@vinceau/slp-realtime

Realtime slp parsing

Usage no npm install needed!

<script type="module">
  import vinceauSlpRealtime from 'https://cdn.skypack.dev/@vinceau/slp-realtime';
</script>

README

slp-realtime

slp-realtime is magic - Nikki

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The brains and the brawn of Project Clippi.

This library provides an easy way to subscribe to real-time Slippi game events as they happen. Rebuilt from the ground up using RxJS Observables, the power to subscribe to any and every event is in your hands.

Highlights

  • Go file-less. Read directly from the relay or console.
  • Custom combos. Easily add combo parameters and output Dolphin-compatible JSON files.
  • Powerful RxJS Observable and Stream API.

Installation

This package relies on the rxjs and @slippi/slippi-js packages as a peer dependency and must be installed alongside this package.

With NPM

npm install @vinceau/slp-realtime rxjs @slippi/slippi-js

With Yarn

yarn add @vinceau/slp-realtime rxjs @slippi/slippi-js

Usage

For a list of all the subscribable events, click here.

See a working example or check out the docs.

The following usage examples use the more complex RxJS Observable API. For a more simplified usage, check out the JSON Config API and the accompanying working example.

Subscribing to In-Game Events

We can use this library to subscribe to in game events.

First instantiate an instance of SlpLiveStream and connect to a Wii or Slippi relay.

const { SlpLiveStream } = require("@vinceau/slp-realtime");

const livestream = new SlpLiveStream();
livestream
  .start(address, slpPort)
  .then(() => {
    console.log("Successfully connected!");
  })
  .catch(console.error);

Then instantiate an instance of SlpRealTime and pass the SlpLiveStream to it. We will use it to subscribe to desired events. For example:

const { SlpRealTime } = require("@vinceau/slp-realtime");

const realtime = new SlpRealTime();
// Read from the SlpLiveStream object from before
realtime.setStream(livestream);

realtime.game.start$.subscribe(() => {
  console.log("game started");
});

realtime.stock.playerSpawn$.subscribe((stock) => {
  const { playerIndex, count } = stock;
  console.log(`player ${playerIndex + 1} spawned with ${count} stocks remaining`);
});

realtime.combo.end$.subscribe(() => {
  console.log("wombo combooo!!");
});

Detecting Custom Combos

We can subscribe to the end of any and every combo but really what we want is to filter for specific combos.

First, instantiate a ComboFilter. For all the possible filtering options, see ComboFilterSettings.

const { ComboFilter } = require("@vinceau/slp-realtime");

const comboFilter = new ComboFilter();
comboFilter.updateSettings({
  excludeCPUs: false, // combos on CPUs are okay
  comboMustKill: false, // combos don't have to kill
  minComboPercent: 40, // combos have to do at least 40% damage
});

ComboFilter has an isCombo() method which returns true if a given combo matches the specified criteria. We can hook it up to our live stream with the following:

realtime.combo.end$.subscribe((payload) => {
  const { combo, settings } = payload;
  if (comboFilter.isCombo(combo, settings)) {
    console.log("Combo matched!");
  }
});

Make a Custom HUD

Want to make your own HUD?

  1. Subscribe to percent and stock changes
  2. Write the data to a file
  3. Add files to OBS
  4. ???
  5. Profit!!
realtime.stock.percentChange$.subscribe((payload) => {
  const player = payload.playerIndex + 1;
  console.log(`player ${player} percent: ${payload.percent}`);
  fs.writeFileSync(`./player${player}Percent.txt`, payload.percent.toFixed(0));
});

realtime.stock.countChange$.subscribe((payload) => {
  const player = payload.playerIndex + 1;
  console.log(`player ${player} stocks: ${payload.stocksRemaining}`);
  fs.writeFileSync(`./player${player}Stocks.txt`, payload.stocksRemaining.toString());
});

NOTE: Please don't actually do this for real custom HUDs. Writing to files is slow and OBS takes a long time to update after file changes. If you actually want to build a custom layout for OBS you should use a browser source and send updates using websockets instead of writing data to a file.

Development

To build the library from source:

yarn run build

To start the development server:

yarn run watch

To run the tests:

yarn run test

Acknowledgements

This project was made possible by:

License

This software is released under the terms of MIT license.

Linking back to this Github repo is much appreciated.