Revert "✨ Mark traps that explode without pomander of sight as seen"
This reverts commit 8a2f071582
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6013b84568
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@ -3,7 +3,7 @@
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<PropertyGroup>
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<TargetFramework>net7.0-windows</TargetFramework>
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<LangVersion>11.0</LangVersion>
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<Version>2.2</Version>
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<Version>2.1</Version>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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@ -14,6 +14,7 @@ using ECommons.SplatoonAPI;
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using Grpc.Core;
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using ImGuiNET;
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using Lumina.Excel.GeneratedSheets;
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using Pal.Client.Net;
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using Pal.Client.Scheduled;
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using Pal.Client.Windows;
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using Pal.Common;
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@ -612,7 +613,7 @@ namespace Pal.Client
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private IList<Marker> GetRelevantGameObjects()
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{
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List<Marker> result = new();
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for (int i = 0; i < Service.ObjectTable.Length; i++)
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for (int i = 246; i < Service.ObjectTable.Length; i++)
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{
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GameObject? obj = Service.ObjectTable[i];
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if (obj == null)
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@ -620,7 +621,6 @@ namespace Pal.Client
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switch ((uint)Marshal.ReadInt32(obj.Address + 128))
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{
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// traps as seen through pomander of sight
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case 2007182:
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case 2007183:
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case 2007184:
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@ -628,37 +628,16 @@ namespace Pal.Client
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case 2007186:
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case 2009504:
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result.Add(new Marker(Marker.EType.Trap, obj.Position) { Seen = true });
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continue;
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break;
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// hoard coffer, one is through pomander of intuition, the other as visible coffer
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case 2007542:
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case 2007543:
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result.Add(new Marker(Marker.EType.Hoard, obj.Position) { Seen = true });
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continue;
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break;
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// silver coffer, visible
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case 2007357:
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result.Add(new Marker(Marker.EType.SilverCoffer, obj.Position) { Seen = true });
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continue;
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}
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// Even with a pomander of sight, the BattleChara's position for the trap remains at {0, 0, 0} until it is activated.
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// Upon exploding, the trap's position is moved to the exact location that the pomander of sight would have revealed.
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//
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// That exact position appears to be used for VFX playing when you walk into it - even if you barely walk into the
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// outer ring of an otter/luring/impeding/landmine trap, the VFX plays at the exact center and not at your character's
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// location.
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//
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// Especially at higher floors, you're more likely to walk into an undiscovered trap compared to e.g. 51-60,
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// and you probably don't want to/can't use sight on every floor - yet the trap location is still useful information.
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//
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// For reasons unknown, you typically have more BattleChara for traps than actual traps on the floor,
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// this may be traps in inaccessible rooms.
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if (obj is BattleChara bc && (bc.NameId == /* potd */ 5042 || bc.NameId == /* hoh */ 7395) && obj.Position.Length() > 0.1)
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{
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var m = new Marker(Marker.EType.Trap, obj.Position) { Seen = true };
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if (!result.Contains(m))
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result.Add(m);
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break;
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}
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}
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