diff --git a/PVP/PVPToy.cs b/PVP/PVPToy.cs index 6d53d16..4e7dc0d 100644 --- a/PVP/PVPToy.cs +++ b/PVP/PVPToy.cs @@ -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,仅纷争前线可用 - 可在狼狱进行测试 + 可在狼狱进行测试(小队画图在单人情况下不生效) + 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 """; + // 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 基础控制 + [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 自动播报/执行 + + [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! "); + 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! "); + } + } + + [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! "); + } + } } [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! "); + 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! "); + } } } @@ -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! "); + 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! "); + } } } + + #endregion + + #region 技能绘制 + + 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 自身冲天销毁(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 = $"队友冲天{@event.SourceId()}"; + dp.Color = new Vector4(0f, 1f, 1f, 0.15f); + dp.Owner = @event.SourceId(); + dp.Scale = new Vector2(10f); + dp.DestoryAt = 5000; + accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); + } + } + + + [ScriptMethod(name: "团队队友冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)] + public void 团队队友冲天销毁(Event @event, ScriptAccessory accessory) + { + accessory.Method.RemoveDraw($"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 = $"敌方冲天外圈{@event.SourceId()}"; + dp1.Color = new Vector4(1, 0f, 0f, 0.5f); + dp1.Owner = @event.SourceId(); + dp1.Scale = new Vector2(10f); + dp1.DestoryAt = 5000; + accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp1); + } + } + + + [ScriptMethod(name: "敌方冲天销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3180"],userControl: false)] + public void 敌方冲天销毁(Event @event, ScriptAccessory accessory) + { + accessory.Method.RemoveDraw($"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 StatusID:3118 持续15s ; 无敌效果 StatusID:3119 间隔判定,每次判定持续5s + if (isPartyMember(accessory, @event.SourceId())) + { + var dp = accessory.Data.GetDefaultDrawProperties(); + dp.Name = $"小队中庸之道{@event.SourceId()}"; + dp.Color = accessory.Data.DefaultSafeColor.WithW(1f); + dp.Position = @event.EffectPosition(); + dp.Scale = new Vector2(5f); + dp.DestoryAt = 15000; + accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); + } + } + + + [ScriptMethod(name: "小队中庸之道销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:3118"],userControl: false)] + public void 小队中庸之道销毁(Event @event, ScriptAccessory accessory) + { + // 考虑到提前死亡,所以在持有者buff消失时就应销毁绘制 + accessory.Method.RemoveDraw($"小队中庸之道{@event.SourceId()}"); + } + + + #endregion #region 目标标记播报 @@ -187,6 +385,7 @@ public class PVPToy } #endregion + #region 移速更改 [ScriptMethod(name: "[DR] 冲天时更改移速(不与敏捷共存)", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:3180"])] public void 冲天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(@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 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; + } + } + + /// + /// 获取指定标记索引的对象EntityId + /// + 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]; + } + + /// + /// 获取对象身上的标记 + /// + /// MarkType + 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; + } + + /// + /// 检查对象是否有指定的标记 + /// + public static bool HasMarker(IGameObject? obj, MarkType markType) + { + return GetObjectMarker(obj) == markType; + } + + /// + /// 检查对象是否有任何标记 + /// + 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; + } + + /// + /// 获取标记的名称 + /// + 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); } \ No newline at end of file