{:x}", offset); Entry e; e.id = kind == Kind::curve || kind == Kind::graph ? name + " x" : name; e.key = lower(e.id); if (s.index.contains(e.key)) { // arrays of structures repeat names e.id += std::format(" @0x{:x}", offset); e.key = lower(e.id); } const auto dot = name.find('.'); auto group = dot == std::string::npos ? std::string("General") : name.substr(0, dot); for (const std::string_view prefix : {"SkatePhysics", "Physics"}) if (group.size() > prefix.size() && group.starts_with(prefix)) { group.erase(0, prefix.size()); break; } e.group = spaced(group); e.label = spaced(dot == std::string::npos ? name : name.substr(dot + 1)); if (kind == Kind::curve || kind == Kind::graph) e.label += " (x)"; e.kind = kind; e.offset = offset; e.size = size; e.curve = curve; e.used = value_used(offset); s.index.emplace(e.key, s.entries.size()); s.entries.push_back(std::move(e)); }; for (std::size_t i = 0; i < m.fields.size(); ++i) { const auto &f = m.fields[i]; add(i < m.field_names.size() ? m.field_names[i] : std::string{}, f.real ? Kind::real : f.flag ? Kind::flag : Kind::integer, f.offset, f.size, 0); } for (std::size_t i = 0; i < m.curve_slots.size(); ++i) add(i < m.curve_names.size() ? m.curve_names[i] : std::string{}, Kind::curve, m.curve_slots[i], 8, i); // Graphs stored in the asset: sixteen X and Y values, a point count and bounds. Each // becomes one multiplier row; its points stay editable but out of the way. const auto plain = s.entries.size(); for (std::size_t i = 0; i < plain; ++i) { if (!s.entries[i].id.ends_with(".Y0") || s.entries[i].kind != Kind::real) continue; const auto parent = s.entries[i].id.substr(0, s.entries[i].id.size() - 3); const auto offset = s.entries[i].offset; std::vector outputs; for (std::size_t j = 0; j < plain; ++j) { auto &other = s.entries[j]; if (other.id.size() <= parent.size() + 1 || !other.id.starts_with(parent) || other.id[parent.size()] != '.') continue; const std::string_view leaf(other.id.c_str() + parent.size() + 1); if (leaf.find('.') != std::string_view::npos) continue; other.detail = true; const bool output = (leaf.starts_with("Y") && leaf.size() <= 3) || leaf == "Min_Y" || leaf == "Max_Y"; if (output && other.kind == Kind::real) outputs.push_back(j); } add(parent, Kind::graph, offset, 0, 0); s.entries.back().members = std::move(outputs); } // The game's data-defined classes: one row per number field, under the class's name. for (std::size_t c = 0; c < class_count; ++c) for (std::size_t i = 0; i < class_specs[c].count; ++i) { const auto &field = class_fields[class_specs[c].first + i]; // A script block's integer words (Code) only make its copy findable: no row, never written. if (std::string_view(field.name).starts_with("Code")) continue; Entry e; e.id = std::format("{}.{}", class_specs[c].key, field.name); e.key = lower(e.id); if (s.index.contains(e.key)) continue; e.group = class_specs[c].group; e.label = spaced(field.name); e.kind = Kind::real; e.used = field.seen; e.class_field = static_cast(class_specs[c].first + i); e.stock = e.value = field.stock; s.index.emplace(e.key, s.entries.size()); s.class_entries.push_back(s.entries.size()); s.entries.push_back(std::move(e)); } for (const auto &link : value_links()) { const auto from = s.index.find(link.value), to = s.index.find(link.drives); if (from == s.index.end() || to == s.index.end()) continue; s.entries[from->second].drives.push_back(to->second); s.entries[from->second].used = true; } // A host's values may have arrived before there were entries to hold them. for (const auto index : s.class_entries) want_class(s.entries[index]); s.extras_due = true; say(logging::Level::info, std::format("Trainer: {} tuning values and {} curves are editable.", m.fields.size(), m.curve_slots.size())); } // Board Break's wear (Extension/BoardBreak) sets four of the tuning's values itself: the game's own times // what wear does to a board, and none the player changed. While the player has not changed one it is // wear's: the trainer hands it back before each write rather than putting back the number it saw last. bool board_break_value(const Entry &e, double &value) { if (e.class_field >= 0 || e.kind != Kind::real) return false; const auto worn = board_break::handling_value(e.offset); if (worn) value = *worn; return worn.has_value(); } // A new copy of the asset (first sight, or a level load): its values are the stock ones, but for // what Board Break's wear set already (stock is then the game's own, from its data). void adopt(const tuning::Values &live) { auto &s = state(); s.own = live; s.want = live; for (auto &e : s.entries) { double worn{}; e.stock = e.class_field >= 0 ? class_fields[e.class_field].stock : e.kind == Kind::curve || e.kind == Kind::graph ? 1.0 : board_break_value(e, worn) && s.model && static_cast(e.offset) + 4 <= s.model->image.size() ? read_field(s.model->image, e) : read_field(s.own.image, e); const auto found = s.saved.find(e.key); if (found != s.saved.end()) { e.frozen = found->second.frozen; e.value = sane(e, found->second.value); e.touched = e.value != e.stock; } else if (!e.touched) { e.value = e.stock; } if (e.touched) apply_entry(e); } // A linked value saved by itself (before links existed, or edited in the file) still // drives its graphs. for (auto &e : s.entries) { if (e.drives.empty() || !e.touched || e.stock == 0) continue; for (const auto index : e.drives) { auto &target = s.entries[index]; if (target.touched || target.frozen) continue; const bool multiplier = target.kind == Kind::curve || target.kind == Kind::graph; target.value = sane(target, multiplier ? e.value / e.stock : target.stock * e.value / e.stock); target.touched = target.value != target.stock; if (target.touched) { apply_entry(target); remember(target); } } } s.write_due = true; changed(false); } std::string apply_preset(std::string_view name); bool editable(std::string *why = nullptr) { // A guest's physics are the host's while the session enforces them: the tuning // (physics_tuning::enforce), and what the host shares beyond it (sync_session). Writing // over either would only fight the session, so the player's own stand down. if (session_tuning_enforced()) { if (why) *why = "You are in a multiplayer game where the host controls physics. This menu will not work in this multiplayer game."; return false; } return true; } // Auto push is the trainer's doing: the game's flag reaches only its animation. float own_cruise() { const auto *auto_push = find_entry("physicsmode.autopushenabled"), *auto_speed = find_entry("physicspush.maxspeedforautopush"); return auto_push && auto_speed && auto_push->touched && auto_push->value != 0 ? static_cast(auto_speed->value) : 0.0f; } // The host's where a session's host sets everyone's physics, whatever the boosts switch says // (that switch is about a guest's own); otherwise the player's, and the game's own in a // session that has turned boosts off. // A session where the player's own trick extras do not count: its host sets the physics, or has turned boosts off. bool extras_blocked() { return state().enforced || (multiplayer_session_active() && !session_boosts_allowed()); } Boosts boosts_in_force() { auto &s = state(); if (s.enforced) return {s.host.flip_speed, s.host.hippy_height, s.host.nocomply_height, s.host.boneless_height, s.host.offboard_height, s.host.cruise}; if (multiplayer_session_active() && !session_boosts_allowed()) return {}; return {s.flip_speed, s.hippy_height, s.nocomply_height, s.boneless_height, s.offboard_height, own_cruise()}; } // The player's own, for a session they host to share with its guests. void publish_extras() { auto &s = state(); s.extras_due = false; SessionExtras own; own.flip_speed = s.flip_speed; own.hippy_height = s.hippy_height; own.nocomply_height = s.nocomply_height; own.boneless_height = s.boneless_height; own.offboard_height = s.offboard_height; own.cruise = own_cruise(); for (const auto index : s.class_entries) if (const auto &e = s.entries[index]; e.touched) own.classes.emplace_back(static_cast(e.class_field), static_cast(e.value)); set_local_physics_extras(encode_session_extras(own)); } // Follows a session into and out of its host's physics, and the host's changes while there. void sync_session() { auto &s = state(); const bool enforced = session_tuning_enforced(); std::vector bytes; bool fresh = false; if (enforced) fresh = host_physics_extras(s.host_revision, bytes); else s.host_revision = 0; // read again the next time a host sets the physics if (enforced == s.enforced && !fresh) return; if (fresh) { auto decoded = decode_session_extras(bytes); if (!decoded) say(logging::Level::warning, "Trainer: what the host shares beyond its tuning could not be read; the game's own is used for it."); s.host = decoded ? std::move(*decoded) : SessionExtras{}; for (std::size_t i = 0; i < class_field_count; ++i) s.host_classes[i] = class_fields[i].stock; for (const auto &[index, value] : s.host.classes) s.host_classes[index] = value; if (!s.host.stock()) say(logging::Level::info, std::format("Trainer: skating with the host's trick multipliers and {} of its class values.", s.host.classes.size())); } s.enforced = enforced; for (const auto index : s.class_entries) want_class(s.entries[index]); changed(false); } void hold(std::uint64_t now) { auto &s = state(); if (!s.base) return; if (!s.model) { tuning::prepare(); std::string error; s.model = tuning::game_tuning(&error); if (!s.model) { const auto next = error.empty() ? std::string("Reading the game's physics tuning...") : "Physics tuning is unavailable: " + error + "."; if (next != s.status) { s.status = next; changed(false); } return; } build_entries(); } if (!s.write_due && now < s.next_hold) return; s.next_hold = now + 500; tuning::Values live; std::uintptr_t asset{}; if (!tuning::read_live(s.base, live, &asset)) { if (s.ready) { s.ready = false; s.status = "Waiting for a level."; changed(false); } return; } if (asset != s.asset || !s.ready) { s.asset = asset; adopt(live); s.ready = true; s.status = "Ready."; } if (!editable()) return; if (s.profile_due) { s.profile_due = false; if (const auto found = s.maps.find(s.map); found != s.maps.end() && !found->second.preset.empty()) say(logging::Level::info, "Trainer: this map's preset - " + apply_preset(found->second.preset)); } const bool pending = s.write_due || std::ranges::any_of(s.entries, [](const Entry &e) { return e.touched; }); s.write_due = false; if (!pending) return; for (const auto &e : s.entries) { double worn{}; if (!e.touched && !e.frozen && board_break_value(e, worn)) write_field(s.want.image, e, worn); } const auto written = tuning::write_live(s.base, s.entity, s.want); if (written.failed) { s.status = "The physics tuning could not be written."; changed(false); } // The skater skates from its own copy of part of the tuning: keep asking until it took it. if (written.values || written.curves) { s.refresh_due = !written.refreshed; say(logging::Level::info, std::format("Trainer: wrote {} values and {} curves; skater copy refreshed: {}.", written.values, written.curves, written.refreshed ? "yes" : "not yet")); } else if (s.refresh_due && tuning::refresh_skater(s.base, s.entity)) { s.refresh_due = false; say(logging::Level::info, "Trainer: skater copy refreshed."); } } // ---- presets --------------------------------------------------------------------------- bool matches(const std::string &key, std::string_view pattern) { std::size_t start = 0; while (start < pattern.size()) { auto end = pattern.find(' ', start); if (end == std::string_view::npos) end = pattern.size(); const auto token = pattern.substr(start, end - start); if (!token.empty()) { const bool exclude = token.front() == '!'; const auto word = exclude ? token.substr(1) : token; if ((key.find(word) != std::string::npos) == exclude) return false; } start = end + 1; } return true; } // What each built-in preset's rules reach in the running game: (entry, rule) pairs, worked out // once per table of entries. // Whether a preset rule is about this value (`scale`: it is a curve or graph multiplier). bool rule_matches(const Entry &e, bool scale, const PresetRule &rule) { if (rule.exact) return !scale && e.key == rule.pattern; return !e.detail && scale == rule.curves && matches(e.key, rule.pattern); } const std::vector>> &preset_targets() { static std::vector>> cache; static const Entry *cached_for{}; static std::size_t cached_count{}; auto &s = state(); if (cached_for == s.entries.data() && cached_count == s.entries.size() && !cache.empty()) return cache; cached_for = s.entries.data(); cached_count = s.entries.size(); const auto &presets = builtin_presets(); cache.assign(presets.size(), {}); for (std::size_t p = 0; p < presets.size(); ++p) for (std::size_t r = 0; r < presets[p].rules.size(); ++r) { const auto &rule = presets[p].rules[r]; for (std::size_t i = 0; i < s.entries.size(); ++i) { const auto &e = s.entries[i]; const bool scale = e.kind == Kind::curve || e.kind == Kind::graph; if (!rule_matches(e, scale, rule)) continue; if (e.kind == Kind::flag && rule.multiply) continue; cache[p].emplace_back(i, r); } } return cache; } // A preset as a dial: `factor` is where its first value goes (x of stock); the others follow in // proportion, so 1 is the game's own and the first rule's amount is the preset as it ships. std::string apply_dial(std::string_view name, double factor) { auto &s = state(); const auto &presets = builtin_presets(); const auto wanted = lower(name); std::size_t p = 0; while (p < presets.size() && lower(presets[p].name) != wanted) ++p; if (p == presets.size()) return "error: no built-in preset is called \"" + std::string(name) + "\"."; const auto &rules = presets[p].rules; if (rules.empty() || !rules[0].multiply || rules[0].amount <= 0 || rules[0].amount == 1) return "error: " + std::string(presets[p].name) + " is a switch, not a dial."; if (!(factor >= 0) || !std::isfinite(factor)) return "error: a dial needs a multiplier of 0 or more; 1 is the game's own."; // 0 (t = -infinity): the values that move with the first go to 0; one that moves the other way stays the game's own // rather than going to infinity. const double t = factor == 0 ? -std::numeric_limits::infinity() : std::log(factor) / std::log(rules[0].amount); const bool up = rules[0].amount > 1; std::size_t count{}, locked{}; for (const auto &[index, r] : preset_targets()[p]) { auto &e = s.entries[index]; const auto &rule = rules[r]; if (is_locked(e)) { ++locked; continue; } if (rule.multiply && factor == 0) set_entry(e, rule.amount > 0 && (rule.amount > 1) == up ? 0.0 : e.stock); else if (rule.multiply) set_entry(e, rule.amount > 0 ? e.stock * std::pow(rule.amount, t) : e.stock * (1 + (rule.amount - 1) * t)); else set_entry(e, t > 0.01 ? rule.amount : e.stock); // a switch that goes with the preset's direction ++count; } std::erase(s.active, std::string(presets[p].name)); if (std::abs(t - 1) < 1e-3) s.active.emplace_back(presets[p].name); changed(); return std::format("{} x{:.2f}: {} values set{}.", presets[p].name, factor, count, locked ? std::format("; {} locked values left alone", locked) : ""); } float *trick_option(std::string_view name) { auto &s = state(); for (std::size_t i = 0; i < flip_tricks.size(); ++i) if (name == flip_tricks[i].key) return &s.flip_trick[i]; return name == "flip_speed" ? &s.flip_speed : name == "hippy_height" ? &s.hippy_height : name == "nocomply_height" ? &s.nocomply_height : name == "boneless_height" ? &s.boneless_height : name == "offboard_height" ? &s.offboard_height : name == "revert_boost" ? &s.revert_boost : name == "pump_power" ? &s.pump_power : name == "manual_height" ? &s.manual_height : nullptr; } // Everything of the trainer's that changes how the game plays and is not a tuning value: one number each, under the // key a preset carries it by. The STOCK badge, every reset and the player's presets all go through this list, so a new // option cannot be counted by one of them and missed by another. struct Setup { std::string key; std::uint8_t topic{}; // the section of the Tune tab that shows it (trainer.h: topic_*) double stock{}; std::function get; std::function set; std::function in_force; // empty: always. Off stock but not in force (a trick's own speed with Advanced unticked) is not "modified". std::string title; // in the menu's quick settings std::uint8_t kind{}; // setup_number / setup_switch / setup_mode (trainer.h) double low{}, high{}; }; const std::vector &setups() { static const auto *list = [] { auto *all = new std::vector; auto &s = state(); const auto real = [&](std::string key, std::uint8_t topic, float *value, float stock, float low, float high) { all->push_back({std::move(key), topic, stock, [value] { return static_cast(*value); }, [value, low, high](double v) { *value = std::isfinite(v) ? std::clamp(static_cast(v), low, high) : *value; }, {}}); all->back().low = low; all->back().high = high; }; const auto toggle = [&](std::string key, std::uint8_t topic, bool *value) { all->push_back({std::move(key), topic, 0.0, [value] { return *value ? 1.0 : 0.0; }, [value](double v) { *value = v != 0; }, {}}); all->back().kind = setup_switch; all->back().high = 1; }; const auto mode = [&](std::string key, std::uint8_t topic, std::int8_t *value) { all->push_back({std::move(key), topic, -1.0, [value] { return static_cast(*value); }, [value](double v) { *value = static_cast(v < 0 ? -1 : v != 0 ? 1 : 0); }, {}}); all->back().kind = setup_mode; all->back().low = -1; all->back().high = 1; }; real("trick.flip_speed", topic_pop, &s.flip_speed, 1.0f, flip_low, flip_high); real("trick.manual_height", topic_pop, &s.manual_height, 1.0f, height_low, height_high); real("trick.gravity", topic_pop, &s.gravity, 1.0f, gravity_low, gravity_high); real("trick.nocomply_height", topic_pop, &s.nocomply_height, 1.0f, height_low, height_high); real("trick.boneless_height", topic_pop, &s.boneless_height, 1.0f, height_low, height_high); real("trick.hippy_height", topic_pop, &s.hippy_height, 1.0f, height_low, height_high); real("trick.offboard_height", topic_foot, &s.offboard_height, 1.0f, height_low, height_high); real("trick.pump_power", topic_pumping, &s.pump_power, 1.0f, 0.0f, pump_high); real("trick.revert_boost", topic_trickline, &s.revert_boost, 0.0f, 0.0f, revert_boost_high); toggle("trick.flip_advanced", topic_pop, &s.flip_advanced); toggle("trick.flip_pop", topic_pop, &s.flip_pop); toggle("trick.flip_flick", topic_pop, &s.flip_flick); for (std::size_t i = 0; i < flip_tricks.size(); ++i) { real("trick." + std::string(flip_tricks[i].key), topic_pop, &s.flip_trick[i], 1.0f, flip_low, flip_high); all->back().title = std::string(flip_tricks[i].label) + ": flip speed"; all->back().in_force = [&s] { return s.flip_advanced; }; } real("grind.side", topic_grinds, &s.grind_side, 1.0f, 0.0f, 1.0e6f); real("grind.push", topic_grinds, &s.grind_push, 0.0f, -1.0e6f, 1.0e6f); real("grind.range", topic_grinds, &s.grind_range, 0.0f, -1.0e6f, 1.0e6f); for (std::size_t i = 0; i < grind_settings.size(); ++i) { mode("grind.set." + std::string(grind_settings[i].key), topic_grinds, &s.grind_setting[i]); all->back().title = "Grinds: " + std::string(grind_settings[i].label); } for (std::size_t i = 0; i < grind_switches.size(); ++i) if (!grind_switches[i].read_only) { mode("grind.hold." + std::string(grind_switches[i].key), topic_grinds, &s.grind_mode[i]); all->back().title = "Grinds: " + std::string(grind_switches[i].label); } real("transition.lean", topic_transition, &s.tr_lean, 0.0f, -1000.0f, 1000.0f); real("transition.carry", topic_transition, &s.tr_carry, 0.0f, 0.0f, 1000.0f); real("transition.drop", topic_transition, &s.tr_drop, 1.0f, 0.0f, 1.0e6f); all->back().in_force = [&s] { return s.tr_carry != 0.0f; }; // the limit on what the row above keeps real("transition.unstick", topic_transition, &s.tr_unstick, 0.0f, 0.0f, 1.0e6f); real("transition.lockout", topic_transition, &s.tr_lockout, 0.0f, 0.0f, 3600.0f); real("transition.plant", topic_transition, &s.tr_plant, 0.0f, 0.0f, 1000.0f); toggle("transition.spine", topic_transition, &s.tr_spine); for (std::size_t i = 0; i < transition_settings.size(); ++i) { mode("transition.set." + std::string(transition_settings[i].key), transition_settings[i].card == transition_card_pump ? topic_pumping : topic_transition, &s.tr_setting[i]); all->back().title = (transition_settings[i].card == transition_card_pump ? "Pumping: " : "Transition: ") + std::string(transition_settings[i].label); } for (std::size_t i = 0; i < foot_settings.size(); ++i) { if (!foot_settings[i].shown) continue; mode("foot.set." + std::string(foot_settings[i].key), foot_settings[i].board ? topic_pop : topic_foot, &s.foot_setting[i]); all->back().title = (foot_settings[i].board ? "Wallie: " : "On foot: ") + std::string(foot_settings[i].label); } for (const auto &field : revert_fields) { const auto member = field.member; const float low = field.low, high = field.high; all->push_back({"revert." + std::string(field.name), topic_trickline, static_cast(RevertTuning{}.*member), [&s, member] { return static_cast(s.revert.*member); }, [&s, member, low, high](double v) { if (std::isfinite(v)) s.revert.*member = std::clamp(static_cast(v), low, high); }, {}}); all->back().low = low; all->back().high = high; } constexpr std::pair titles[]{ {"trick.flip_speed", "Flip trick speed"}, {"trick.manual_height", "Manual pop height"}, {"trick.gravity", "Gravity"}, {"trick.nocomply_height", "No comply height"}, {"trick.boneless_height", "Boneless height"}, {"trick.hippy_height", "Hippy jump height"}, {"trick.offboard_height", "Off-board jump height"}, {"trick.pump_power", "Pump power"}, {"trick.revert_boost", "Board bending boost"}, {"trick.flip_advanced", "Advanced trick speed"}, {"trick.flip_pop", "Slow flips pop higher"}, {"trick.flip_flick", "Flick tricks at full speed"}, {"grind.side", "Grind pop: side force"}, {"grind.push", "Grind pop: push with stick (m/s)"}, {"grind.range", "Grinds: left stick turn range (deg)"}, {"transition.lean", "Transition: lean into the ramp"}, {"transition.carry", "Transition: roll off at your angle"}, {"transition.drop", "Transition: roll-off drop speed (m/s)"}, {"transition.unstick", "Transition: no hang-ups"}, {"transition.lockout", "Transition: coping re-catch delay (s)"}, {"transition.plant", "Transition: Skate 3 plant exit"}, {"transition.spine", "Transition: airs clear the coping"}, {"revert.spin", "Bending: spin needed (deg)"}, {"revert.twist", "Bending: board off your body (deg)"}, {"revert.slip", "Bending: board off the travel (deg)"}, {"revert.bend", "Bending boost: a small bend (m/s)"}, {"revert.full", "Bending boost: a full bend (m/s)"}, {"revert.auto", "Bending boost: an auto revert (m/s)"}, {"revert.max_speed", "Bending: no boost above (m/s)"}, {"revert.cooldown", "Bending: time between boosts (s)"}, {"revert.min_air", "Bending: shortest flight (s)"}}; for (auto &one : *all) { for (const auto &[key, title] : titles) if (one.key == key) one.title = title; if (one.title.empty()) one.title = one.key; } return all; }(); return *list; } const Setup *find_setup(std::string_view key) { for (const auto &one : setups()) if (one.key == key) return &one; return nullptr; } bool off_stock(const Setup &one) { return one.get() != one.stock; } bool modified(const Setup &one) { return off_stock(one) && (!one.in_force || one.in_force()); } // Puts back everything on that list (`topic` 0), or what one section of the Tune tab shows. std::size_t reset_setups(std::uint8_t topic = 0) { std::size_t count{}; for (const auto &one : setups()) if ((!topic || one.topic == topic) && off_stock(one)) { one.set(one.stock); ++count; } return count; } // Sets one of the setups named by a preset key; false when the key is not one (it is a tuning value's, then). // (trick.flip_gate, trick.catch_at and trick.catch_percent come in presets of earlier versions and are read past.) bool set_setup_key(std::string_view key, double value) { if (key == "trick.flip_gate" || key == "trick.catch_at" || key == "trick.catch_percent") return true; const auto *one = find_setup(key); if (!one) return false; one->set(value); return true; } // Whether a built-in preset is on: the values say so, whatever switched them (a slider, a dial or another preset). bool builtin_on(std::size_t p); // `matching`: only the values that still hold what the built-in preset set go back (a feel taken off must not wipe a // value the player has since set themselves). std::string remove_preset(std::string_view name, bool matching = false) { auto &s = state(); const auto wanted = lower(name); std::size_t count{}; std::string removed; const auto put_back = [&](Entry &e) { if (is_locked(e)) return; if (e.touched) { set_entry(e, e.stock); ++count; return; } // A linked value at stock whose graphs were set directly (by an older version's preset). for (const auto index : e.drives) if (auto &target = s.entries[index]; target.touched && !is_locked(target)) { set_entry(target, target.stock); ++count; } }; for (const auto &[user_name, values] : s.user) { if (lower(user_name) != wanted) continue; for (const auto &saved : values) { if (const auto *one = find_setup(saved.first)) { one->set(one->stock); ++count; } else if (auto *e = find_entry(saved.first)) put_back(*e); } removed = user_name; break; } if (removed.empty()) for (const auto &preset : builtin_presets()) { if (lower(preset.name) != wanted) continue; for (const auto &rule : preset.rules) for (auto &e : s.entries) { const bool scale = e.kind == Kind::curve || e.kind == Kind::graph; if (!rule_matches(e, scale, rule)) continue; if (matching && std::abs(e.value - sane(e, rule.multiply ? e.stock * rule.amount : rule.amount)) > 1e-6 * std::max(1.0, std::abs(e.value))) continue; put_back(e); } removed = preset.name; break; } if (removed.empty()) return "error: no preset is called \"" + std::string(name) + "\"."; std::erase(s.active, removed); // Presets that are still on may share values with the one switched off: set theirs again. const auto still_on = s.active; for (const auto &other : still_on) (void)apply_preset(other); changed(); return std::format("{} off: {} values put back.", removed, count); } std::size_t reset_all() { auto &s = state(); std::size_t count{}; for (auto &e : s.entries) { if (!e.touched || is_locked(e)) continue; set_entry(e, e.stock); ++count; } s.active.clear(); return count; } std::string apply_preset(std::string_view name) { auto &s = state(); const auto wanted = lower(name); if (wanted == "stock") { const auto count = reset_all(); changed(); return std::format("Stock: {} values put back (frozen values kept).", count); } std::size_t count{}, locked{}; std::string applied; if (wanted == "map") { if (s.map_file.preset.empty()) return "error: this map ships no trainer preset."; for (const auto &[id, value] : s.map_file.preset) if (auto *e = find_entry(id); e && !is_locked(*e)) { set_entry(*e, value); ++count; } applied = s.map_file.preset_name.empty() ? "Map preset" : s.map_file.preset_name; } if (applied.empty()) for (const auto &[user_name, values] : s.user) { if (lower(user_name) != wanted) continue; for (const auto &[key, value] : values) { if (set_setup_key(key, value)) ++count; else if (auto *e = find_entry(key); e && !is_locked(*e)) { set_entry(*e, value); ++count; } } applied = user_name; break; } if (applied.empty()) for (const auto &preset : builtin_presets()) { if (lower(preset.name) != wanted) continue; for (const auto &rule : preset.rules) for (auto &e : s.entries) { const bool scale = e.kind == Kind::curve || e.kind == Kind::graph; if (!rule_matches(e, scale, rule)) continue; if (e.kind == Kind::flag && rule.multiply) continue; if (is_locked(e)) { ++locked; continue; } set_entry(e, rule.multiply ? e.stock * rule.amount : rule.amount); ++count; } applied = preset.name; break; } if (applied.empty()) return "error: no preset is called \"" + std::string(name) + "\"."; if (std::ranges::find(s.active, applied) == s.active.end()) s.active.push_back(applied); changed(); return std::format("{}: {} values set{}.", applied, count, locked ? std::format("; {} locked values left alone (untick their boxes in Tune to let presets change them)", locked) : ""); } // ---- maps ------------------------------------------------------------------------------ MapFile read_map_file(const std::string &level) { MapFile result; const auto mods = game_directory() / L"Mods"; std::error_code error; for (std::filesystem::directory_iterator it(mods, error), end; it != end && !error; it.increment(error)) { if (!it->is_directory(error)) continue; const auto json = read_json(it->path() / L"trainer.json"); if (!json || !json->is_object()) continue; try { // The file names its level, or it stands for every level its mod adds. bool mine = false; if (json->contains("level") && json->at("level").is_string()) mine = lower(json->at("level").string()) == level; else if (const auto levels = read_json(it->path() / L"reskate-levels.json"); levels && levels->contains("levels")) for (const auto &row : levels->at("levels")) if (row.is_object() && lower(row.value("asset", "")) == level) mine = true; if (!mine) continue; result.note = json->value("note", ""); if (json->contains("preset") && json->at("preset").is_object()) { const auto &preset = json->at("preset"); result.preset_name = preset.value("name", ""); if (preset.contains("values") && preset.at("values").is_object()) for (const auto &[id, value] : preset.at("values").items()) if (value.is_number() && result.preset.size() < 512) result.preset.emplace_back(id, value.get()); } if (json->contains("spots") && json->at("spots").is_array()) for (const auto &row : json->at("spots")) { if (!row.is_object() || !row.contains("position") || result.spots.size() >= 64) continue; if (const auto position = read_position(row.at("position"))) result.spots.push_back({row.value("name", "Spot"), *position}); } return result; } catch (...) {} } return result; } // The map's file is read on a thread of its own and taken by the tick when it is there: read // here, it listed every mod's folder and opened two files in each on the client thread, as the // player spawned (2026-10-15). struct MapFileRead { std::mutex mutex; std::string level; std::optional file; }; MapFileRead &map_file_read() { static auto *read = new MapFileRead; // process lifetime, as the threads that fill it return *read; } void start_map_file_read(const std::string &level) { auto &r = map_file_read(); { std::lock_guard lock(r.mutex); r.level = level; r.file.reset(); } if (level.empty()) return; try { std::thread([level] { MapFile file; try { file = read_map_file(level); } catch (...) {} auto &r = map_file_read(); std::lock_guard lock(r.mutex); if (r.level == level) r.file = std::move(file); }).detach(); } catch (...) {} } void take_map_file() { auto &s = state(); auto &r = map_file_read(); { std::lock_guard lock(r.mutex); if (!r.file || r.level != s.map) return; s.map_file = std::move(*r.file); r.file.reset(); } if (!s.map_file.spots.empty() || !s.map_file.preset.empty()) say(logging::Level::info, std::format("Trainer: the map ships {} spots and {} preset values.", s.map_file.spots.size(), s.map_file.preset.size())); changed(false); } void enter_map(const std::string &level) { auto &s = state(); s.map = level; s.map_file = {}; start_map_file_read(level); s.motion = {}; s.telemetry.last = {}; s.telemetry.best = {}; s.landing = {}; s.telemetry.top_speed = 0; s.return_at = 0; s.profile_due = false; // A level brings fresh copies of the game's tuning classes: look for them once it has settled. s.class_search_at = level.empty() ? 0 : GetTickCount64() + 10000; s.class_search_tries = 0; s.class_search_seen = class_searches(); s.class_skater_wait = class_skater_wait_low; s.class_skater_after = 0; s.class_skater_due = false; s.class_skater_judged = true; s.class_list_wanted = false; if (!level.empty()) { const auto found = s.maps.find(level); s.profile_due = found != s.maps.end() && !found->second.preset.empty(); } changed(false); } MapData ¤t_map() { return state().maps[state().map]; } bool teleport_allowed(std::string &why) { if (multiplayer_session_active() && !session_noclip_allowed()) { why = "The host has turned off teleporting in this session."; return false; } return true; } std::string go_to(const Vec3 &position, const std::string &what) { std::string why; if (!teleport_allowed(why)) return "error: " + why; if (!teleport_local_skater(position)) return "error: teleporting is unavailable right now."; state().motion.valid = false; return "Teleporting to " + what + "."; } // ---- ground-safe arrivals ------------------------------------------------------------- // The topmost collision surface at x, z (trainer_landing.h for the ray), from the client // physics world. Empty while collision there is still streaming in. std::optional topmost_ground(float x, float z, float hint_y) { const auto first = landing::first_ray(hint_y); if (const auto hit = local_ground_height(x, z, first.top, first.bottom)) return hit; if (const auto retry = landing::retry_ray(first)) return local_ground_height(x, z, retry->top, retry->bottom); return std::nullopt; } // Teleports onto the surface at x, z rather than to a raw height: a map waypoint's height is // not the ground, and arriving under it drops the skater through the map. std::string land_at(float x, float z, float hint_y, const std::string &what) { auto &s = state(); const auto ground = topmost_ground(x, z, hint_y); // Collision far away may not be loaded yet: go to the hint's height, and the landing // watch puts the skater on the surface once it streams in. const Vec3 to{x, ground ? *ground + landing::stand_height : hint_y + 2.0f, z}; const auto answer = go_to(to, what); if (answer.starts_with("error")) return answer; s.landing = landing::start(x, z, to[1], GetTickCount64()); say(logging::Level::info, ground ? std::format("Trainer: landing on the surface at {:.1f}, {:.1f}, {:.1f}.", to[0], to[1], to[2]) : std::format("Trainer: no collision at {:.1f}, {:.1f} yet; going to height {:.1f} and waiting for the ground.", x, z, to[1])); const auto stem = answer.substr(0, answer.size() - 1); return ground ? stem + std::format(" (ground at {:.1f}).", *ground) : stem + " (the ground there is still loading; you'll be put on it when it arrives)."; } void update_landing(std::uint64_t now) { auto &s = state(); auto &w = s.landing; if (!w.active || now < w.next || !s.telemetry.skater) return; const auto &p = s.telemetry.position; landing::Sample sample{.now = now, .position = p, .vertical = s.telemetry.vertical, .ground = std::nullopt, .may_resend = true}; const float dx = p[0] - w.x, dz = p[2] - w.z; if (dx * dx + dz * dz <= landing::arrived_radius * landing::arrived_radius) sample.ground = topmost_ground(p[0], p[2], p[1]); switch (landing::step(w, sample)) { case landing::Step::resend: { const auto ground = topmost_ground(w.x, w.z, w.y); (void)go_to({w.x, ground ? *ground + landing::stand_height : w.y, w.z}, "the same spot"); say(logging::Level::info, "Trainer: the teleport hadn't arrived; sent it again."); break; } case landing::Step::put_back: (void)go_to({p[0], *sample.ground + landing::stand_height, p[2]}, "the surface"); say(logging::Level::info, std::format("Trainer: sank to {:.1f} under the surface at {:.1f}; put back on it.", p[1], *sample.ground)); break; case landing::Step::landed: say(logging::Level::info, std::format("Trainer: landed at {:.1f}, {:.1f}, {:.1f}.", p[0], p[1], p[2])); break; case landing::Step::ended: say(logging::Level::info, std::format("Trainer: landing watch ended at {:.1f}, {:.1f}, {:.1f} after {} correction(s).", p[0], p[1], p[2], w.fixes)); break; case landing::Step::wait: break; } } void refresh_waypoint() { auto &s = state(); const auto read = read_map_waypoint(s.base); s.waypoint_detail = read.detail; if (const auto next = landing::remembered(s.waypoint, read.reading); next != s.waypoint) { s.waypoint = next; s.view_due = true; } } // ---- telemetry ------------------------------------------------------------------------- std::int64_t clock_now() { LARGE_INTEGER value; QueryPerformanceCounter(&value); return value.QuadPart; } double clock_seconds(std::int64_t ticks) { static const double frequency = [] { LARGE_INTEGER value; QueryPerformanceFrequency(&value); return static_cast(value.QuadPart); }(); return static_cast(ticks) / frequency; } float horizontal(const Vec3 &v) { return std::sqrt(v[0] * v[0] + v[2] * v[2]); } void finish_jump(const Vec3 &landing, float landing_speed, std::int64_t landed_at) { auto &s = state(); auto &m = s.motion; const auto air = static_cast(clock_seconds(landed_at - m.takeoff_stamp)); m.airborne = false; s.telemetry.airborne = false; if (air < 0.25f) return; Jump jump; jump.serial = s.telemetry.last.serial + 1; jump.air_time = air; jump.takeoff = m.takeoff; jump.landing = landing; jump.takeoff_speed = std::sqrt(m.takeoff_velocity[0] * m.takeoff_velocity[0] + m.takeoff_velocity[1] * m.takeoff_velocity[1] + m.takeoff_velocity[2] * m.takeoff_velocity[2]); jump.takeoff_angle = std::atan2(m.takeoff_velocity[1], std::max(horizontal(m.takeoff_velocity), 0.01f)) * 180.0f / std::numbers::pi_v; jump.height = m.apex - m.takeoff[1]; jump.distance = horizontal({landing[0] - m.takeoff[0], 0, landing[2] - m.takeoff[2]}); jump.drop = m.takeoff[1] - landing[1]; jump.landing_speed = landing_speed; jump.spin = std::abs(m.spin); jump.spin_rate = m.spin_rate; jump.flip = m.flip; jump.board_turn = m.board_turn; jump.state = m.air_state; s.telemetry.last = jump; if (jump.distance > s.telemetry.best.distance) s.telemetry.best = jump; // In the log for a player who is measuring: the read-out is on, or telemetry is recorded. if (!s.hud_jump && !s.logging) return; say(logging::Level::info, std::format("Trainer jump {}: takeoff {:.1f} km/h at {:.1f} deg, air {:.2f} s, height {:.2f} m, distance {:.2f} m, drop {:.2f} m, " "landing {:.1f} km/h at ({:.1f}, {:.1f}, {:.1f}); spin {:.0f} deg (peak {:.0f} deg/s), flip {:.0f} deg, " "board {:.0f} deg/s, states {}>{}.", jump.serial, jump.takeoff_speed * 3.6f, jump.takeoff_angle, jump.air_time, jump.height, jump.distance, jump.drop, jump.landing_speed * 3.6f, landing[0], landing[1], landing[2], jump.spin, jump.spin_rate, jump.flip, jump.board_turn, m.ground_state, m.air_state)); } // Board flip tricks turn at the game's speed times the player's. The trick scripts set // Float.Anim.TrickFlipSpeed when the board is flicked; while the skater is in the air the // trainer keeps it at that number times the flip speed (and, with "Advanced trick speed", times // the speed of the trick that is turning). On the ground the game's own number is put back. // The left stick's sideways position on the controller, -1 (left) to 1 (right), 0 inside a small dead zone: Skate 3's // grind pop reads it raw (its PhysGrindStabilityNudge is left stick X). The game state of the same name in skate. // (Float.Intent.GrindStabilityNudge) read 0 at every pop in the playtest of 2026-10-11, so the controller is asked. bool left_stick_raw(float &x, float &y) noexcept; // And how far the left stick turns the board at its end. Skate 3's own code reads as about 24 degrees; the owner // remembers turning all the way to the next grind, so the preset starts at a quarter turn. constexpr float skate3_grind_range = 90.0f; float left_stick_x() noexcept { float x{}, y{}; if (!left_stick_raw(x, y)) return 0; constexpr float dead = 0.2f; return std::abs(x) <= dead ? 0.0f : (x - std::copysign(dead, x)) / (1.0f - dead); } // The left stick as the controller reports it, each axis -1 to 1 (up and right are positive). False without a controller. bool pad_sticks(float &x, float &y, float &right_x, float &right_y) noexcept { using GetState = DWORD(WINAPI *)(DWORD, XINPUT_STATE *); static const GetState get_state = []() -> GetState { for (const auto name : {L"xinput1_4.dll", L"xinput1_3.dll", L"xinput9_1_0.dll"}) { const auto module = LoadLibraryExW(name, nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32); if (!module) continue; if (const auto entry = GetProcAddress(module, "XInputGetState")) { GetState function{}; std::memcpy(&function, &entry, sizeof(function)); return function; } FreeLibrary(module); } return nullptr; }(); x = y = right_x = right_y = 0; if (!get_state) return false; bool any = false; float most = -1; for (DWORD user = 0; user < 4; ++user) { XINPUT_STATE pad{}; if (get_state(user, &pad) != ERROR_SUCCESS) continue; any = true; const float px = std::clamp(static_cast(pad.Gamepad.sThumbLX) / 32767.0f, -1.0f, 1.0f); const float py = std::clamp(static_cast(pad.Gamepad.sThumbLY) / 32767.0f, -1.0f, 1.0f); if (const float size = px * px + py * py; size > most) { most = size; x = px; y = py; right_x = std::clamp(static_cast(pad.Gamepad.sThumbRX) / 32767.0f, -1.0f, 1.0f); right_y = std::clamp(static_cast(pad.Gamepad.sThumbRY) / 32767.0f, -1.0f, 1.0f); } } // While the trainer leans the skater into a ramp the game's polls see a made-up left stick, and so would this // read: the player's own stick is what the last poll had before that. if (float own[2]{}; DingoSDKOverlayGrindStickLeanRaw(own)) { x = own[0]; y = own[1]; } return any; } bool left_stick_raw(float &x, float &y) noexcept { float right_x{}, right_y{}; return pad_sticks(x, y, right_x, right_y); } // Test value (`trainer flipland `): this long before the landing a slowed flip goes back to the game's own speed. float flip_land_window = 0; // Test value (`trainer flipturn `): the turn time below, for every trick. float flip_turn_test = 0; // With "Flick tricks at full speed" the game's own flip speed counts as at least this (`trainer flipleast ` to // test). The game sets that speed from how fast the stick was flicked, and every trick's clip turns for the same 20 // ticks, so a trick with a slow flick (the front foot impossible, the nollie impossibles, the 360 pop shuvits: 11 of 11 // still turning at the landing in the playtest of 2026-10-11, at under half a clean impossible's turn rate) needs more // air than "Slow flips pop higher" allows for. Held up to this, they turn in the time that pop gives every other trick. float flip_least_game = 1.0f; // The least upward speed a pop into `trick`, slowed to `speed`, needs to land on time (0: the game's own will do). // Every flip trick turns for about 0.31 s at the game's speed and 0.31 s / speed slowed (playtest of 2026-10-10: 14 // tricks, speeds 0.1 to 0.5), and scripted kickflips landed clean with 0.2 s more air than that. Shuvits and impossibles // were still turning when they landed in that playtest (scripted pop shuvits were not), so they get a little more. The air a launch gives on flat ground is // 0.04 s more than twice its upward speed over 9.8. float air_gravity_now = 1; // x the game's gravity in the air on the board, as the last tick set it float slow_flip_up(std::uint32_t trick, float speed) { if (!(speed < 1.0f)) return 0; const auto name = flip_trick_name(trick); float turn = name.find("Shuvit") != name.npos || name.find("Impossible") != name.npos ? 0.38f : 0.34f; if (flip_turn_test > 0) turn = flip_turn_test; const float air = 0.20f + turn / std::max(speed, 0.05f); return std::min(4.9f * air_gravity_now * (air - 0.04f), 16.5f); } // CurrentFlipTrick values that are a pop with no flip in it (the nollie, the ollie pops, the boned ollie, the wallies): // the flip speed leaves them alone, as it does the ollie. constexpr bool plain_pop(std::uint32_t trick) { return trick <= 1 || trick == 16 || trick == 31 || trick == 32 || (trick >= 33 && trick <= 35) || trick == 42; } // The ollies among those (ollie, nollie, their pops, the boned ollie). With "Slow flips pop higher" they are slowed and // popped like a flip trick (the owner's ask of 2026-10-11): the pop gives them the air a slowed clip hangs for. constexpr bool ollie_pop(std::uint32_t trick) { return trick == 1 || trick == 16 || trick == 31 || trick == 32 || trick == 42; } void drive_flip_speed(std::uintptr_t base, bool airborne, float to_landing) { auto &s = state(); auto &drive = s.flip_drive; const auto now = read_flip_state(base, static_cast(s.entity)); s.flip_live = static_cast(now); set_launch_trick(now ? now.trick : 0xffu, now ? now.trick_at : 0); // for the launch hook: the trick the game has in mind this tick // A plain ollie (trick 1) plays the same clip and reads the same number: slowed, it hangs in // the air (measured: 0.60 s of air at 1, 0.65 s at 0.5, 0.77 to 0.88 s at 0.25). Only a flip // trick is driven, and the ollies where "Slow flips pop higher" gives them that air. const bool flipping = now && (!plain_pop(now.trick) || (ollie_pop(now.trick) && s.flip_pop && !extras_blocked())); if (!now || !airborne || !flipping) { if (now && drive.active && now.speed == drive.written && drive.written != drive.game) { (void)write_flip_speed(now, drive.game); if (now.clamped_at) (void)write_state_number(now.clamped_at, drive.clamped); } drive = {}; return; } if (now.trick) s.flip_trick_seen = now.trick; float factor = s.boosts.flip; if (s.flip_advanced && !extras_blocked()) if (const auto index = flip_trick_index(now.trick); index >= 0) factor *= s.flip_trick[static_cast(index)]; // "Slow flips pop higher" for a trick the game chose after the pop (seen out of manuals and grinds). if (s.flip_pop && !extras_blocked() && (!drive.active || drive.trick != now.trick)) { float was{}, time{}; if (const float up = slow_flip_up(now.trick, factor); up > 0 && raise_flight(up, was, time)) say(logging::Level::info, std::format("Trainer: slow flip chosen {:.3f} s after the pop: up speed {:.2f} -> {:.2f} m/s.", time, was, up)); } drive.trick = now.trick; // A slowed clip also plays its landing slowly, so the skater lands late and sinks (measured: 0.07 s late at x 0.5, // 0.25 to 0.57 s at x 0.25). Close to the ground the clip goes back to the game's own speed. if (factor < 1 && flip_land_window > 0 && to_landing < flip_land_window) factor = 1; // A number that is not the trainer's own is the game's: the flight's first, or a new trick's. if (!drive.active || now.speed != drive.written) drive.game = now.speed; if (!drive.active) drive.clamped = now.clamped; drive.active = true; drive.factor = factor; const bool held_up = s.flip_flick && !extras_blocked(); s.flip_game_seen = drive.game; s.flip_clamped_seen = now.clamped_at ? now.clamped : -1.0f; drive.written = std::clamp((held_up ? std::max(drive.game, flip_least_game) : drive.game) * factor, 0.0f, 1000.0f); if (now.speed != drive.written || (now.clamped_at && now.clamped != drive.written)) (void)write_flip_speed(now, drive.written); } void observe(std::uintptr_t base, std::uintptr_t client, std::uint64_t now) { auto &s = state(); auto &t = s.telemetry; auto &m = s.motion; overlay::DebugModel skater; std::array matrix{}; bool found = false; if (now >= s.next_skater) { try { matrix = client_source::detail::debug_skater(base, client, skater); found = skater.skater_position_valid; } catch (...) { s.next_skater = now + 250; // no skater: menus, loading, a respawn } } if (!found) { if (t.skater) { t.skater = false; m.valid = false; s.entity = 0; } return; } s.entity = skater.skater_identity; watch_physics_state(client, s.entity); const auto watch = watched_physics_state(); const auto stamp = clock_now(); const Vec3 position = skater.skater_position; t.skater = true; t.position = position; // Rows: right, up, forward, position. t.heading = std::atan2(matrix[8], matrix[10]) * 180.0f / std::numbers::pi_v; if (t.heading < 0) t.heading += 360.0f; t.physics_state = watch.valid ? watch.state : 0; if (watch.valid) ++s.states[watch.state]; // A hippy jump leaves the board (504) straight from riding (100): measured. A plain // dismount does the same but is not rising, so it is left alone. if (watch.valid && watch.state != s.last_state) { // Off a grind or a slide the board is in a 400s state (401 and 403 seen in a playtest) and the hippy leaves it the same // way; that case is built from the riding one and not measured yet. const bool from_board = s.last_state == 100 || (s.last_state >= 400 && s.last_state < 500); if (watch.state == addr::no_bail::offboard_physics_state && from_board && s.boosts.hippy != 1.0f) { s.boost_factor = std::sqrt(s.boosts.hippy); // height goes with the square of the speed s.boost_until = now + 250; s.boost_name = "hippy jump"; } s.last_state = watch.state; } if (s.boost_factor > 0) { const auto result = take_jump_scale_result(); if (result.outcome > 0) { say(logging::Level::info, std::format("Trainer: {} boosted: up speed {:.2f} -> {:.2f} m/s.", s.boost_name, result.up_speed, result.up_speed * s.boost_factor)); s.boost_factor = 0; } else if (now >= s.boost_until || result.outcome == -2) { s.boost_factor = 0; } else { // The factor comes from the multipliers in force, so a session's rules are already in it. (void)queue_jump_scale(client, s.entity, s.boost_factor); // again each tick until the skater is rising } } const auto seconds = m.valid ? clock_seconds(stamp - m.stamp) : 0.0; const Vec3 step{position[0] - m.position[0], position[1] - m.position[1], position[2] - m.position[2]}; const bool jumped = std::sqrt(step[0] * step[0] + step[1] * step[1] + step[2] * step[2]) > 25.0f; if (!m.valid || seconds <= 0.0005 || seconds > 0.25 || jumped) { // First sample, a hitch, or a teleport: nothing can be measured across it. m = {}; m.valid = true; m.position = position; m.stamp = stamp; t.airborne = false; t.air_time = t.height = 0; return; } const auto dt = static_cast(seconds); const Vec3 raw{step[0] / dt, step[1] / dt, step[2] / dt}; const Vec3 velocity{m.velocity[0] * 0.5f + raw[0] * 0.5f, m.velocity[1] * 0.5f + raw[1] * 0.5f, m.velocity[2] * 0.5f + raw[2] * 0.5f}; // An on-foot jump: off the board, level at the last tick and now rising faster than stairs // or a slope can lift a runner. if (watch.valid && watch.state == addr::no_bail::offboard_physics_state) { if (s.offboard_grounded && raw[1] > 2.2f && s.boost_factor == 0 && s.boosts.offboard != 1.0f) { s.boost_factor = std::sqrt(s.boosts.offboard); s.boost_until = now + 250; s.boost_name = "off-board jump"; } s.offboard_grounded = std::abs(raw[1]) < 0.6f; } else { s.offboard_grounded = false; } // The skater's physics says when it is in the air: its states 200-299 are the pop and // the flight (100s ride the ground, 300 is a wipeout, 500s are off the board). const bool flying = watch.valid && watch.state >= air_states_first && watch.state < air_states_end; // Rotation in the air: about the vertical (spins) and of the up axis (flips and rolls). const Vec3 forward{matrix[8], matrix[9], matrix[10]}, up{matrix[4], matrix[5], matrix[6]}; if (m.airborne && m.axes_valid) { const float yaw = std::atan2(m.forward[2] * forward[0] - m.forward[0] * forward[2], m.forward[0] * forward[0] + m.forward[2] * forward[2]); const float degrees = yaw * 180.0f / std::numbers::pi_v; // A ragdoll or a pose snap turns further in one tick than any trick does: leave those out. if (std::abs(degrees) < 45.0f) { m.spin += degrees; m.spin_rate = std::max(m.spin_rate, std::abs(degrees) / dt); } const float cosine = std::clamp(m.up[0] * up[0] + m.up[1] * up[1] + m.up[2] * up[2], -1.0f, 1.0f); if (const float tumble = std::acos(cosine) * 180.0f / std::numbers::pi_v; tumble < 45.0f) m.flip += tumble; } m.forward = forward; m.up = up; m.axes_valid = true; if (!flying && watch.valid) m.ground_state = watch.state; if (flying && !m.airborne) { m.spin = m.spin_rate = m.flip = m.board_turn = 0; m.air_state = watch.state; m.airborne = true; m.takeoff = m.position; m.takeoff_velocity = velocity; m.takeoff_stamp = m.stamp; m.apex = std::max(m.position[1], position[1]); } { // Seconds until the skater is back at the height they left from, by the flight's own arc. float to_landing = 1e9f; if (m.airborne) { const float rise = velocity[1], above = position[1] - m.takeoff[1], gravity = 9.8f * air_gravity_now, under = rise * rise + 2 * gravity * above; to_landing = under > 0 ? (rise + std::sqrt(under)) / gravity : 0.0f; } drive_flip_speed(base, m.airborne, to_landing); } if (m.airborne) { m.apex = std::max(m.apex, position[1]); t.air_time = static_cast(clock_seconds(stamp - m.takeoff_stamp)); t.height = m.apex - m.takeoff[1]; if (!flying) finish_jump(position, std::sqrt(m.velocity[0] * m.velocity[0] + m.velocity[1] * m.velocity[1] + m.velocity[2] * m.velocity[2]), stamp); } t.airborne = m.airborne; t.speed = horizontal(velocity); t.vertical = velocity[1]; t.top_speed = std::max(t.top_speed, t.speed); m.velocity = velocity; m.position = position; m.stamp = stamp; // How fast the board turns (flip tricks, shuvits): body 0's angular velocity (+0x90), read while a jump // is measured or telemetry is recorded. float board_turn = 0; bool turning = m.airborne || (s.logging && s.log); if (turning) { try { const auto bodies = client_source::detail::debug_noclip_bodies(base, client, s.entity); std::array spin{}; if (!bodies.parts.empty() && memory::peek(bodies.parts[0] + 0x90, spin)) { board_turn = std::sqrt(spin[0] * spin[0] + spin[1] * spin[1] + spin[2] * spin[2]) * 180.0f / std::numbers::pi_v; if (!std::isfinite(board_turn) || board_turn > 1.0e5f) board_turn = 0; } } catch (...) {} if (m.airborne) m.board_turn = std::max(m.board_turn, board_turn); } if (s.logging && s.log) { s.log << std::format("{:.4f},{:.3f},{:.3f},{:.3f},{:.3f},{:.3f},{:.1f},{},{},{:.0f}\n", clock_seconds(stamp - s.log_start), position[0], position[1], position[2], t.speed, t.vertical, t.heading, t.airborne ? 1 : 0, t.physics_state, board_turn); } // A bail: back to the selected marker once the skater has had time to fall. if (watch.valid && (!s.wipeouts_known || watch.wipeouts != s.seen_wipeouts)) { if (s.wipeouts_known && s.auto_return) { const bool marked = current_map().markers[static_cast(s.slot)].set; if (marked) s.return_at = now + static_cast(s.return_delay * 1000.0f); say(logging::Level::info, marked ? std::format("Trainer: bail seen; back to marker {} in {:.1f} s.", s.slot + 1, s.return_delay) : std::format("Trainer: bail seen, but marker {} is empty.", s.slot + 1)); } s.wipeouts_known = true; s.seen_wipeouts = watch.wipeouts; } } void set_logging(bool on) { auto &s = state(); if (s.log.is_open()) s.log.close(); s.logging = false; if (!on) return; const auto directory = data_directory() / L"telemetry"; std::error_code error; std::filesystem::create_directories(directory, error); std::string name = s.map.empty() ? "unknown" : s.map.substr(s.map.find_last_of('/') + 1); for (auto &c : name) if (!std::isalnum(static_cast(c)) && c != '_' && c != '-') c = '_'; SYSTEMTIME time; GetLocalTime(&time); const auto file = directory / std::format("{}-{:04}{:02}{:02}-{:02}{:02}{:02}.csv", name, time.wYear, time.wMonth, time.wDay, time.wHour, time.wMinute, time.wSecond); s.log.open(file, std::ios::binary | std::ios::trunc); if (!s.log) return; s.log << "seconds,x,y,z,speed_mps,vertical_mps,heading_deg,airborne,physics_state,board_turn_dps\n"; s.log_start = clock_now(); s.logging = true; } void shortcuts() { auto &s = state(); ControllerInput input; DingoSDKOverlayReadControllerInput(&input); const auto buttons = input.available ? input.buttons : 0; const auto pressed = buttons & ~s.pad_previous; s.pad_previous = buttons; if (!s.pad_shortcuts || (buttons & (xinput_lb | xinput_rb)) != (xinput_lb | xinput_rb)) return; std::string result; if (pressed & xinput_up) result = command("marker", {"save"}); else if (pressed & xinput_down) result = command("marker", {"go"}); else if (pressed & xinput_left) result = command("slot", {std::to_string((s.slot + static_cast(marker_slots) - 1) % static_cast(marker_slots) + 1)}); else if (pressed & xinput_right) result = command("slot", {std::to_string((s.slot + 1) % static_cast(marker_slots) + 1)}); if (!result.empty()) overlay::notify(overlay::NoticeLevel::info, "TRAINER", result); } // ---- self test ------------------------------------------------------------------------- void test_line(bool ok, const std::string &text) { auto &s = state(); if (!ok) ++s.test.failures; say(ok ? logging::Level::info : logging::Level::error, std::format("trainer selftest: {} {}", ok ? "OK" : "FAIL", text)); } void run_selftest(std::uint64_t now) { auto &s = state(); auto &t = s.test; if (!t.step || now < t.until) return; tuning::Values live; switch (t.step) { case 1: { test_line(s.model != nullptr, std::format("game tuning read ({} values, {} curves)", s.model ? s.model->fields.size() : 0, s.model ? s.model->curve_slots.size() : 0)); std::size_t named{}; if (s.model) named = static_cast(std::ranges::count_if(s.model->field_names, [](const std::string &n) { return !n.empty(); })); test_line(s.model && named == s.model->fields.size(), std::format("field names ({} of {})", named, s.model ? s.model->fields.size() : 0)); test_line(s.ready && s.asset, "running tuning asset found"); test_line(s.telemetry.skater, "local skater found"); // The first plain real that is not zero and that the player has not touched. t.entry = s.entries.size(); for (std::size_t i = 0; i < s.entries.size(); ++i) if (s.entries[i].kind == Kind::real && !s.entries[i].detail && !s.entries[i].touched && std::abs(s.entries[i].stock) > 0.01) { t.entry = i; break; } if (!s.ready || t.entry == s.entries.size() || !editable()) { test_line(false, "no value to write (tuning not ready or locked by a session)"); t.step = 4; break; } auto &e = s.entries[t.entry]; t.before = e.stock; t.target = e.stock * 1.01; set_entry(e, t.target); t.step = 2; t.until = now + 1200; break; } case 2: { auto &e = s.entries[t.entry]; const bool read = tuning::read_live(s.base, live); test_line(read && std::abs(read_field(live.image, e) - static_cast(t.target)) < 1e-4 * std::max(1.0, std::abs(t.target)), std::format("write and hold {} = {:.5g}", e.id, t.target)); set_entry(e, t.before); t.step = 3; t.until = now + 1200; break; } case 3: { auto &e = s.entries[t.entry]; const bool read = tuning::read_live(s.base, live); test_line(read && read_field(live.image, e) == static_cast(t.before) && !e.touched, std::format("restore {} = {:.5g}", e.id, t.before)); t.step = 4; break; } case 4: { if (!s.telemetry.skater) { test_line(false, "teleport (no skater)"); t.step = 6; break; } t.origin = s.telemetry.position; const Vec3 target{t.origin[0] + 3.0f, t.origin[1] + 1.0f, t.origin[2]}; const auto result = go_to(target, "a test point"); test_line(!result.starts_with("error"), "teleport request: " + result); t.origin = target; t.step = result.starts_with("error") ? 6 : 5; t.until = now + 700; break; } case 5: { const auto &p = s.telemetry.position; // The skater may already be rolling away from where it was put. const float away = horizontal({p[0] - t.origin[0], 0, p[2] - t.origin[2]}); test_line(s.telemetry.skater && away < 25.0f, std::format("teleport put the skater {:.2f} m from the target", away)); t.step = 6; t.until = now + 1500; break; } default: say(t.failures ? logging::Level::error : logging::Level::info, std::format("trainer selftest: DONE {} failures", t.failures)); t = {}; changed(false); break; } } // ---- transition skating ------------------------------------------------------------------------ // Bowls, quarter pipes, vert and spines: the trainer's own help back into the ramp, and Skate 3's numbers for it. // What is known of skate. here comes from its data, not from play (2026-10-11): the timed lean into the ramp Skate 3 // ended a coping grind with is still in the game but switched off (the exit timers are -1), a grind's exit points // straight across the coping, and nothing measured says what a hang-up is. So every lever below reports what it saw // (`Trainer transition:` lines) and each is a first setting. constexpr std::string_view transition_preset = "Transition: Skate 3"; // "Transition feels like Skate 3": the lean is the share of the stick the game is shown (0.8 at most: past 0.9 the // game takes the lean as the wish to leave the grind); Skate 3 kept all the speed along the coping and nudged the board // at most 1 m/s across it; its hang-up push; 70 frames before the same edge could be caught again; its handplant exit. constexpr float skate3_tr_lean = 0.6f, skate3_tr_carry = 1.0f, skate3_tr_drop = 1.0f, skate3_tr_unstick = 1.0f, skate3_tr_lockout = 1.17f, skate3_tr_plant = 1.0f; // The sign of each stick axis the lean is sent on (`trainer transition leanframe `): the camera's axes as the // game reads the stick against them. Not measured yet. float lean_frame_x = 1.0f, lean_frame_y = 1.0f; bool transition_stock() { auto &s = state(); return s.tr_lean == 0.0f && s.tr_carry == 0.0f && s.tr_unstick == 0.0f && s.tr_lockout == 0.0f && !s.tr_spine && s.tr_plant == 0.0f && std::ranges::all_of(s.tr_setting, [](std::int8_t mode) { return mode < 0; }); } void reset_transition() { auto &s = state(); s.tr_lean = s.tr_carry = s.tr_unstick = s.tr_lockout = s.tr_plant = 0.0f; s.tr_drop = 1.0f; s.tr_spine = false; s.tr_setting.fill(-1); } // How far the skater reaches for an edge from the air, and what an edge is worth as a landing. Held at 0 for a moment // (after a coping grind, during a flight up and over a lip) the far coping of a spine or the coping just left cannot // catch the board; the player's own numbers come back after. constexpr std::string_view air_grind_values[]{"physicstrajectory.scoregrind", "physicsgrindsair.maxdist50_50", "physicsgrindsair.maxdist5_0", "physicsgrindsair.maxdisttipslide", "physicsgrindsair.maxdistboardslide"}; void hold_air_grinds(bool off) { auto &s = state(); if (!s.ready || s.enforced) return; bool wrote = false; for (const auto key : air_grind_values) { const auto *e = find_entry(key); if (!e || e->frozen || e->class_field >= 0 || e->kind != Kind::real || static_cast(e->offset) + e->size > s.want.image.size()) continue; const double wanted = off ? 0.0 : e->touched ? e->value : e->stock; if (read_field(s.want.image, *e) == static_cast(static_cast(wanted))) continue; write_field(s.want.image, *e, wanted); wrote = true; } if (wrote) s.write_due = true; s.tr.air_grinds_off = off; } void drive_transition(std::uintptr_t base, std::uintptr_t client, std::uint64_t now) { auto &s = state(); auto &t = s.tr; const auto &m = s.motion; const bool blocked = extras_blocked(); for (std::size_t i = 0; i < transition_settings.size(); ++i) force_transition_setting(i, blocked ? -1 : s.tr_setting[i]); for (std::size_t i = 0; i < foot_settings.size(); ++i) force_foot_setting(i, blocked ? -1 : s.foot_setting[i]); if (now >= s.tr_option_at) { // The game's own options: whatever its Settings menu (or the trainer) last set. s.tr_option_at = now + 500; for (std::size_t i = 0; i < transition_options.size(); ++i) { const auto held = profile_runtime::local_game_option(transition_options[i].setting); const int value = held ? static_cast(std::lround(*held)) : transition_options[i].stock; if (value != s.tr_option[i]) { s.tr_option[i] = value; s.view_due = true; } } const auto own = [&](std::string_view setting, bool stock, std::int8_t &shown) { const auto held = profile_runtime::local_game_option(setting); const auto value = static_cast(held ? *held != 0 : stock); if (value != shown) { shown = value; s.view_due = true; } }; for (std::size_t i = 0; i < grind_settings.size(); ++i) own(grind_settings[i].setting, grind_settings[i].stock, s.grind_own[i]); for (std::size_t i = 0; i < transition_settings.size(); ++i) own(transition_settings[i].setting, transition_settings[i].stock, s.tr_own[i]); } const auto watch = watched_physics_state(); const std::uint32_t physics = watch.valid && s.telemetry.skater && m.valid ? watch.state : 0; const bool riding = physics >= 100 && physics < 200, grinding = (physics >= 400 && physics < 500) || physics == 603; const bool flying = physics >= 200 && physics < 300; const auto &v = m.velocity; const float over = std::hypot(v[0], v[2]), speed = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); // Steep ground: the skater stands out from the wall, so the level part of their up axis points into the ramp. A // skater held upright on a wall still climbs or drops steeply: the wall is then ahead going up and behind coming down. if (riding && m.axes_valid) { float out_x = m.up[0], out_z = m.up[2], length = std::hypot(out_x, out_z); bool steep = m.up[1] < 0.8f && length > 0.1f; if (!steep && speed > 1.5f && std::abs(v[1]) > 0.6f * speed && over > 0.2f) { const float away = v[1] > 0 ? -1.0f : 1.0f; out_x = away * v[0]; out_z = away * v[2]; length = over; steep = true; } if (steep) { t.steep_at = now; t.steep_out = {out_x / length, out_z / length}; } } const bool on_transition = t.steep_at && now - t.steep_at < 3000; // The speed along the lip (level, square to the way out of the wall) and across it (up the wall and over). const float out_speed = v[0] * t.steep_out[0] + v[2] * t.steep_out[1]; const float lip_along = std::hypot(v[0] - out_speed * t.steep_out[0], v[2] - out_speed * t.steep_out[1]); if (grinding && !t.grinding) { // A grind that begins within a second of steep ground is on a coping. t.coping = t.steep_at && now - t.steep_at < 1000; if (t.coping) { t.ramp = t.steep_out; t.edge = {-t.ramp[1], t.ramp[0]}; t.in_speed = speed; t.in_angle = std::atan2(std::hypot(out_speed, v[1]), std::max(lip_along, 0.001f)) * 180.0f / std::numbers::pi_v; } } if (grinding && t.coping) { // The coping runs the way the skater travels on it (a bowl's coping curves); the ramp stays on the side it was on. if (over > 1.0f) t.edge = {v[0] / over, v[2] / over}; const float lean_on_edge = t.ramp[0] * t.edge[0] + t.ramp[1] * t.edge[1]; const float side_x = t.ramp[0] - lean_on_edge * t.edge[0], side_z = t.ramp[1] - lean_on_edge * t.edge[1]; if (const float length = std::hypot(side_x, side_z); length > 0.2f) t.ramp = {side_x / length, side_z / length}; } else if (!grinding) { if (t.coping && t.grinding && physics != 200 && physics != 300 && !(physics >= 500 && physics < 600)) t.left_at = now; t.coping = false; // For a handplant, and for a flight: the wall last ridden. t.ramp = t.steep_out; t.edge = {-t.ramp[1], t.ramp[0]}; } // A flight straight up and over a lip (an air, a spine transfer): little of its speed runs along the lip. A carve // into a coping grind leaves the wall along the lip and keeps its reach for the coping. if (flying && !t.flying) t.flight_off = s.tr_spine && !blocked && on_transition && v[1] > 2.0f && lip_along < 0.5f * speed; if (t.flight_off && !flying) { if (t.flying) t.flight_off_until = now + 300; else if (now >= t.flight_off_until) t.flight_off = false; } const bool locked = s.tr_lockout > 0.0f && !blocked && t.left_at && now - t.left_at < static_cast(s.tr_lockout * 1000.0f); const bool air_off = locked || (t.flight_off && s.tr_spine && !blocked); if (air_off != t.air_grinds_off || air_off) hold_air_grinds(air_off); // The lean: the left stick the game is shown, pushed toward the ramp, more the faster the grind runs along the // coping. The game reads that stick against the camera, so the ramp's side is turned into the camera's axes. const float along_speed = std::abs(v[0] * t.edge[0] + v[2] * t.edge[1]); const float lean_wanted = t.coping && !blocked ? s.tr_lean * 0.8f * std::clamp((along_speed - 1.0f) / 4.0f, 0.0f, 1.0f) : 0.0f; t.lean += (lean_wanted - t.lean) * 0.15f; if (blocked) t.lean = 0.0f; float lean_x = 0, lean_y = 0; bool leaning = false; if (t.coping && std::abs(t.lean) > 0.02f) { std::array camera{}; if (read_local_camera_transform(base, client, camera)) { // Rows: right, up, forward; a camera looks back along its forward row. const float right = std::hypot(camera[0], camera[2]), ahead = std::hypot(camera[8], camera[10]); if (right > 0.1f && ahead > 0.1f) { lean_x = (t.ramp[0] * camera[0] + t.ramp[1] * camera[2]) / right * t.lean * lean_frame_x; lean_y = -(t.ramp[0] * camera[8] + t.ramp[1] * camera[10]) / ahead * t.lean * lean_frame_y; leaning = true; } } } DingoSDKOverlaySetGrindStickLean(leaning, lean_x, lean_y); TransitionAssist assist; if (!blocked) { assist.carry = s.tr_carry; assist.drop_speed = s.tr_drop; assist.unstick = s.tr_unstick; assist.plant = s.tr_plant; } assist.coping = t.coping; assist.transition = on_transition; assist.edge = t.edge; assist.ramp = t.ramp; assist.measure = s.hud_jump || s.logging; set_transition_assist(client, s.entity, assist); if (const auto report = transition_report(); report.sequence != t.reports) { t.reports = report.sequence; const auto off_coping = [](float along, float across, float down) { return std::atan2(std::hypot(across, down), std::max(std::abs(along), 0.001f)) * 180.0f / std::numbers::pi_v; }; if (report.kind == 1) say(logging::Level::info, std::format("Trainer transition: coping grind left without a pop (state {} -> {}, then {}). It began at {:.0f} deg to the coping, {:.1f} m/s. " "Last step on it: {:.2f} m/s along, {:.2f} into the ramp. A third of a second later the game had {:.2f} along, {:.2f} into the ramp, " "{:.2f} down = {:.0f} deg off the coping; the skater left with {:.2f} along, {:.2f} into the ramp = {:.0f} deg. Hung {} steps; " "speed put back on {} steps, pushed on {}; {:.2f} m lower after a third of a second, {:.2f} m after one and a half.", report.from, report.to, report.to_last, t.in_angle, t.in_speed, report.in_along, report.in_across, report.game_along, report.game_across, report.out_down, off_coping(report.game_along, report.game_across, report.out_down), report.out_along, report.out_across, off_coping(report.out_along, report.out_across, report.out_down), report.hung, report.carried, report.kicked, report.drop, report.fall)); else if (report.kind == 2) say(logging::Level::info, std::format("Trainer transition: handplant (state {} -> {}, then {}): {:.2f} m lost inside the plant; it let go at {:.2f} m/s into the ramp, " "{:.2f} along the lip, {:.2f} down; a fifth of a second later {:.2f} into the ramp (the game's own {:.2f}), {:.2f} along, " "{:.2f} down; {:.2f} m below the plant's top a second and a half after. Hung {} steps; speed changed on {} steps, pushed on {}.", report.from, report.to, report.to_last, report.drop, report.in_across, report.in_along, report.in_down, report.out_across, report.game_across, report.out_along, report.out_down, report.fall, report.hung, report.carried, report.kicked)); else if (report.kind == 3) say(logging::Level::info, std::format("Trainer transition: a landing off a transition hung (state {} -> {}, then {}): {} steps slower than 1.1 m/s, pushed on {}; " "the flight came in at {:.2f} m/s over the ground, {:.2f} down.", report.from, report.to, report.to_last, report.hung, report.kicked, report.in_along, report.in_down)); } t.grinding = grinding; t.flying = flying; } bool builtin_on(std::size_t p) { auto &s = state(); const auto &preset = builtin_presets()[p]; bool any = false; for (const auto &[index, r] : preset_targets()[p]) { const auto &e = s.entries[index]; const auto &rule = preset.rules[r]; const double expected = rule.multiply ? e.stock * rule.amount : rule.amount; any = true; // To the two decimals a dial shows: dragging one to the preset's number switches it on. if (std::abs(e.value - sane(e, expected)) > 4e-3 * std::max(1e-3, std::abs(expected))) return false; } return any; } bool builtin_on(std::string_view name) { const auto &presets = builtin_presets(); for (std::size_t p = 0; p < presets.size(); ++p) if (presets[p].name == name) return builtin_on(p); return false; } void build_view() { auto &s = state(); s.view_due = false; auto next = std::make_shared(); next->revision = ++s.revision; next->ready = s.ready; next->status = s.status; next->last = s.last; next->editable = editable(&next->blocked); next->session_enforced = s.enforced; next->boosts_blocked = !s.enforced && multiplayer_session_active() && !session_boosts_allowed(); next->rows.reserve(s.entries.size()); for (const auto &e : s.entries) { int rank{}; std::uint8_t topic{}; bool trial{}; const auto friendly = essential_name(e.key, &rank, &topic, &trial); next->rows.push_back({e.id, e.label, e.group, e.kind, e.value, e.stock, e.touched, e.frozen, e.detail, std::string(friendly), rank, topic, trial, e.used}); next->rows.back().help = essential_help(e.key); if (e.touched) { ++next->touched; ++next->changed[topic]; } if (e.frozen) ++next->locks; if (std::ranges::find(next->groups, e.group) == next->groups.end()) next->groups.push_back(e.group); } const auto is_active = [&](std::string_view name) { return std::ranges::find(s.active, name) != s.active.end(); }; next->presets.push_back({"Stock", "Everything back to how this map loaded (frozen values stay).", true, s.active.empty() && !next->touched}); { // A built-in preset is on when the values say so, whatever switched them: a slider, a // dial or another preset. const auto &presets = builtin_presets(); const auto &targets = preset_targets(); for (std::size_t p = 0; p < presets.size(); ++p) { const auto &preset = presets[p]; PresetRow row{std::string(preset.name), std::string(preset.note), true, false}; const Entry *headline{}; for (const auto &[index, r] : targets[p]) if (!headline && r == 0) headline = &s.entries[index]; row.active = builtin_on(p); const auto dial = preset_dial(preset.name); row.title = std::string(dial.title); row.topic = dial.topic; if (!preset.rules.empty() && preset.rules[0].multiply && headline && headline->stock != 0 && !dial.title.empty()) { row.dial = true; row.amount = preset.rules[0].amount; row.factor = headline->value / headline->stock; } next->presets.push_back(std::move(row)); } } for (const auto &[name, values] : s.user) next->presets.push_back({name, std::format("{} values", values.size()), false, is_active(name)}); next->slot = s.slot; next->auto_return = s.auto_return; next->hippy_height = s.hippy_height; next->nocomply_height = s.nocomply_height; next->manual_height = s.manual_height; next->gravity = s.gravity; next->gravity_live = s.gravity_live; next->grind_side = s.grind_side; next->grind_push = s.grind_push; next->grind_range = s.grind_range; next->grind_mode = s.grind_mode; next->grind_setting = s.grind_setting; next->grind_live = s.grind_live; next->tr_lean = s.tr_lean; next->tr_carry = s.tr_carry; next->tr_drop = s.tr_drop; next->tr_unstick = s.tr_unstick; next->tr_lockout = s.tr_lockout; next->tr_spine = s.tr_spine; next->tr_plant = s.tr_plant; next->tr_setting = s.tr_setting; next->grind_own = s.grind_own; next->tr_own = s.tr_own; next->tr_option = s.tr_option; next->offboard_height = s.offboard_height; next->flip_speed = s.flip_speed; next->flip_advanced = s.flip_advanced; next->flip_pop = s.flip_pop; next->flip_flick = s.flip_flick; next->flip_trick = s.flip_trick; next->flip_advanced_blocked = s.flip_advanced && extras_blocked(); next->flip_live = s.flip_live; next->boneless_height = s.boneless_height; next->revert_boost = s.revert_boost; next->pump_power = s.pump_power; next->pump_live = s.pump_live; next->pump_blocked = s.pump_power != 1.0f && extras_blocked(); next->revert = s.revert; next->return_delay = s.return_delay; next->pad_shortcuts = s.pad_shortcuts; next->hud = s.hud; next->hud_jump = s.hud_jump; next->logging = s.logging; next->map = s.map; next->map_note = s.map_file.note; next->map_preset = s.map_file.preset.empty() ? std::string{} : s.map_file.preset_name.empty() ? "Map preset" : s.map_file.preset_name; next->spots = s.map_file.spots; next->waypoint_set = s.waypoint.has_value(); if (s.waypoint) next->waypoint = *s.waypoint; next->open_serial = s.open_serial; for (const auto &one : setups()) if (modified(one)) { ++next->changed[one.topic]; ++next->settings[one.topic]; ++next->setups_changed; next->setups.push_back({one.key, one.title, one.topic, one.kind, one.get(), one.stock, one.low, one.high}); } // Nothing of the trainer's is in force. (A lock on a value that is the game's own changes nothing: counted apart.) next->stock = !next->touched && !next->setups_changed; next->folds = s.folds; next->share_text = s.share_text; next->share_serial = s.share_serial; next->open_tab = s.open_tab; if (const auto found = s.maps.find(s.map); found != s.maps.end()) { next->markers = found->second.markers; next->profile_preset = found->second.preset; } publish(std::move(next)); } // ---- sharing presets --------------------------------------------------------------------------- // One line of text, short enough to paste in a chat: "RST1:" and the preset's JSON in base64. constexpr std::string_view share_tag = "RST1:"; constexpr std::string_view base64_digits = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; std::string base64(std::string_view bytes) { std::string out; for (std::size_t i = 0; i < bytes.size(); i += 3) { std::uint32_t chunk{}; const auto count = std::min(3, bytes.size() - i); for (std::size_t k = 0; k < 3; ++k) chunk = chunk << 8 | (k < count ? static_cast(bytes[i + k]) : 0u); for (std::size_t k = 0; k < 4; ++k) out += k <= count ? base64_digits[chunk >> (18 - 6 * k) & 63] : '='; } return out; } std::optional unbase64(std::string_view text) { std::string out; std::uint32_t chunk{}; int bits{}; for (const char c : text) { if (c == '=' || std::isspace(static_cast(c))) continue; const auto digit = base64_digits.find(c); if (digit == std::string_view::npos) return std::nullopt; chunk = chunk << 6 | static_cast(digit); if ((bits += 6) >= 8) out += static_cast(chunk >> (bits -= 8) & 0xff); } return out; } std::filesystem::path shared_directory() { const auto directory = data_directory(); return directory.empty() ? directory : directory / L"shared"; } // File names from preset names: letters, digits, space, '-' and '_' only. std::string file_stem(std::string_view name) { std::string stem; for (const char c : name) stem += std::isalnum(static_cast(c)) || c == ' ' || c == '-' || c == '_' ? c : '_'; return stem.empty() ? "preset" : stem; } // `preset export `: one of the player's presets, or "current" for what is changed right now. std::string export_preset(const std::string &name) { auto &s = state(); Json values = Json::object(); std::string title; if (lower(name) == "current") { for (const auto &e : s.entries) if (e.touched) values[e.key] = e.value; for (const auto &one : setups()) if (off_stock(one)) values[one.key] = one.get(); title = "My setup"; } else { for (const auto &[user_name, saved] : s.user) if (lower(user_name) == lower(name)) { for (const auto &[key, value] : saved) values[key] = value; title = user_name; } if (title.empty()) return "error: no preset of yours is called \"" + name + "\". Use \"current\" for what is changed right now."; } if (values.empty()) return "error: nothing is changed, so there is nothing to share."; const auto count = values.size(); Json json = Json::object(); json["reskate_trainer"] = 1; json["name"] = title; json["values"] = std::move(values); s.share_text = std::string(share_tag) + base64(json.dump()); ++s.share_serial; std::string where; if (const auto directory = shared_directory(); !directory.empty()) { std::error_code error; std::filesystem::create_directories(directory, error); std::ofstream file(directory / (file_stem(title) + ".json"), std::ios::binary | std::ios::trunc); file << json.dump(2); if (file) where = std::format(" Also saved as shared\\{}.json.", file_stem(title)); } changed(); return std::format("\"{}\" copied to the clipboard as one line ({} values): paste it anywhere.{}", title, count, where); } // `preset import [file]`: the text the menu put in shared\clipboard.txt, or a file in shared\. // Either the one-line form or the JSON itself. The preset joins the player's own; nothing is applied. std::string import_preset(const std::string &file_name) { auto &s = state(); const auto directory = shared_directory(); if (directory.empty()) return "error: the trainer's folder could not be found."; const auto path = directory / (file_name.empty() ? "clipboard.txt" : file_stem(std::filesystem::path(file_name).stem().string()) + ".json"); std::string text; { std::ifstream file(path, std::ios::binary); if (!file) return file_name.empty() ? "error: there is nothing to import." : "error: shared\\" + path.filename().string() + " does not exist."; text.assign(std::istreambuf_iterator(file), std::istreambuf_iterator()); } if (text.size() > 256 * 1024) return "error: that is too long to be a preset."; if (const auto tag = text.find(share_tag); tag != std::string::npos) { const auto start = tag + share_tag.size(); const auto end = text.find_first_of(" \t\r\n`\"'", start); const auto decoded = unbase64(std::string_view(text).substr(start, end == std::string::npos ? end : end - start)); if (!decoded) return "error: that is not a whole preset line: copy all of it, from RST1: to the end."; text = *decoded; } try { const auto json = Json::parse(text); if (!json.is_object() || !json.contains("values") || !json.at("values").is_object()) return "error: that is not a ReSkate Trainer preset."; std::map> values; std::size_t unknown{}; for (const auto &[key, value] : json.at("values").items()) { if (!value.is_number() || values.size() >= 512) continue; const auto id = lower(key); const bool setting = find_setup(id) || id == "trick.flip_gate" || id == "trick.catch_at" || id == "trick.catch_percent"; if (!setting && !find_entry(id)) ++unknown; // kept: another build of the game may have it values[id] = value.get(); } if (values.empty()) return "error: that preset holds no values."; auto name = json.value("name", "Imported"); if (name.empty() || name.size() > 40) name = "Imported"; const auto taken = [&](const std::string &candidate) { if (lower(candidate) == "stock" || lower(candidate) == "map" || s.user.contains(candidate)) return true; return std::ranges::any_of(builtin_presets(), [&](const auto &preset) { return lower(preset.name) == lower(candidate); }); }; auto unique = name; for (int n = 2; taken(unique); ++n) unique = std::format("{} {}", name, n); const auto count = values.size(); s.user[unique] = std::move(values); changed(); return std::format("Imported \"{}\" ({} values{}). Turn it on under Your presets.", unique, count, unknown ? std::format(", {} of them unknown to this version", unknown) : ""); } catch (...) { return "error: that is not a ReSkate Trainer preset."; } } bool flag(const std::string &text, bool &out) { const auto value = lower(text); if (value == "1" || value == "on" || value == "true") { out = true; return true; } if (value == "0" || value == "off" || value == "false") { out = false; return true; } return false; } std::optional slot_argument(const std::vector &arguments, std::size_t index) { auto &s = state(); if (arguments.size() <= index) return s.slot; const auto value = number(arguments[index]); if (!value || *value < 1 || *value > static_cast(marker_slots) || *value != std::floor(*value)) return std::nullopt; return static_cast(*value) - 1; } } // namespace void tick(std::uintptr_t base, std::uintptr_t client, bool playing, const std::string &level) noexcept { try { auto &s = state(); const auto now = GetTickCount64(); if (!s.loaded) load_store(); s.base = base; sync_session(); s.boosts = boosts_in_force(); if (const auto key = lower(playing ? level : std::string{}); key != s.map) enter_map(key); take_map_file(); if (const auto key = lower(level); !key.empty() && key != s.waypoint_level) { s.waypoint_level = key; s.waypoint.reset(); s.view_due = true; } if (take_teleport_card_shown()) s.waypoint_wanted_until = now + 1000; if (now < s.waypoint_wanted_until && now >= s.waypoint_next_read) { s.waypoint_next_read = now + 250; refresh_waypoint(); } if (playing) { observe(base, client, now); shortcuts(); update_landing(now); if (s.return_at && now >= s.return_at) { s.return_at = 0; const auto &marker = current_map().markers[static_cast(s.slot)]; if (marker.set) (void)go_to(marker.position, "your marker"); } } else if (s.telemetry.skater) { s.telemetry.skater = false; s.motion.valid = false; s.entity = 0; } (void)start_trick_heights(base); (void)start_state_holds(base); if (take_class_list_shown()) s.class_list_wanted = true; // The search reads all of the game's writable memory, so it runs only for a player with // a use for it: one of the classes' values or the flip speed is not the game's own // (theirs, or a host's they skate with), or they have the list of every value open. if (s.class_search_at && now >= s.class_search_at && playing && s.telemetry.skater && !finding_classes() && (s.class_list_wanted || classes_wanted())) { // A level brings fresh copies, so only a search finished since it loaded counts. The // skater's own classes arrive a little after the skater does: a search that came up // empty is repeated, twice. const bool have = class_searches() > s.class_search_seen && class_copies(0) != 0; if (have || s.class_search_tries >= 3) { s.class_search_at = 0; } else { ++s.class_search_tries; s.class_search_at = now + 15000; find_classes(); } } flip_speed_in_use(s.boosts.flip != 1.0f || s.flip_advanced || s.flip_flick); // The speed itself goes straight to the trick in the air (drive_flip_speed); the flip curves // are only scaled where that number cannot be reached. want_flip_speed(s.flip_live ? 1.0f : s.boosts.flip); // The player's own choice, and only where their own trick settings count: not under a // host's enforced physics or in a session that has turned boosts off. // A flip asked to be slow is slow from the start: the game's rule would hurry it round before // the landing, so it is held off for as long as the speed in force is under the game's own. const bool slow = (s.flip_drive.active ? s.flip_drive.factor : s.boosts.flip) < 1.0f; want_flip_gate(extras_blocked() || !slow ? flip_gate_stock : flip_gate_off); if (s.boosts.flip != s.flip_applied) { // The catch times follow the flip speed (want_class). s.flip_applied = s.boosts.flip; for (const auto &e : s.entries) if (e.class_field >= 0 && slowed_catch_time(e.key)) want_class(e); } if (const float late = late_flip_factor(); late != s.late_flip_applied) { s.late_flip_applied = late; for (const auto &e : s.entries) if (e.class_field >= 0 && late_flip_speed(e.key)) want_class(e); } (void)apply_classes(); // The game builds its tuning objects again with a new skater (a respawn, a teleport, a // session change) and they start at its own numbers: look again, but not in a flurry. { const bool lost = refresh_classes(now); const auto entity = static_cast(s.entity); bool new_skater = entity && s.class_entity && entity != s.class_entity; if (entity) s.class_entity = entity; // A respawn can keep the entity and still fill new copies (the push speeds' native // one among them): the old ones go on holding what was written, so nothing looks lost. if (skater_creations() != s.class_creations) s.grind_stock.fill(-1); // a new skater starts from the game's own switches if (const auto creations = skater_creations(); creations != s.class_creations) { new_skater = new_skater || s.class_creations != 0; s.class_creations = creations; } // A bail builds a new skater too, and most of those bring nothing new: a search that a // new skater asked for and that found only what was known doubles the wait before the // next one (a search reads all of the game's writable memory, for seconds). if (!s.class_skater_judged && !s.class_search_at && !finding_classes()) { s.class_skater_judged = true; s.class_skater_wait = class_search_found() == s.class_found ? std::min(s.class_skater_wait * 2, class_skater_wait_high) : class_skater_wait_low; s.class_skater_after = now + s.class_skater_wait; } s.class_research_due = s.class_research_due || lost; s.class_skater_due = s.class_skater_due || new_skater; if (!classes_wanted()) s.class_research_due = s.class_skater_due = false; const bool for_lost = s.class_research_due && now >= s.class_research_after; const bool for_skater = s.class_skater_due && now >= s.class_skater_after && now >= s.class_research_after; if ((for_lost || for_skater) && !s.class_search_at && !finding_classes()) { s.class_research_due = s.class_skater_due = false; s.class_search_seen = class_searches(); s.class_search_tries = 0; s.class_search_at = now + 3000; s.class_research_after = now + 20000; if (!for_lost) { s.class_skater_judged = false; s.class_found = class_search_found(); s.class_skater_after = now + s.class_skater_wait; } } } set_trick_heights(s.boosts.nocomply, s.boosts.boneless); // The pop out of a manual: the ollie's launch, scaled while Enum.Intent.Manual says the skater is in one. // "Slow flips pop higher": the launch of each flip trick, by the speed it will turn at (the game has the trick in // mind when it launches: measured, a kickflip reads 2 and an ollie 1 at that call). for (std::uint32_t trick = 0; trick < 64; ++trick) { float up = 0; if (s.flip_pop && !extras_blocked() && (!plain_pop(trick) || ollie_pop(trick))) { float factor = s.boosts.flip; if (s.flip_advanced) if (const auto index = flip_trick_index(trick); index >= 0) factor *= s.flip_trick[static_cast(index)]; up = slow_flip_up(trick, factor); } set_flip_launch(trick, up); } set_manual_pop(s.enforced || (multiplayer_session_active() && !session_boosts_allowed()) ? 1.0f : s.manual_height, read_manual_intent(s.base, static_cast(s.entity))); { // The sideways part of a pop out of a grind, against the way the skater was travelling on it. const auto watch = watched_physics_state(); const bool on_grind = watch.valid && watch.state >= 400 && watch.state < 500; // The controller is only asked while it matters: on a grind, with the stick push in use or being logged. const float stick = on_grind && (s.grind_push != 0.0f || s.hud_jump || s.logging) ? left_stick_x() : 0.0f; set_grind_side(extras_blocked() ? 1.0f : s.grind_side, s.motion.velocity[0], s.motion.velocity[2], watch.valid && watch.state >= 400 && watch.state < 500, extras_blocked() ? 0.0f : s.grind_push, stick); float along{}, side{}, nudge{}; if (take_grind_pop(along, side, nudge) && (s.hud_jump || s.logging || s.grind_side != 1.0f || s.grind_push != 0.0f)) say(logging::Level::info, std::format("Trainer grind pop: the game's launch {:.2f} m/s along the grind, {:.2f} m/s sideways (side force x {:.2f}); " "stick {:.2f}, stick push {:.2f} m/s.", along, side, extras_blocked() ? 1.0f : s.grind_side, nudge, extras_blocked() ? 0.0f : nudge * s.grind_push)); } // The speeds pushes aim for are the push class's (value_links ties them to the tuning's top // pushing speed, which only gates whether a push may start). const auto *top_speed = find_entry("physicspush.maxpushablespeed"); // Past the game's own ceiling the push is carried by the trainer (see trainer_push_speed): // the player's own setting only, like the other speed the trainer adds. const float push_factor = top_speed && top_speed->touched && top_speed->stock > 0 && !extras_blocked() ? std::max(1.0f, static_cast(top_speed->value / top_speed->stock)) : 1.0f; set_push_speed(client, s.entity, push_factor, top_speed ? static_cast(top_speed->stock) : 0.0f, s.boosts.cruise); // Pumping: the game says when (its pumping state), the trainer sizes the gain on the physics // step (trainer_pump_power). The player's own setting only, like the push speed. { const auto pump = read_pump_state(base, static_cast(s.entity)); if (pump.found != s.pump_live) { s.pump_live = pump.found; s.view_due = true; } bool measure = false, searching = false; const bool grind_held = std::ranges::any_of(s.grind_mode, [](std::int8_t mode) { return mode >= 0; }); keep_holds_alive(); for (std::size_t i = 0; i < grind_settings.size(); ++i) force_grind_setting(i, extras_blocked() ? -1 : s.grind_setting[i]); states_in_use(s.pump_power != 1.0f || s.manual_height != 1.0f || grind_held || s.grind_watch || s.grind_push != 0.0f || s.grind_range != 0.0f || measure || searching); { const auto watch = watched_physics_state(); const bool grinding = watch.valid && watch.state >= 400 && watch.state < 500; // Skate 3's turn (retail sub_82D89F58): nothing inside a quarter of the stick, the rest stretched, x 0.85, // cubed, eased 0.91 / 0.09 a sixtieth of a second; the end of the stick is `grind_range` degrees. const bool turning = grinding && s.grind_range != 0.0f && !extras_blocked(); const auto turn_now = GetTickCount64(); if (turning) { float x{}, y{}; (void)left_stick_raw(x, y); const float past = std::abs(x) <= 0.25f ? 0.0f : (std::abs(x) - 0.25f) * (4.0f / 3.0f) * (x < 0 ? -1.0f : 1.0f); const float wanted = std::pow(std::clamp(past * 0.85f, -0.85f, 0.85f), 3.0f); const float steps = s.grind_yaw_at ? std::clamp(static_cast(turn_now - s.grind_yaw_at) * 0.06f, 0.0f, 6.0f) : 1.0f; s.grind_yaw += (wanted - s.grind_yaw) * (1.0f - std::pow(0.91f, steps)); if (std::abs(s.grind_yaw) < 0.0001f && wanted == 0.0f) s.grind_yaw = 0.0f; s.grind_heading = s.grind_yaw / 0.614125f * s.grind_range * std::numbers::pi_v / 180.0f; // The game's scripts cannot be answered (they do not go through the lookups), so its own grind control // is steered: it turns the board to about atan2(LR, |UD|) of the right stick it sees, after turning // that stick by an angle of its own. The stick it is shown: the turn, turned back by that angle; the // player's own up and down (the tip), shortened so the turn and the tip together stay on the rim. // (The sideways sign the game flips while the stick is down is undone where the stick is made up.) // Nothing is ever added to the player's up and down: a made-up move there reads as a pop or a flip. // It is only shortened so the turn can pass 45 degrees: freely while the stick is up (nose grind), // to no less than 0.6 while it is down (5-0), where letting go of the stick is the pop. float sent[3]{}; DingoSDKOverlayGrindStickSent(sent); const float own_y = sent[2]; float stick_x = std::clamp(s.grind_heading / 1.66f, -1.0f, 1.0f), y_scale = 1.0f; // flat: about 95 degrees at the end if (std::abs(own_y) > 0.3f) { const float heading = std::clamp(s.grind_heading, -1.4f, 1.4f); y_scale = std::max(own_y > 0 ? 0.17f : 0.6f, std::cos(heading)); stick_x = std::clamp(std::tan(heading) * y_scale, -1.0f, 1.0f); } DingoSDKOverlaySetGrindStickTurn(true, stick_x, 0.0f, y_scale); s.grind_frame_cos = stick_x; // for the log: the stick's sideways part as asked for s.grind_frame_sin = y_scale; } else { s.grind_yaw = s.grind_heading = 0.0f; DingoSDKOverlaySetGrindStickTurn(false, 0.0f, 0.0f, 1.0f); } s.grind_yaw_at = turning ? turn_now : 0; } { auto modes = s.grind_mode, live = s.grind_live; if (extras_blocked()) modes.fill(-1); std::array giving_back{}; for (std::size_t i = 0; i < modes.size(); ++i) if (modes[i] < 0 && s.grind_stock[i] >= 0) { modes[i] = s.grind_stock[i]; // released: the game's own value back, once giving_back[i] = true; } hold_grind_switches(base, static_cast(s.entity), modes.data(), live.data()); // Given back once the skater's value was there to write (no page yet: tried again next tick). for (std::size_t i = 0; i < modes.size(); ++i) if (giving_back[i] && live[i] >= 0) s.grind_stock[i] = -1; for (std::size_t i = 0; i < modes.size(); ++i) if (s.grind_mode[i] >= 0 && !extras_blocked() && s.grind_stock[i] < 0 && live[i] >= 0) s.grind_stock[i] = live[i]; // read before the first write if (live != s.grind_live) { s.grind_live = live; s.view_due = true; } } set_pump_power(client, s.entity, extras_blocked() ? 1.0f : s.pump_power, pump.found && pump.pumping, measure); } { // Gravity: the game's own under a host's physics or with boosts off. Both levers let go by themselves. float board = s.enforced || (multiplayer_session_active() && !session_boosts_allowed()) ? 1.0f : s.gravity, foot = board; set_air_gravity(client, s.entity, board); air_gravity_now = board; if (const bool live = set_foot_gravity(foot); live != s.gravity_live) { s.gravity_live = live; s.view_due = true; } // No limit on foot: the game's own 10 m/s cut rises with the sprint speeds asked for, and is its own otherwise. const float fastest = std::max(class_value_wanted("locomotion", "SprintSpeed"), class_value_wanted("locomotion", "SprintSpeedBoost")); (void)set_foot_speed_cap(s.enforced || (multiplayer_session_active() && !session_boosts_allowed()) ? 10.0f : fastest * 1.05f); } drive_transition(base, client, now); // The revert boost adds speed, so it keeps to the session's rule for boosts and to a host's physics. set_revert_boost(client, s.entity, s.enforced || (multiplayer_session_active() && !session_boosts_allowed()) ? 0.0f : s.revert_boost, s.revert); if (const auto report = revert_boost_report(); report.sequence != s.revert_boosts_seen) { s.revert_boosts_seen = report.sequence; // Every landing with some spin in it, boosted or not, so a report can say why not. if ((s.hud_jump || s.logging) && report.spin >= 30.0f) say(logging::Level::info, std::format("Trainer revert: landed after {} ms with {:.0f} deg of spin, board {} off the body and {:.0f} deg off the travel, board turned {:.0f} deg past the body, state {}, " "{:.1f} m/s: {}{}.", report.air_ms, report.spin, report.board_read ? std::format("{:.0f} deg", report.board_offset) : std::string("unread"), report.slip, report.board_rotation, report.landed_state, report.speed, report.outcome, report.added > 0 ? std::format(" +{:.1f} m/s", report.added) : std::string())); } for (TrickLaunch launch; take_trick_launch(launch);) if (launch.factor != 1.0f) say(logging::Level::info, std::format("Trainer trick: {} launched at {:.2f} m/s up, x{:.2f}.", launch.trick == Trick::boneless ? "boneless" : "no comply", launch.up_speed, launch.factor)); hold(now); if (s.extras_due) publish_extras(); run_selftest(now); publish(s.telemetry); if (s.view_due) build_view(); if (s.save_due && now >= s.next_save) save_store(); } catch (...) {} } namespace { // ---- tricklining ------------------------------------------------------------------------------- // trainer revert | reset: what counts as a revert and what it is worth. std::string revert_command(const std::vector &a) { auto &s = state(); const auto name = a.empty() ? std::string{} : lower(a[0]); std::string why; if (!editable(&why)) return "error: " + why; if (name == "reset") { s.revert = {}; changed(); return "Bends are judged the way they shipped: 90 degrees of spin and the board 40 degrees off the body (the off-the-travel rule is off)."; } const auto found = std::ranges::find(revert_fields, name, &RevertField::name); const auto value = a.size() > 1 ? number(a[1]) : std::nullopt; if (found == std::end(revert_fields) || !value) return "error: usage: trainer revert spin|slip|twist|bend|full|auto|max_speed|cooldown|min_air , or revert reset"; s.revert.*found->member = static_cast(*value); s.revert = sane_revert(s.revert); changed(); return std::format("Revert {} = {:.4g}", name, s.revert.*found->member); } // The values that make a trick line: one command sets them the way Skate 3 had them, or puts the // game's own back. Skate 3's are its tuning for what this game still shares with it (the "Skate 3" // preset) and speed back out of reverts; its heavier revert and powerslide friction is a first // guess (x3 and x1.5), to be tuned by playing. constexpr std::pair trickline_friction[]{ {"onboard_powerslide.frictionscalar_revert", 3.0}, {"onboard_powerslide.frictionscalar_autorevert", 3.0}, {"onboard_powerslide.frictionscalar_slide", 1.5}}; // trainer feel stock|easy|normal|hardcore: which game the skating plays like. The three Skate 3 // choices are its difficulty settings (the built-in presets of those names); only one is on. constexpr std::pair feels[]{{"easy", "Skate 3 Easy"}, {"normal", "Skate 3"}, {"hardcore", "Skate 3 Hardcore"}}; std::string feel_command(const std::vector &a) { const auto which = a.empty() ? std::string{} : lower(a[0]); std::string why; if (!editable(&why)) return "error: " + why; const auto found = std::ranges::find(feels, which, [](const auto &feel) { return feel.first; }); if (found == std::end(feels) && which != "stock" && which != "skate") return "error: usage: trainer feel stock|easy|normal|hardcore"; // Only a feel that is on is taken off, and of that only the values that still hold its numbers: taking off more // would put back values the player set themselves that it happens to share (the push speed dial, for one). for (const auto &feel : feels) if (std::ranges::find(state().active, feel.second) != state().active.end() || builtin_on(feel.second)) (void)remove_preset(feel.second, true); if (found != std::end(feels)) (void)apply_preset(found->second); changed(); return found == std::end(feels) ? "Plays like skate.: the game's own tuning." : std::format("Plays like {}: its tuning for everything this game shares with it.", found->second); } // trainer trickline extras on|off: what Skate 3's trick lines had beyond its tuning. Speed back // out of reverts, heavier revert and powerslide friction (x3 and x1.5: a first guess), and higher // footplants (no comply and boneless x1.5, OVM's ask: a first guess too). constexpr float trickline_footplant = 1.5f; std::string trickline_command(const std::vector &a) { auto &s = state(); std::string why; if (!editable(&why)) return "error: " + why; bool on{}; if (a.size() < 2 || lower(a[0]) != "extras" || !flag(a[1], on)) return "error: usage: trainer trickline extras on|off"; // Off puts back only what still holds the extras' own numbers: a value the player has since moved is theirs. for (const auto &[key, factor] : trickline_friction) if (auto *e = find_entry(key); e && !is_locked(*e) && (on || std::abs(e->value - sane(*e, e->stock * factor)) < 1e-6 * std::max(1.0, std::abs(e->value)))) set_entry(*e, on ? e->stock * factor : e->stock); s.revert_boost = on ? std::max(s.revert_boost, 1.0f) : s.revert_boost == 1.0f ? 0.0f : s.revert_boost; s.nocomply_height = on ? std::max(s.nocomply_height, trickline_footplant) : s.nocomply_height == trickline_footplant ? 1.0f : s.nocomply_height; s.boneless_height = on ? std::max(s.boneless_height, trickline_footplant) : s.boneless_height == trickline_footplant ? 1.0f : s.boneless_height; changed(); return on ? "Tricklining extras on: the board bending boost, heavier revert and powerslide friction, no comply and boneless height x 1.5." : "Tricklining extras off."; } // trainer transition | transition feel skate|skate3 | transition lean|carry|drop|unstick|lockout|plant | // transition spine on|off | transition |all game|off|on std::string transition_command(const std::vector &a) { auto &s = state(); const auto arg = [&](std::size_t i) { return i < a.size() ? a[i] : std::string{}; }; const auto what = lower(arg(0)), to = lower(arg(1)); std::string why; if (what.empty()) { const auto now = GetTickCount64(); std::string out = std::format("Lean into the ramp {:.2f}, speed kept along the coping {:.2f} (at most {:.2f} m/s across it), hang-up push {:.2f}, no catching the coping again for " "{:.2f} s, flights clear the coping {}, handplant exit {:.2f}.", s.tr_lean, s.tr_carry, s.tr_drop, s.tr_unstick, s.tr_lockout, s.tr_spine ? "on" : "off", s.tr_plant); out += std::format("\nsteep ground {} ms ago, way out of the wall {:.2f} {:.2f}; on a coping: {}; coping {:.2f} {:.2f}, ramp {:.2f} {:.2f}; air grind reach held off: {}; " "lean polls given {}", s.tr.steep_at ? now - s.tr.steep_at : 0, s.tr.steep_out[0], s.tr.steep_out[1], s.tr.coping ? "yes" : "no", s.tr.edge[0], s.tr.edge[1], s.tr.ramp[0], s.tr.ramp[1], s.tr.air_grinds_off ? "yes" : "no", DingoSDKOverlayGrindStickLeaned()); for (std::size_t i = 0; i < transition_settings.size(); ++i) out += std::format("\n{} (setting {}, the game's default {}): {}; asked {} times since last listed", transition_settings[i].key, transition_settings[i].setting, transition_settings[i].stock ? "on" : "off", s.tr_setting[i] < 0 ? "game's own" : s.tr_setting[i] ? "forced on" : "forced off", transition_setting_asked(i)); for (std::size_t i = 0; i < transition_options.size(); ++i) out += std::format("\n{} (the game's own option {}, default {}): {}", transition_options[i].key, transition_options[i].setting, transition_options[i].stock, s.tr_option[i]); return out; } if (what == "feel") { const bool skate3 = to == "skate3" || to == "3"; if (!skate3 && to != "skate" && to != "stock") return "error: usage: trainer transition feel skate|skate3"; if (!editable(&why)) return "error: " + why; if (std::ranges::find(s.active, transition_preset) != s.active.end() || builtin_on(transition_preset)) (void)remove_preset(transition_preset, true); // Values the preset set in earlier builds of this day and no longer does: back to the game's own where they // still hold what it set. static constexpr std::pair dropped[]{ {"physicsreckoning.vertjumpalignmaxgroundnormaly", 0.2}, {"physicsairstates.naturalairmaxdist", 0.12}, {"physicstrajectory.scoremiddlebonus", 40.0}, {"physicstrajectory.mintimefortrajectorytobevalid", 0.25}, {"physicsmode.pumpeffectfactor", 18.0}, {"physicsmode.pumpmaxacceleration", 10.0}, {"physicsmode.unintentionalpumpscalar", 0.7}, {"physicspumping.pumpangle", 50.0}, {"physicspumping.pumpminfactor", 0.01}}; for (const auto &[key, value] : dropped) if (auto *e = find_entry(key); e && e->touched && !is_locked(*e) && std::abs(e->value - value) < 1e-4) set_entry(*e, e->stock); reset_transition(); if (skate3) { s.tr_lean = skate3_tr_lean; s.tr_carry = skate3_tr_carry; s.tr_drop = skate3_tr_drop; s.tr_unstick = skate3_tr_unstick; s.tr_lockout = skate3_tr_lockout; // "Airs clear the coping" is not part of it: the one session it was on in, every popped air landed on the deck. s.tr_plant = skate3_tr_plant; for (std::size_t i = 0; i < transition_settings.size(); ++i) s.tr_setting[i] = transition_settings[i].skate3; (void)apply_preset(transition_preset); } changed(); return std::string{skate3 ? "Transition like Skate 3: lean into the ramp, roll off the coping at the angle you came in, no hang-ups, Skate 3's handplant exit, its " "coping exit timers. Airs and pumping stay skate.'s own." : "Transition like skate.: everything is the game's own."}; } struct Number { std::string_view key; float *value; float low, high; std::string_view says; }; const Number numbers[]{ {"lean", &s.tr_lean, -1000.0f, 1000.0f, "Lean into the ramp on a coping grind"}, {"carry", &s.tr_carry, 0.0f, 1000.0f, "Speed kept along the coping rolling off it"}, {"drop", &s.tr_drop, 0.0f, 1.0e6f, "Most speed across the coping while it is kept (m/s)"}, {"unstick", &s.tr_unstick, 0.0f, 1.0e6f, "Push out of a hang-up"}, {"lockout", &s.tr_lockout, 0.0f, 3600.0f, "Seconds the coping cannot be caught again"}, {"plant", &s.tr_plant, 0.0f, 1000.0f, "Handplant exit like Skate 3's"}, }; for (const auto &one : numbers) { if (what != one.key) continue; const auto value = number(arg(1)); if (!value) return std::format("error: usage: trainer transition {} ({} to {}; 0 = off)", one.key, one.low, one.high); if (*value != 0 && !editable(&why)) return "error: " + why; *one.value = std::clamp(static_cast(*value), one.low, one.high); changed(); return std::format("{}: {:.2f}.", one.says, *one.value); } for (std::size_t i = 0; i < transition_options.size(); ++i) { // The game's own options: shown, never written. They are the player's, changed in the game's own Settings menu. const auto &one = transition_options[i]; if (what != one.key) continue; const auto shown = one.boolean ? std::string(s.tr_option[i] ? "on" : "off") : std::to_string(s.tr_option[i]); if (!arg(1).empty()) return std::format("error: {} is your game's own setting ({}): the trainer does not change it. Change it in the game's Settings menu (now {}).", one.label, one.setting, shown); return std::format("{} (the game's own option {}): {}. Change it in the game's Settings menu.", one.label, one.setting, shown); } if (what == "spine") { bool on{}; if (!flag(arg(1), on)) return "error: usage: trainer transition spine on|off"; if (on && !editable(&why)) return "error: " + why; s.tr_spine = on; changed(); return std::string{on ? "Flights up and over a lip no longer reach for the coping." : "Flights reach for the coping as the game has it."}; } const int mode = to == "on" || to == "1" ? 1 : to == "off" || to == "0" ? 0 : to == "game" || to == "-1" ? -1 : -2; if (mode == -2) return "error: usage: trainer transition (lists everything) | feel skate|skate3 | lean|carry|drop|unstick|lockout|plant | spine on|off | |all game|off|on"; if (mode >= 0 && !editable(&why)) return "error: " + why; bool any = false; for (std::size_t i = 0; i < transition_settings.size(); ++i) if (what == "all" || what == transition_settings[i].key) { s.tr_setting[i] = static_cast(mode); any = true; } if (!any) return "error: no transition setting is called \"" + what + "\". `trainer transition` lists them."; changed(); return what + ": " + (mode < 0 ? "the game's own" : mode ? "forced on" : "forced off") + "."; } // trainer foot (lists the switches and how often the game asked for each) | foot |all game|off|on std::string foot_command(const std::vector &a) { auto &s = state(); const auto what = a.empty() ? std::string{} : lower(a[0]), to = a.size() > 1 ? lower(a[1]) : std::string{}; if (what.empty()) { std::string out = "The game's own hidden on-foot switches:"; for (std::size_t i = 0; i < foot_settings.size(); ++i) out += std::format("\n{} (setting {}, the game's default {}): {}; asked {} times since last listed", foot_settings[i].key, foot_settings[i].setting, foot_settings[i].stock ? "on" : "off", s.foot_setting[i] < 0 ? "game's own" : s.foot_setting[i] ? "forced on" : "forced off", foot_setting_asked(i)); return out; } const int mode = to == "on" || to == "1" ? 1 : to == "off" || to == "0" ? 0 : to == "game" || to == "-1" ? -1 : -2; if (mode == -2) return "error: usage: trainer foot (lists them) | foot |all game|off|on"; std::string why; if (mode >= 0 && !editable(&why)) return "error: " + why; bool any = false; for (std::size_t i = 0; i < foot_settings.size(); ++i) if (what == "all" || what == foot_settings[i].key) { s.foot_setting[i] = static_cast(mode); any = true; } if (!any) return "error: no on-foot setting is called \"" + what + "\". `trainer foot` lists them."; changed(); return what + ": " + (mode < 0 ? "the game's own" : mode ? "forced on" : "forced off") + "."; } std::string run(std::string_view verb, const std::vector &a) { auto &s = state(); const auto v = lower(verb); const auto arg = [&](std::size_t i) { return i < a.size() ? a[i] : std::string{}; }; if (v == "status") { std::size_t touched{}, frozen{}; for (const auto &e : s.entries) { touched += e.touched; frozen += e.frozen; } std::string own; for (const auto &one : setups()) if (off_stock(one)) own += std::format(" {}={:.4g}{}", one.key, one.get(), modified(one) ? "" : "(not in force)"); return std::format("{} {} values ({} changed, {} frozen). Map: {}. Presets: {}. The trainer's own settings off the game's:{}.", s.status, s.entries.size(), touched, frozen, s.map.empty() ? "none" : s.map, s.active.empty() ? "stock" : std::to_string(s.active.size()) + " applied", own.empty() ? " none" : own); } if (v == "set" || v == "freeze" || v == "reset") { if (v == "reset" && lower(arg(0)) == "all") { const auto count = reset_all(); std::size_t locked{}; for (const auto &e : s.entries) locked += e.touched; changed(); return locked ? std::format("{} values put back; {} locked values kept (Reset everything clears those too).", count, locked) : std::format("{} values put back.", count); } if (v == "reset" && (lower(arg(0)) == "tricks" || lower(arg(0)).starts_with("section"))) { // reset tricks: the sliders and switches of POP AND TRICKS. reset section : everything one section of // the Tune tab shows, its tuning values too (locked ones stay). // (The console hands `reset` its words as one: "section grinds".) const auto words = lower(arg(0)) + (a.size() > 1 ? " " + lower(arg(1)) : std::string{}); const bool section = words.starts_with("section"); const auto named = section && words.size() > 8 ? words.substr(8) : std::string{}; const auto topic = section ? topic_named(named) : topic_pop; if (!topic) return "error: usage: trainer reset section pop|speed|bails|grinds|tricklining|transition|pumping|foot"; std::size_t count = reset_setups(topic); if (section) for (auto &e : s.entries) { if (!e.touched || is_locked(e)) continue; std::uint8_t of{}; (void)essential_name(e.key, nullptr, &of); if (of != topic) continue; set_entry(e, e.stock); ++count; } changed(); return std::format("{}: {} put back to the game's own.", section ? std::string(topics[topic].title) : std::string("Tricks"), count); } if (v == "reset" && lower(arg(0)) == "presets") { const auto on = s.active; for (const auto &name : on) (void)remove_preset(name); s.active.clear(); changed(); return std::format("{} presets switched off.", on.size()); } if (v == "reset" && lower(arg(0)) == "everything") { // The game as it shipped: no lock survives, no preset stays on, nothing of the trainer's stays set. // (Under a host's physics the player's own setup is kept for when they leave.) if (s.enforced) return "error: the host controls physics in this multiplayer game; your own setup is kept for when you leave."; std::size_t count{}; for (auto &e : s.entries) e.frozen = false; for (auto &e : s.entries) { if (e.touched) { set_entry(e, e.stock); ++count; } else { remember(e); } } s.saved.clear(); s.active.clear(); count += reset_setups(); // A preset this map applies by itself would be back at its next load. if (!s.map.empty()) current_map().preset.clear(); changed(); return std::format("Everything is the game's own again: {} values and settings put back, locks cleared, presets off.", count); } auto *e = find_entry(arg(0)); std::size_t at = 1; // where the number is: a graph's id ends in " x", which arrives as a word of its own if (!e && a.size() > 1) { e = find_entry(arg(0) + " " + arg(1)); if (e) at = 2; } if (!e) return "error: no tuning value is called \"" + arg(0) + "\". Try: trainer find "; std::string why; if (v != "freeze" && !editable(&why)) return "error: " + why; if (v == "set") { const auto value = number(arg(at)); if (!value) return "error: " + e->id + " needs a number."; set_entry(*e, *value); } else if (v == "freeze") { if (!flag(arg(at), e->frozen)) return "error: freeze needs 0 or 1."; remember(*e); } else { set_entry(*e, e->stock); } changed(); return std::format("{} = {:.6g}{}{}", e->id, e->value, e->touched ? std::format(" (stock {:.6g})", e->stock) : "", e->frozen ? ", frozen" : ""); } if (v == "find") { const auto pattern = lower(arg(0)); std::string result; std::size_t count{}; for (const auto &e : s.entries) if (matches(e.key, pattern) && ++count <= 12) result += std::format("{}{} = {:.6g}", result.empty() ? "" : "; ", e.id, e.value); return count ? std::format("{} match: {}{}", count, result, count > 12 ? "; ..." : "") : "Nothing matches."; } if (v == "dial") { // trainer dial const auto factor = number(arg(0)); std::string name; for (std::size_t i = 1; i < a.size(); ++i) name += (i > 1 ? " " : "") + a[i]; if (!factor || name.empty()) return "error: usage: trainer dial "; std::string why; if (!editable(&why)) return "error: " + why; return apply_dial(name, *factor); } if (v == "preset") { const auto action = lower(arg(0)); std::string name; for (std::size_t i = 1; i < a.size(); ++i) name += (i > 1 ? " " : "") + a[i]; if (action == "import") return import_preset(name); if (name.empty()) return "error: usage: trainer preset apply|remove|save|delete|export , or preset import [file]"; if (action == "export") return export_preset(name); if (action == "remove") { std::string why; if (!editable(&why)) return "error: " + why; return remove_preset(name); } if (action == "apply") { std::string why; if (!editable(&why)) return "error: " + why; return apply_preset(name); } if (action == "save") { if (name.size() > max_preset_name) return "error: that name is too long."; if (reserved_preset_name(name)) return "error: that name belongs to a built-in preset (or Stock, or Map)."; std::map> values; for (const auto &e : s.entries) if (e.touched) values[e.key] = e.value; for (const auto &one : setups()) if (off_stock(one)) values[one.key] = one.get(); if (values.empty()) return "error: nothing is changed, so there is nothing to save."; const auto count = values.size(); s.user[name] = std::move(values); changed(); return std::format("Saved \"{}\" ({} values).", name, count); } if (action == "delete") { if (!s.user.erase(name)) return "error: no preset of yours is called \"" + name + "\"."; std::erase(s.active, name); changed(); return "Deleted \"" + name + "\"."; } return "error: usage: trainer preset apply|save|delete "; } if (v == "revert") return revert_command(a); if (v == "trickline") return trickline_command(a); if (v == "feel") return feel_command(a); if (v == "slot") { const auto slot = slot_argument(a, 0); if (!slot) return std::format("error: slots are 1 to {}.", marker_slots); s.slot = *slot; changed(); return std::format("Marker slot {}{}.", s.slot + 1, current_map().markers[static_cast(s.slot)].set ? "" : " (empty)"); } if (v == "marker") { const auto action = lower(arg(0)); const auto slot = slot_argument(a, 1); if (!slot) return std::format("error: slots are 1 to {}.", marker_slots); if (s.map.empty()) return "error: load a level first."; auto &marker = current_map().markers[static_cast(*slot)]; if (action == "save") { if (!s.telemetry.skater) return "error: no skater to mark."; marker = {true, s.telemetry.position}; changed(); return std::format("Marker {} saved at ({:.1f}, {:.1f}, {:.1f}).", *slot + 1, marker.position[0], marker.position[1], marker.position[2]); } if (action == "go") { if (!marker.set) return std::format("error: marker {} is empty.", *slot + 1); return go_to(marker.position, std::format("marker {}", *slot + 1)); } if (action == "clear") { marker = {}; changed(); return std::format("Marker {} cleared.", *slot + 1); } return "error: usage: trainer marker save|go|clear [slot]"; } if (v == "ground") { const auto x = number(arg(0)), z = number(arg(1)); if (!x || !z) return "error: usage: trainer ground (teleport to the topmost surface there)"; return land_at(static_cast(*x), static_cast(*z), s.telemetry.position[1], "the ground there"); } if (v == "waypoint") { refresh_waypoint(); if (lower(arg(0)) == "info") return "Map waypoint: " + (s.waypoint ? std::format("{:.1f}, {:.1f}, {:.1f}", (*s.waypoint)[0], (*s.waypoint)[1], (*s.waypoint)[2]) : std::string("none")) + " (" + s.waypoint_detail + ")."; if (!s.waypoint) return "error: no waypoint on the map. Open the pause map and place one first."; return land_at((*s.waypoint)[0], (*s.waypoint)[2], (*s.waypoint)[1], "your map waypoint"); } if (v == "transition") return transition_command(a); if (v == "foot") return foot_command(a); if (v == "grind") { // trainer grind | grind watch 0|1 | grind side | grind |all game|off|on const auto what = lower(arg(0)), to = lower(arg(1)); const auto word = [](std::int8_t value) { return value < 0 ? "-" : value ? "on" : "off"; }; if (what.empty()) { std::string out = std::format("Side force off grinds x {:.2f}.", s.grind_side); for (std::size_t i = 0; i < grind_settings.size(); ++i) out += std::format("\n{} (setting {}, the game's default {}): {}; asked {} times since last listed", grind_settings[i].key, grind_settings[i].setting, grind_settings[i].stock ? "on" : "off", s.grind_setting[i] < 0 ? "game's own" : s.grind_setting[i] ? "forced on" : "forced off", grind_setting_asked(i)); for (std::size_t i = 0; i < grind_switches.size(); ++i) { std::uint32_t handle{}; const int status = grind_switch_status(s.base, static_cast(s.entity), i, handle); std::uint32_t asked{}, answered{}; grind_switch_asked(i, asked, answered); out += std::format("\n{} ({}): {}, the game reads {} [{}, handle {:x}; asked {} times since last listed, {} answered held]", grind_switches[i].key, grind_switches[i].state, s.grind_mode[i] < 0 ? "game's own" : s.grind_mode[i] ? "held on" : "held off", word(s.grind_live[i]), status == 0 ? "state not found" : status == 1 ? "no handle" : status == 2 ? "no value for this skater" : "ok", handle, asked, answered); } return out; } if (what == "feel") { // trainer grind feel skate|skate3: the game's own grinds, or without what skate. added to leaving a grind. std::string why; const bool skate3 = to == "skate3" || to == "3"; if (!skate3 && to != "skate" && to != "stock") return "error: usage: trainer grind feel skate|skate3"; if (skate3 && !editable(&why)) return "error: " + why; for (std::size_t i = 0; i < grind_switches.size(); ++i) s.grind_mode[i] = skate3 ? skate3_grind_mode(i) : std::int8_t{-1}; for (std::size_t i = 0; i < grind_settings.size(); ++i) s.grind_setting[i] = skate3 ? grind_settings[i].skate3 : std::int8_t{-1}; s.grind_push = skate3 ? 1.8f : 0.0f; // Skate 3's pop goes sideways with the left stick, 1.8 m/s at full stick // Skate 3's left stick turns the board; the right stick only tips it (5-0, nose grind) and pops. s.grind_range = skate3 ? skate3_grind_range : 0.0f; changed(); return std::string{skate3 ? "Grinds like Skate 3: lean exits and skate.'s own ways off a grind off, the pop goes sideways with the stick." : "Grinds like skate.: every setting and switch is the game's own."}; } if (what == "watch") { s.grind_watch = to == "1" || to == "on"; return std::string{s.grind_watch ? "Reading the grind switches." : "No longer reading the grind switches."}; } std::string why; if (what == "turn" || what == "tip" || what == "lean") return "That lever is gone: it did nothing. `trainer grind range ` is the left stick's turn."; if (what == "range") { const auto value = number(arg(1)); if (!value) return "error: usage: trainer grind range , 0 = off (the game's own turn, by the right stick); negative turns the other way."; if (*value != 0 && !editable(&why)) return "error: " + why; s.grind_range = std::clamp(static_cast(*value), -1.0e6f, 1.0e6f); changed(); return std::format("Left stick turns the board on a grind: up to {:.1f} degrees{}.", s.grind_range, s.grind_range == 0 ? " (off)" : ""); } if (what == "push") { const auto value = number(arg(1)); if (!value) return "error: usage: trainer grind push , 0 = none, 1.8 = Skate 3's; a negative number pushes the other way."; if (*value != 0 && !editable(&why)) return "error: " + why; s.grind_push = std::clamp(static_cast(*value), -1.0e6f, 1.0e6f); changed(); return std::format("Sideways pop with the stick: {:.2f} m/s at full stick.", s.grind_push); } if (what == "side") { const auto value = number(arg(1)); if (!value || *value < 0) return "error: usage: trainer grind side , 1 = the game's own."; if (!editable(&why)) return "error: " + why; s.grind_side = std::clamp(static_cast(*value), 0.0f, 1.0e6f); changed(); return std::format("Side force off grinds x {:.2f}.", s.grind_side); } const int mode = to == "on" || to == "1" ? 1 : to == "off" || to == "0" ? 0 : to == "game" || to == "-1" ? -1 : -2; if (mode == -2) return "error: usage: trainer grind (lists everything) | feel skate|skate3 | side | push | range | |all game|off|on"; if (mode >= 0 && !editable(&why)) return "error: " + why; bool any = false; for (std::size_t i = 0; i < grind_settings.size(); ++i) if (what == "all" || what == grind_settings[i].key) { s.grind_setting[i] = static_cast(mode); any = true; } for (std::size_t i = 0; i < grind_switches.size(); ++i) if (what == "all" || what == grind_switches[i].key) { if (grind_switches[i].read_only && mode >= 0) { if (what != "all") return "error: " + what + " can only be watched: held, it leaves the skater in the grind state on the ground."; continue; } s.grind_mode[i] = static_cast(mode); any = true; } if (!any) return "error: no grind switch is called \"" + what + "\". `trainer grind` lists them."; changed(); return what + ": " + (mode < 0 ? "the game's own" : mode ? "held on" : "held off") + "."; } if (v == "tp") { const auto x = number(arg(0)), y = number(arg(1)), z = number(arg(2)); if (!x || !y || !z) return "error: usage: trainer tp "; return go_to({static_cast(*x), static_cast(*y), static_cast(*z)}, "that point"); } if (v == "spot") { const auto index = number(arg(0)); if (!index || *index < 1 || *index > static_cast(s.map_file.spots.size())) return "error: this map has no such spot."; const auto &spot = s.map_file.spots[static_cast(*index) - 1]; return go_to(spot.position, spot.name); } if (v == "option") { const auto name = lower(arg(0)); bool on{}; std::string why; if (name == "flip_speed" || name.starts_with("flip.")) { const auto value = number(arg(1)); auto *option = trick_option(name); if (!option) return "error: no such flip trick. flip_speed is all of them; flip.kickflip, flip.360flip ... are one each."; if (!value) return "error: " + name + " needs a multiplier, 1 = the game's own speed."; if (!editable(&why)) return "error: " + why; *option = std::clamp(static_cast(*value), flip_low, flip_high); } else if (name == "hippy_height" || name == "nocomply_height" || name == "boneless_height" || name == "offboard_height" || name == "manual_height") { const auto value = number(arg(1)); if (!value) return "error: " + name + " needs a multiplier, 1 = the game's own height."; if (!editable(&why)) return "error: " + why; (name == "hippy_height" ? s.hippy_height : name == "nocomply_height" ? s.nocomply_height : name == "offboard_height" ? s.offboard_height : name == "manual_height" ? s.manual_height : s.boneless_height) = std::clamp(static_cast(*value), height_low, height_high); } else if (name == "gravity") { const auto value = number(arg(1)); if (!value) return "error: gravity needs a multiplier, 1 = the game's own (0.5 floats, 2 drops fast)."; if (!editable(&why)) return "error: " + why; s.gravity = std::clamp(static_cast(*value), gravity_low, gravity_high); } else if (name == "pump_power") { const auto value = number(arg(1)); if (!value) return "error: pump_power needs a multiplier, 1 = what the game's own pump gains."; if (!editable(&why)) return "error: " + why; s.pump_power = std::clamp(static_cast(*value), 0.0f, pump_high); } else if (name == "revert_boost") { const auto value = number(arg(1)); if (!value) return "error: revert_boost needs a strength: 0 is off, 1 gives back about 2 m/s on an auto revert."; if (!editable(&why)) return "error: " + why; s.revert_boost = std::clamp(static_cast(*value), 0.0f, revert_boost_high); } else if (name == "catch_percent") { return "That setting is gone with the switch it belonged to."; } else if (name == "return_delay") { const auto value = number(arg(1)); if (!value) return "error: return_delay needs seconds."; s.return_delay = std::clamp(static_cast(*value), 0.0f, 3600.0f); } else if (!flag(arg(1), on)) { return "error: usage: trainer option hud|hud_jump|auto_return|pad|flip_advanced|flip_pop|flip_flick|log 0|1"; } else if (name == "hud") s.hud = on; else if (name == "hud_jump") s.hud_jump = on; else if (name == "auto_return") s.auto_return = on; else if (name == "pad") s.pad_shortcuts = on; else if (name == "pad_menu") return "That switch is gone: LB + RB + R3 is the game's bail. Open the menu with Insert."; else if (name == "flip_gate") return "That switch is gone: a flip set slower than the game's own stays slow by itself."; else if (name == "catch_at") return "That switch is gone: it did not work reliably. Use the flip trick speed."; else if (name == "flip_pop") { if (on && !editable(&why)) return "error: " + why; s.flip_pop = on; } else if (name == "flip_flick") { if (on && !editable(&why)) return "error: " + why; s.flip_flick = on; } else if (name == "flip_advanced") { if (on && !editable(&why)) return "error: " + why; s.flip_advanced = on; } else if (name == "log") { set_logging(on); if (on && !s.logging) return "error: the telemetry file could not be created."; } else return "error: no option is called \"" + name + "\"."; changed(); return name + " = " + arg(1); } if (v == "profile") { const auto action = lower(arg(0)); if (s.map.empty()) return "error: load a level first."; if (action == "clear") { current_map().preset.clear(); changed(); return "This map no longer applies a preset on load."; } std::string name; for (std::size_t i = 1; i < a.size(); ++i) name += (i > 1 ? " " : "") + a[i]; if (action != "set" || name.empty()) return "error: usage: trainer profile set | clear"; current_map().preset = name; changed(); return "\"" + name + "\" will be applied whenever this map loads."; } if (v == "setup") { // Any one of the trainer's own settings by its preset key (the menu's quick settings): trainer setup grind.push 1.8 const auto *one = find_setup(lower(arg(0))); const auto value = number(arg(1)); if (!one || !value) return "error: usage: trainer setup (the keys are the ones presets use: trick.flip_speed, grind.push, transition.lean ...)"; std::string why; if (!editable(&why)) return "error: " + why; one->set(*value); changed(); return std::format("{} = {:.6g}", one->key, one->get()); } if (v == "fold") { bool open{}; if (arg(0).empty() || arg(0).size() > 120 || !flag(arg(1), open)) return "error: usage: trainer fold
0|1"; s.folds[arg(0)] = open; s.save_due = true; s.view_due = true; return std::string{}; } if (v == "open") { const auto tab = lower(arg(0)); // After "movement": a section of the Tune tab, opened and scrolled to (realistic, fun: lists of earlier versions). const std::array tabs{"tune", "presets", "practice", "map", "realistic", "fun", "everything", "movement", "trickline", "transition", "pop", "speed", "bails", "grinds", "pumping", "foot", "tricklining", "tricks", "game"}; const auto found = std::ranges::find(tabs, tab); if (!tab.empty() && found == tabs.end()) return "error: usage: trainer open [tune|practice|map|movement|presets|game|pop|speed|bails|grinds|tricklining|transition|pumping|foot|everything]"; s.open_tab = tab.empty() ? 0 : static_cast(found - tabs.begin()); ++s.open_serial; s.view_due = true; return "Opening the trainer."; } if (v == "jumps") { const auto &j = s.telemetry.last; if (!j.serial) return "No jump measured yet."; return std::format("Jump {}: takeoff {:.1f} km/h at {:.1f} deg, air {:.2f} s, height {:.2f} m, distance {:.2f} m, drop {:.2f} m, landing {:.1f} km/h.", j.serial, j.takeoff_speed * 3.6f, j.takeoff_angle, j.air_time, j.height, j.distance, j.drop, j.landing_speed * 3.6f); } if (v == "where") { if (!s.telemetry.skater) return "error: no skater."; const auto &p = s.telemetry.position; return std::format("({:.2f}, {:.2f}, {:.2f}) heading {:.0f}, {:.1f} km/h. Blender: ({:.2f}, {:.2f}, {:.2f})", p[0], p[1], p[2], s.telemetry.heading, s.telemetry.speed * 3.6f, p[0], -p[2], p[1]); } if (v == "classes") { if (lower(arg(0)) == "find") { find_classes(); return "Looking for the game's tuning classes."; } return "Copies found: " + classes_summary(); } if (v == "refresh") return tuning::refresh_skater(s.base, s.entity) ? "Skater copy refreshed." : "error: the skater has no cached copy right now."; if (v == "states") { std::string result; for (const auto &[id, ticks] : s.states) result += std::format("{}{}: {}", result.empty() ? "" : ", ", id, ticks); return result.empty() ? "No physics state seen yet." : "Physics states seen (id: ticks): " + result; } if (v == "dump") { const auto directory = data_directory(); std::error_code error; std::filesystem::create_directories(directory, error); std::ofstream file(directory / L"tuning-values.txt", std::ios::binary | std::ios::trunc); if (!file) return "error: could not write the list."; for (const auto &e : s.entries) file << std::format("{}\t0x{:x}\t{}\t{:.6g}\t{:.6g}\n", e.id, e.offset, e.kind == Kind::real ? "real" : e.kind == Kind::flag ? "flag" : e.kind == Kind::curve ? "curve" : e.kind == Kind::graph ? "graph" : "int", e.stock, e.value); return std::format("Wrote {} values to {}.", s.entries.size(), path_utf8(directory / L"tuning-values.txt")); } if (v == "selftest") { if (s.test.step) return "The self test is already running."; s.test = {}; s.test.step = 1; s.test.until = GetTickCount64() + 500; return "Self test started; see the log for \"trainer selftest:\" lines."; } return "error: trainer status|open|set|freeze|reset|find|preset|slot|marker|tp|ground|waypoint|spot|option|profile|jumps|where|states|dump|selftest"; } } // namespace bool stage_import(std::string_view text) noexcept { try { const auto directory = shared_directory(); if (directory.empty() || text.empty() || text.size() > 256 * 1024) return false; std::error_code error; std::filesystem::create_directories(directory, error); std::ofstream file(directory / "clipboard.txt", std::ios::binary | std::ios::trunc); file << text; return static_cast(file); } catch (...) { return false; } } std::string command(std::string_view verb, const std::vector &arguments) { auto result = run(verb, arguments); // The menu shows the last answer, except for the ones a dragged slider sends every frame. if (verb != "set" || result.starts_with("error")) { auto &s = state(); s.last = result; s.view_due = true; } return result; } } // namespace dingosdk::trainer