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TUNE as one page of folding sections, presets above the tabs, Skate 3 grind and transition feel, Dark Pop, manual pop height, slow flips pop higher, per-trick speeds, and a release audit of stock / resets / presets. See Extension/Trainer/CHANGELOG.md. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wk6Y7hSKoBANMm9ZHbStLg
369 lines
21 KiB
C++
369 lines
21 KiB
C++
#include "Extension/Console/commands.h"
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#include "Extension/Profile/local_profile_runtime.h"
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#include "ai_skaters.h"
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#include <format>
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namespace dingosdk::console {
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void register_movement_commands(Commands ®istry) {
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using Debug = overlay::DebugAction;
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struct Setting {
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const char *name;
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const char *alias;
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const char *description;
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Debug action;
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bool overlay::DebugModel::*value;
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bool overlay::DebugModel::*available;
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};
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const Setting settings[]{
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{"noclip", "debug.noclip", "Fly the local skater through the world", Debug::set_noclip,
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&overlay::DebugModel::noclip, &overlay::DebugModel::noclip_available},
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{"nobail", "debug.no_bail", "Prevent wipeouts; also activated automatically during noclip", Debug::set_no_bail,
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&overlay::DebugModel::no_bail, &overlay::DebugModel::no_bail_available},
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{"freecam", "debug.freecam", "Move the camera independently of the skater", Debug::set_free_camera,
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&overlay::DebugModel::free_camera, &overlay::DebugModel::camera_available},
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{"firstperson", "debug.first_person", "See through the skater's eyes", Debug::set_first_person,
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&overlay::DebugModel::first_person, &overlay::DebugModel::camera_available},
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{"hideui", "debug.game_ui_hidden", "Hide the game's interface", Debug::set_game_ui_hidden,
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&overlay::DebugModel::game_ui_hidden, &overlay::DebugModel::ui_available}};
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for (const auto &setting : settings) {
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auto entry = variable(setting.name, setting.description, Group::movement, argument("0|1", Type::boolean));
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entry.aliases = {setting.alias};
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entry.inspect = [setting](const Model &m) {
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auto result =
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boolean_state(m.debug.*setting.available, m.debug.*setting.value, "Waiting for local player controls.");
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if (setting.action == Debug::set_noclip && !result.available)
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result.reason = m.debug.noclip_unavailable;
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if (setting.action == Debug::set_free_camera && !result.available)
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result.reason = m.debug.camera_unavailable;
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if (setting.action == Debug::set_no_bail) {
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result.value = m.debug.no_bail ? "1" : "0";
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result.detail = m.debug.no_bail_active ? "Protection active" : "Protection inactive";
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if (m.debug.noclip && m.debug.no_bail_active)
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result.detail += "; automatic during noclip";
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}
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return result;
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};
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entry.run = [setting](const Model &, const Values &args, const Output &) {
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request_debug(setting.action, std::get<bool>(args[0]));
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};
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entry.reset = [setting](const Model &, const Output &out) {
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if (setting.action == Debug::set_no_bail || setting.action == Debug::set_noclip)
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request_debug(setting.action, false);
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else {
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out("Restoring the shared movement overrides.");
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request_debug(Debug::restore_debug);
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}
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};
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registry.add(std::move(entry));
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}
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auto speed = argument("speed", Type::number);
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speed.choices = {"0.6", "3", "5", "15", "60", "300", "1500"};
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auto flight = variable("flyspeed", "Free-flight speed in world units per second", Group::movement, speed);
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flight.aliases = {"debug.camera_speed"};
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flight.inspect = [](const Model &m) {
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return State{m.debug.available,
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m.debug.available
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? std::optional<std::string>(value_text(static_cast<double>(m.debug.camera_speed)))
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: std::nullopt,
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"Waiting for local player controls.",
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{},
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false};
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};
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flight.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_camera_speed, false, static_cast<float>(std::get<double>(args[0])));
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};
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flight.reset = [](const Model &, const Output &) { request_debug(Debug::set_camera_speed, false, 15.0f); };
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registry.add(std::move(flight));
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auto fov_argument = argument("degrees", Type::number);
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fov_argument.minimum = 0;
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fov_argument.maximum = 120;
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auto free_fov = variable("freecamfov", "Freecam field of view in degrees (40-120; 0 = the game's own)",
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Group::movement, fov_argument);
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free_fov.inspect = [](const Model &m) {
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return State{m.debug.available, value_text(static_cast<double>(m.debug.free_camera_fov)),
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"Waiting for local player controls.", {}, false};
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};
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free_fov.run = [](const Model &, const Values &args, const Output &out) {
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const auto degrees = std::get<double>(args[0]);
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if (degrees != 0 && degrees < 40) {
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out("error: Use 0 or 40-120.");
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return;
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}
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request_debug(Debug::set_free_camera_fov, false, static_cast<float>(degrees));
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};
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free_fov.reset = [](const Model &, const Output &) { request_debug(Debug::set_free_camera_fov, false, 0.0f); };
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registry.add(std::move(free_fov));
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// Dark Pop (see dark_pop_tick in client_debug.cpp); the same switches as the menu rows.
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auto dark_pop = variable("darkpop", "Dark Pop: RB catch, then D-pad Right in the air; the release is timed for you",
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Group::movement, argument("0|1", Type::boolean));
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dark_pop.inspect = [](const Model &m) {
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return State{m.debug.available, m.debug.dark_pop ? "1" : "0", "Waiting for local player controls.",
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std::to_string(m.debug.dark_pop_count) + " pops", false};
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};
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dark_pop.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_dark_pop_enabled, std::get<bool>(args[0]));
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};
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dark_pop.reset = [](const Model &, const Output &) { request_debug(Debug::set_dark_pop_enabled, false); };
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registry.add(std::move(dark_pop));
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auto dark_release_argument = argument("seconds", Type::number);
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dark_release_argument.minimum = 0.55;
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dark_release_argument.maximum = 0.9;
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auto dark_release = variable("darkpoprelease", "Dark Pop: seconds after takeoff the game sees D-pad Right let go",
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Group::movement, dark_release_argument);
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dark_release.inspect = [](const Model &m) {
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return State{m.debug.available, value_text(static_cast<double>(m.debug.dark_pop_release)),
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"Waiting for local player controls.", {}, false};
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};
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dark_release.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_dark_pop_release, false, static_cast<float>(std::get<double>(args[0])));
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};
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dark_release.reset = [](const Model &, const Output &) { request_debug(Debug::set_dark_pop_release, false, 0.715f); };
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registry.add(std::move(dark_release));
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auto dark_strength_argument = argument("speed", Type::number);
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dark_strength_argument.minimum = 0;
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dark_strength_argument.maximum = 25;
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auto dark_strength = variable("darkpopextra", "Dark Pop: extra upward speed after the pop, m/s",
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Group::movement, dark_strength_argument);
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dark_strength.inspect = [](const Model &m) {
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return State{m.debug.available, value_text(static_cast<double>(m.debug.dark_pop_strength)),
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"Waiting for local player controls.", {}, false};
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};
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dark_strength.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_dark_pop_strength, false, static_cast<float>(std::get<double>(args[0])));
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};
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dark_strength.reset = [](const Model &, const Output &) { request_debug(Debug::set_dark_pop_strength, false, 0.0f); };
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registry.add(std::move(dark_strength));
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auto dark_probe = variable("darkpopprobe", "Dark pop probe: record the game's state choices to two files in logs",
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Group::movement, argument("0|1", Type::boolean));
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dark_probe.inspect = [](const Model &m) {
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return State{m.debug.available, m.debug.probe ? "1" : "0", "Waiting for local player controls.", {}, false};
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};
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dark_probe.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_probe_enabled, std::get<bool>(args[0]));
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};
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dark_probe.reset = [](const Model &, const Output &) { request_debug(Debug::set_probe_enabled, false); };
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registry.add(std::move(dark_probe));
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auto boost_speed_argument = argument("speed", Type::number);
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boost_speed_argument.minimum = 1;
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boost_speed_argument.maximum = 300;
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auto boost_speed = variable("forwardvelocity", "Velocity added along the skater's forward direction", Group::movement, boost_speed_argument);
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boost_speed.aliases = {"debug.forward_velocity_speed"};
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boost_speed.inspect = [](const Model &m) {
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return State{m.debug.available,
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m.debug.available
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? std::optional<std::string>(value_text(static_cast<double>(m.debug.forward_velocity_speed)))
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: std::nullopt,
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"Waiting for local player controls.", {}, false};
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};
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boost_speed.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_forward_velocity_speed, false, static_cast<float>(std::get<double>(args[0])));
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};
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boost_speed.reset = [](const Model &, const Output &) {
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request_debug(Debug::set_forward_velocity_speed, false, 20.0f);
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};
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registry.add(std::move(boost_speed));
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auto up_speed_argument = boost_speed_argument;
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up_speed_argument.maximum = 25;
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auto up_speed = variable("upvelocity", "Velocity added along world up", Group::movement, up_speed_argument);
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up_speed.aliases = {"debug.up_velocity_speed"};
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up_speed.inspect = [](const Model &m) {
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return State{m.debug.available,
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m.debug.available
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? std::optional<std::string>(value_text(static_cast<double>(m.debug.up_velocity_speed)))
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: std::nullopt,
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"Waiting for local player controls.", {}, false};
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};
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up_speed.run = [](const Model &, const Values &args, const Output &) {
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request_debug(Debug::set_up_velocity_speed, false, static_cast<float>(std::get<double>(args[0])));
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};
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up_speed.reset = [](const Model &, const Output &) {
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request_debug(Debug::set_up_velocity_speed, false, 20.0f);
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};
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registry.add(std::move(up_speed));
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auto boost = action("forwardboost", "Add the configured velocity along the skater's forward direction", Group::movement);
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boost.inspect = [](const Model &m) {
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return State{m.debug.forward_velocity_available, {}, m.debug.forward_velocity_unavailable, {}, false};
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};
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boost.run = [](const Model &, const Values &, const Output &) {
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request_debug(Debug::add_forward_velocity);
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};
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registry.add(std::move(boost));
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auto mask = argument("button_or_key", Type::unsigned_integer);
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mask.minimum = 0;
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mask.maximum = UINT32_MAX;
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auto freecamcontroller =
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action("freecam_controller", "Block input and use controller for Freecam", Group::movement, {argument("enabled", Type::boolean)});
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freecamcontroller.inspect = [](const Model &m) {
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return boolean_state(m.bindings.available, m.bindings.freecam_controller, "Controller bindings are unavailable.");
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};
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freecamcontroller.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_freecam_controller(std::get<bool>(args[0]));
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out(saved ? "" : "error: Invalid setting or save failed.");
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};
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registry.add(std::move(freecamcontroller));
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auto freecamcontroller_bind =
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action("bind freecamcontroller", "Bind a controller combo or keyboard key to freecam controller toggle; 0 clears the binding", Group::movement, {mask});
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freecamcontroller_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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freecamcontroller_bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_freecam_controller_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(freecamcontroller_bind));
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auto tp_to_freecam =
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action("tp_to_freecam", "Teleport to freecam position and disable freecam", Group::movement);
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tp_to_freecam.inspect = [](const Model &m) {
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return boolean_state(m.debug.camera_available && m.debug.camera_position_valid, m.debug.free_camera,
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!m.debug.camera_position_valid ? "Camera position unavailable" : "Camera controls unavailable");
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};
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tp_to_freecam.run = [](const Model &m, const Values &, const Output &) {
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if (!m.debug.camera_position_valid) return;
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teleport_local_skater(m.debug.camera_position);
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if (m.debug.free_camera)
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request_debug(overlay::DebugAction::set_free_camera, false);
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};
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registry.add(std::move(tp_to_freecam));
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auto tp_to_freecam_bind =
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action("bind tptofreecam", "Bind a controller combo or keyboard key to TP to Freecam; 0 clears the binding", Group::movement, {mask});
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tp_to_freecam_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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tp_to_freecam_bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_tp_to_freecam_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(tp_to_freecam_bind));
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auto freecam_bind =
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action("bind freecam", "Bind a controller combo or keyboard key to freecam; 0 clears the binding", Group::movement, {mask});
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freecam_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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freecam_bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_freecam_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(freecam_bind));
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auto bind =
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action("bind noclip", "Bind a controller combo or keyboard key to noclip; 0 clears the binding", Group::movement, {mask});
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bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_noclip_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(bind));
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auto boost_bind =
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action("bind forwardvelocity", "Bind a controller combo or keyboard key to Forward Boost; 0 clears the binding", Group::movement, {mask});
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boost_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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boost_bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_forward_velocity_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(boost_bind));
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auto up_bind =
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action("bind upvelocity", "Bind a controller combo or keyboard key to Up Boost; 0 clears the binding", Group::movement, {mask});
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up_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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up_bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_up_velocity_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(up_bind));
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auto offboard_up_bind =
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action("bind offboardupvelocity", "Bind a controller combo or keyboard key to Off-board Up Boost; 0 clears the binding", Group::movement, {mask});
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offboard_up_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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offboard_up_bind.run = [](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_offboard_up_velocity_binding(static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(offboard_up_bind));
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for (const bool yes : {true, false}) {
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auto vote_bind = action(yes ? "bind voteyes" : "bind voteno",
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yes ? "Bind a controller combo or keyboard key to Yes in a server's vote; 0 clears the binding"
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: "Bind a controller combo or keyboard key to No in a server's vote; 0 clears the binding", Group::movement, {mask});
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vote_bind.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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vote_bind.run = [yes](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_vote_binding(yes, static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(vote_bind));
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}
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// The switches a player can put on a button (action_binds): each bind runs its command.
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for (std::size_t i = 0; i < action_binds.size(); ++i) {
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const auto &slot = action_binds[i];
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auto entry = action("bind " + std::string(slot.name),
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"Bind a controller combo or keyboard key to: " + std::string(slot.label) + " (" + std::string(slot.command) + "); 0 clears the binding",
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Group::movement, {mask});
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entry.inspect = [](const Model &m) {
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return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false};
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};
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entry.run = [i](const Model &, const Values &args, const Output &out) {
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const bool saved = set_local_action_binding(i, static_cast<std::uint32_t>(std::get<std::uint64_t>(args[0])));
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out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed.");
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};
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registry.add(std::move(entry));
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}
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}
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void register_ai_commands(Commands ®istry) {
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const auto ready = [](const Model &m) {
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return State{m.debug.available, {}, "Waiting for local player controls.", {}, false};
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};
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auto count = argument("count", Type::unsigned_integer, true);
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count.minimum = 1;
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count.maximum = 8;
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auto physics = argument("physics", Type::boolean, true);
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auto brain = argument("brain", Type::boolean, true);
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auto spawn = action("ai spawn", "Experimental: spawn native AI skaters beside your skater; results are logged",
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Group::gameplay, {count, physics, brain});
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spawn.aliases = {"ai.spawn"};
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spawn.inspect = ready;
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spawn.run = [](const Model &, const Values &args, const Output &out) {
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const auto n = args.empty() ? 1u : static_cast<unsigned>(std::get<std::uint64_t>(args[0]));
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const bool enabled = args.size() < 2 || std::get<bool>(args[1]);
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const bool thinking = args.size() < 3 || std::get<bool>(args[2]);
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ai_skaters::request_spawn(n, enabled, thinking);
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out(std::format("Spawning {} AI skater(s) with physics {} and the brain {}.", n,
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enabled ? "enabled" : "disabled", thinking ? "running" : "paused"));
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};
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registry.add(std::move(spawn));
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auto toggle = action("ai brain", "Start (1) or pause (0) the brain tree of every AI skater", Group::gameplay,
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{argument("0|1", Type::boolean)});
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toggle.aliases = {"ai.brain"};
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toggle.inspect = ready;
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toggle.run = [](const Model &, const Values &args, const Output &out) {
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const bool enabled = std::get<bool>(args[0]);
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ai_skaters::request_brain(enabled);
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out(enabled ? "Starting AI skater brains." : "Pausing AI skater brains.");
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};
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registry.add(std::move(toggle));
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auto clear = action("ai clear", "Remove every spawned AI skater", Group::gameplay);
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clear.aliases = {"ai.clear"};
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clear.inspect = ready;
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clear.run = [](const Model &, const Values &, const Output &out) {
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ai_skaters::request_clear();
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out("Removing AI skaters.");
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};
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registry.add(std::move(clear));
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auto status = action("ai status", "Log skater sources, the AI blueprint and each AI skater's state",
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Group::gameplay);
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status.aliases = {"ai.status"};
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status.inspect = ready;
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status.run = [](const Model &, const Values &, const Output &out) {
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ai_skaters::request_report();
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out(std::format("{} AI skater(s) active; details follow in the log.", ai_skaters::active_count()));
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};
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registry.add(std::move(status));
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}
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} // namespace dingosdk::console
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