Files
Akebi-GC3_0/cheat-library/src/user/cheat/player/RapidFire.cpp
2022-06-02 19:53:33 +08:00

248 lines
8.4 KiB
C++

#include "pch-il2cpp.h"
#include "RapidFire.h"
#include <helpers.h>
#include <cheat/game/EntityManager.h>
#include <cheat/game/util.h>
#include <cheat/game/filters.h>
namespace cheat::feature
{
static void LCBaseCombat_DoHitEntity_Hook(app::LCBaseCombat* __this, uint32_t targetID, app::AttackResult* attackResult,
bool ignoreCheckCanBeHitInMP, MethodInfo* method);
RapidFire::RapidFire() : Feature(),
NF(f_Enabled, "Attack Multiplier", "RapidFire", false),
NF(f_MultiHit, "Multi-hit", "RapidFire", false),
NF(f_Multiplier, "Hit Multiplier", "RapidFire", 2),
NF(f_OnePunch, "One Punch Mode", "RapidFire", false),
NF(f_Randomize, "Randomize", "RapidFire", false),
NF(f_minMultiplier, "Min Multiplier", "RapidFire", 1),
NF(f_maxMultiplier, "Max Multiplier", "RapidFire", 3),
NF(f_MultiTarget, "Multi-target", "RapidFire", false),
NF(f_MultiTargetRadius, "Multi-target Radius", "RapidFire", 20.0f)
{
HookManager::install(app::MoleMole_LCBaseCombat_DoHitEntity, LCBaseCombat_DoHitEntity_Hook);
}
const FeatureGUIInfo& RapidFire::GetGUIInfo() const
{
static const FeatureGUIInfo info{ "Attack Effects", "Player", true };
return info;
}
void RapidFire::DrawMain()
{
ConfigWidget("Enabled", f_Enabled, "Enables attack multipliers. Need to choose a mode to work.");
ImGui::SameLine();
ImGui::TextColored(ImColor(255, 165, 0, 255), "Choose any or both modes below.");
ConfigWidget("Multi-hit Mode", f_MultiHit, "Enables multi-hit.\n" \
"Multiplies your attack count.\n" \
"This is not well tested, and can be detected by anticheat.\n" \
"Not recommended to be used with main accounts or used with high values.\n" \
"Known issues with certain multi-hit attacks, e.g. Xiao E, Ayaka CA, etc.");
ImGui::Indent();
ConfigWidget("One-Punch Mode", f_OnePunch, "Calculate how many attacks needed to kill an enemy based on their HP\n" \
"and uses that to set the multiplier accordingly.\n" \
"May be safer, but multiplier calculation may not be on-point.");
ConfigWidget("Randomize Multiplier", f_Randomize, "Randomize multiplier between min and max multiplier.");
ImGui::SameLine();
ImGui::TextColored(ImColor(255, 165, 0, 255), "This will override One-Punch Mode!");
if (!f_OnePunch) {
if (!f_Randomize)
{
ConfigWidget("Multiplier", f_Multiplier, 1, 2, 1000, "Attack count multiplier.");
}
else
{
ConfigWidget("Min Multiplier", f_minMultiplier, 1, 2, 1000, "Attack count minimum multiplier.");
ConfigWidget("Max Multiplier", f_maxMultiplier, 1, 2, 1000, "Attack count maximum multiplier.");
}
}
ImGui::Unindent();
ConfigWidget("Multi-target", f_MultiTarget, "Enables multi-target attacks within specified radius of target.\n" \
"All valid targets around initial target will be hit based on setting.\n" \
"Damage numbers will only appear on initial target but all valid targets are damaged.\n" \
"If multi-hit is off and there are still multiple numbers on a single target, check the Entity Manager in the Debug section to see if there are invisible entities.\n" \
"This can cause EXTREME lag and quick bans if used with multi-hit. You are warned."
);
ImGui::Indent();
ConfigWidget("Radius (m)", f_MultiTargetRadius, 0.1f, 5.0f, 50.0f, "Radius to check for valid targets.");
ImGui::Unindent();
}
bool RapidFire::NeedStatusDraw() const
{
return f_Enabled && (f_MultiHit || f_MultiTarget);
}
void RapidFire::DrawStatus()
{
if (f_MultiHit)
{
if (f_Randomize)
ImGui::Text("Multi-Hit Random[%d|%d]", f_minMultiplier.value(), f_maxMultiplier.value());
else if (f_OnePunch)
ImGui::Text("Multi-Hit [OnePunch]");
else
ImGui::Text("Multi-Hit [%d]", f_Multiplier.value());
}
if (f_MultiTarget)
ImGui::Text("Multi-Target [%.01fm]", f_MultiTargetRadius.value());
}
RapidFire& RapidFire::GetInstance()
{
static RapidFire instance;
return instance;
}
int RapidFire::CalcCountToKill(float attackDamage, uint32_t targetID)
{
if (attackDamage == 0)
return f_Multiplier;
auto& manager = game::EntityManager::instance();
auto targetEntity = manager.entity(targetID);
if (targetEntity == nullptr)
return f_Multiplier;
auto baseCombat = targetEntity->combat();
if (baseCombat == nullptr)
return f_Multiplier;
auto safeHP = baseCombat->fields._combatProperty_k__BackingField->fields.HP;
auto HP = app::MoleMole_SafeFloat_get_Value(safeHP, nullptr);
int attackCount = (int)ceil(HP / attackDamage);
return std::clamp(attackCount, 1, 200);
}
int RapidFire::GetAttackCount(app::LCBaseCombat* combat, uint32_t targetID, app::AttackResult* attackResult)
{
if (!f_MultiHit)
return 1;
auto& manager = game::EntityManager::instance();
auto targetEntity = manager.entity(targetID);
auto baseCombat = targetEntity->combat();
if (baseCombat == nullptr)
return 1;
int countOfAttacks = f_Multiplier;
if (f_OnePunch)
{
app::MoleMole_Formula_CalcAttackResult(combat->fields._combatProperty_k__BackingField,
baseCombat->fields._combatProperty_k__BackingField,
attackResult, manager.avatar()->raw(), targetEntity->raw(), nullptr);
countOfAttacks = CalcCountToKill(attackResult->fields.damage, targetID);
}
if (f_Randomize)
{
countOfAttacks = rand() % (f_maxMultiplier.value() - f_minMultiplier.value()) + f_minMultiplier.value();
return countOfAttacks;
}
return countOfAttacks;
}
bool IsAvatarOwner(game::Entity entity)
{
auto& manager = game::EntityManager::instance();
auto avatarID = manager.avatar()->runtimeID();
while (entity.isGadget())
{
game::Entity temp = entity;
entity = game::Entity(app::MoleMole_GadgetEntity_GetOwnerEntity(reinterpret_cast<app::GadgetEntity*>(entity.raw()), nullptr));
if (entity.runtimeID() == avatarID)
return true;
}
return false;
}
bool IsAttackByAvatar(game::Entity& attacker)
{
if (attacker.raw() == nullptr)
return false;
auto& manager = game::EntityManager::instance();
auto avatarID = manager.avatar()->runtimeID();
auto attackerID = attacker.runtimeID();
return attackerID == avatarID || IsAvatarOwner(attacker);
}
bool IsValidByFilter(game::Entity* entity)
{
if (game::filters::combined::OrganicTargets.IsValid(entity) ||
game::filters::combined::Ores.IsValid(entity) ||
game::filters::puzzle::Geogranum.IsValid(entity) ||
game::filters::puzzle::LargeRockPile.IsValid(entity) ||
game::filters::puzzle::SmallRockPile.IsValid(entity))
return true;
return false;
}
// Raises when any entity do hit event.
// Just recall attack few times (regulating by combatProp)
// It's not tested well, so, I think, anticheat can detect it.
static void LCBaseCombat_DoHitEntity_Hook(app::LCBaseCombat* __this, uint32_t targetID, app::AttackResult* attackResult,
bool ignoreCheckCanBeHitInMP, MethodInfo* method)
{
auto attacker = game::Entity(__this->fields._._._entity);
RapidFire& rapidFire = RapidFire::GetInstance();
if (!IsAttackByAvatar(attacker) || !rapidFire.f_Enabled)
return CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, targetID, attackResult, ignoreCheckCanBeHitInMP, method);
auto& manager = game::EntityManager::instance();
auto originalTarget = manager.entity(targetID);
if (!IsValidByFilter(originalTarget))
return CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, targetID, attackResult, ignoreCheckCanBeHitInMP, method);
std::vector<cheat::game::Entity*> validEntities;
validEntities.push_back(originalTarget);
if (rapidFire.f_MultiTarget)
{
auto filteredEntities = manager.entities();
for (const auto& entity : filteredEntities) {
auto distance = originalTarget->distance(entity);
if (entity->runtimeID() == manager.avatar()->runtimeID())
continue;
if (entity->runtimeID() == targetID)
continue;
if (distance > rapidFire.f_MultiTargetRadius)
continue;
if (!IsValidByFilter(entity))
continue;
validEntities.push_back(entity);
}
}
for (const auto& entity : validEntities) {
if (rapidFire.f_MultiHit) {
int attackCount = rapidFire.GetAttackCount(__this, entity->runtimeID(), attackResult);
for (int i = 0; i < attackCount; i++)
CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, entity->runtimeID(), attackResult, ignoreCheckCanBeHitInMP, method);
} else CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, entity->runtimeID(), attackResult, ignoreCheckCanBeHitInMP, method);
}
}
}