总之先更新

This commit is contained in:
南沢响也
2025-10-16 03:33:29 +08:00
parent 56398b8055
commit 605fda1fd1

View File

@@ -11,6 +11,13 @@ using KodakkuAssist.Module.Draw;
using KodakkuAssist.Data;
using KodakkuAssist.Extensions;
using System.Threading.Tasks;
using FFXIVClientStructs.FFXIV.Client.Game.Object;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using System.Runtime.CompilerServices;
using FFXIVClientStructs.FFXIV.Client.Game;
using FFXIVClientStructs.FFXIV.Client.Game.Control;
using FFXIVClientStructs.FFXIV.Client.Game.UI;
namespace PVPToy;
@@ -21,21 +28,32 @@ public class PVPToy
{
const string noteStr =
"""
v0.0.0.1:
v0.0.0.2:
PVP小玩具线
使
""";
// 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
// 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
// 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
#region
[UserSetting("弹窗文本提示开关")]
public bool isText { get; set; } = true;
[UserSetting("启用目标标记播报")]
public bool isTargetTTS { get; set; } = false;
[UserSetting("启用自动选中目标标记")]
public bool isAutoTarget { get; set; } = false;
[UserSetting("启用自动净化")]
public bool isAutoPurify { get; set; } = false;
[UserSetting("启用自动诗人光阴神净化")]
public bool isAutoWarden { get; set; } = false;
[UserSetting("启用被抓自动防御")]
public bool isAutoGuard { get; set; } = false;
[UserSetting("请确认你已经有相关插件与对应权限")]
public bool isHack { get; set; } = false;
@@ -67,12 +85,34 @@ public class PVPToy
#endregion
[ScriptMethod(name: "被狙自动开盾", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29415"],suppress:5000)]
#region /
[ScriptMethod(name: "被狙自动开盾", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29415"])]
public void MarksmansTarget(Event @event, ScriptAccessory accessory)
{
if (@event.TargetId() != accessory.Data.Me) return;
accessory.Method.SendChat($"/pvpac 防御");
accessory.Method.SendChat($"/e 侦测到被狙!鸭鸭试着帮你开了盾!<se.1> <se.1>");
if (@event.TargetId() != accessory.Data.Me) return;
if (ActionExt.IsSpellReady(29054) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xBEE))
{
if (isText) accessory.Method.TextInfo("已尝试自动使用《防御》", duration: 1800, true);
accessory.Method.SendChat($"/pvpac 防御");
accessory.Method.SendChat($"/e 侦测到被狙!鸭鸭试着帮你开了盾!<se.1> <se.1>");
}
}
[ScriptMethod(name: "被战士抓自动防御", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29081"])]
public void AutoGuardWhenDedication(Event @event, ScriptAccessory accessory)
{
// 献身 技能ID 29081 附加减速 StatusID 1344 生效间隔 约0.45s
if (isAutoGuard)
{
if (@event.TargetId() != accessory.Data.Me) return;
if (ActionExt.IsSpellReady(29054) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xBEE))
{
if (isText) accessory.Method.TextInfo("已尝试自动使用《防御》", duration: 1800, true);
accessory.Method.SendChat($"/pvpac 防御");
accessory.Method.SendChat($"/e 侦测到被战士抓了!鸭鸭试着帮你进行了防御!<se.3> <se.3>");
}
}
}
[ScriptMethod(name: "被蛮荒崩裂播报", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29084"],suppress:2000)]
@@ -82,15 +122,19 @@ public class PVPToy
accessory.Method.EdgeTTS("被晕了");
}
[ScriptMethod(name: "被蛮荒崩裂自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29084"],suppress:25000)]
public void PrimalRendAutoPurify(Event @event, ScriptAccessory accessory)
[ScriptMethod(name: "被蛮荒崩裂自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29084"])]
public void PrimalRendAutoWarden(Event @event, ScriptAccessory accessory)
{
// 蛮荒崩裂 技能ID 29084 附加眩晕 StatusID 1343 生效间隔 约1s
if (isAutoPurify)
if (isAutoWarden)
{
if (@event.TargetId() != accessory.Data.Me) return;
accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
accessory.Method.SendChat($"/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>");
if (@event.TargetId() != accessory.Data.Me) return;
if (ActionExt.IsSpellReady(29400) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xC47))
{
if (isText) accessory.Method.TextInfo("已尝试自动使用《光阴神净化》", duration: 1800, true);
accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
accessory.Method.SendChat($"/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>");
}
}
}
@@ -101,17 +145,171 @@ public class PVPToy
accessory.Method.EdgeTTS("被晕了");
}
[ScriptMethod(name: "被涤罪之心自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29230"],suppress:25000)]
public void AfflatusPurgationAutoPurify(Event @event, ScriptAccessory accessory)
[ScriptMethod(name: "被涤罪之心自动诗人净化", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29230"])]
public void AfflatusPurgationAutoWarden(Event @event, ScriptAccessory accessory)
{
// 涤罪之心 技能ID 29230 附加眩晕 StatusID 1343 生效间隔 约0.8s
if (isAutoPurify)
if (isAutoWarden)
{
if (@event.TargetId() != accessory.Data.Me) return;
accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
accessory.Method.SendChat($"/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>");
if (ActionExt.IsSpellReady(29400) && !IbcHelper.HasStatus(accessory, accessory.Data.MyObject, 0xC47))
{
if (isText) accessory.Method.TextInfo("已尝试自动使用《光阴神净化》", duration: 1800, true);
accessory.Method.SendChat($"/pvpac 光阴神的礼赞凯歌");
accessory.Method.SendChat($"/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>");
}
}
}
#endregion
#region
public bool isPartyMember(ScriptAccessory accessory, uint SourceId)
{
return accessory.Data.PartyList.Contains(SourceId);
}
private bool PartyFilter(ScriptAccessory sa, IGameObject? obj)
{
if (obj == null || !obj.IsValid()) return false;
if (obj.ObjectKind != Dalamud.Game.ClientState.Objects.Enums.ObjectKind.Player) return false;
var targetPlayer = obj as IPlayerCharacter;
if (targetPlayer == null) return false;
bool isInMyAlliance = false;
isInMyAlliance = sa.Data.PartyList?.Any(p => p == targetPlayer.EntityId) ?? false;
if (!isInMyAlliance)
{
if (targetPlayer.StatusFlags.HasFlag(Dalamud.Game.ClientState.Objects.Enums.StatusFlags.AllianceMember))
{
isInMyAlliance = true;
}
}
return isInMyAlliance;
}
[ScriptMethod(name: "自身冲天范围绘制", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
public void SkyShatterSelf(Event @event, ScriptAccessory accessory)
{
if (@event.TargetId() != accessory.Data.Me) return;
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "冲天Self内圈";
dp.Color = new Vector4(0f, 1f, 1f, 0.8f);
dp.Owner = @event.SourceId();
dp.Scale = new Vector2(5f);
dp.DestoryAt = 5000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
var dp1 = accessory.Data.GetDefaultDrawProperties();
dp1.Name = "冲天Self外圈";
dp1.Color = new Vector4(0f, 1f, 1f, 0.5f);
dp1.Owner = @event.SourceId();
dp1.Scale = new Vector2(10f);
dp1.DestoryAt = 5000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp1);
}
[ScriptMethod(name: "自身冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)]
public void (Event @event, ScriptAccessory accessory)
{
// 考虑到意外死亡情况(如在天上死亡)所以不使用 ActionEffect 来销毁
if (@event.TargetId() != accessory.Data.Me) return;
accessory.Method.RemoveDraw($"冲天Self.*");
}
[ScriptMethod(name: "团队队友冲天范围绘制", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
public void SkyShatterAlliance(Event @event, ScriptAccessory accessory)
{
var obj = IbcHelper.GetById(accessory, @event.SourceId);
if (obj == null || !obj.IsValid()) return;
if (PartyFilter(accessory, obj))
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = $"队友冲天{@event.SourceId()}";
dp.Color = new Vector4(0f, 1f, 1f, 0.15f);
dp.Owner = @event.SourceId();
dp.Scale = new Vector2(10f);
dp.DestoryAt = 5000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
}
[ScriptMethod(name: "团队队友冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)]
public void (Event @event, ScriptAccessory accessory)
{
accessory.Method.RemoveDraw($"队友冲天{@event.SourceId()}");
}
[ScriptMethod(name: "敌方冲天范围绘制", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
public void SkyShatterEnmity(Event @event, ScriptAccessory accessory)
{
var obj = IbcHelper.GetById(accessory, @event.SourceId);
if (obj == null || !obj.IsValid()) return;
if (!PartyFilter(accessory, obj))
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = $"敌方冲天内圈{@event.SourceId()}";
dp.Color = new Vector4(1f, 0f, 0f, 1f);
dp.Owner = @event.SourceId();
dp.Scale = new Vector2(5f);
dp.DestoryAt = 5000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
var dp1 = accessory.Data.GetDefaultDrawProperties();
dp1.Name = $"敌方冲天外圈{@event.SourceId()}";
dp1.Color = new Vector4(1, 0f, 0f, 0.5f);
dp1.Owner = @event.SourceId();
dp1.Scale = new Vector2(10f);
dp1.DestoryAt = 5000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp1);
}
}
[ScriptMethod(name: "敌方冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)]
public void (Event @event, ScriptAccessory accessory)
{
accessory.Method.RemoveDraw($"敌方冲天(内|外)圈{@event.SourceId()}");
}
[ScriptMethod(name: "小队中庸之道绘制", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:29266"])]
public void MesotesParty(Event @event, ScriptAccessory accessory)
{
// 中庸之道 施放者 StatusID3118 持续15s 无敌效果 StatusID3119 间隔判定,每次判定持续5s
if (isPartyMember(accessory, @event.SourceId()))
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = $"小队中庸之道{@event.SourceId()}";
dp.Color = accessory.Data.DefaultSafeColor.WithW(1f);
dp.Position = @event.EffectPosition();
dp.Scale = new Vector2(5f);
dp.DestoryAt = 15000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
}
[ScriptMethod(name: "小队中庸之道销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3118"],userControl: false)]
public void (Event @event, ScriptAccessory accessory)
{
// 考虑到提前死亡所以在持有者buff消失时就应销毁绘制
accessory.Method.RemoveDraw($"小队中庸之道{@event.SourceId()}");
}
#endregion
#region
@@ -187,6 +385,7 @@ public class PVPToy
}
#endregion
#region
[ScriptMethod(name: "[DR] ", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])]
public void Add(Event @event, ScriptAccessory accessory)
@@ -243,6 +442,8 @@ public class PVPToy
}
#endregion
}
public static class EventExtensions
@@ -357,4 +558,210 @@ public static class EventExtensions
{
return JsonConvert.DeserializeObject<uint>(@event["Param"]);
}
}
public enum MarkType
{
None = -1,
Attack1 = 0,
Attack2 = 1,
Attack3 = 2,
Attack4 = 3,
Attack5 = 4,
Bind1 = 5,
Bind2 = 6,
Bind3 = 7,
Ignore1 = 8,
Ignore2 = 9,
Square = 10,
Circle = 11,
Cross = 12,
Triangle = 13,
Attack6 = 14,
Attack7 = 15,
Attack8 = 16,
Count = 17
}
public static class IbcHelper
{
public static IGameObject? GetById(this ScriptAccessory sa, ulong gameObjectId)
{
return sa.Data.Objects.SearchById(gameObjectId);
}
public static IGameObject? GetMe(this ScriptAccessory sa)
{
return sa.Data.Objects.LocalPlayer;
}
public static IEnumerable<IGameObject?> GetByDataId(this ScriptAccessory sa, uint dataId)
{
return sa.Data.Objects.Where(x => x.DataId == dataId);
}
public static string GetPlayerJob(this ScriptAccessory sa, IPlayerCharacter? playerObject, bool fullName = false)
{
if (playerObject == null) return "None";
return fullName ? playerObject.ClassJob.Value.Name.ToString() : playerObject.ClassJob.Value.Abbreviation.ToString();
}
public static float GetStatusRemainingTime(this ScriptAccessory sa, IBattleChara? battleChara, uint statusId)
{
if (battleChara == null || !battleChara.IsValid()) return 0;
unsafe
{
BattleChara* charaStruct = (BattleChara*)battleChara.Address;
var statusIdx = charaStruct->GetStatusManager()->GetStatusIndex(statusId);
return charaStruct->GetStatusManager()->GetRemainingTime(statusIdx);
}
}
public static bool HasStatus(this ScriptAccessory sa, IBattleChara? battleChara, uint statusId)
{
if (battleChara == null || !battleChara.IsValid()) return false;
unsafe
{
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);
}