mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-16 23:09:57 +08:00
345 lines
11 KiB
C#
345 lines
11 KiB
C#
using System;
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using System.ComponentModel;
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using System.Linq;
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using System.Numerics;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using Dalamud.Utility.Numerics;
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using KodakkuAssist.Script;
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using KodakkuAssist.Module.GameEvent;
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using KodakkuAssist.Module.Draw;
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using KodakkuAssist.Extensions;
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using KodakkuAssist.Data;
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using System.Threading.Tasks;
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namespace E1n;
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[ScriptType(guid: "35c751e5-2958-4f55-b783-405b4acfde1b", name: "E1N", territorys: [849],
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version: "0.0.0.3", author: "Tetora", note: noteStr)]
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public class E1n
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{
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const string noteStr =
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"""
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v0.0.0.2:
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LV80 伊甸希望乐园 觉醒之章1(至尊伊甸)初版绘制
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""";
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[ScriptMethod(name: "伊甸重力(百分比AOE)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:15764"])]
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public void 伊甸重力(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.TextInfo("60%真伤AOE,血盾有效", duration: 3700, true);
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}
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[ScriptMethod(name: "恶习与美德1 月环范围", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:17637"])]
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public void 恶习与美德1(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "恶习与美德1";
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dp.Color = new Vector4(0f, 1f, 0f, 4f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(5f);
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dp.InnerScale = new Vector2(4.95f);
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dp.Radian = float.Pi * 2;
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dp.DestoryAt = 8400;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Donut, dp);
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}
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[ScriptMethod(name: "恶习与美德1 点名提示", eventType: EventTypeEnum.TargetIcon, eventCondition: ["Id:001C"])]
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public void 冷漠之恶(Event @event, ScriptAccessory accessory)
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{
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if ( @event.TargetId() != accessory.Data.Me) return;
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accessory.Method.TextInfo("出去放黑泥,然后回中间", duration: 5700, true);
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}
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[ScriptMethod(name: "恶习与美德2 直线死刑", eventType: EventTypeEnum.Tether, eventCondition: ["Id:0011"])]
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public void 虚荣之恶(Event @event, ScriptAccessory accessory)
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{
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// 也有 TargetIcon 可以用 , Id:00AC
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accessory.Method.EdgeTTS("坦克直线死刑");
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var dp = accessory.Data.GetDefaultDrawProperties();
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var boss = accessory.Data.Objects.GetByDataId(9369).FirstOrDefault();
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if (boss == null) return;
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dp.Owner = boss.GameObjectId;
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dp.Name = "虚荣之恶";
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dp.Scale = new (6, 100f);
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dp.TargetObject = @event.SourceId();
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.DestoryAt = 6500;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Rect, dp);
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}
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uint ParadiseLost=0;
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public void Init(ScriptAccessory accessory) {
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ParadiseLost=0;
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}
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[ScriptMethod(name:"失乐园记录", eventType:EventTypeEnum.StartCasting, eventCondition: ["ActionId:15775"], userControl:false)]
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public void 失乐园(Event @event, ScriptAccessory accessory)
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{
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ParadiseLost=1;
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}
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[ScriptMethod(name: "净土之光(半场刀)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:15779"])]
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public void 净土之光(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "净土之光";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(60);
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dp.Radian = 180f.DegToRad();
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if ( ParadiseLost==1 )
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{
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dp.Delay = 3700;
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}
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dp.DestoryAt = 6500;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
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ParadiseLost=0;
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}
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}
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public static class EventExtensions
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{
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private static bool ParseHexId(string? idStr, out uint id)
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{
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id = 0;
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if (string.IsNullOrEmpty(idStr)) return false;
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try
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{
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var idStr2 = idStr.Replace("0x", "");
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id = uint.Parse(idStr2, System.Globalization.NumberStyles.HexNumber);
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return true;
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}
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catch (Exception)
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{
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return false;
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}
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}
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public static uint ActionId(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["ActionId"]);
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}
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public static uint SourceId(this Event @event)
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{
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return ParseHexId(@event["SourceId"], out var id) ? id : 0;
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}
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public static uint SourceDataId(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["SourceDataId"]);
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}
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public static uint Command(this Event @event)
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{
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return ParseHexId(@event["Command"], out var cid) ? cid : 0;
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}
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public static uint DurationMilliseconds(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["DurationMilliseconds"]);
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}
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public static float SourceRotation(this Event @event)
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{
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return JsonConvert.DeserializeObject<float>(@event["SourceRotation"]);
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}
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public static float TargetRotation(this Event @event)
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{
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return JsonConvert.DeserializeObject<float>(@event["TargetRotation"]);
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}
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public static byte Index(this Event @event)
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{
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return (byte)(ParseHexId(@event["Index"], out var index) ? index : 0);
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}
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public static uint State(this Event @event)
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{
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return ParseHexId(@event["State"], out var state) ? state : 0;
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}
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public static string SourceName(this Event @event)
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{
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return @event["SourceName"];
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}
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public static string TargetName(this Event @event)
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{
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return @event["TargetName"];
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}
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public static uint TargetId(this Event @event)
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{
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return ParseHexId(@event["TargetId"], out var id) ? id : 0;
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}
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public static Vector3 SourcePosition(this Event @event)
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{
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return JsonConvert.DeserializeObject<Vector3>(@event["SourcePosition"]);
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}
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public static Vector3 TargetPosition(this Event @event)
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{
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return JsonConvert.DeserializeObject<Vector3>(@event["TargetPosition"]);
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}
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public static Vector3 EffectPosition(this Event @event)
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{
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return JsonConvert.DeserializeObject<Vector3>(@event["EffectPosition"]);
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}
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public static uint DirectorId(this Event @event)
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{
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return ParseHexId(@event["DirectorId"], out var id) ? id : 0;
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}
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public static uint StatusId(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["StatusId"]);
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}
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public static uint StackCount(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["StackCount"]);
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}
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public static uint Param(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["Param"]);
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}
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}
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public static class Extensions
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{
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public static void TTS(this ScriptAccessory accessory, string text, bool isTTS, bool isDRTTS)
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{
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if (isDRTTS)
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{
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accessory.Method.SendChat($"/pdr tts {text}");
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}
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else if (isTTS)
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{
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accessory.Method.TTS(text);
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}
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}
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}
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#region 计算函数
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public static class MathTools
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{
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public static float DegToRad(this float deg) => (deg + 360f) % 360f / 180f * float.Pi;
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public static float RadToDeg(this float rad) => (rad + 2 * float.Pi) % (2 * float.Pi) / float.Pi * 180f;
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/// <summary>
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/// 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。
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/// 即,逆时针方向增加。
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/// </summary>
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/// <param name="point">任意点</param>
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/// <param name="center">中心点</param>
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/// <returns></returns>
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public static float GetRadian(this Vector3 point, Vector3 center)
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=> MathF.Atan2(point.X - center.X, point.Z - center.Z);
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/// <summary>
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/// 获得任意点与中心点的长度。
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/// </summary>
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/// <param name="point">任意点</param>
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/// <param name="center">中心点</param>
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/// <returns></returns>
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public static float GetLength(this Vector3 point, Vector3 center)
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=> new Vector2(point.X - center.X, point.Z - center.Z).Length();
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/// <summary>
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/// 将任意点以中心点为圆心,逆时针旋转并延长。
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/// </summary>
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/// <param name="point">任意点</param>
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/// <param name="center">中心点</param>
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/// <param name="radian">旋转弧度</param>
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/// <param name="length">基于该点延伸长度</param>
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/// <returns></returns>
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public static Vector3 RotateAndExtend(this Vector3 point, Vector3 center, float radian, float length)
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{
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var baseRad = point.GetRadian(center);
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var baseLength = point.GetLength(center);
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var rotRad = baseRad + radian;
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return new Vector3(
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center.X + MathF.Sin(rotRad) * (length + baseLength),
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center.Y,
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center.Z + MathF.Cos(rotRad) * (length + baseLength)
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);
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}
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/// <summary>
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/// 获得某角度所在划分区域
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/// </summary>
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/// <param name="radian">输入弧度</param>
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/// <param name="regionNum">区域划分数量</param>
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/// <param name="baseRegionIdx">0度所在区域的初始Idx</param>>
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/// <param name="isDiagDiv">是否为斜分割,默认为false</param>
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/// <param name="isCw">是否顺时针增加,默认为false</param>
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/// <returns></returns>
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public static int RadianToRegion(this float radian, int regionNum, int baseRegionIdx = 0, bool isDiagDiv = false, bool isCw = false)
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{
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var sepRad = float.Pi * 2 / regionNum;
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var inputAngle = radian * (isCw ? -1 : 1) + (isDiagDiv ? sepRad / 2 : 0);
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var rad = (inputAngle + 4 * float.Pi) % (2 * float.Pi);
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return ((int)Math.Floor(rad / sepRad) + baseRegionIdx + regionNum) % regionNum;
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}
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/// <summary>
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/// 将输入点左右折叠
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/// </summary>
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/// <param name="point">待折叠点</param>
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/// <param name="centerX">中心折线坐标点</param>
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/// <returns></returns>
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public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
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=> point with { X = 2 * centerX - point.X };
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/// <summary>
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/// 将输入点上下折叠
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/// </summary>
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/// <param name="point">待折叠点</param>
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/// <param name="centerZ">中心折线坐标点</param>
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/// <returns></returns>
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public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
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=> point with { Z = 2 * centerZ - point.Z };
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/// <summary>
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/// 将输入点中心对称
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/// </summary>
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/// <param name="point">输入点</param>
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/// <param name="center">中心点</param>
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/// <returns></returns>
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public static Vector3 PointCenterSymmetry(this Vector3 point, Vector3 center)
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=> point.RotateAndExtend(center, float.Pi, 0);
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/// <summary>
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/// 获取给定数的指定位数
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/// </summary>
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/// <param name="val">给定数值</param>
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/// <param name="x">对应位数,个位为1</param>
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/// <returns></returns>
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public static int GetDecimalDigit(this int val, int x)
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{
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var valStr = val.ToString();
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var length = valStr.Length;
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if (x < 1 || x > length) return -1;
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var digitChar = valStr[length - x]; // 从右往左取第x位
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return int.Parse(digitChar.ToString());
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}
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}
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#endregion 计算函数 |