mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-16 23:09:57 +08:00
总之先更新
This commit is contained in:
445
PVP/PVPToy.cs
445
PVP/PVPToy.cs
@@ -11,6 +11,13 @@ using KodakkuAssist.Module.Draw;
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using KodakkuAssist.Data;
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using KodakkuAssist.Extensions;
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using System.Threading.Tasks;
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using FFXIVClientStructs.FFXIV.Client.Game.Object;
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using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using System.Runtime.CompilerServices;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using FFXIVClientStructs.FFXIV.Client.Game.Control;
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using FFXIVClientStructs.FFXIV.Client.Game.UI;
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namespace PVPToy;
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@@ -21,21 +28,32 @@ public class PVPToy
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{
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const string noteStr =
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"""
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v0.0.0.1:
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v0.0.0.2:
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PVP小玩具,仅纷争前线可用
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可在狼狱进行测试
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可在狼狱进行测试(小队画图在单人情况下不生效)
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推荐先自行过一遍设置关闭不需要的功能,底裤功能使用后果自行承担
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""";
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// 其它需求尝试:在赤魔没有选中目标的时候阻止LB释放,以防止三角死亡LB自动放自己身上
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// 用户需求:查对方头标,只给有标记的人画(只给标记的四小画)以减少负荷
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// 可以绘制的技能推荐:DK马桶、机工炮塔[DataId:14673]、骑士保护建立连线
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#region 基础控制
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[UserSetting("弹窗文本提示开关")]
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public bool isText { get; set; } = true;
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[UserSetting("启用目标标记播报")]
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public bool isTargetTTS { get; set; } = false;
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[UserSetting("启用自动选中目标标记")]
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public bool isAutoTarget { get; set; } = false;
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[UserSetting("启用自动净化")]
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public bool isAutoPurify { get; set; } = false;
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[UserSetting("启用自动诗人光阴神净化")]
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public bool isAutoWarden { get; set; } = false;
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[UserSetting("启用被抓自动防御")]
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public bool isAutoGuard { get; set; } = false;
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[UserSetting("请确认你已经有相关插件与对应权限")]
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public bool isHack { get; set; } = false;
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@@ -67,12 +85,34 @@ public class PVPToy
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#endregion
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[ScriptMethod(name: "被狙自动开盾", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29415"],suppress:5000)]
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#region 自动播报/执行
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[ScriptMethod(name: "被狙自动开盾", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29415"])]
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public void MarksmansTarget(Event @event, ScriptAccessory accessory)
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{
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if (@event.TargetId() != accessory.Data.Me) return;
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accessory.Method.SendChat($"/pvpac 防御");
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accessory.Method.SendChat($"/e 侦测到被狙!鸭鸭试着帮你开了盾!<se.1> <se.1>");
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if (@event.TargetId() != accessory.Data.Me) return;
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if (ActionExt.IsSpellReady(29054) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xBEE))
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{
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if (isText) accessory.Method.TextInfo("已尝试自动使用《防御》", duration: 1800, true);
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accessory.Method.SendChat($"/pvpac 防御");
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accessory.Method.SendChat($"/e 侦测到被狙!鸭鸭试着帮你开了盾!<se.1> <se.1>");
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}
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}
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[ScriptMethod(name: "被战士抓自动防御", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29081"])]
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public void AutoGuardWhenDedication(Event @event, ScriptAccessory accessory)
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{
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// 献身 技能ID 29081 ; 附加减速 StatusID 1344 ; 生效间隔 约0.45s
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if (isAutoGuard)
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{
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if (@event.TargetId() != accessory.Data.Me) return;
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if (ActionExt.IsSpellReady(29054) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xBEE))
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{
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if (isText) accessory.Method.TextInfo("已尝试自动使用《防御》", duration: 1800, true);
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accessory.Method.SendChat($"/pvpac 防御");
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accessory.Method.SendChat($"/e 侦测到被战士抓了!鸭鸭试着帮你进行了防御!<se.3> <se.3>");
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}
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}
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}
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[ScriptMethod(name: "被蛮荒崩裂播报", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29084"],suppress:2000)]
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@@ -82,15 +122,19 @@ public class PVPToy
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accessory.Method.EdgeTTS("被晕了");
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}
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[ScriptMethod(name: "被蛮荒崩裂自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29084"],suppress:25000)]
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public void PrimalRendAutoPurify(Event @event, ScriptAccessory accessory)
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[ScriptMethod(name: "被蛮荒崩裂自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29084"])]
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public void PrimalRendAutoWarden(Event @event, ScriptAccessory accessory)
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{
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// 蛮荒崩裂 技能ID 29084 ; 附加眩晕 StatusID 1343 ; 生效间隔 约1s
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if (isAutoPurify)
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if (isAutoWarden)
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{
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if (@event.TargetId() != accessory.Data.Me) return;
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accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
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accessory.Method.SendChat($"/e 侦测到成为蛮荒崩裂目标!鸭鸭试着帮你开了光阴神净化!<se.3> <se.3>");
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if (@event.TargetId() != accessory.Data.Me) return;
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if (ActionExt.IsSpellReady(29400) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xC47))
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{
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if (isText) accessory.Method.TextInfo("已尝试自动使用《光阴神净化》", duration: 1800, true);
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accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
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accessory.Method.SendChat($"/e 侦测到成为蛮荒崩裂目标!鸭鸭试着帮你开了光阴神净化!<se.3> <se.3>");
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}
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}
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}
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@@ -101,17 +145,171 @@ public class PVPToy
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accessory.Method.EdgeTTS("被晕了");
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}
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[ScriptMethod(name: "被涤罪之心自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29230"],suppress:25000)]
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public void AfflatusPurgationAutoPurify(Event @event, ScriptAccessory accessory)
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[ScriptMethod(name: "被涤罪之心自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29230"])]
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public void AfflatusPurgationAutoWarden(Event @event, ScriptAccessory accessory)
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{
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// 涤罪之心 技能ID 29230 ; 附加眩晕 StatusID 1343 ; 生效间隔 约0.8s
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if (isAutoPurify)
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if (isAutoWarden)
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{
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if (@event.TargetId() != accessory.Data.Me) return;
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accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
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accessory.Method.SendChat($"/e 侦测到成为涤罪之心目标!鸭鸭试着帮你开了光阴神净化!<se.3> <se.3>");
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if (ActionExt.IsSpellReady(29400) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xC47))
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{
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if (isText) accessory.Method.TextInfo("已尝试自动使用《光阴神净化》", duration: 1800, true);
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accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
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accessory.Method.SendChat($"/e 侦测到成为涤罪之心目标!鸭鸭试着帮你开了光阴神净化!<se.3> <se.3>");
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}
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}
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}
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#endregion
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#region 技能绘制
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public bool isPartyMember(ScriptAccessory accessory, uint SourceId)
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{
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return accessory.Data.PartyList.Contains(SourceId);
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}
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private bool PartyFilter(ScriptAccessory sa, IGameObject? obj)
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{
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if (obj == null || !obj.IsValid()) return false;
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if (obj.ObjectKind != Dalamud.Game.ClientState.Objects.Enums.ObjectKind.Player) return false;
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var targetPlayer = obj as IPlayerCharacter;
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if (targetPlayer == null) return false;
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bool isInMyAlliance = false;
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isInMyAlliance = sa.Data.PartyList?.Any(p => p == targetPlayer.EntityId) ?? false;
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if (!isInMyAlliance)
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{
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if (targetPlayer.StatusFlags.HasFlag(Dalamud.Game.ClientState.Objects.Enums.StatusFlags.AllianceMember))
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{
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isInMyAlliance = true;
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}
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}
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return isInMyAlliance;
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}
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[ScriptMethod(name: "自身冲天范围绘制", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
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public void SkyShatterSelf(Event @event, ScriptAccessory accessory)
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{
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if (@event.TargetId() != accessory.Data.Me) return;
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "冲天Self内圈";
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dp.Color = new Vector4(0f, 1f, 1f, 0.8f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(5f);
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dp.DestoryAt = 5000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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var dp1 = accessory.Data.GetDefaultDrawProperties();
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dp1.Name = "冲天Self外圈";
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dp1.Color = new Vector4(0f, 1f, 1f, 0.5f);
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dp1.Owner = @event.SourceId();
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dp1.Scale = new Vector2(10f);
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dp1.DestoryAt = 5000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp1);
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}
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[ScriptMethod(name: "自身冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)]
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public void 自身冲天销毁(Event @event, ScriptAccessory accessory)
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{
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// 考虑到意外死亡情况(如在天上死亡)所以不使用 ActionEffect 来销毁
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if (@event.TargetId() != accessory.Data.Me) return;
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accessory.Method.RemoveDraw($"冲天Self.*");
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}
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[ScriptMethod(name: "团队队友冲天范围绘制", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
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public void SkyShatterAlliance(Event @event, ScriptAccessory accessory)
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{
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var obj = IbcHelper.GetById(accessory, @event.SourceId);
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if (obj == null || !obj.IsValid()) return;
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if (PartyFilter(accessory, obj))
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = $"队友冲天{@event.SourceId()}";
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dp.Color = new Vector4(0f, 1f, 1f, 0.15f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(10f);
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dp.DestoryAt = 5000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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}
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[ScriptMethod(name: "团队队友冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)]
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public void 团队队友冲天销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw($"队友冲天{@event.SourceId()}");
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}
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[ScriptMethod(name: "敌方冲天范围绘制", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
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public void SkyShatterEnmity(Event @event, ScriptAccessory accessory)
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{
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var obj = IbcHelper.GetById(accessory, @event.SourceId);
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if (obj == null || !obj.IsValid()) return;
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if (!PartyFilter(accessory, obj))
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = $"敌方冲天内圈{@event.SourceId()}";
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dp.Color = new Vector4(1f, 0f, 0f, 1f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(5f);
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dp.DestoryAt = 5000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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var dp1 = accessory.Data.GetDefaultDrawProperties();
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dp1.Name = $"敌方冲天外圈{@event.SourceId()}";
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dp1.Color = new Vector4(1, 0f, 0f, 0.5f);
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dp1.Owner = @event.SourceId();
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dp1.Scale = new Vector2(10f);
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dp1.DestoryAt = 5000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp1);
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}
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}
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[ScriptMethod(name: "敌方冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)]
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public void 敌方冲天销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw($"敌方冲天(内|外)圈{@event.SourceId()}");
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}
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[ScriptMethod(name: "小队中庸之道绘制", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29266"])]
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public void MesotesParty(Event @event, ScriptAccessory accessory)
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{
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// 中庸之道 施放者 StatusID:3118 持续15s ; 无敌效果 StatusID:3119 间隔判定,每次判定持续5s
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if (isPartyMember(accessory, @event.SourceId()))
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = $"小队中庸之道{@event.SourceId()}";
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dp.Color = accessory.Data.DefaultSafeColor.WithW(1f);
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dp.Position = @event.EffectPosition();
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dp.Scale = new Vector2(5f);
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dp.DestoryAt = 15000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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}
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[ScriptMethod(name: "小队中庸之道销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3118"],userControl: false)]
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public void 小队中庸之道销毁(Event @event, ScriptAccessory accessory)
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{
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// 考虑到提前死亡,所以在持有者buff消失时就应销毁绘制
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accessory.Method.RemoveDraw($"小队中庸之道{@event.SourceId()}");
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}
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#endregion
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#region 目标标记播报
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@@ -187,6 +385,7 @@ public class PVPToy
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}
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#endregion
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#region 移速更改
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[ScriptMethod(name: "[DR] 冲天时更改移速(不与敏捷共存)", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
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public void 冲天Add(Event @event, ScriptAccessory accessory)
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@@ -243,6 +442,8 @@ public class PVPToy
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}
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#endregion
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}
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public static class EventExtensions
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@@ -357,4 +558,210 @@ public static class EventExtensions
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{
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return JsonConvert.DeserializeObject<uint>(@event["Param"]);
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}
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}
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public enum MarkType
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{
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None = -1,
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Attack1 = 0,
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Attack2 = 1,
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Attack3 = 2,
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Attack4 = 3,
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Attack5 = 4,
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Bind1 = 5,
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Bind2 = 6,
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Bind3 = 7,
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Ignore1 = 8,
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Ignore2 = 9,
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Square = 10,
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Circle = 11,
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Cross = 12,
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Triangle = 13,
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Attack6 = 14,
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Attack7 = 15,
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Attack8 = 16,
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Count = 17
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}
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public static class IbcHelper
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{
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public static IGameObject? GetById(this ScriptAccessory sa, ulong gameObjectId)
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{
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return sa.Data.Objects.SearchById(gameObjectId);
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}
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public static IGameObject? GetMe(this ScriptAccessory sa)
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{
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return sa.Data.Objects.LocalPlayer;
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}
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public static IEnumerable<IGameObject?> GetByDataId(this ScriptAccessory sa, uint dataId)
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{
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return sa.Data.Objects.Where(x => x.DataId == dataId);
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}
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public static string GetPlayerJob(this ScriptAccessory sa, IPlayerCharacter? playerObject, bool fullName = false)
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{
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if (playerObject == null) return "None";
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return fullName ? playerObject.ClassJob.Value.Name.ToString() : playerObject.ClassJob.Value.Abbreviation.ToString();
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}
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public static float GetStatusRemainingTime(this ScriptAccessory sa, IBattleChara? battleChara, uint statusId)
|
||||
{
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if (battleChara == null || !battleChara.IsValid()) return 0;
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||||
unsafe
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||||
{
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BattleChara* charaStruct = (BattleChara*)battleChara.Address;
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||||
var statusIdx = charaStruct->GetStatusManager()->GetStatusIndex(statusId);
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||||
return charaStruct->GetStatusManager()->GetRemainingTime(statusIdx);
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||||
}
|
||||
}
|
||||
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||||
public static bool HasStatus(this ScriptAccessory sa, IBattleChara? battleChara, uint statusId)
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||||
{
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||||
if (battleChara == null || !battleChara.IsValid()) return false;
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||||
unsafe
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||||
{
|
||||
BattleChara* charaStruct = (BattleChara*)battleChara.Address;
|
||||
var statusIdx = charaStruct->GetStatusManager()->GetStatusIndex(statusId);
|
||||
return statusIdx != -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取指定标记索引的对象EntityId
|
||||
/// </summary>
|
||||
public static unsafe ulong GetMarkerEntityId(uint markerIndex)
|
||||
{
|
||||
var markingController = MarkingController.Instance();
|
||||
if (markingController == null) return 0;
|
||||
if (markerIndex >= 17) return 0;
|
||||
|
||||
return markingController->Markers[(int)markerIndex];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取对象身上的标记
|
||||
/// </summary>
|
||||
/// <returns>MarkType</returns>
|
||||
public static MarkType GetObjectMarker(IGameObject? obj)
|
||||
{
|
||||
if (obj == null || !obj.IsValid()) return MarkType.None;
|
||||
|
||||
ulong targetEntityId = obj.EntityId;
|
||||
|
||||
for (uint i = 0; i < 17; i++)
|
||||
{
|
||||
var markerEntityId = GetMarkerEntityId(i);
|
||||
if (markerEntityId == targetEntityId)
|
||||
{
|
||||
return (MarkType)i;
|
||||
}
|
||||
}
|
||||
|
||||
return MarkType.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查对象是否有指定的标记
|
||||
/// </summary>
|
||||
public static bool HasMarker(IGameObject? obj, MarkType markType)
|
||||
{
|
||||
return GetObjectMarker(obj) == markType;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查对象是否有任何标记
|
||||
/// </summary>
|
||||
public static bool HasAnyMarker(IGameObject? obj)
|
||||
{
|
||||
return GetObjectMarker(obj) != MarkType.None;
|
||||
}
|
||||
|
||||
private static ulong GetMarkerForObject(IGameObject? obj)
|
||||
{
|
||||
if (obj == null) return 0;
|
||||
unsafe
|
||||
{
|
||||
for (uint i = 0; i < 17; i++)
|
||||
{
|
||||
var markerEntityId = GetMarkerEntityId(i);
|
||||
if (markerEntityId == obj.EntityId)
|
||||
{
|
||||
return markerEntityId;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static MarkType GetMarkerTypeForObject(IGameObject? obj)
|
||||
{
|
||||
if (obj == null) return MarkType.None;
|
||||
unsafe
|
||||
{
|
||||
for (uint i = 0; i < 17; i++)
|
||||
{
|
||||
var markerEntityId = GetMarkerEntityId(i);
|
||||
if (markerEntityId == obj.EntityId)
|
||||
{
|
||||
return (MarkType)i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return MarkType.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取标记的名称
|
||||
/// </summary>
|
||||
public static string GetMarkerName(MarkType markType)
|
||||
{
|
||||
return markType switch
|
||||
{
|
||||
MarkType.Attack1 => "攻击1",
|
||||
MarkType.Attack2 => "攻击2",
|
||||
MarkType.Attack3 => "攻击3",
|
||||
MarkType.Attack4 => "攻击4",
|
||||
MarkType.Attack5 => "攻击5",
|
||||
MarkType.Bind1 => "止步1",
|
||||
MarkType.Bind2 => "止步2",
|
||||
MarkType.Bind3 => "止步3",
|
||||
MarkType.Ignore1 => "禁止1",
|
||||
MarkType.Ignore2 => "禁止2",
|
||||
MarkType.Square => "方块",
|
||||
MarkType.Circle => "圆圈",
|
||||
MarkType.Cross => "十字",
|
||||
MarkType.Triangle => "三角",
|
||||
MarkType.Attack6 => "攻击6",
|
||||
MarkType.Attack7 => "攻击7",
|
||||
MarkType.Attack8 => "攻击8",
|
||||
_ => "无标记"
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public static class ActionExt
|
||||
{
|
||||
public static unsafe bool IsReadyWithCanCast(uint actionId, ActionType actionType)
|
||||
{
|
||||
var am = ActionManager.Instance();
|
||||
if (am == null) return false;
|
||||
|
||||
var adjustedId = am->GetAdjustedActionId(actionId);
|
||||
|
||||
// 0 = Ready)
|
||||
if (am->GetActionStatus(actionType, adjustedId) != 0)
|
||||
return false;
|
||||
|
||||
ulong targetId = 0;
|
||||
var ts = TargetSystem.Instance();
|
||||
if (ts != null && ts->GetTargetObject() != null)
|
||||
targetId = ts->GetTargetObject()->GetGameObjectId();
|
||||
|
||||
return am->GetActionStatus(actionType, adjustedId, targetId) == 0;
|
||||
}
|
||||
|
||||
public static bool IsSpellReady(this uint spellId) => IsReadyWithCanCast(spellId, ActionType.Action);
|
||||
public static bool IsAbilityReady(this uint abilityId) => IsReadyWithCanCast(abilityId, ActionType.Ability);
|
||||
}
|
||||
Reference in New Issue
Block a user