SliceIsRight/SlightIsRightPlugin.cs

218 lines
8.4 KiB
C#

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.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
namespace SliceIsRight
{
public sealed class SliceIsRightPlugin : IDalamudPlugin
{
private const float HALF_PI = (float)Math.PI / 2f;
private uint COLOUR_BLUE = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 0.0f, 1f, 0.15f)));
private uint COLOUR_GREEN = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(0.0f, 1f, 0.0f, 0.15f)));
private uint COLOUR_RED = ImGui.GetColorU32(ImGui.ColorConvertFloat4ToU32(new Vector4(1, 0, 0, 0.4f)));
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; }
private readonly IDictionary<uint, DateTime> objectsAndSpawnTime = new Dictionary<uint, DateTime>();
private readonly ISet<uint> objectsToMatch = new HashSet<uint>();
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(object? sender, ushort e)
{
IsInGoldSaucer = e == GoldSaucerTerritoryId;
}
public void Dispose()
{
PluginInterface.UiBuilder.Draw -= DrawUI;
ClientState.TerritoryChanged -= TerritoryChanged;
}
private void DrawUI()
{
if (!ClientState.IsLoggedIn || !IsInGoldSaucer || ObjectTable == null)
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(index, 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(int index, 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 + HALF_PI, radius ?? 25f, 5f, COLOUR_BLUE);
break;
case 2010778:
DrawRectWorld(obj, obj.Rotation + HALF_PI, radius ?? 25f, 5f, COLOUR_GREEN);
DrawRectWorld(obj, obj.Rotation - HALF_PI, radius ?? 25f, 5f, COLOUR_GREEN);
break;
case 2010779:
//default:
DrawFilledCircleWorld(obj, radius ?? 11f, COLOUR_RED);
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.ToString() + obj.Rotation.ToString());
var center = obj.Position;
Vector2 displaySize = ImGui.GetIO().DisplaySize;
Vector3 near1 = new Vector3(center.X + width / 2 * (float)Math.Sin(HALF_PI + rotation), center.Y, center.Z + width / 2 * (float)Math.Cos(HALF_PI + rotation));
Vector3 near2 = new Vector3(center.X + width / 2 * (float)Math.Sin(rotation - HALF_PI), center.Y, center.Z + width / 2 * (float)Math.Cos(rotation - HALF_PI));
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);
}
}
}