forked from liza/Questionable
379 lines
13 KiB
C#
379 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Game.ClientState.Objects;
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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.Types;
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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.Object;
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using FFXIVClientStructs.FFXIV.Client.Game.UI;
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using FFXIVClientStructs.FFXIV.Common.Math;
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using Microsoft.Extensions.Logging;
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using Questionable.Controller.CombatModules;
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using Questionable.Controller.Utils;
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using Questionable.Functions;
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using Questionable.Model.Questing;
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namespace Questionable.Controller;
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internal sealed class CombatController : IDisposable
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{
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private const float MaxTargetRange = 55f;
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private const float MaxNameplateRange = 50f;
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private readonly List<ICombatModule> _combatModules;
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private readonly MovementController _movementController;
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private readonly ITargetManager _targetManager;
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private readonly IObjectTable _objectTable;
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private readonly ICondition _condition;
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private readonly IClientState _clientState;
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private readonly QuestFunctions _questFunctions;
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private readonly ILogger<CombatController> _logger;
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private CurrentFight? _currentFight;
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private bool _wasInCombat;
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private ulong? _lastTargetId;
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public CombatController(
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IEnumerable<ICombatModule> combatModules,
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MovementController movementController,
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ITargetManager targetManager,
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IObjectTable objectTable,
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ICondition condition,
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IClientState clientState,
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QuestFunctions questFunctions,
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ILogger<CombatController> logger)
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{
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_combatModules = combatModules.ToList();
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_movementController = movementController;
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_targetManager = targetManager;
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_objectTable = objectTable;
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_condition = condition;
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_clientState = clientState;
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_questFunctions = questFunctions;
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_logger = logger;
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_clientState.TerritoryChanged += TerritoryChanged;
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}
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public bool IsRunning => _currentFight != null;
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public bool Start(CombatData combatData)
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{
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Stop("Starting combat");
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var combatModule = _combatModules.FirstOrDefault(x => x.IsLoaded);
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if (combatModule == null)
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return false;
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if (combatModule.Start())
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{
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_currentFight = new CurrentFight
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{
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Module = combatModule,
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Data = combatData,
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};
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_wasInCombat = combatData.SpawnType == EEnemySpawnType.QuestInterruption;
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return true;
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}
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else
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return false;
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}
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public EStatus Update()
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{
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if (_currentFight == null)
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return EStatus.Complete;
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if (_movementController.IsPathfinding ||
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_movementController.IsPathRunning ||
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_movementController.MovementStartedAt > DateTime.Now.AddSeconds(-1))
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return EStatus.Moving;
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// Overworld enemies typically means that if we want to kill 3 enemies, we could have anywhere from 0 to 20
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// enemies in the area (0 if someone else killed them before, like can happen with bots in Fools' Falls in
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// La Noscea).
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//
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// For all 'normal' types, e.g. auto-spawning on entering an area, there's a fixed number of enemies that you're
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// fighting with, and the enemies in the overworld aren't relevant.
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if (_currentFight.Data.SpawnType is EEnemySpawnType.OverworldEnemies)
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{
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if (_targetManager.Target != null)
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_lastTargetId = _targetManager.Target?.GameObjectId;
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else
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{
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if (_lastTargetId != null)
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{
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IGameObject? lastTarget = _objectTable.FirstOrDefault(x => x.GameObjectId == _lastTargetId);
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if (lastTarget != null)
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{
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// wait until the game cleans up the target
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if (lastTarget.IsDead)
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return EStatus.InCombat;
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}
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else
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_lastTargetId = null;
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}
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}
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}
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var target = _targetManager.Target;
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if (target != null)
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{
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int currentTargetPriority = GetKillPriority(target);
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var nextTarget = FindNextTarget();
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int nextTargetPriority = GetKillPriority(target);
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if (nextTarget != null && nextTarget.Equals(target))
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{
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_currentFight.Module.Update(target);
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}
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else if (nextTarget != null)
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{
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if (nextTargetPriority > currentTargetPriority)
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SetTarget(nextTarget);
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}
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else
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SetTarget(null);
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}
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else
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{
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var nextTarget = FindNextTarget();
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if (nextTarget is { IsDead: false })
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SetTarget(nextTarget);
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}
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if (_condition[ConditionFlag.InCombat])
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{
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_wasInCombat = true;
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return EStatus.InCombat;
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}
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else if (_wasInCombat)
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return EStatus.Complete;
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else
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return EStatus.InCombat;
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}
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[SuppressMessage("ReSharper", "RedundantJumpStatement")]
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private IGameObject? FindNextTarget()
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{
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if (_currentFight == null)
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return null;
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// check if any complex combat conditions are fulfilled
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var complexCombatData = _currentFight.Data.ComplexCombatDatas;
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if (complexCombatData.Count > 0)
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{
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for (int i = 0; i < complexCombatData.Count; ++i)
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{
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if (_currentFight.Data.CompletedComplexDatas.Contains(i))
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continue;
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var condition = complexCombatData[i];
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if (condition.RewardItemId != null && condition.RewardItemCount != null)
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{
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unsafe
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{
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var inventoryManager = InventoryManager.Instance();
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if (inventoryManager->GetInventoryItemCount(condition.RewardItemId.Value) >=
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condition.RewardItemCount.Value)
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{
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_logger.LogInformation(
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"Complex combat condition fulfilled: itemCount({ItemId}) >= {ItemCount}",
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condition.RewardItemId, condition.RewardItemCount);
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_currentFight.Data.CompletedComplexDatas.Add(i);
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continue;
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}
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}
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}
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if (QuestWorkUtils.HasCompletionFlags(condition.CompletionQuestVariablesFlags) &&
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_currentFight.Data.ElementId is QuestId questId)
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{
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var questWork = _questFunctions.GetQuestProgressInfo(questId);
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if (questWork != null &&
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QuestWorkUtils.MatchesQuestWork(condition.CompletionQuestVariablesFlags, questWork))
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{
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_logger.LogInformation("Complex combat condition fulfilled: QuestWork matches");
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_currentFight.Data.CompletedComplexDatas.Add(i);
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continue;
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}
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}
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}
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}
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return _objectTable.Select(x => new
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{
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GameObject = x,
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Priority = GetKillPriority(x),
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Distance = Vector3.Distance(x.Position, _clientState.LocalPlayer!.Position),
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})
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.Where(x => x.Priority > 0)
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.OrderByDescending(x => x.Priority)
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.ThenBy(x => x.Distance)
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.Select(x => x.GameObject)
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.FirstOrDefault();
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}
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public unsafe int GetKillPriority(IGameObject gameObject)
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{
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if (_currentFight == null)
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return 0;
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if (gameObject is IBattleNpc battleNpc)
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{
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if (!_currentFight.Module.CanAttack(battleNpc))
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return 0;
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if (battleNpc.IsDead)
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return 0;
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if (!battleNpc.IsTargetable)
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return 0;
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var complexCombatData = _currentFight.Data.ComplexCombatDatas;
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if (complexCombatData.Count >= 0)
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{
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for (int i = 0; i < complexCombatData.Count; ++i)
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{
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if (_currentFight.Data.CompletedComplexDatas.Contains(i))
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continue;
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if (complexCombatData[i].DataId == battleNpc.DataId)
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return 100;
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}
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}
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else
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{
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if (_currentFight.Data.KillEnemyDataIds.Contains(battleNpc.DataId))
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return 90;
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}
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// enemies that we have aggro on
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if (battleNpc.BattleNpcKind is BattleNpcSubKind.BattleNpcPart or BattleNpcSubKind.Enemy)
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{
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var gameObjectStruct = (GameObject*)gameObject.Address;
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// npc that starts a fate or does turn-ins; not sure why they're marked as hostile
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if (gameObjectStruct->NamePlateIconId is 60093 or 60732)
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return 0;
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var enemyData = _currentFight.Data.ComplexCombatDatas.FirstOrDefault(x => x.DataId == battleNpc.DataId);
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if (enemyData is { IgnoreQuestMarker: true })
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{
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if (battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat))
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return 20;
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}
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else if (enemyData != null)
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{
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if (gameObjectStruct->NamePlateIconId != 0)
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return 30;
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// for enemies that are very far away, their nameplate doesn't render but they're in the object table
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if (_currentFight?.Data.SpawnType == EEnemySpawnType.OverworldEnemies &&
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Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, battleNpc.Position) >
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MaxNameplateRange)
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return 25;
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}
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else
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{
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// as part of KillEnemyDataIds, not ComplexCombatData
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// TODO maybe remove KillEnemyDataIds, rename ComplexCombatData to CombatData
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if (gameObjectStruct->NamePlateIconId != 0)
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return 29;
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}
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}
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// stuff trying to kill us
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if (battleNpc.TargetObjectId == _clientState.LocalPlayer?.GameObjectId)
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return 10;
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// stuff on our enmity list that's not necessarily targeting us
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var haters = UIState.Instance()->Hater;
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for (int i = 0; i < haters.HaterCount; ++i)
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{
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var hater = haters.Haters[i];
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if (hater.EntityId == battleNpc.GameObjectId)
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return 5;
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}
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return 0;
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}
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else
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return 0;
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}
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private void SetTarget(IGameObject? target)
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{
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if (target == null)
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{
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if (_targetManager.Target != null)
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{
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_logger.LogInformation("Clearing target");
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_targetManager.Target = null;
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}
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}
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else if (Vector3.Distance(_clientState.LocalPlayer!.Position, target.Position) > MaxTargetRange)
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{
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_logger.LogInformation("Moving to target, distance: {Distance:N2}",
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Vector3.Distance(_clientState.LocalPlayer!.Position, target.Position));
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_currentFight!.Module.MoveToTarget(target);
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}
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else
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{
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_logger.LogInformation("Setting target to {TargetName} ({TargetId:X8})", target.Name.ToString(),
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target.GameObjectId);
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_targetManager.Target = target;
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_currentFight!.Module.MoveToTarget(target);
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}
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}
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public void Stop(string label)
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{
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using var scope = _logger.BeginScope(label);
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if (_currentFight != null)
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{
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_logger.LogInformation("Stopping current fight");
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_currentFight.Module.Stop();
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}
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_currentFight = null;
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_wasInCombat = false;
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}
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private void TerritoryChanged(ushort territoryId) => Stop("TerritoryChanged");
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public void Dispose()
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{
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_clientState.TerritoryChanged -= TerritoryChanged;
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Stop("Dispose");
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}
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private sealed class CurrentFight
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{
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public required ICombatModule Module { get; init; }
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public required CombatData Data { get; init; }
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}
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public sealed class CombatData
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{
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public required ElementId? ElementId { get; init; }
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public required EEnemySpawnType SpawnType { get; init; }
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public required List<uint> KillEnemyDataIds { get; init; }
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public required List<ComplexCombatData> ComplexCombatDatas { get; init; }
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public HashSet<int> CompletedComplexDatas { get; } = new();
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}
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public enum EStatus
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{
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NotStarted,
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InCombat,
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Moving,
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Complete,
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}
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}
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