Files
andrewnakasandClaude Opus 5.5 9b8f8b0267 Trainer 0.3.0: one Tune screen, presets as dials, reset everything, 56 more values confirmed
Presets, trick sliders and the values share one screen and one set of values, so a preset
cannot say "on" while a slider says otherwise. Every built-in preset is a dial (1 = the game's
own). Reset everything clears locks and trick sliders too. A player's grinds, pumping, climbing,
vaults and bails confirmed 56 more class values as read by the game (243 of 314).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
2026-10-04 11:57:42 -06:00

192 lines
13 KiB
C++

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