diff --git a/melee/framedata.py b/melee/framedata.py index a888ef5..93e68b1 100644 --- a/melee/framedata.py +++ b/melee/framedata.py @@ -631,12 +631,12 @@ def last_roll_frame(self, character, action): return -1 return max(frames) - def roll_end_position(self, character_state, stage): + def roll_end_position(self, character_state, gamestate): """Returns the x coordinate that the current roll will end in Args: character_state (gamestate.PlayerState): The player we're calculating for - stage (enums.Stage): The stage being played on + gamestate (gamestate.Gamestate): The current gamestate """ distance = 0 try: @@ -675,14 +675,20 @@ def roll_end_position(self, character_state, stage): ]: # Adjust the position to account for the fact that we can't roll off the platform side_platform_height, side_platform_left, side_platform_right = ( - stages.side_platform_position(character_state.position.x > 0, stage) + stages.side_platform_position( + character_state.position.x > 0, gamestate + ) ) top_platform_height, top_platform_left, top_platform_right = ( - stages.top_platform_position(stage) + stages.top_platform_position(gamestate) ) if character_state.position.y < 5: - position = min(position, stages.EDGE_GROUND_POSITION[stage]) - position = max(position, -stages.EDGE_GROUND_POSITION[stage]) + position = min( + position, stages.EDGE_GROUND_POSITION[gamestate.stage] + ) + position = max( + position, -stages.EDGE_GROUND_POSITION[gamestate.stage] + ) elif (side_platform_height is not None) and abs( character_state.position.y - side_platform_height ) < 5: @@ -1135,7 +1141,7 @@ def _intersect(A, B, C, D): A, B, C ) != FrameData._ccw(A, B, D) - def project_hit_location(self, character_state, stage, frames=-1): + def project_hit_location(self, character_state, gamestate, frames=-1): """How far does the given character fly, assuming they've been hit? Only considers air-movement, not ground sliding. Projection ends if hitstun ends, or if a platform is encountered @@ -1147,7 +1153,7 @@ def project_hit_location(self, character_state, stage, frames=-1): Args: character_state (GameState.PlayerState): The character state to calculate for - stage (enums.Stage): The stage being played on + gamestate (gamestate.Gamestate): The current gamestate frames (int): The number of frames to calculate for. -1 means "until end of hitstun" Returns: @@ -1165,12 +1171,16 @@ def project_hit_location(self, character_state, stage, frames=-1): # Get list of all platforms, tuples of (height, left, right) platforms = [] platforms.append( - (0, -stages.EDGE_GROUND_POSITION[stage], stages.EDGE_GROUND_POSITION[stage]) + ( + 0, + -stages.EDGE_GROUND_POSITION[gamestate.stage], + stages.EDGE_GROUND_POSITION[gamestate.stage], + ) ) - left_plat = stages.left_platform_position(stage) + left_plat = stages.left_platform_position(gamestate) if left_plat[0] is not None: platforms.append(left_plat) - right_plat = stages.right_platform_position(stage) + right_plat = stages.right_platform_position(gamestate) if right_plat[0] is not None: platforms.append(right_plat)