using System; using System.ComponentModel; using System.Linq; using System.Numerics; using System.Collections.Generic; using Newtonsoft.Json; using Dalamud.Utility.Numerics; using KodakkuAssist.Script; using KodakkuAssist.Module.GameEvent; using KodakkuAssist.Module.Draw; using KodakkuAssist.Data; using KodakkuAssist.Extensions; using System.Threading.Tasks; namespace E12S; [ScriptType(guid: "f2ebc170-00af-415d-8dfe-30bc27f7fc06", name: "E12S", territorys: [949], version: "0.0.0.2", author: "Tetora", note: noteStr)] public class E12S { const string noteStr = """ v0.0.0.1: LV80 伊甸零式希望乐园 再生之章4(伊甸之约) 初版绘制 打法及各种选项请在“用户设置”中设置 青魔攻略及减伤安排采用“驷马攻略组”6.x版本 """; #region 用户设置 private static List _role = ["MT", "ST", "H1", "H2", "D1", "D2", "D3", "D4", "粉毒", "蓝毒", "双耀星"]; private static List _party = ["单T单H", "单T双H", "双T单H", "双T双H"]; [UserSetting("Debug模式,非开发用请关闭")] public static bool DebugMode { get; set; } = false; [UserSetting("TTS开关(TTS请二选一开启)")] public bool isTTS { get; set; } = false; [UserSetting("EdgeTTS开关(TTS请二选一开启)")] public bool isEdgeTTS { get; set; } = true; [UserSetting("弹窗文本提示开关")] public bool isText { get; set; } = true; [UserSetting("青魔打法")] public bool isBlue { get; set; } = false; [UserSetting("青魔减伤提示")] public bool isBlueDefense { get; set; } = false; [UserSetting(note: "请选择你的队伍构成")] public PartyEnum Party { get; set; } = PartyEnum.None; [UserSetting(note: "请额外选择你的位置")] public RoleEnum Role { get; set; } = RoleEnum.None; public enum PartyEnum { None = -1, 单T单H = 0, 单T双H = 1, 双T单H = 2, 双T双H = 3, } public enum RoleEnum { None = -1, MT = 0, ST = 1, H1 = 2, H2 = 3, D1 = 4, D2 = 5, D3 = 6, D4 = 7, 粉毒 = 8, 蓝毒 = 9, 双耀星 = 10, } #endregion #region 阶段转换 private E12S_Phase phase = E12S_Phase.Init; public enum E12S_Phase { Init, // 初始 Shiva, // 22676 融合:希瓦 Titan, // 22677 融合:泰坦 Sculpture, // 22706 创造巨兵 Beastly, // 狮子 BasicRelativity, // 22752 时间压缩·起 SingularApocalypse, // 22757 单一启示 IntermediateRelativity, // 22723 时间压缩·承 DualApocalypse, // 20508 双重启示 AdvancedRelativity, // 22754 时间压缩·转 TripleApocalypse, // 20509 三重启示 TerminalRelativity, // 22755 时间压缩·合 } [ScriptMethod(name: "阶段转换:希瓦", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22676"], userControl: false)] public void 希瓦阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.Init => E12S_Phase.Shiva, _ => E12S_Phase.Titan, }; } [ScriptMethod(name: "阶段转换:泰坦", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22677"], userControl: false)] public void 泰坦阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.Init => E12S_Phase.Titan, _ => E12S_Phase.Shiva, }; } [ScriptMethod(name: "阶段转换:兄贵", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:22706"], userControl: false)] public void 兄贵阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.Shiva => E12S_Phase.Sculpture, E12S_Phase.Titan => E12S_Phase.Sculpture, }; } [ScriptMethod(name: "阶段转换:狮子", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:22713"], userControl: false)] public void 狮子阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.Sculpture => E12S_Phase.Beastly, }; } [ScriptMethod(name: "阶段转换:一运", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22752"], userControl: false)] public void 一运阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.Beastly => E12S_Phase.BasicRelativity, }; } [ScriptMethod(name: "阶段转换:一火", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22752"], userControl: false)] public void 一火阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.BasicRelativity => E12S_Phase.SingularApocalypse, }; } [ScriptMethod(name: "阶段转换:二运", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22753"], userControl: false)] public void 二运阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.SingularApocalypse => E12S_Phase.IntermediateRelativity, }; } [ScriptMethod(name: "阶段转换:二火", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:20508"], userControl: false)] public void 二火阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.IntermediateRelativity => E12S_Phase.DualApocalypse, }; } [ScriptMethod(name: "阶段转换:三运", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22754"], userControl: false)] public void 三运阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.DualApocalypse => E12S_Phase.AdvancedRelativity, }; } [ScriptMethod(name: "阶段转换:三火", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:20509"], userControl: false)] public void 三火阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.AdvancedRelativity => E12S_Phase.TripleApocalypse, }; } [ScriptMethod(name: "阶段转换:软狂暴", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22755"], userControl: false)] public void 软狂暴阶段转换(Event @event, ScriptAccessory accessory) { phase = phase switch { E12S_Phase.TripleApocalypse => E12S_Phase.TerminalRelativity, }; } #endregion #region 测试项目 #endregion #region 机制画图 - 门神 [ScriptMethod(name: "愉悦之手(左右刀)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^2270[12]$"])] public void 愉悦之手(Event @event, ScriptAccessory accessory) { var aid = JsonConvert.DeserializeObject(@event["ActionId"]); var isR = aid == 22701; var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "愉悦之手"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.SourceId(); dp.Scale = new Vector2(40); dp.Radian = float.Pi / 180 * 210; dp.Rotation = float.Pi / 180 * 90 * (isR ? -1 : 1); dp.DestoryAt = 4700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } [ScriptMethod(name: "制裁之界雷_元素雷钢铁", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:20039"])] public void 制裁之界雷(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "制裁之界雷"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.SourceId(); dp.Scale = new Vector2(10f); dp.DestoryAt = 6700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } [ScriptMethod(name: "临时洋流_元素水两侧", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:20036"])] public void 临时洋流(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "临时洋流"; dp.Scale = new (20, 80f); dp.Owner = @event.SourceId(); dp.Offset = new Vector3 (-15,0,15); dp.Rotation = 90f.DegToRad(); dp.Color = accessory.Data.DefaultDangerColor.WithW(0.4f); dp.DestoryAt = 6700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Straight, dp); } [ScriptMethod(name: "凶猛风暴_元素风四边", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:20038"])] public void 凶猛风暴(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "凶猛风暴"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.SourceId(); dp.Scale = new Vector2(40); dp.Radian = 45f.DegToRad(); dp.DestoryAt = 6700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } [ScriptMethod(name: "瞬燃强袭_元素火前后", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:20037"])] public void 瞬燃强袭(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "瞬燃强袭"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.SourceId(); dp.Scale = new Vector2(40); dp.Radian = 150f.DegToRad(); dp.DestoryAt = 6700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } #endregion #region 机制画图 - 本体 #endregion #region 机制提示 - 门神 #endregion #region 机制提示 - 本体 #endregion #region 减伤提示 - 门神 #endregion #region 减伤提示 - 本体 #endregion } public static class EventExtensions { private static bool ParseHexId(string? idStr, out uint id) { id = 0; if (string.IsNullOrEmpty(idStr)) return false; try { var idStr2 = idStr.Replace("0x", ""); id = uint.Parse(idStr2, System.Globalization.NumberStyles.HexNumber); return true; } catch (Exception) { return false; } } public static uint ActionId(this Event @event) { return JsonConvert.DeserializeObject(@event["ActionId"]); } public static uint SourceId(this Event @event) { return ParseHexId(@event["SourceId"], out var id) ? id : 0; } public static uint SourceDataId(this Event @event) { return JsonConvert.DeserializeObject(@event["SourceDataId"]); } public static uint Command(this Event @event) { return ParseHexId(@event["Command"], out var cid) ? cid : 0; } public static uint DurationMilliseconds(this Event @event) { return JsonConvert.DeserializeObject(@event["DurationMilliseconds"]); } public static float SourceRotation(this Event @event) { return JsonConvert.DeserializeObject(@event["SourceRotation"]); } public static float TargetRotation(this Event @event) { return JsonConvert.DeserializeObject(@event["TargetRotation"]); } public static byte Index(this Event @event) { return (byte)(ParseHexId(@event["Index"], out var index) ? index : 0); } public static uint State(this Event @event) { return ParseHexId(@event["State"], out var state) ? state : 0; } public static string SourceName(this Event @event) { return @event["SourceName"]; } public static string TargetName(this Event @event) { return @event["TargetName"]; } public static uint TargetId(this Event @event) { return ParseHexId(@event["TargetId"], out var id) ? id : 0; } public static Vector3 SourcePosition(this Event @event) { return JsonConvert.DeserializeObject(@event["SourcePosition"]); } public static Vector3 TargetPosition(this Event @event) { return JsonConvert.DeserializeObject(@event["TargetPosition"]); } public static Vector3 EffectPosition(this Event @event) { return JsonConvert.DeserializeObject(@event["EffectPosition"]); } public static uint DirectorId(this Event @event) { return ParseHexId(@event["DirectorId"], out var id) ? id : 0; } public static uint StatusId(this Event @event) { return JsonConvert.DeserializeObject(@event["StatusId"]); } public static uint StackCount(this Event @event) { return JsonConvert.DeserializeObject(@event["StackCount"]); } public static uint Param(this Event @event) { return JsonConvert.DeserializeObject(@event["Param"]); } } #region 计算函数 public static class MathTools { public static float DegToRad(this float deg) => (deg + 360f) % 360f / 180f * float.Pi; public static float RadToDeg(this float rad) => (rad + 2 * float.Pi) % (2 * float.Pi) / float.Pi * 180f; /// /// 获得任意点与中心点的弧度值,以(0, 0, 1)方向为0,以(1, 0, 0)方向为pi/2。 /// 即,逆时针方向增加。 /// /// 任意点 /// 中心点 /// public static float GetRadian(this Vector3 point, Vector3 center) => MathF.Atan2(point.X - center.X, point.Z - center.Z); /// /// 获得任意点与中心点的长度。 /// /// 任意点 /// 中心点 /// public static float GetLength(this Vector3 point, Vector3 center) => new Vector2(point.X - center.X, point.Z - center.Z).Length(); /// /// 将任意点以中心点为圆心,逆时针旋转并延长。 /// /// 任意点 /// 中心点 /// 旋转弧度 /// 基于该点延伸长度 /// public static Vector3 RotateAndExtend(this Vector3 point, Vector3 center, float radian, float length) { var baseRad = point.GetRadian(center); var baseLength = point.GetLength(center); var rotRad = baseRad + radian; return new Vector3( center.X + MathF.Sin(rotRad) * (length + baseLength), center.Y, center.Z + MathF.Cos(rotRad) * (length + baseLength) ); } /// /// 获得某角度所在划分区域 /// /// 输入弧度 /// 区域划分数量 /// 0度所在区域的初始Idx> /// 是否为斜分割,默认为false /// 是否顺时针增加,默认为false /// public static int RadianToRegion(this float radian, int regionNum, int baseRegionIdx = 0, bool isDiagDiv = false, bool isCw = false) { var sepRad = float.Pi * 2 / regionNum; var inputAngle = radian * (isCw ? -1 : 1) + (isDiagDiv ? sepRad / 2 : 0); var rad = (inputAngle + 4 * float.Pi) % (2 * float.Pi); return ((int)Math.Floor(rad / sepRad) + baseRegionIdx + regionNum) % regionNum; } /// /// 将输入点左右折叠 /// /// 待折叠点 /// 中心折线坐标点 /// public static Vector3 FoldPointHorizon(this Vector3 point, float centerX) => point with { X = 2 * centerX - point.X }; /// /// 将输入点上下折叠 /// /// 待折叠点 /// 中心折线坐标点 /// public static Vector3 FoldPointVertical(this Vector3 point, float centerZ) => point with { Z = 2 * centerZ - point.Z }; /// /// 将输入点中心对称 /// /// 输入点 /// 中心点 /// public static Vector3 PointCenterSymmetry(this Vector3 point, Vector3 center) => point.RotateAndExtend(center, float.Pi, 0); /// /// 获取给定数的指定位数 /// /// 给定数值 /// 对应位数,个位为1 /// public static int GetDecimalDigit(this int val, int x) { var valStr = val.ToString(); var length = valStr.Length; if (x < 1 || x > length) return -1; var digitChar = valStr[length - x]; // 从右往左取第x位 return int.Parse(digitChar.ToString()); } } #endregion 计算函数