SliceIsRight/SlightIsRightPlugin.cs

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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.IoC;
using Dalamud.Plugin;
using ImGuiNET;
using System;
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using System.Collections.Generic;
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using System.Numerics;
using System.Runtime.InteropServices;
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using Dalamud.Interface.Utility;
using Dalamud.Plugin.Services;
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namespace SliceIsRight;
// ReSharper disable once UnusedType.Global
public sealed class SliceIsRightPlugin : IDalamudPlugin
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{
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private const float HalfPi = (float)Math.PI / 2f;
private static readonly uint ColourBlue = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f)));
private static readonly uint ColourGreen = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f)));
private static readonly uint ColourRed = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f)));
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[PluginService]
[RequiredVersion("1.0")]
private DalamudPluginInterface PluginInterface { get; set; } = null!;
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[PluginService]
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private IObjectTable ObjectTable { get; set; } = null!;
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[PluginService]
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private IGameGui GameGui { get; set; } = null!;
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[PluginService]
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private IClientState ClientState { get; set; } = null!;
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private const ushort GoldSaucerTerritoryId = 144;
private bool IsInGoldSaucer { get; set; }
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private readonly IDictionary<uint, DateTime> _objectsAndSpawnTime = new Dictionary<uint, DateTime>();
private readonly ISet<uint> _objectsToMatch = new HashSet<uint>();
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private const float MaxDistance = 30f;
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#pragma warning disable CS8618
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public SliceIsRightPlugin()
{
PluginInterface.UiBuilder.Draw += DrawUi;
ClientState.TerritoryChanged += TerritoryChanged;
IsInGoldSaucer = ClientState.TerritoryType == GoldSaucerTerritoryId;
}
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#pragma warning restore CS8618
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private void TerritoryChanged(ushort e)
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{
IsInGoldSaucer = e == GoldSaucerTerritoryId;
}
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public void Dispose()
{
PluginInterface.UiBuilder.Draw -= DrawUi;
ClientState.TerritoryChanged -= TerritoryChanged;
}
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private void DrawUi()
{
if (!ClientState.IsLoggedIn || !IsInGoldSaucer)
return;
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for (int index = 0; index < ObjectTable.Length; ++index)
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{
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GameObject? obj = ObjectTable[index];
if (obj == null || DistanceToPlayer(obj.Position) > MaxDistance)
continue;
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int model = Marshal.ReadInt32(obj.Address + 128);
if (obj.ObjectKind == ObjectKind.EventObj && (model >= 2010777 && model <= 2010779))
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{
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RenderObject(obj, model);
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}
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else if (ClientState.LocalPlayer?.ObjectId == obj.ObjectId)
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{
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// local player
//RenderObject(index, obj, 2010779, 0.1f); // circle
//RenderObject(index, obj, 2010778, 30f); // falls to both sides
//RenderObject(index, obj, 2010777, 30f); // falls to one side
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}
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}
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foreach (uint objectId in _objectsToMatch)
_objectsAndSpawnTime.Remove(objectId);
_objectsToMatch.Clear();
}
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private void RenderObject(GameObject obj, int model, float? radius = null)
{
_objectsToMatch.Remove(obj.ObjectId);
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if (_objectsAndSpawnTime.TryGetValue(obj.ObjectId, out DateTime spawnTime))
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{
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if (spawnTime.AddSeconds(5) > DateTime.Now)
return;
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}
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else
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{
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_objectsAndSpawnTime.Add(obj.ObjectId, DateTime.Now);
return;
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}
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switch (model)
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{
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case 2010777:
DrawRectWorld(obj, obj.Rotation + HalfPi, radius ?? 25f, 5f, ColourBlue);
break;
case 2010778:
DrawRectWorld(obj, obj.Rotation + HalfPi, radius ?? 25f, 5f, ColourGreen);
DrawRectWorld(obj, obj.Rotation - HalfPi, radius ?? 25f, 5f, ColourGreen);
break;
case 2010779:
//default:
DrawFilledCircleWorld(obj, radius ?? 11f, ColourRed);
break;
}
}
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private void BeginRender(string name)
{
ImGui.PushID("sliceWindowI" + name);
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ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, Vector2.Zero);
ImGuiHelpers.SetNextWindowPosRelativeMainViewport(Vector2.Zero, ImGuiCond.None, Vector2.Zero);
ImGui.Begin("sliceWindow" + name, ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoInputs | ImGuiWindowFlags.NoSavedSettings);
ImGui.SetWindowSize(ImGui.GetIO().DisplaySize);
}
private void EndRender()
{
ImGui.End();
ImGui.PopStyleVar();
ImGui.PopID();
}
private void DrawFilledCircleWorld(GameObject obj, float radius, uint colour)
{
BeginRender(obj.Address.ToString());
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var center = obj.Position;
int segmentCount = 100;
bool onScreen = false;
for (int index = 0; index <= 2 * segmentCount; ++index)
{
onScreen |= GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / segmentCount * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / segmentCount * index)), out Vector2 vector2);
ImGui.GetWindowDrawList().PathLineTo(vector2);
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}
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if (onScreen)
ImGui.GetWindowDrawList().PathFillConvex(colour);
else
ImGui.GetWindowDrawList().PathClear();
EndRender();
}
private void DrawRectWorld(GameObject obj, float rotation, float length, float width, uint colour)
{
BeginRender($"{obj.Address}{obj.Rotation}");
var center = obj.Position;
Vector2 displaySize = ImGui.GetIO().DisplaySize;
Vector3 near1 = new Vector3(center.X + width / 2 * (float)Math.Sin(HalfPi + rotation), center.Y, center.Z + width / 2 * (float)Math.Cos(HalfPi + rotation));
Vector3 near2 = new Vector3(center.X + width / 2 * (float)Math.Sin(rotation - HalfPi), center.Y, center.Z + width / 2 * (float)Math.Cos(rotation - HalfPi));
Vector3 nearCenter = new Vector3(center.X, center.Y, center.Z);
int rectangleCount = 20;
float lengthSlice = length / rectangleCount;
var drawList = ImGui.GetWindowDrawList();
for (int index = 1; index <= rectangleCount; ++index)
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{
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Vector3 far1 = new Vector3(near1.X + lengthSlice * (float)Math.Sin(rotation), near1.Y, near1.Z + lengthSlice * (float)Math.Cos(rotation));
Vector3 far2 = new Vector3(near2.X + lengthSlice * (float)Math.Sin(rotation), near2.Y, near2.Z + lengthSlice * (float)Math.Cos(rotation));
Vector3 farCenter = new Vector3(nearCenter.X + lengthSlice * (float)Math.Sin(rotation), nearCenter.Y, nearCenter.Z + lengthSlice * (float)Math.Cos(rotation));
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bool onScreen = false;
foreach (Vector3 v in new[] { far2, farCenter, far1, near1, nearCenter, near2 })
{
onScreen |= GameGui.WorldToScreen(v, out Vector2 nextVertex);
if ((nextVertex.X > 0 & nextVertex.X < displaySize.X) || (nextVertex.Y > 0 & nextVertex.Y < displaySize.Y))
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{
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drawList.PathLineTo(nextVertex);
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}
}
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if (onScreen)
drawList.PathFillConvex(colour);
else
drawList.PathClear();
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near1 = far1;
near2 = far2;
nearCenter = farCenter;
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}
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EndRender();
}
private float DistanceToPlayer(Vector3 center)
{
return Vector3.Distance(ClientState.LocalPlayer?.Position ?? Vector3.Zero, center);
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}
}