Files
Akebi-GC/cheat-library/src/user/cheat/world/VacuumLoot.cpp
2022-07-14 20:56:50 +08:00

205 lines
6.1 KiB
C++

#include "pch-il2cpp.h"
#include "VacuumLoot.h"
#include <helpers.h>
#include <cheat/events.h>
#include <cheat/game/EntityManager.h>
#include <cheat/game/util.h>
namespace cheat::feature
{
VacuumLoot::VacuumLoot() : Feature(),
NF(f_Enabled, "Vacuum Loot", "VacuumLoot", false),
NF(f_DelayTime, "Delay time (in ms)", "VacuumLoot", 1000),
NF(f_Distance, "Distance", "VacuumLoot", 1.5f),
NF(f_MobDropRadius, "Mob Drop Radius", "VacuumLoot", 1.5f),
NF(f_Radius, "Radius", "VacuumLoot", 20.0f),
nextTime(0)
{
InstallFilters();
events::GameUpdateEvent += MY_METHOD_HANDLER(VacuumLoot::OnGameUpdate);
}
const FeatureGUIInfo& VacuumLoot::GetGUIInfo() const
{
static const FeatureGUIInfo info{ "Vacuum Loot", "World", true };
return info;
}
void VacuumLoot::DrawMain()
{
ConfigWidget("Enabled", f_Enabled, "Vacuum Loot drops"); ImGui::SameLine(); ImGui::SetNextItemWidth(100.0f);
ConfigWidget("Delay Time (ms)", f_DelayTime, 1, 0, 1000, "Delay (in ms) between loot vacuum.");
ConfigWidget("Radius (m)", f_Radius, 0.1f, 5.0f, 100.0f, "Radius of common loot vacuum.");
ConfigWidget("Mob Drop Radius (m)", f_MobDropRadius, 0.1f, 5.0f, 150.0f, "Radius of mob drop vacuum.\n"
"(Item Drops and Equipments)");
ConfigWidget("Distance (m)", f_Distance, 0.1f, 1.0f, 10.0f, "Distance between the player and the loot.\n"
"Values under 1.5 may be too intruding.");
if (ImGui::TreeNode("Loot Types"))
{
for (auto& [section, filters] : m_Sections)
{
ImGui::PushID(section.c_str());
DrawSection(section, filters);
ImGui::PopID();
}
ImGui::TreePop();
}
}
bool VacuumLoot::NeedStatusDraw() const
{
return f_Enabled;
}
void VacuumLoot::DrawStatus()
{
ImGui::Text("VacuumLoot");
}
VacuumLoot& VacuumLoot::GetInstance()
{
static VacuumLoot instance;
return instance;
}
bool VacuumLoot::IsEntityForVac(game::Entity* entity)
{
// Go through all sections. For each section, go through all filters.
// If a filter matches the given entity and that filter is enabled, return true.
bool entityValid = std::any_of(m_Sections.begin(), m_Sections.end(),
[entity](std::pair<std::string, Filters> const& section) {
return std::any_of(section.second.begin(), section.second.end(), [entity](const FilterInfo& filterInfo) {
return filterInfo.second->IsValid(entity) && filterInfo.first; });
});
if (!entityValid) return false;
bool isMobDrop = std::any_of(m_MobDropFilter.begin(), m_MobDropFilter.end(),
[entity](const game::IEntityFilter* filter) { return filter->IsValid(entity); });
auto& manager = game::EntityManager::instance();
auto distance = manager.avatar()->distance(entity);
return distance <= isMobDrop ? f_MobDropRadius : f_Radius;
}
void VacuumLoot::OnGameUpdate()
{
if (!f_Enabled)
return;
auto currentTime = util::GetCurrentTimeMillisec();
if (currentTime < nextTime)
return;
auto& manager = game::EntityManager::instance();
auto avatarEntity = manager.avatar();
for (const auto& entity : manager.entities())
{
if (!IsEntityForVac(entity))
continue;
entity->setRelativePosition(avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance);
}
nextTime = currentTime + f_DelayTime.value();
}
void VacuumLoot::DrawSection(const std::string& section, const Filters& filters)
{
bool checked = std::all_of(filters.begin(), filters.end(), [](const FilterInfo& filter) { return filter.first; });
bool changed = false;
if (ImGui::BeginSelectableGroupPanel(section.c_str(), checked, changed, true))
{
// TODO : Get Max Container Width and Calculate Max Item Width of Checkbox + Text / or specify same width for all columns
// then divide MaxWidth by ItemWidth/ColumnWidth and asign a floor result >= 1 to columns.
// Though this is also just fine IMO.
int columns = 3;
if (ImGui::BeginTable(section.c_str(), columns == 0 ? 1 : columns )) {
int i = 0;
for (std::pair<config::Field<bool>, game::IEntityFilter*> filter : filters) {
if (i % (columns == 0 ? 1 : columns) == 0)
{
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
}
else
ImGui::TableNextColumn();
ImGui::PushID(&filter);
ConfigWidget(filter.first);
ImGui::PopID();
i++;
}
ImGui::EndTable();
}
}
ImGui::EndSelectableGroupPanel();
if (changed)
{
for (const auto& info : filters)
{
info.first.value() = checked;
info.first.FireChanged();
}
}
}
void VacuumLoot::AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter)
{
if (m_Sections.count(section) == 0)
m_Sections[section] = {};
auto& filters = m_Sections[section];
bool newItem(filter);
filters.push_back({ config::CreateField<bool>(name,name,fmt::format("VacuumLoot::Filters::{}", section),false, newItem) , filter });
}
#define ADD_FILTER_FIELD(section, name) AddFilter(util::MakeCapital(#section), util::SplitWords(#name), &game::filters::##section##::##name##)
void VacuumLoot::InstallFilters()
{
ADD_FILTER_FIELD(featured, ItemDrops);
ADD_FILTER_FIELD(equipment, Artifacts);
ADD_FILTER_FIELD(equipment, Bow);
ADD_FILTER_FIELD(equipment, Catalyst);
ADD_FILTER_FIELD(equipment, Claymore);
ADD_FILTER_FIELD(equipment, Sword);
ADD_FILTER_FIELD(equipment, Pole);
ADD_FILTER_FIELD(mineral, AmethystLumpDrop);
ADD_FILTER_FIELD(mineral, CrystalChunkDrop);
ADD_FILTER_FIELD(mineral, ElectroCrystalDrop);
ADD_FILTER_FIELD(mineral, IronChunkDrop);
ADD_FILTER_FIELD(mineral, NoctilucousJadeDrop);
ADD_FILTER_FIELD(mineral, MagicalCrystalChunkDrop);
ADD_FILTER_FIELD(mineral, ScarletQuartzDrop);
ADD_FILTER_FIELD(mineral, StarsilverDrop);
ADD_FILTER_FIELD(mineral, WhiteIronChunkDrop);
ADD_FILTER_FIELD(plant, Apple);
ADD_FILTER_FIELD(plant, Cabbage);
ADD_FILTER_FIELD(plant, CarrotDrop);
ADD_FILTER_FIELD(plant, Potato);
ADD_FILTER_FIELD(plant, RadishDrop);
ADD_FILTER_FIELD(plant, Sunsettia);
ADD_FILTER_FIELD(plant, Wheat);
ADD_FILTER_FIELD(living, CrystalCore);
ADD_FILTER_FIELD(living, Meat);
ADD_FILTER_FIELD(living, Crab);
ADD_FILTER_FIELD(living, Eel);
ADD_FILTER_FIELD(living, LizardTail);
ADD_FILTER_FIELD(living, Fish);
}
#undef ADD_FILTER_FIELD
}