Update targeting logic
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3483d07ff2
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@ -76,21 +76,24 @@ internal sealed class CombatController : IDisposable
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var target = _targetManager.Target;
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if (target != null)
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{
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if (GetKillPriority(target) is >= 50)
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return true;
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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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{
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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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}
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else
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{
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_logger.LogInformation("Resetting next target");
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@ -160,14 +163,14 @@ internal sealed class CombatController : IDisposable
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}
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return _objectTable.Select(x => (GameObject: x, Priority: GetKillPriority(x)))
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.Where(x => x.Priority != null)
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.OrderByDescending(x => x.Priority!.Value)
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.Where(x => x.Priority > 0)
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.OrderByDescending(x => x.Priority)
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.ThenByDescending(x => Vector3.Distance(x.GameObject.Position, _clientState.LocalPlayer!.Position))
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.Select(x => x.GameObject)
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.FirstOrDefault();
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}
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private unsafe int? GetKillPriority(IGameObject gameObject)
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private 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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@ -177,11 +180,11 @@ internal sealed class CombatController : IDisposable
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_currentFight.Data.ComplexCombatDatas.Count == 0)
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{
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if (battleNpc.IsDead)
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return null;
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return 0;
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}
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if (!battleNpc.IsTargetable)
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return null;
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return 0;
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if (_currentFight != null)
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{
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@ -208,23 +211,23 @@ internal sealed class CombatController : IDisposable
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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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if (gameObjectStruct->NamePlateIconId is 60093 or 60732) // npc that starts a fate or does turn-ins
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return null;
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if (gameObjectStruct->NamePlateIconId is 60093 or 60732) // npc that starts a fate or does turn-ins; not sure why they're marked as hostile
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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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return battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat) ? 20 : null;
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return battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat) ? 20 : 0;
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else
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return gameObjectStruct->NamePlateIconId != 0 ? 30 : null;
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return gameObjectStruct->NamePlateIconId != 0 ? 30 : 0;
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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 0;
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return 10;
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}
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return null;
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return 0;
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}
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public void Stop()
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@ -1,6 +1,6 @@
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<Project Sdk="Dalamud.NET.Sdk/9.0.2">
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<PropertyGroup>
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<Version>1.19</Version>
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<Version>1.20</Version>
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<OutputPath>dist</OutputPath>
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<PathMap Condition="$(SolutionDir) != ''">$(SolutionDir)=X:\</PathMap>
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<Platforms>x64</Platforms>
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