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 E10n; [ScriptType(guid: "038e00e8-d378-4f43-89ab-e27df5561d5a", name: "E10N", territorys: [943], version: "0.0.0.3", author: "Tetora", note: noteStr)] public class E10n { const string noteStr = """ v0.0.0.2: LV80 伊甸希望乐园 再生之章2(影之王)初版绘制 """; #region 向心聚爆 & 十亿斩击 public enum ImplosionType { FRONT, // 22196 BACK, // 22199 LEFT, // 22193 RIGHT, // 22190 SHADOWY_FRONT, // 22197 SHADOWY_BACK, // 22200 SHADOWY_LEFT, // 22194 SHADOWY_RIGHT // 22191 } [ScriptMethod(name: "向心聚爆 & 十亿斩击", eventType: EventTypeEnum.StartCasting, eventCondition:["ActionId:regex:^(2219[0134679]|22200)$"])] public void 半场刀判断(Event @event, ScriptAccessory accessory) { uint decimalActionID = Convert.ToUInt32(@event["ActionId"], 10); ImplosionType implosionType = ImplosionType.FRONT; bool actionIDConfirmed = false; switch (decimalActionID) { case 22196: { implosionType = ImplosionType.FRONT; actionIDConfirmed = true; break; } case 22199: { implosionType = ImplosionType.BACK; actionIDConfirmed = true; break; } case 22193: { implosionType = ImplosionType.LEFT; actionIDConfirmed = true; break; } case 22190: { implosionType = ImplosionType.RIGHT; actionIDConfirmed = true; break; } case 22197: { implosionType = ImplosionType.SHADOWY_FRONT; actionIDConfirmed = true; break; } case 22200: { implosionType = ImplosionType.SHADOWY_BACK; actionIDConfirmed = true; break; } case 22194: { implosionType = ImplosionType.SHADOWY_LEFT; actionIDConfirmed = true; break; } case 22191: { implosionType = ImplosionType.SHADOWY_RIGHT; actionIDConfirmed = true; break; } default: { accessory.Method.SendChat("/e 技能ID解析失败!"); break; } } if (actionIDConfirmed) { 向心聚爆_十亿斩击(accessory, @event.SourceId(), implosionType); } } public void 向心聚爆_十亿斩击(ScriptAccessory accessory,uint entityId,ImplosionType implosionType) { var dp = accessory.Data.GetDefaultDrawProperties(); bool directionConfirmed = false; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = entityId; dp.Scale = new Vector2(70); dp.Radian = 180f.DegToRad(); dp.DestoryAt = 5700; switch(implosionType) { case ImplosionType.FRONT: { dp.Name = "前向心聚爆"; directionConfirmed = true; break; } case ImplosionType.SHADOWY_FRONT: { dp.Name = "影·前向心聚爆"; directionConfirmed = true; break; } case ImplosionType.BACK: { dp.Name = "后向心聚爆"; dp.Rotation = 180f.DegToRad(); directionConfirmed = true; break; } case ImplosionType.SHADOWY_BACK: { dp.Name = "影·后向心聚爆"; dp.Rotation = 180f.DegToRad(); directionConfirmed = true; break; } case ImplosionType.LEFT: { dp.Name = "左十亿斩击"; dp.Rotation = 90f.DegToRad(); directionConfirmed = true; break; } case ImplosionType.SHADOWY_LEFT: { dp.Name = "影·左十亿斩击"; dp.Rotation = 90f.DegToRad(); directionConfirmed = true; break; } case ImplosionType.RIGHT: { dp.Name = "右十亿斩击"; dp.Rotation = -90f.DegToRad(); directionConfirmed = true; break; } case ImplosionType.SHADOWY_RIGHT: { dp.Name = "影·右十亿斩击"; dp.Rotation = -90f.DegToRad(); directionConfirmed = true; break; } default: { accessory.Method.SendChat("/e 画图范围确定失败!"); break; } } if (directionConfirmed) { accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } } #endregion [ScriptMethod(name: "痛苦钩刺(连线狗狗半场)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22233"])] public void 痛苦钩刺(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "痛苦钩刺"; dp.Color = new Vector4(1f, 0f, 0f, 1f); dp.Owner = @event.SourceId(); dp.Scale = new Vector2(40); //实际范围应为70m,此处为了方便看时间填充故设为场边半径 dp.ScaleMode = ScaleMode.ByTime; dp.Radian = 180f.DegToRad(); dp.DestoryAt = 5700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } [ScriptMethod(name: "潜影(钻地钢铁)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:23313"])] public void 影之披风(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "影之披风"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.SourceId(); dp.Scale = new Vector2(20f); dp.DestoryAt = 7200; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } [ScriptMethod(name: "影之王权(起身钢铁)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22215"])] public void 影之王权(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "影之王权"; dp.Color = new Vector4(1f, 0f, 0f, 1f); dp.Owner = @event.SourceId(); dp.Scale = new Vector2(16f); dp.ScaleMode = ScaleMode.ByTime; dp.DestoryAt = 6200; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); var dp1 = accessory.Data.GetDefaultDrawProperties(); dp1.Name = "影之王权描边"; dp1.Color = new Vector4(1f, 1f, 0f, 8f); dp1.Scale = new(16.08f); dp1.InnerScale = new(16); dp1.Radian = float.Pi * 2; dp1.Owner = @event.SourceId(); dp1.DestoryAt = 6200; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Donut, dp1); var dp2 = accessory.Data.GetDefaultDrawProperties(); dp2.Name = "影之王权填充"; dp2.Color = new Vector4(1f, 1f, 0.2f, .8f); dp2.Owner = @event.SourceId(); dp2.Scale = new Vector2(16f); dp2.DestoryAt = 6200; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp2); } [ScriptMethod(name: "影之斩击(直线死刑)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:23307"])] public void 影之斩击(Event @event, ScriptAccessory accessory) { var pos = JsonConvert.DeserializeObject(@event["EffectPosition"]); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "影之斩击"; dp.Scale = new (8, 50f); dp.Owner = @event.TargetId(); dp.Color = accessory.Data.DefaultDangerColor; dp.DestoryAt = 3700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Rect, dp); } [ScriptMethod(name: "影之喷发(脚下黄圈)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:22241"])] public void 影之喷发(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "影之喷发"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.SourceId(); dp.Scale = new Vector2(6f); dp.DestoryAt = 2700; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } } 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 string DurationMilliseconds(this Event @event) { return JsonConvert.DeserializeObject(@event["DurationMilliseconds"]) ?? string.Empty; } 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"]); } } public static class Extensions { public static void TTS(this ScriptAccessory accessory, string text, bool isTTS, bool isDRTTS) { if (isDRTTS) { accessory.Method.SendChat($"/pdr tts {text}"); } else if (isTTS) { accessory.Method.TTS(text); } } } #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