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thelastfaith.asl
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state("The Last Faith") { }
startup
{
Assembly.Load(File.ReadAllBytes("Components/asl-help")).CreateInstance("Unity");
vars.Helper.GameName = "The Last Faith";
vars.Helper.LoadSceneManager = true;
vars.Helper.Settings.CreateFromXml("Components/TheLastFaith.Settings.xml");
vars.Watch = (Action<IDictionary<string, object>, IDictionary<string, object>, string>)((oldLookup, currentLookup, key) =>
{
var oldValue = oldLookup[key];
var currentValue = currentLookup[key];
if (oldValue != null && currentValue != null && !oldValue.Equals(currentValue))
vars.Log(key + ": " + oldValue + " -> " + currentValue);
});
vars.CompletedSplits = new HashSet<string>();
vars.Helper.AlertRealTime();
}
/* Todo
* - find a thing to measure the start point
* - get something for when boss fights start
* - picking up items (weapons, key items, etc)
*/
init
{
vars.Helper.TryLoad = (Func<dynamic, bool>)(mono =>
{
// I don't know why this is needed. asl-help reads all offsets as 0x10 earlier than they
// actually are. (huge pain to figure out why this wasn't working)
var OFFSET = 0x10;
// var UIPlayerController = mono["UIPlayerController"];
// var UiManager = mono["UiManager"];
// var UIPanel = mono["UIPanel"];
// vars.Helper["hudStatus"] = UIPlayerController.Make<bool>("Instance", UIPlayerController["uiManager"] + 0x10, UiManager["currentTopHudStatus"] + 0x10);
// vars.Helper["hud"] = UIPlayerController.Make<int>("Instance", UIPlayerController["uiManager"] + 0x10, UiManager["hud"] + 0x10, UIPanel["priority"] + 0x10);
// vars.Helper["blackScreen"] = UIPlayerController.Make<int>("Instance", UIPlayerController["blackScreen"] + 0x10);
// vars.Helper["showUIPC"] = UIPlayerController.Make<bool>("Show");
// var BaseController2D = mono["BaseController2D"];
// var BaseHealth2D = mono["BaseHealth2D"];
// vars.Helper["healthActive"] = BaseController2D.Make<bool>("Instance", BaseController2D["Health"] + 0x10, BaseHealth2D["HealthPrefab"] + 0x10, 0x57);
// vars.Log("HA " + vars.Helper["healthActive"]);
var UIPlayerController = mono["UIPlayerController"];
var DeveloperBossControllerConsole = mono["DeveloperBossControllerConsole"];
var BossFightController = mono["BossFightController"];
var BaseBossController = mono["BaseBossController"];
var EnemyHealth = mono["EnemyHealth"];
vars.Helper["boss"] = UIPlayerController.Make<int>(
"Instance",
UIPlayerController["bossConsole"] + OFFSET,
DeveloperBossControllerConsole["fightControllerScript"] + OFFSET,
BossFightController["bossName"] + OFFSET
);
vars.Helper["bossIsDead"] = UIPlayerController.Make<bool>(
"Instance",
UIPlayerController["bossConsole"] + OFFSET,
DeveloperBossControllerConsole["fightControllerScript"] + OFFSET,
BossFightController["Boss"] + OFFSET,
BaseBossController["enemyHealth"] + OFFSET,
EnemyHealth["isDead"] + OFFSET
);
// Other fun paths
// 0x24
// 0x40, 0x420, 0x21A // Boss, enemyHealth, isDead
// 0x40, 0x420, 0x28, 0x2c // Boss, enemyHealth, health, value
// 0x2F8 fightStarted
// (working)
var CurrentActiveCheckPoint = mono["CurrentActiveCheckPoint"];
var CheckPoint = mono["CheckPoint"];
var PersistentObject = mono["PersistentObject"];
var PersistentObjectPath = mono["PersistentObjectPath"];
vars.Helper["checkpoint"] = CurrentActiveCheckPoint.MakeString(
"checkPoint",
CheckPoint["persistentObject"] + OFFSET, // 0xC8
PersistentObject["path"] + OFFSET, // 0x18,
PersistentObjectPath["path"] + OFFSET // 0x10
);
vars.Helper["checkpointInMenu"] = CurrentActiveCheckPoint.Make<bool>(
"checkPoint",
CheckPoint["inMenu"] + OFFSET // 0xD0
);
return true;
});
// this function is a helper for checking splits that may or may not exist in settings,
// and if we want to do them only once
vars.CheckSplit = (Func<string, bool>)(key => {
// if the split doesn't exist, or it's off, or we've done it already
if (!settings.ContainsKey(key)
|| !settings[key]
|| !vars.CompletedSplits.Add(key)
) {
return false;
}
vars.Log("Completed: " + key);
return true;
});
}
update
{
current.activeScene = vars.Helper.Scenes.Active.Name ?? current.activeScene;
current.loadingScene = vars.Helper.Scenes.Loaded[0].Name ?? current.loadingScene;
vars.Watch(old, current, "activeScene");
vars.Watch(old, current, "loadingScene");
if (old.checkpoint != current.checkpoint) {
vars.Log("checkpoint: " + old.checkpoint + " -> " + current.checkpoint);
// vars.Log("<Setting Id=\"cp_" + current.checkpoint + "\" Label=\"\" State=\"false\">");
}
vars.Watch(old, current, "checkpointInMenu");
vars.Watch(old, current, "boss");
vars.Watch(old, current, "bossIsDead");
// vars.Watch(old, current, "showUIPC");
// vars.Watch(old, current, "healthActive");
// vars.Watch(old, current, "boss");
}
onStart
{
// refresh all splits when we start the run, none are yet completed
vars.CompletedSplits.Clear();
vars.Log(current.activeScene);
vars.Log(current.checkpoint);
vars.Log(current.checkpointInMenu);
vars.Log(current.boss);
vars.Log(current.bossIsDead);
// vars.Log(current.hudStatus);
// vars.Log(current.hud);
// vars.Log(current.healthActive);
}
isLoading
{
return current.loadingScene != current.activeScene;
}
split
{
if (settings["checkpoint"]
&& !old.checkpointInMenu && current.checkpointInMenu
&& vars.CheckSplit(current.checkpoint)
) {
return true;
}
if (settings["boss_death"]
&& !old.bossIsDead && current.bossIsDead
&& vars.CheckSplit("boss_" + current.boss)
) {
return true;
}
}