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GameInputter.py
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GameInputter.py
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"""
A layer of abstraction over ArtificialKeyboard, GameInputter.py takes basic Tekken commands (forward, tap light punch,
hold back) and turns them into the actual keypresses.
"""
from enum import Enum
from ArtificialKeyboard import ArtificalKeyboard
#directinput scan codes
#https://gist.github.com/tracend/912308
class Keys_P2:
UP = 0xc8
DOWN = 0xd0
LEFT = 0xCB
RIGHT = 0xCD
A = 0x4b
B = 0x4c
X = 0x47
Y = 0x48
START = 0xc7
SELECT = 0xd2
LB = 0x49
RB = 0x4d
LT = 0x4a
RT = 0x4e
class Keys_P1:
UP = 0x11
DOWN = 0x1F
LEFT = 0x1E
RIGHT = 0x20
A = 0x24
B = 0x25
X = 0x16
Y = 0x17
START = 0x30
SELECT = 0x2F
LB = 0x19
RB = 0x18
LT = 0x27
RT = 0x26
class Buttons(Enum):
BUTTON_1 = 1
BUTTON_2 = 2
BUTTON_3 = 3
BUTTON_4 = 4
BUTTON_LEFT = 5
BUTTON_RIGHT = 6
BUTTON_UP = 7
BUTTON_DOWN = 8
BUTTON_RB = 9
BUTTON_ACCEPT = 10
BUTTON_SELECT = 11
class GameControllerInputter:
p2_controls = {
Buttons.BUTTON_1 : Keys_P2.X,
Buttons.BUTTON_2 : Keys_P2.Y,
Buttons.BUTTON_3 : Keys_P2.A,
Buttons.BUTTON_4 : Keys_P2.B,
Buttons.BUTTON_LEFT : Keys_P2.LEFT,
Buttons.BUTTON_RIGHT : Keys_P2.RIGHT,
Buttons.BUTTON_UP : Keys_P2.UP,
Buttons.BUTTON_DOWN : Keys_P2.DOWN,
Buttons.BUTTON_RB : Keys_P2.RB,
Buttons.BUTTON_ACCEPT : Keys_P2.A,
Buttons.BUTTON_SELECT : Keys_P2.SELECT
}
p1_controls = {
Buttons.BUTTON_1: Keys_P1.X,
Buttons.BUTTON_2: Keys_P1.Y,
Buttons.BUTTON_3: Keys_P1.A,
Buttons.BUTTON_4: Keys_P1.B,
Buttons.BUTTON_LEFT: Keys_P1.LEFT,
Buttons.BUTTON_RIGHT: Keys_P1.RIGHT,
Buttons.BUTTON_UP: Keys_P1.UP,
Buttons.BUTTON_DOWN: Keys_P1.DOWN,
Buttons.BUTTON_RB: Keys_P1.RB,
Buttons.BUTTON_ACCEPT: Keys_P1.A,
Buttons.BUTTON_SELECT: Keys_P1.SELECT
}
def __init__(self, usePlayer2Controls = True):
if usePlayer2Controls:
self.controls = GameControllerInputter.p2_controls
else:
self.controls = GameControllerInputter.p1_controls
self.heldKeys = []
self.tappedKeys = []
self.releasedKeys = []
self.heldKeys = []
self.performedInitialKeyRelease = False
self.wasOnLeft = True
self.isOnLeft = True
self.releasedKeyJailTime = 0
self.isTekkenActiveWindow = False
self.SetControlsOnLeft()
def checkFacing(self):
isBotOnLeft = self.isOnLeft
if(self.wasOnLeft != isBotOnLeft):
if isBotOnLeft:
self.SetControlsOnLeft()
else: #bot is on the right
self.SetControlsOnRight()
self.Release()
self.wasOnLeft = isBotOnLeft
def SetControlsOnLeft(self):
self.back = self.controls[Buttons.BUTTON_LEFT]
self.forward = self.controls[Buttons.BUTTON_RIGHT]
self.right = self.controls[Buttons.BUTTON_DOWN]
self.left = self.controls[Buttons.BUTTON_UP]
def SetControlsOnRight(self):
self.back = self.controls[Buttons.BUTTON_RIGHT]
self.forward = self.controls[Buttons.BUTTON_LEFT]
self.right = self.controls[Buttons.BUTTON_UP]
self.left = self.controls[Buttons.BUTTON_DOWN]
def TapBack(self):
self.TapButton(self.back)
def TapForward(self):
self.TapButton(self.forward)
def TapDown(self):
self.TapButton(self.controls[Buttons.BUTTON_DOWN])
def TapUp(self):
self.TapButton(self.controls[Buttons.BUTTON_UP])
def TapRight(self):
self.TapButton(self.right)
def TapLeft(self):
self.TapButton(self.left)
def Tap1(self):
self.TapButton(self.controls[Buttons.BUTTON_1])
def Tap2(self):
self.TapButton(self.controls[Buttons.BUTTON_2])
def Tap3(self):
self.TapButton(self.controls[Buttons.BUTTON_3])
def Tap4(self):
self.TapButton(self.controls[Buttons.BUTTON_4])
def TapAccept(self):
self.TapButton(self.controls[Buttons.BUTTON_ACCEPT])
def TapSelect(self):
self.TapButton(self.controls[Buttons.BUTTON_SELECT])
def TapRageArt(self):
self.TapButton(self.controls[Buttons.BUTTON_RB])
def HoldBack(self):
self.HoldButton(self.back)
def HoldDown(self):
self.HoldButton(self.controls[Buttons.BUTTON_DOWN])
def HoldUp(self):
self.HoldButton(self.controls[Buttons.BUTTON_UP])
def HoldForward(self):
self.HoldButton(self.forward)
def Hold1(self):
self.HoldButton(self.controls[Buttons.BUTTON_1])
def Hold2(self):
self.HoldButton(self.controls[Buttons.BUTTON_2])
def Hold3(self):
self.HoldButton(self.controls[Buttons.BUTTON_3])
def Hold4(self):
self.HoldButton(self.controls[Buttons.BUTTON_4])
def HoldRage(self):
self.HoldButton(self.controls[Buttons.BUTTON_RB])
def ReleaseForward(self):
self.ReleaseButton(self.forward)
def ReleaseUp(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_UP])
def ReleaseBack(self):
self.ReleaseButton(self.back)
def ReleaseDown(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_DOWN])
def Release1(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_1])
def Release2(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_2])
def Release3(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_3])
def Release4(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_4])
def ReleaseRage(self):
self.ReleaseButton(self.controls[Buttons.BUTTON_RB])
def ResetPractice(self):
self.TapAccept()
self.TapSelect()
def ReleaseButton(self, button):
self.ReleaseKeyIfActive(button)
if button in self.heldKeys:
self.heldKeys.remove(button)
def TapButton(self, button):
if not button in self.releasedKeys:
self.PressKeyIfActive(button)
self.tappedKeys.append(button)
self.releasedKeyJailTime = 0
def HoldButton(self, button):
if not button in self.heldKeys:
self.PressKeyIfActive(button)
self.heldKeys.append(button)
def Update(self, isTekkenActiveWindow, isOnLeft):
self.isTekkenActiveWindow = isTekkenActiveWindow
self.isOnLeft = isOnLeft
self.checkFacing()
if isTekkenActiveWindow and not self.performedInitialKeyRelease:
self.Release()
self.performedInitialKeyRelease = True
else:
self.releasedKeyJailTime -= 1
if self.releasedKeyJailTime <= 0:
self.releasedKeys = []
for button in self.tappedKeys:
self.ReleaseKeyIfActive(button)
self.releasedKeys.append(button)
if button in self.heldKeys:
self.heldKeys.remove(button)
self.tappedKeys = []
def Release(self):
if (self.isTekkenActiveWindow):
self.heldKeys = []
self.ReleaseAllButtons()
def PressKeyIfActive(self, hexKeyCode):
if (self.isTekkenActiveWindow):
ArtificalKeyboard.PressKey(hexKeyCode)
def ReleaseKeyIfActive(self, hexKeyCode):
if (self.isTekkenActiveWindow):
ArtificalKeyboard.ReleaseKey(hexKeyCode)
def ReleaseAllButtons(self):
#print("releasing all buttons")
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_1])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_2])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_3])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_4])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_UP])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_DOWN])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_LEFT])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_RIGHT])
ArtificalKeyboard.ReleaseKey(self.controls[Buttons.BUTTON_RB])