SliceIsRight/SlightIsRightPlugin.cs

235 lines
10 KiB
C#
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using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Game.Gui;
using Dalamud.Interface;
using Dalamud.IoC;
using Dalamud.Plugin;
using ImGuiNET;
using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace SliceIsRight
{
public sealed class SliceIsRightPlugin : IDalamudPlugin
{
public string Name => "Slice is Right";
[PluginService]
[RequiredVersion("1.0")]
private DalamudPluginInterface PluginInterface { get; set; }
[PluginService]
private ObjectTable ObjectTable { get; set; }
[PluginService]
private GameGui GameGui { get; set; }
[PluginService]
private ClientState ClientState { get; set; }
private const ushort GoldSaucerTerritoryId = 144;
private bool IsInGoldSaucer { get; set; }
public SliceIsRightPlugin()
{
PluginInterface!.UiBuilder.Draw += DrawUI;
ClientState!.TerritoryChanged += TerritoryChanged;
IsInGoldSaucer = ClientState.TerritoryType == GoldSaucerTerritoryId;
}
private void TerritoryChanged(object? sender, ushort e)
{
IsInGoldSaucer = e == GoldSaucerTerritoryId;
}
public void Dispose()
{
PluginInterface.UiBuilder.Draw -= DrawUI;
ClientState.TerritoryChanged -= TerritoryChanged;
}
private void DrawUI()
{
/*
if (ImGui.Begin("Debug", ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoInputs))
{
ImGui.Text("Current zone: " + this.ClientState.TerritoryType);
ImGui.Text("Logged in: " + this.ClientState.IsLoggedIn + ", InGS: " + this.IsInGoldSaucer);
ImGui.End();
}
*/
if (!ClientState.IsLoggedIn || !IsInGoldSaucer || ObjectTable == null)
return;
for (int index = 0; index < ObjectTable.Length; ++ index)
{
GameObject? obj = ObjectTable[index];
if (obj == null)
continue;
int model = Marshal.ReadInt32(obj.Address + 128);
if (obj.ObjectKind == ObjectKind.EventObj && (model >= 2010777 && model <= 2010779))
{
//this.DebugObject(index, obj, model);
RenderObject(index, obj, model);
}
else if (ClientState.LocalPlayer?.ObjectId == obj.ObjectId)
{
// local player
//this.DebugObject(index, obj, model);
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//this.RenderObject(index, obj, 2010779);
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}
}
}
private void DebugObject(int index, GameObject obj, int model)
{
if (GameGui.WorldToScreen(obj.Position, out var screenCoords))
{
// So, while WorldToScreen will return false if the point is off of game client screen, to
// to avoid performance issues, we have to manually determine if creating a window would
// produce a new viewport, and skip rendering it if so
var objectText = $"{obj.Address.ToInt64():X}:{obj.ObjectId:X}[{index}] - {obj.ObjectKind} - {model}: {obj.Name}";
var screenPos = ImGui.GetMainViewport().Pos;
var screenSize = ImGui.GetMainViewport().Size;
var windowSize = ImGui.CalcTextSize(objectText);
// Add some extra safety padding
windowSize.X += ImGui.GetStyle().WindowPadding.X + 10;
windowSize.Y += ImGui.GetStyle().WindowPadding.Y + 10;
if (screenCoords.X + windowSize.X > screenPos.X + screenSize.X ||
screenCoords.Y + windowSize.Y > screenPos.Y + screenSize.Y)
return;
if (obj.YalmDistanceX > 20f)
return;
ImGui.SetNextWindowPos(new Vector2(screenCoords.X, screenCoords.Y));
ImGui.SetNextWindowBgAlpha(Math.Max(1f - (obj.YalmDistanceX / 20f), 0.2f));
if (ImGui.Begin(
$"Actor{index}##ActorWindow{index}",
ImGuiWindowFlags.NoDecoration |
ImGuiWindowFlags.AlwaysAutoResize |
ImGuiWindowFlags.NoSavedSettings |
ImGuiWindowFlags.NoMove |
ImGuiWindowFlags.NoMouseInputs |
ImGuiWindowFlags.NoDocking |
ImGuiWindowFlags.NoFocusOnAppearing |
ImGuiWindowFlags.NoNav))
ImGui.Text(objectText);
ImGui.End();
}
}
private void RenderObject(int index, GameObject obj, int model)
{
ImGui.PushID("booWindow" + index);
ImGui.PushStyleVar((ImGuiStyleVar)1, new Vector2(0.0f, 0.0f));
ImGuiHelpers.SetNextWindowPosRelativeMainViewport(new Vector2(0.0f, 0.0f), ImGuiCond.None, new Vector2());
ImGui.Begin("drawCtx" + index, ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoInputs);
ImGui.SetWindowSize(ImGui.GetIO().DisplaySize);
switch (model)
{
case 2010777:
DrawRectWorld(obj.Position, obj.Rotation + 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f))));
break;
case 2010778:
DrawRectWorld(obj.Position, obj.Rotation + 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f))));
DrawRectWorld(obj.Position, obj.Rotation - 1.570796f, 25f, 5f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f))));
break;
case 2010779:
DrawFilledCircleWorld(obj.Position, 11f, ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f))));
break;
}
ImGui.End();
ImGui.PopStyleVar();
ImGui.PopID();
}
private void DrawFilledCircleWorld(Vector3 center, float radius, uint colour)
{
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int segmentCount = 100;
for (int index = 0; index <= 2 * segmentCount; ++index)
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{
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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);
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ImGui.GetWindowDrawList().PathLineTo(vector2);
}
ImGui.GetWindowDrawList().PathFillConvex(colour);
}
private void DrawRectWorld(Vector3 center, float rotation, float length, float width, uint colour)
{
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Vector2 displaySize = ImGui.GetIO().DisplaySize;
Vector3 near1 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(Math.PI / 2.0 + rotation), center.Y, center.Z + width * 0.5f * (float)Math.Cos(Math.PI / 2.0 + rotation));
Vector3 near2 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(rotation - Math.PI / 2.0), center.Y, center.Z + width * 0.5f * (float)Math.Cos(rotation - Math.PI / 2.0));
Vector3 nearCenter = new Vector3(center.X, center.Y, center.Z);
int rectangleCount = 20;
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var drawList = ImGui.GetWindowDrawList();
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for (int index = 1; index <= rectangleCount; ++index)
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{
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Vector3 far1 = new Vector3((float)(near1.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), near1.Y, (float)(near1.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation)));
Vector3 far2 = new Vector3((float)(near2.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), near2.Y, (float)(near2.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation)));
Vector3 farCenter = new Vector3((float)(nearCenter.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), nearCenter.Y, (float)(nearCenter.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation)));
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GameGui.WorldToScreen(far2, out Vector2 vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
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GameGui.WorldToScreen(farCenter, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
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GameGui.WorldToScreen(far1, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
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GameGui.WorldToScreen(near1, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
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GameGui.WorldToScreen(nearCenter, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
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GameGui.WorldToScreen(near2, out vector2_2);
if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y)
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{
drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y));
}
drawList.PathFillConvex(colour);
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near1 = far1;
near2 = far2;
nearCenter = farCenter;
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}
}
}
}