Fix overworld combat delay logic
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@ -35,6 +35,7 @@ internal sealed class CombatController : IDisposable
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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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@ -92,6 +93,33 @@ internal sealed class CombatController : IDisposable
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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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@ -192,45 +220,37 @@ internal sealed class CombatController : IDisposable
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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 != null && !_currentFight.Module.CanAttack(battleNpc))
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if (!_currentFight.Module.CanAttack(battleNpc))
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return 0;
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// TODO this works as somewhat of a delay between killing enemies if certain items/flags are checked
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// but also delays killing the next enemy a little
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if (_currentFight == null ||
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_currentFight.Data.SpawnType == EEnemySpawnType.OverworldEnemies ||
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_currentFight.Data.SpawnType == EEnemySpawnType.FateEnemies ||
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_currentFight.Data.KillEnemyDataIds.Count > 0)
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{
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if (battleNpc.IsDead)
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return 0;
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}
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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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if (_currentFight != null)
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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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var complexCombatData = _currentFight.Data.ComplexCombatDatas;
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if (complexCombatData.Count >= 0)
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for (int i = 0; i < complexCombatData.Count; ++i)
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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 (_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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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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@ -241,8 +261,7 @@ internal sealed class CombatController : IDisposable
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if (gameObjectStruct->NamePlateIconId is 60093 or 60732)
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return 0;
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var enemyData =
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_currentFight?.Data.ComplexCombatDatas.FirstOrDefault(x => x.DataId == battleNpc.DataId);
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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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@ -255,7 +274,8 @@ internal sealed class CombatController : IDisposable
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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) > MaxNameplateRange)
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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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@ -298,12 +318,14 @@ internal sealed class CombatController : IDisposable
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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}", Vector3.Distance(_clientState.LocalPlayer!.Position, target.Position));
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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(), target.GameObjectId);
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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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