Revert " Mark traps that explode without pomander of sight as seen"

This reverts commit 8a2f071582.
This commit is contained in:
Liza 2023-02-05 01:18:21 +01:00
parent 6013b84568
commit 527d8a3bcb
2 changed files with 6 additions and 27 deletions

View File

@ -3,7 +3,7 @@
<PropertyGroup>
<TargetFramework>net7.0-windows</TargetFramework>
<LangVersion>11.0</LangVersion>
<Version>2.2</Version>
<Version>2.1</Version>
<Nullable>enable</Nullable>
</PropertyGroup>

View File

@ -14,6 +14,7 @@ using ECommons.SplatoonAPI;
using Grpc.Core;
using ImGuiNET;
using Lumina.Excel.GeneratedSheets;
using Pal.Client.Net;
using Pal.Client.Scheduled;
using Pal.Client.Windows;
using Pal.Common;
@ -612,7 +613,7 @@ namespace Pal.Client
private IList<Marker> GetRelevantGameObjects()
{
List<Marker> result = new();
for (int i = 0; i < Service.ObjectTable.Length; i++)
for (int i = 246; i < Service.ObjectTable.Length; i++)
{
GameObject? obj = Service.ObjectTable[i];
if (obj == null)
@ -620,7 +621,6 @@ namespace Pal.Client
switch ((uint)Marshal.ReadInt32(obj.Address + 128))
{
// traps as seen through pomander of sight
case 2007182:
case 2007183:
case 2007184:
@ -628,37 +628,16 @@ namespace Pal.Client
case 2007186:
case 2009504:
result.Add(new Marker(Marker.EType.Trap, obj.Position) { Seen = true });
continue;
break;
// hoard coffer, one is through pomander of intuition, the other as visible coffer
case 2007542:
case 2007543:
result.Add(new Marker(Marker.EType.Hoard, obj.Position) { Seen = true });
continue;
break;
// silver coffer, visible
case 2007357:
result.Add(new Marker(Marker.EType.SilverCoffer, obj.Position) { Seen = true });
continue;
}
// Even with a pomander of sight, the BattleChara's position for the trap remains at {0, 0, 0} until it is activated.
// Upon exploding, the trap's position is moved to the exact location that the pomander of sight would have revealed.
//
// That exact position appears to be used for VFX playing when you walk into it - even if you barely walk into the
// outer ring of an otter/luring/impeding/landmine trap, the VFX plays at the exact center and not at your character's
// location.
//
// Especially at higher floors, you're more likely to walk into an undiscovered trap compared to e.g. 51-60,
// and you probably don't want to/can't use sight on every floor - yet the trap location is still useful information.
//
// For reasons unknown, you typically have more BattleChara for traps than actual traps on the floor,
// this may be traps in inaccessible rooms.
if (obj is BattleChara bc && (bc.NameId == /* potd */ 5042 || bc.NameId == /* hoh */ 7395) && obj.Position.Length() > 0.1)
{
var m = new Marker(Marker.EType.Trap, obj.Position) { Seen = true };
if (!result.Contains(m))
result.Add(m);
break;
}
}