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Hibiya615-TetoraKAScript/03-Heavensward/Trials/Sophia.cs
2025-09-19 15:21:51 +08:00

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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 Sophia;
[ScriptType(guid: "0909b7dc-2079-449a-97ca-f46204180bc0", name: "索菲娅歼灭战", territorys: [576],
version: "0.0.0.2", author: "Tetora", note: noteStr)]
public class Sophia
{
const string noteStr =
"""
v0.0.0.1:
LV60
TTS请在
""";
[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;
[ScriptMethod(name: "类星体(核爆)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:6792"])]
public void _核爆(Event @event, ScriptAccessory accessory)
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "类星体_核爆";
dp.Color = accessory.Data.DefaultDangerColor.WithW(0.6f);
dp.Position = @event.EffectPosition();
dp.Scale = new Vector2(15f);
dp.DestoryAt = 5000;
dp.ScaleMode = ScaleMode.ByTime;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
/*
[ScriptMethod(name: "突袭(俯冲)", eventType: EventTypeEnum.PlayActionTimeline, eventCondition: ["Id:4572","SourceDataId:6026"],suppress:9000)]
public void 突袭(Event @event, ScriptAccessory accessory)
{
// 存在问题:其他时候瞬移时也会触发,如俯冲完恢复位置、转场瞬移至北侧时
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "突袭";
dp.Scale = new (16f, 55f); // 特效像宽9m待实证
dp.Owner = @event.SourceId();
dp.Color = accessory.Data.DefaultDangerColor;
dp.DestoryAt = 3100;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Rect, dp);
}
*/
[ScriptMethod(name: "信徒其一_反射提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^652[56]$"])]
public void 反射(Event @event, ScriptAccessory accessory)
{
// 招架StatusID 680
if (isText)accessory.Method.TextInfo(" <> ", duration: 7000, true);
if (isTTS)accessory.Method.TTS("停止攻击信徒其一");
if (isEdgeTTS)accessory.Method.EdgeTTS("停止攻击信徒其一");
}
[ScriptMethod(name: "信徒其二_灼热射线背对", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:6521"])]
public void 线(Event @event, ScriptAccessory accessory)
{
if (isTTS)accessory.Method.TTS("背对信徒其二");
if (isEdgeTTS)accessory.Method.EdgeTTS("背对信徒其二");
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "灼热射线";
dp.Color = new Vector4(1f, 0f, 1f, 1f).WithW(2f);
dp.Owner = @event.SourceId();
dp.Scale = new Vector2(1.8f);
dp.DestoryAt = 4000;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
[ScriptMethod(name: "灼热射线销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:6521"],userControl: false)]
public void 线(Event @event, ScriptAccessory accessory)
{
accessory.Method.RemoveDraw("灼热射线");
}
// 转场天平击退 两次均为19m
// 类星体 差1条击退19m差2条击退25m
[ScriptMethod(name: "类星体 击退", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:6511"])]
public void _击退(Event @event, ScriptAccessory accessory)
{
if (isText)accessory.Method.TextInfo("击退", duration: 4200, true);
if (isTTS)accessory.Method.TTS("击退");
if (isEdgeTTS)accessory.Method.EdgeTTS("击退");
}
}
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<uint>(@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<uint>(@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<uint>(@event["DurationMilliseconds"]);
}
public static float SourceRotation(this Event @event)
{
return JsonConvert.DeserializeObject<float>(@event["SourceRotation"]);
}
public static float TargetRotation(this Event @event)
{
return JsonConvert.DeserializeObject<float>(@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<Vector3>(@event["SourcePosition"]);
}
public static Vector3 TargetPosition(this Event @event)
{
return JsonConvert.DeserializeObject<Vector3>(@event["TargetPosition"]);
}
public static Vector3 EffectPosition(this Event @event)
{
return JsonConvert.DeserializeObject<Vector3>(@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<uint>(@event["StatusId"]);
}
public static uint StackCount(this Event @event)
{
return JsonConvert.DeserializeObject<uint>(@event["StackCount"]);
}
public static uint Param(this Event @event)
{
return JsonConvert.DeserializeObject<uint>(@event["Param"]);
}
}
#region
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;
/// <summary>
/// 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。
/// </summary>
/// <param name="point">任意点</param>
/// <param name="center">中心点</param>
/// <returns></returns>
public static float GetRadian(this Vector3 point, Vector3 center)
=> MathF.Atan2(point.X - center.X, point.Z - center.Z);
/// <summary>
/// 获得任意点与中心点的长度。
/// </summary>
/// <param name="point">任意点</param>
/// <param name="center">中心点</param>
/// <returns></returns>
public static float GetLength(this Vector3 point, Vector3 center)
=> new Vector2(point.X - center.X, point.Z - center.Z).Length();
/// <summary>
/// 将任意点以中心点为圆心,逆时针旋转并延长。
/// </summary>
/// <param name="point">任意点</param>
/// <param name="center">中心点</param>
/// <param name="radian">旋转弧度</param>
/// <param name="length">基于该点延伸长度</param>
/// <returns></returns>
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)
);
}
/// <summary>
/// 获得某角度所在划分区域
/// </summary>
/// <param name="radian">输入弧度</param>
/// <param name="regionNum">区域划分数量</param>
/// <param name="baseRegionIdx">0度所在区域的初始Idx</param>>
/// <param name="isDiagDiv">是否为斜分割默认为false</param>
/// <param name="isCw">是否顺时针增加默认为false</param>
/// <returns></returns>
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;
}
/// <summary>
/// 将输入点左右折叠
/// </summary>
/// <param name="point">待折叠点</param>
/// <param name="centerX">中心折线坐标点</param>
/// <returns></returns>
public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
=> point with { X = 2 * centerX - point.X };
/// <summary>
/// 将输入点上下折叠
/// </summary>
/// <param name="point">待折叠点</param>
/// <param name="centerZ">中心折线坐标点</param>
/// <returns></returns>
public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
=> point with { Z = 2 * centerZ - point.Z };
/// <summary>
/// 将输入点中心对称
/// </summary>
/// <param name="point">输入点</param>
/// <param name="center">中心点</param>
/// <returns></returns>
public static Vector3 PointCenterSymmetry(this Vector3 point, Vector3 center)
=> point.RotateAndExtend(center, float.Pi, 0);
/// <summary>
/// 获取给定数的指定位数
/// </summary>
/// <param name="val">给定数值</param>
/// <param name="x">对应位数个位为1</param>
/// <returns></returns>
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