diff --git a/Questionable/Controller/CombatController.cs b/Questionable/Controller/CombatController.cs index eaf311cb..d4b8ae4e 100644 --- a/Questionable/Controller/CombatController.cs +++ b/Questionable/Controller/CombatController.cs @@ -35,6 +35,7 @@ internal sealed class CombatController : IDisposable private CurrentFight? _currentFight; private bool _wasInCombat; + private ulong? _lastTargetId; public CombatController( IEnumerable combatModules, @@ -92,6 +93,33 @@ internal sealed class CombatController : IDisposable _movementController.MovementStartedAt > DateTime.Now.AddSeconds(-1)) return EStatus.Moving; + // Overworld enemies typically means that if we want to kill 3 enemies, we could have anywhere from 0 to 20 + // enemies in the area (0 if someone else killed them before, like can happen with bots in Fools' Falls in + // La Noscea). + // + // For all 'normal' types, e.g. auto-spawning on entering an area, there's a fixed number of enemies that you're + // fighting with, and the enemies in the overworld aren't relevant. + if (_currentFight.Data.SpawnType is EEnemySpawnType.OverworldEnemies) + { + if (_targetManager.Target != null) + _lastTargetId = _targetManager.Target?.GameObjectId; + else + { + if (_lastTargetId != null) + { + IGameObject? lastTarget = _objectTable.FirstOrDefault(x => x.GameObjectId == _lastTargetId); + if (lastTarget != null) + { + // wait until the game cleans up the target + if (lastTarget.IsDead) + return EStatus.InCombat; + } + else + _lastTargetId = null; + } + } + } + var target = _targetManager.Target; if (target != null) { @@ -192,45 +220,37 @@ internal sealed class CombatController : IDisposable public unsafe int GetKillPriority(IGameObject gameObject) { + if (_currentFight == null) + return 0; + if (gameObject is IBattleNpc battleNpc) { - if (_currentFight != null && !_currentFight.Module.CanAttack(battleNpc)) + if (!_currentFight.Module.CanAttack(battleNpc)) return 0; - // TODO this works as somewhat of a delay between killing enemies if certain items/flags are checked - // but also delays killing the next enemy a little - if (_currentFight == null || - _currentFight.Data.SpawnType == EEnemySpawnType.OverworldEnemies || - _currentFight.Data.SpawnType == EEnemySpawnType.FateEnemies || - _currentFight.Data.KillEnemyDataIds.Count > 0) - { - if (battleNpc.IsDead) - return 0; - } + if (battleNpc.IsDead) + return 0; if (!battleNpc.IsTargetable) return 0; - if (_currentFight != null) + var complexCombatData = _currentFight.Data.ComplexCombatDatas; + if (complexCombatData.Count >= 0) { - var complexCombatData = _currentFight.Data.ComplexCombatDatas; - if (complexCombatData.Count >= 0) + for (int i = 0; i < complexCombatData.Count; ++i) { - for (int i = 0; i < complexCombatData.Count; ++i) - { - if (_currentFight.Data.CompletedComplexDatas.Contains(i)) - continue; + if (_currentFight.Data.CompletedComplexDatas.Contains(i)) + continue; - if (complexCombatData[i].DataId == battleNpc.DataId) - return 100; - } - } - else - { - if (_currentFight.Data.KillEnemyDataIds.Contains(battleNpc.DataId)) - return 90; + if (complexCombatData[i].DataId == battleNpc.DataId) + return 100; } } + else + { + if (_currentFight.Data.KillEnemyDataIds.Contains(battleNpc.DataId)) + return 90; + } // enemies that we have aggro on if (battleNpc.BattleNpcKind is BattleNpcSubKind.BattleNpcPart or BattleNpcSubKind.Enemy) @@ -241,8 +261,7 @@ internal sealed class CombatController : IDisposable if (gameObjectStruct->NamePlateIconId is 60093 or 60732) return 0; - var enemyData = - _currentFight?.Data.ComplexCombatDatas.FirstOrDefault(x => x.DataId == battleNpc.DataId); + var enemyData = _currentFight.Data.ComplexCombatDatas.FirstOrDefault(x => x.DataId == battleNpc.DataId); if (enemyData is { IgnoreQuestMarker: true }) { if (battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat)) @@ -255,7 +274,8 @@ internal sealed class CombatController : IDisposable // for enemies that are very far away, their nameplate doesn't render but they're in the object table if (_currentFight?.Data.SpawnType == EEnemySpawnType.OverworldEnemies && - Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, battleNpc.Position) > MaxNameplateRange) + Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, battleNpc.Position) > + MaxNameplateRange) return 25; } else @@ -298,12 +318,14 @@ internal sealed class CombatController : IDisposable } else if (Vector3.Distance(_clientState.LocalPlayer!.Position, target.Position) > MaxTargetRange) { - _logger.LogInformation("Moving to target, distance: {Distance:N2}", Vector3.Distance(_clientState.LocalPlayer!.Position, target.Position)); + _logger.LogInformation("Moving to target, distance: {Distance:N2}", + Vector3.Distance(_clientState.LocalPlayer!.Position, target.Position)); _currentFight!.Module.MoveToTarget(target); } else { - _logger.LogInformation("Setting target to {TargetName} ({TargetId:X8})", target.Name.ToString(), target.GameObjectId); + _logger.LogInformation("Setting target to {TargetName} ({TargetId:X8})", target.Name.ToString(), + target.GameObjectId); _targetManager.Target = target; _currentFight!.Module.MoveToTarget(target); }