forked from liza/Questionable
320 lines
12 KiB
C#
320 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using System.Text.RegularExpressions;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.Text.SeStringHandling;
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using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using FFXIVClientStructs.FFXIV.Client.Game.Event;
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using FFXIVClientStructs.FFXIV.Client.Game.UI;
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using LLib;
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using Lumina.Excel.GeneratedSheets;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Logging;
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using Questionable.Controller.Steps;
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using Questionable.Controller.Steps.Common;
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using Questionable.Controller.Steps.Gathering;
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using Questionable.Controller.Steps.Interactions;
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using Questionable.Controller.Steps.Shared;
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using Questionable.External;
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using Questionable.Functions;
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using Questionable.GatheringPaths;
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using Questionable.Model.Gathering;
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using Questionable.Model.Questing;
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using Mount = Questionable.Controller.Steps.Common.Mount;
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namespace Questionable.Controller;
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internal sealed unsafe class GatheringController : MiniTaskController<GatheringController>
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{
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private readonly MovementController _movementController;
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private readonly MoveTo.Factory _moveFactory;
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private readonly Mount.Factory _mountFactory;
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private readonly Interact.Factory _interactFactory;
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private readonly GatheringPointRegistry _gatheringPointRegistry;
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private readonly GameFunctions _gameFunctions;
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private readonly NavmeshIpc _navmeshIpc;
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private readonly IObjectTable _objectTable;
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private readonly ICondition _condition;
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private readonly ILoggerFactory _loggerFactory;
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private readonly IGameGui _gameGui;
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private readonly IClientState _clientState;
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private readonly ILogger<GatheringController> _logger;
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private readonly Regex _revisitRegex;
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private CurrentRequest? _currentRequest;
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public GatheringController(
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MovementController movementController,
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MoveTo.Factory moveFactory,
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Mount.Factory mountFactory,
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Combat.Factory combatFactory,
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Interact.Factory interactFactory,
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GatheringPointRegistry gatheringPointRegistry,
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GameFunctions gameFunctions,
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NavmeshIpc navmeshIpc,
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IObjectTable objectTable,
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IChatGui chatGui,
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ILogger<GatheringController> logger,
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ICondition condition,
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IDataManager dataManager,
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ILoggerFactory loggerFactory,
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IGameGui gameGui,
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IClientState clientState,
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IPluginLog pluginLog)
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: base(chatGui, mountFactory, combatFactory, condition, logger)
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{
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_movementController = movementController;
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_moveFactory = moveFactory;
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_mountFactory = mountFactory;
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_interactFactory = interactFactory;
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_gatheringPointRegistry = gatheringPointRegistry;
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_gameFunctions = gameFunctions;
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_navmeshIpc = navmeshIpc;
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_objectTable = objectTable;
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_condition = condition;
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_loggerFactory = loggerFactory;
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_gameGui = gameGui;
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_clientState = clientState;
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_logger = logger;
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_revisitRegex = dataManager.GetRegex<LogMessage>(5574, x => x.Text, pluginLog)
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?? throw new InvalidDataException("No regex found for revisit message");
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}
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public bool Start(GatheringRequest gatheringRequest)
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{
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if (!_gatheringPointRegistry.TryGetGatheringPoint(gatheringRequest.GatheringPointId,
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out GatheringRoot? gatheringRoot))
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{
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_logger.LogError("Unable to resolve gathering point, no path found for {ItemId} / point {PointId}",
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gatheringRequest.ItemId, gatheringRequest.GatheringPointId);
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return false;
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}
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_currentRequest = new CurrentRequest
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{
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Data = gatheringRequest,
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Root = gatheringRoot,
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Nodes = gatheringRoot.Groups
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// at least in EW-ish, there's one node with 1 fixed location and one node with 3 random locations
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.SelectMany(x => x.Nodes.OrderBy(y => y.Locations.Count))
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.ToList(),
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};
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if (HasRequestedItems())
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{
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_currentRequest = null;
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return false;
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}
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return true;
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}
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public EStatus Update()
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{
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if (_currentRequest == null)
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{
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Stop("No request");
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return EStatus.Complete;
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}
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if (_movementController.IsPathfinding || _movementController.IsPathfinding)
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return EStatus.Moving;
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if (HasRequestedItems() && !_condition[ConditionFlag.Gathering])
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{
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Stop("Has all items");
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return EStatus.Complete;
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}
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if (_taskQueue.AllTasksComplete)
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GoToNextNode();
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UpdateCurrentTask();
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return EStatus.Gathering;
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}
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protected override void OnTaskComplete(ITask task) => GoToNextNode();
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public override void Stop(string label)
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{
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_currentRequest = null;
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_taskQueue.Reset();
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}
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private void GoToNextNode()
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{
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if (_currentRequest == null)
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return;
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if (!_taskQueue.AllTasksComplete)
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return;
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var director = UIState.Instance()->DirectorTodo.Director;
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if (director != null && director->EventHandlerInfo != null &&
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director->EventHandlerInfo->EventId.ContentId == EventHandlerType.GatheringLeveDirector)
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{
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if (director->Sequence == 254)
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return;
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_taskQueue.Enqueue(new WaitAtEnd.WaitDelay());
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}
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GatheringNode? currentNode = FindNextTargetableNodeAndUpdateIndex(_currentRequest);
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if (currentNode == null)
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return;
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ushort territoryId = _currentRequest.Root.Steps.Last().TerritoryId;
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_taskQueue.Enqueue(_mountFactory.Mount(territoryId, Mount.EMountIf.Always));
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bool fly = currentNode.Fly.GetValueOrDefault(_currentRequest.Root.FlyBetweenNodes.GetValueOrDefault(true)) &&
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_gameFunctions.IsFlyingUnlocked(territoryId);
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if (currentNode.Locations.Count > 1)
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{
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Vector3 averagePosition = new Vector3
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{
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X = currentNode.Locations.Sum(x => x.Position.X) / currentNode.Locations.Count,
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Y = currentNode.Locations.Select(x => x.Position.Y).Max() + 5f,
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Z = currentNode.Locations.Sum(x => x.Position.Z) / currentNode.Locations.Count,
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};
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Vector3? pointOnFloor = _navmeshIpc.GetPointOnFloor(averagePosition, true);
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if (pointOnFloor != null)
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pointOnFloor = pointOnFloor.Value with { Y = pointOnFloor.Value.Y + (fly ? 3f : 0f) };
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_taskQueue.Enqueue(_moveFactory.Move(new MoveTo.MoveParams(territoryId, pointOnFloor ?? averagePosition,
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null, 50f, Fly: fly, IgnoreDistanceToObject: true)));
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}
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_taskQueue.Enqueue(new MoveToLandingLocation(territoryId, fly, currentNode, _moveFactory, _gameFunctions,
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_objectTable, _loggerFactory.CreateLogger<MoveToLandingLocation>()));
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_taskQueue.Enqueue(_mountFactory.Unmount());
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_taskQueue.Enqueue(_interactFactory.Interact(currentNode.DataId, null, EInteractionType.Gather, true));
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QueueGatherNode(currentNode);
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}
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private void QueueGatherNode(GatheringNode currentNode)
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{
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foreach (bool revisitRequired in new[] { false, true })
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{
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_taskQueue.Enqueue(new DoGather(_currentRequest!.Data, currentNode, revisitRequired, this, _gameFunctions,
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_gameGui, _clientState, _condition, _loggerFactory.CreateLogger<DoGather>()));
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if (_currentRequest.Data.Collectability > 0)
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{
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_taskQueue.Enqueue(new DoGatherCollectable(_currentRequest.Data, currentNode, revisitRequired, this,
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_gameFunctions, _clientState, _gameGui, _loggerFactory.CreateLogger<DoGatherCollectable>()));
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}
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}
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}
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public bool HasRequestedItems()
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{
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if (_currentRequest == null)
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return true;
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InventoryManager* inventoryManager = InventoryManager.Instance();
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if (inventoryManager == null)
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return false;
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return inventoryManager->GetInventoryItemCount(_currentRequest.Data.ItemId,
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minCollectability: (short)_currentRequest.Data.Collectability) >= _currentRequest.Data.Quantity;
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}
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public bool HasNodeDisappeared(GatheringNode node)
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{
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return !_objectTable.Any(x =>
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x.ObjectKind == ObjectKind.GatheringPoint && x.IsTargetable && x.DataId == node.DataId);
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}
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/// <summary>
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/// For leves in particular, there's a good chance you're close enough to all nodes in the next group
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/// but none are targetable (if they're not part of the randomly-picked route).
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/// </summary>
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private GatheringNode? FindNextTargetableNodeAndUpdateIndex(CurrentRequest currentRequest)
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{
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for (int i = 0; i < currentRequest.Nodes.Count; ++i)
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{
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int currentIndex = (currentRequest.CurrentIndex + i) % currentRequest.Nodes.Count;
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var currentNode = currentRequest.Nodes[currentIndex];
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var locationsAsObjects = currentNode.Locations.Select(x =>
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_objectTable.FirstOrDefault(y =>
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currentNode.DataId == y.DataId && Vector3.Distance(x.Position, y.Position) < 0.1f))
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.ToList();
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// Are any of the nodes too far away to be found? This is likely around ~100 yalms. All closer gathering
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// points are always in the object table, even if they're not targetable.
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if (locationsAsObjects.Any(x => x == null))
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{
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currentRequest.CurrentIndex = (currentIndex + 1) % currentRequest.Nodes.Count;
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return currentNode;
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}
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// If any are targetable, this group should be targeted as part of the route.
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if (locationsAsObjects.Any(x => x is { IsTargetable: true }))
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{
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currentRequest.CurrentIndex = (currentIndex + 1) % currentRequest.Nodes.Count;
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return currentNode;
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}
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}
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// unsure what to even do here
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return null;
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}
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public override IList<string> GetRemainingTaskNames()
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{
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if (_taskQueue.CurrentTask is {} currentTask)
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return [currentTask.ToString() ?? "?", .. base.GetRemainingTaskNames()];
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else
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return base.GetRemainingTaskNames();
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}
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public void OnNormalToast(SeString message)
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{
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if (_revisitRegex.IsMatch(message.TextValue))
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{
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if (_taskQueue.CurrentTask is IRevisitAware currentTaskRevisitAware)
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currentTaskRevisitAware.OnRevisit();
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foreach (ITask task in _taskQueue.RemainingTasks)
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{
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if (task is IRevisitAware taskRevisitAware)
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taskRevisitAware.OnRevisit();
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}
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}
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}
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internal sealed class CurrentRequest
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{
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public required GatheringRequest Data { get; init; }
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public required GatheringRoot Root { get; init; }
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/// <summary>
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/// To make indexing easy with <see cref="CurrentIndex"/>, we flatten the list of gathering locations.
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/// </summary>
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public required List<GatheringNode> Nodes { get; init; }
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public int CurrentIndex { get; set; }
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}
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public sealed record GatheringRequest(
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GatheringPointId GatheringPointId,
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uint ItemId,
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uint AlternativeItemId,
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int Quantity,
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ushort Collectability = 0);
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public enum EStatus
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{
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Gathering,
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Moving,
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Complete,
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}
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}
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