qstbak/Questionable/Questionable.Controller/CombatController.cs
2025-10-09 08:41:52 +10:00

508 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.SubKinds;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game;
using FFXIVClientStructs.FFXIV.Client.Game.Object;
using FFXIVClientStructs.FFXIV.Client.Game.UI;
using FFXIVClientStructs.FFXIV.Client.System.Framework;
using FFXIVClientStructs.FFXIV.Common.Component.BGCollision;
using Microsoft.Extensions.Logging;
using Questionable.Controller.CombatModules;
using Questionable.Controller.Steps;
using Questionable.Controller.Utils;
using Questionable.Functions;
using Questionable.Model;
using Questionable.Model.Questing;
namespace Questionable.Controller;
internal sealed class CombatController : IDisposable
{
private sealed class CurrentFight
{
public required ICombatModule Module { get; init; }
public required CombatData Data { get; init; }
public required DateTime LastDistanceCheck { get; set; }
public bool HasAttemptedFateSync { get; set; }
}
public sealed class CombatData
{
public required ElementId? ElementId { get; init; }
public required int Sequence { get; init; }
public required IList<QuestWorkValue?> CompletionQuestVariablesFlags { get; init; }
public required EEnemySpawnType SpawnType { get; init; }
public required List<uint> KillEnemyDataIds { get; init; }
public required List<ComplexCombatData> ComplexCombatDatas { get; init; }
public required CombatItemUse? CombatItemUse { get; init; }
public HashSet<int> CompletedComplexDatas { get; } = new HashSet<int>();
}
public enum EStatus
{
NotStarted,
InCombat,
Moving,
Complete
}
private const float MaxTargetRange = 55f;
private const float MaxNameplateRange = 50f;
private readonly List<ICombatModule> _combatModules;
private readonly MovementController _movementController;
private readonly GameFunctions _gameFunctions;
private readonly ITargetManager _targetManager;
private readonly IObjectTable _objectTable;
private readonly ICondition _condition;
private readonly IClientState _clientState;
private readonly QuestFunctions _questFunctions;
private readonly ILogger<CombatController> _logger;
private CurrentFight? _currentFight;
private bool _wasInCombat;
private ulong? _lastTargetId;
private List<byte>? _previousQuestVariables;
public bool IsRunning => _currentFight != null;
public CombatController(IEnumerable<ICombatModule> combatModules, MovementController movementController, GameFunctions gameFunctions, ITargetManager targetManager, IObjectTable objectTable, ICondition condition, IClientState clientState, QuestFunctions questFunctions, ILogger<CombatController> logger)
{
_combatModules = combatModules.ToList();
_movementController = movementController;
_gameFunctions = gameFunctions;
_targetManager = targetManager;
_objectTable = objectTable;
_condition = condition;
_clientState = clientState;
_questFunctions = questFunctions;
_logger = logger;
_clientState.TerritoryChanged += TerritoryChanged;
}
public bool Start(CombatData combatData)
{
Stop("Starting combat");
ICombatModule combatModule = _combatModules.FirstOrDefault((ICombatModule x) => x.CanHandleFight(combatData));
if (combatModule == null)
{
return false;
}
if (combatModule.Start(combatData))
{
_currentFight = new CurrentFight
{
Module = combatModule,
Data = combatData,
LastDistanceCheck = DateTime.Now
};
EEnemySpawnType spawnType = combatData.SpawnType;
bool wasInCombat = (uint)(spawnType - 8) <= 1u;
_wasInCombat = wasInCombat;
UpdateLastTargetAndQuestVariables(null);
return true;
}
return false;
}
public EStatus Update()
{
if (_currentFight == null)
{
return EStatus.Complete;
}
if (_movementController.IsPathfinding || _movementController.IsPathRunning || _movementController.MovementStartedAt > DateTime.Now.AddSeconds(-1.0))
{
return EStatus.Moving;
}
if (_currentFight.Data.SpawnType == EEnemySpawnType.OverworldEnemies)
{
if (_targetManager.Target != null)
{
_lastTargetId = _targetManager.Target?.GameObjectId;
}
else if (_lastTargetId.HasValue)
{
IGameObject gameObject = _objectTable.FirstOrDefault((IGameObject x) => x.GameObjectId == _lastTargetId);
if (gameObject != null)
{
if (gameObject.IsDead)
{
ElementId elementId = _currentFight.Data.ElementId;
QuestProgressInfo questProgressInfo = ((elementId != null) ? _questFunctions.GetQuestProgressInfo(elementId) : null);
if (questProgressInfo != null && questProgressInfo.Sequence == _currentFight.Data.Sequence && QuestWorkUtils.HasCompletionFlags(_currentFight.Data.CompletionQuestVariablesFlags) && QuestWorkUtils.MatchesQuestWork(_currentFight.Data.CompletionQuestVariablesFlags, questProgressInfo))
{
return EStatus.InCombat;
}
if (questProgressInfo == null || questProgressInfo.Sequence != _currentFight.Data.Sequence || _previousQuestVariables == null || questProgressInfo.Variables.SequenceEqual(_previousQuestVariables))
{
return EStatus.InCombat;
}
UpdateLastTargetAndQuestVariables(null);
}
}
else
{
_lastTargetId = null;
}
}
}
IGameObject target = _targetManager.Target;
if (target != null)
{
int item = GetKillPriority(target).Priority;
IGameObject gameObject2 = FindNextTarget();
int num = ((gameObject2 != null) ? GetKillPriority(gameObject2).Priority : 0);
if (gameObject2 != null && gameObject2.Equals(target))
{
if (!IsMovingOrShouldMove(target))
{
try
{
_currentFight.Module.Update(target);
}
catch (TaskException ex)
{
_logger.LogWarning(ex, "Combat was interrupted, stopping: {Exception}", ex.Message);
SetTarget(null);
}
}
}
else if (gameObject2 != null)
{
if (num > item || item == 0)
{
SetTarget(gameObject2);
}
}
else
{
SetTarget(null);
}
}
else
{
IGameObject gameObject3 = FindNextTarget();
if (gameObject3 != null && !gameObject3.IsDead)
{
SetTarget(gameObject3);
}
}
if (_condition[ConditionFlag.InCombat])
{
_wasInCombat = true;
return EStatus.InCombat;
}
if (_wasInCombat)
{
return EStatus.Complete;
}
return EStatus.InCombat;
}
private unsafe IGameObject? FindNextTarget()
{
if (_currentFight == null)
{
return null;
}
List<ComplexCombatData> complexCombatDatas = _currentFight.Data.ComplexCombatDatas;
if (complexCombatDatas.Count > 0)
{
for (int i = 0; i < complexCombatDatas.Count; i++)
{
if (_currentFight.Data.CompletedComplexDatas.Contains(i))
{
continue;
}
ComplexCombatData complexCombatData = complexCombatDatas[i];
if (complexCombatData.RewardItemId.HasValue && complexCombatData.RewardItemCount.HasValue && InventoryManager.Instance()->GetInventoryItemCount(complexCombatData.RewardItemId.Value, isHq: false, checkEquipped: true, checkArmory: true, 0) >= complexCombatData.RewardItemCount.Value)
{
_logger.LogInformation("Complex combat condition fulfilled: itemCount({ItemId}) >= {ItemCount}", complexCombatData.RewardItemId, complexCombatData.RewardItemCount);
_currentFight.Data.CompletedComplexDatas.Add(i);
}
else if (QuestWorkUtils.HasCompletionFlags(complexCombatData.CompletionQuestVariablesFlags) && _currentFight.Data.ElementId is QuestId elementId)
{
QuestProgressInfo questProgressInfo = _questFunctions.GetQuestProgressInfo(elementId);
if (questProgressInfo != null && QuestWorkUtils.MatchesQuestWork(complexCombatData.CompletionQuestVariablesFlags, questProgressInfo))
{
_logger.LogInformation("Complex combat condition fulfilled: QuestWork matches");
_currentFight.Data.CompletedComplexDatas.Add(i);
}
}
}
}
IGameObject gameObject = (from x in _objectTable
select new
{
GameObject = x,
Priority = GetKillPriority(x).Priority,
Distance = Vector3.Distance(x.Position, _clientState.LocalPlayer.Position)
} into x
where x.Priority > 0
orderby x.Priority descending, x.Distance
select x.GameObject).FirstOrDefault();
if (gameObject != null && _currentFight.Data.SpawnType == EEnemySpawnType.FateEnemies && !_currentFight.HasAttemptedFateSync)
{
ushort currentFateId = _gameFunctions.GetCurrentFateId();
if (currentFateId != 0)
{
_logger.LogInformation("Checking FATE sync for FATE {FateId}", currentFateId);
_gameFunctions.SyncToFate(currentFateId);
_currentFight.HasAttemptedFateSync = true;
}
}
return gameObject;
}
public unsafe (int Priority, string Reason) GetKillPriority(IGameObject gameObject)
{
var (num, text) = GetRawKillPriority(gameObject);
if (!num.HasValue)
{
return (Priority: 0, Reason: text);
}
if (gameObject is IBattleNpc battleNpc && battleNpc.StatusFlags.HasFlag(StatusFlags.InCombat))
{
if (gameObject.TargetObjectId == _clientState.LocalPlayer?.GameObjectId)
{
return (Priority: num.Value + 150, Reason: text + "/Targeted");
}
Hater hater = UIState.Instance()->Hater;
for (int i = 0; i < hater.HaterCount; i++)
{
if (hater.Haters[i].EntityId == gameObject.GameObjectId)
{
return (Priority: num.Value + 125, Reason: text + "/Enmity");
}
}
}
return (Priority: num.Value, Reason: text);
}
private unsafe (int? Priority, string Reason) GetRawKillPriority(IGameObject gameObject)
{
if (_currentFight == null)
{
return (Priority: null, Reason: "Not Fighting");
}
if (gameObject is IBattleNpc battleNpc)
{
if (!_currentFight.Module.CanAttack(battleNpc))
{
return (Priority: null, Reason: "Can't attack");
}
if (battleNpc.IsDead)
{
return (Priority: null, Reason: "Dead");
}
if (!battleNpc.IsTargetable)
{
return (Priority: null, Reason: "Untargetable");
}
List<ComplexCombatData> complexCombatDatas = _currentFight.Data.ComplexCombatDatas;
GameObject* address = (GameObject*)gameObject.Address;
if (address->FateId != 0 && _currentFight.Data.SpawnType != EEnemySpawnType.FateEnemies && gameObject.TargetObjectId != _clientState.LocalPlayer?.GameObjectId)
{
return (Priority: null, Reason: "FATE mob");
}
Vector3 value = _clientState.LocalPlayer?.Position ?? Vector3.Zero;
bool flag = _currentFight.Data.SpawnType != EEnemySpawnType.FinishCombatIfAny && (_currentFight.Data.SpawnType != EEnemySpawnType.OverworldEnemies || !(Vector3.Distance(value, battleNpc.Position) >= 50f)) && _currentFight.Data.SpawnType != EEnemySpawnType.FateEnemies;
if (complexCombatDatas.Count > 0)
{
for (int i = 0; i < complexCombatDatas.Count; i++)
{
if (!_currentFight.Data.CompletedComplexDatas.Contains(i) && (!flag || complexCombatDatas[i].IgnoreQuestMarker || address->NamePlateIconId != 0) && complexCombatDatas[i].DataId == battleNpc.BaseId && (!complexCombatDatas[i].NameId.HasValue || complexCombatDatas[i].NameId == battleNpc.NameId))
{
return (Priority: 100, Reason: "CCD");
}
}
}
else if ((!flag || address->NamePlateIconId != 0) && _currentFight.Data.KillEnemyDataIds.Contains(battleNpc.BaseId))
{
return (Priority: 90, Reason: "KED");
}
Dalamud.Game.ClientState.Objects.Enums.BattleNpcSubKind battleNpcKind = battleNpc.BattleNpcKind;
if ((battleNpcKind == Dalamud.Game.ClientState.Objects.Enums.BattleNpcSubKind.BattleNpcPart || battleNpcKind == Dalamud.Game.ClientState.Objects.Enums.BattleNpcSubKind.Enemy) ? true : false)
{
uint namePlateIconId = address->NamePlateIconId;
if ((namePlateIconId == 60093 || namePlateIconId == 60732) ? true : false)
{
return (Priority: null, Reason: "FATE NPC");
}
return (Priority: 0, Reason: "Not part of quest");
}
return (Priority: null, Reason: "Wrong BattleNpcKind");
}
return (Priority: null, Reason: "Not BattleNpc");
}
private void SetTarget(IGameObject? target)
{
if (target == null)
{
if (_targetManager.Target != null)
{
_logger.LogInformation("Clearing target");
_targetManager.Target = null;
}
}
else if (Vector3.Distance(_clientState.LocalPlayer.Position, target.Position) > 55f)
{
_logger.LogInformation("Moving to target, distance: {Distance:N2}", Vector3.Distance(_clientState.LocalPlayer.Position, target.Position));
MoveToTarget(target);
}
else
{
_logger.LogInformation("Setting target to {TargetName} ({TargetId:X8})", target.Name.ToString(), target.GameObjectId);
_targetManager.Target = target;
MoveToTarget(target);
}
}
private bool IsMovingOrShouldMove(IGameObject gameObject)
{
if (_movementController.IsPathfinding || _movementController.IsPathRunning)
{
return true;
}
if (DateTime.Now > _currentFight.LastDistanceCheck.AddSeconds(10.0))
{
MoveToTarget(gameObject);
_currentFight.LastDistanceCheck = DateTime.Now;
return true;
}
return false;
}
private void MoveToTarget(IGameObject gameObject)
{
IPlayerCharacter localPlayer = _clientState.LocalPlayer;
if (localPlayer == null)
{
return;
}
float num = localPlayer.HitboxRadius + gameObject.HitboxRadius;
float num2 = Vector3.Distance(localPlayer.Position, gameObject.Position);
byte? b = localPlayer.ClassJob.ValueNullable?.Role;
bool flag;
if (b.HasValue)
{
byte valueOrDefault = b.GetValueOrDefault();
if ((uint)(valueOrDefault - 3) <= 1u)
{
flag = true;
goto IL_008e;
}
}
flag = false;
goto IL_008e;
IL_008e:
float num3 = (flag ? 20f : 2.9f);
bool flag2 = num2 - num >= num3;
bool flag3 = IsInLineOfSight(gameObject);
if (flag2 || !flag3)
{
bool flag4 = num2 - num > 5f;
if (!flag2 && !flag3)
{
num3 = Math.Min(num3, num2) / 2f;
flag4 = true;
}
if (!flag4)
{
_logger.LogInformation("Moving to {TargetName} ({BaseId}) to attack", gameObject.Name, gameObject.BaseId);
MovementController movementController = _movementController;
int num4 = 1;
List<Vector3> list = new List<Vector3>(num4);
CollectionsMarshal.SetCount(list, num4);
Span<Vector3> span = CollectionsMarshal.AsSpan(list);
int index = 0;
span[index] = gameObject.Position;
movementController.NavigateTo(EMovementType.Combat, null, list, fly: false, sprint: false, num3 + num - 0.25f, float.MaxValue);
}
else
{
_logger.LogInformation("Moving to {TargetName} ({BaseId}) to attack (with navmesh)", gameObject.Name, gameObject.BaseId);
_movementController.NavigateTo(EMovementType.Combat, null, gameObject.Position, fly: false, sprint: false, num3 + num - 0.25f, float.MaxValue);
}
}
}
internal unsafe bool IsInLineOfSight(IGameObject target)
{
Vector3 position = _clientState.LocalPlayer.Position;
position.Y += 2f;
Vector3 position2 = target.Position;
position2.Y += 2f;
Vector3 value = position2 - position;
float maxDistance = value.Length();
value = Vector3.Normalize(value);
Vector3 vector = new Vector3(position.X, position.Y, position.Z);
Vector3 vector2 = new Vector3(value.X, value.Y, value.Z);
int* flags = stackalloc int[4] { 16384, 0, 16384, 0 };
RaycastHit raycastHit = default(RaycastHit);
return !Framework.Instance()->BGCollisionModule->RaycastMaterialFilter(&raycastHit, &vector, &vector2, maxDistance, 1, flags);
}
private void UpdateLastTargetAndQuestVariables(IGameObject? target)
{
_lastTargetId = target?.GameObjectId;
_previousQuestVariables = ((!(_currentFight.Data.ElementId != null)) ? null : _questFunctions.GetQuestProgressInfo(_currentFight.Data.ElementId)?.Variables);
}
public void Stop(string label)
{
using (_logger.BeginScope(label))
{
if (_currentFight != null)
{
_logger.LogInformation("Stopping current fight");
_currentFight.Module.Stop();
}
_currentFight = null;
_wasInCombat = false;
}
}
private void TerritoryChanged(ushort territoryId)
{
Stop("TerritoryChanged");
}
public void Dispose()
{
_clientState.TerritoryChanged -= TerritoryChanged;
Stop("Dispose");
}
}