using Dalamud.Game.ClientState.Objects.Enums; using Dalamud.Game.ClientState.Objects.Types; using Dalamud.IoC; using Dalamud.Plugin; using ImGuiNET; using System; using System.Collections.Generic; using System.Numerics; using System.Runtime.InteropServices; using Dalamud.Interface.Utility; using Dalamud.Plugin.Services; namespace SliceIsRight; // ReSharper disable once UnusedType.Global public sealed class SliceIsRightPlugin : IDalamudPlugin { 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))); [PluginService] [RequiredVersion("1.0")] private DalamudPluginInterface PluginInterface { get; set; } = null!; [PluginService] private IObjectTable ObjectTable { get; set; } = null!; [PluginService] private IGameGui GameGui { get; set; } = null!; [PluginService] private IClientState ClientState { get; set; } = null!; private const ushort GoldSaucerTerritoryId = 144; private bool IsInGoldSaucer { get; set; } private readonly IDictionary _objectsAndSpawnTime = new Dictionary(); private readonly ISet _objectsToMatch = new HashSet(); private const float MaxDistance = 30f; #pragma warning disable CS8618 public SliceIsRightPlugin() { PluginInterface.UiBuilder.Draw += DrawUi; ClientState.TerritoryChanged += TerritoryChanged; IsInGoldSaucer = ClientState.TerritoryType == GoldSaucerTerritoryId; } #pragma warning restore CS8618 private void TerritoryChanged(ushort e) { IsInGoldSaucer = e == GoldSaucerTerritoryId; } public void Dispose() { PluginInterface.UiBuilder.Draw -= DrawUi; ClientState.TerritoryChanged -= TerritoryChanged; } private void DrawUi() { if (!ClientState.IsLoggedIn || !IsInGoldSaucer) return; for (int index = 0; index < ObjectTable.Length; ++index) { GameObject? obj = ObjectTable[index]; if (obj == null || DistanceToPlayer(obj.Position) > MaxDistance) continue; int model = Marshal.ReadInt32(obj.Address + 128); if (obj.ObjectKind == ObjectKind.EventObj && (model >= 2010777 && model <= 2010779)) { RenderObject(obj, model); } else if (ClientState.LocalPlayer?.ObjectId == obj.ObjectId) { // 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 } } foreach (uint objectId in _objectsToMatch) _objectsAndSpawnTime.Remove(objectId); _objectsToMatch.Clear(); } private void RenderObject(GameObject obj, int model, float? radius = null) { _objectsToMatch.Remove(obj.ObjectId); if (_objectsAndSpawnTime.TryGetValue(obj.ObjectId, out DateTime spawnTime)) { if (spawnTime.AddSeconds(5) > DateTime.Now) return; } else { _objectsAndSpawnTime.Add(obj.ObjectId, DateTime.Now); return; } switch (model) { 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; } } private void BeginRender(string name) { ImGui.PushID("sliceWindowI" + name); 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()); 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); } 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) { 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)); 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)) { drawList.PathLineTo(nextVertex); } } if (onScreen) drawList.PathFillConvex(colour); else drawList.PathClear(); near1 = far1; near2 = far2; nearCenter = farCenter; } EndRender(); } private float DistanceToPlayer(Vector3 center) { return Vector3.Distance(ClientState.LocalPlayer?.Position ?? Vector3.Zero, center); } }