Fix 'move to target' for objects too far away to be targeted
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@ -21,6 +21,9 @@ 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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@ -83,7 +86,7 @@ internal sealed class CombatController : IDisposable
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if (_currentFight == null)
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return EStatus.Complete;
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if (_movementController.IsPathfinding || _movementController.IsPathRunning)
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if (_movementController.IsPathfinding || _movementController.IsPathRunning || _movementController.MovementStartedAt > DateTime.Now.AddSeconds(-1))
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return EStatus.Moving;
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var target = _targetManager.Target;
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@ -100,29 +103,16 @@ internal sealed class CombatController : IDisposable
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else if (nextTarget != null)
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{
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if (nextTargetPriority > currentTargetPriority)
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{
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_logger.LogInformation("Changing next target to {TargetName} ({TargetId:X8})",
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nextTarget.Name.ToString(), nextTarget.GameObjectId);
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_targetManager.Target = nextTarget;
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_currentFight.Module.SetTarget(nextTarget);
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}
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SetTarget(nextTarget);
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}
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else
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{
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_logger.LogInformation("Resetting next target");
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_targetManager.Target = null;
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}
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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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{
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_logger.LogInformation("Setting next target to {TargetName} ({TargetId:X8})",
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nextTarget.Name.ToString(), nextTarget.GameObjectId);
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_targetManager.Target = nextTarget;
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_currentFight.Module.SetTarget(nextTarget);
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}
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SetTarget(nextTarget);
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}
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if (_condition[ConditionFlag.InCombat])
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@ -197,7 +187,7 @@ internal sealed class CombatController : IDisposable
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.FirstOrDefault();
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}
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private unsafe int GetKillPriority(IGameObject gameObject)
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public unsafe int GetKillPriority(IGameObject gameObject)
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{
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if (gameObject is IBattleNpc battleNpc)
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{
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@ -257,7 +247,7 @@ 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) > 45)
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Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, battleNpc.Position) > MaxNameplateRange)
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return 25;
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}
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else
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@ -288,6 +278,29 @@ internal sealed class CombatController : IDisposable
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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}", 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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_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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@ -12,5 +12,5 @@ internal interface ICombatModule
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void Update(IGameObject nextTarget);
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void SetTarget(IGameObject nextTarget);
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void MoveToTarget(IGameObject nextTarget);
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}
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@ -77,7 +77,7 @@ internal sealed class RotationSolverRebornModule : ICombatModule, IDisposable
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}
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}
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public void SetTarget(IGameObject gameObject)
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public void MoveToTarget(IGameObject gameObject)
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{
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var player = _clientState.LocalPlayer;
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if (player == null)
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@ -114,7 +114,7 @@ internal sealed class RotationSolverRebornModule : ICombatModule, IDisposable
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if (DateTime.Now > _lastDistanceCheck.AddSeconds(10))
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{
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SetTarget(gameObject);
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MoveToTarget(gameObject);
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_lastDistanceCheck = DateTime.Now;
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}
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}
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@ -1,4 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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using System.Numerics;
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using Dalamud.Game.ClientState.Conditions;
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@ -19,10 +20,12 @@ internal sealed class DebugOverlay : Window
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private readonly IClientState _clientState;
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private readonly ICondition _condition;
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private readonly AetheryteData _aetheryteData;
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private readonly IObjectTable _objectTable;
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private readonly CombatController _combatController;
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private readonly Configuration _configuration;
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public DebugOverlay(QuestController questController, QuestRegistry questRegistry, IGameGui gameGui,
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IClientState clientState, ICondition condition, AetheryteData aetheryteData, Configuration configuration)
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IClientState clientState, ICondition condition, AetheryteData aetheryteData, IObjectTable objectTable, CombatController combatController, Configuration configuration)
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: base("Questionable Debug Overlay###QuestionableDebugOverlay",
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ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground |
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ImGuiWindowFlags.NoInputs | ImGuiWindowFlags.NoSavedSettings, true)
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@ -33,6 +36,8 @@ internal sealed class DebugOverlay : Window
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_clientState = clientState;
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_condition = condition;
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_aetheryteData = aetheryteData;
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_objectTable = objectTable;
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_combatController = combatController;
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_configuration = configuration;
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Position = Vector2.Zero;
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@ -61,6 +66,7 @@ internal sealed class DebugOverlay : Window
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DrawCurrentQuest();
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DrawHighlightedQuest();
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DrawCombatTargets();
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}
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private void DrawCurrentQuest()
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@ -119,6 +125,19 @@ internal sealed class DebugOverlay : Window
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$"{counter}: {step.InteractionType}\n{position.ToString("G", CultureInfo.InvariantCulture)} [{(position - _clientState.LocalPlayer!.Position).Length():N2}]\n{step.Comment}");
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}
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[Conditional("false")]
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private void DrawCombatTargets()
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{
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foreach (var x in _objectTable)
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{
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bool visible = _gameGui.WorldToScreen(x.Position, out Vector2 screenPos);
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if (!visible)
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continue;
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ImGui.GetWindowDrawList() .AddText(screenPos + new Vector2(10, -8), 0xFFFFFFFF, $"{x.Name}/{x.GameObjectId:X}, {_combatController.GetKillPriority(x)}, {Vector3.Distance(x.Position, _clientState.LocalPlayer!.Position):N2}, {x.IsTargetable}");
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}
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}
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private bool TryGetPosition(QuestStep step, [NotNullWhen(true)] out Vector3? position)
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{
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if (step.Position != null)
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