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qstbak/Questionable/Questionable.Controller/GatheringController.cs
2026-08-17 20:29:32 +10:00

331 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Text.RegularExpressions;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game;
using LLib;
using Lumina.Excel.Sheets;
using Microsoft.Extensions.Logging;
using Questionable.Controller.Steps;
using Questionable.Controller.Steps.Common;
using Questionable.Controller.Steps.Gathering;
using Questionable.Controller.Steps.Interactions;
using Questionable.Controller.Steps.Movement;
using Questionable.External;
using Questionable.Functions;
using Questionable.Model.Gathering;
using Questionable.Model.Questing;
namespace Questionable.Controller;
internal sealed class GatheringController : MiniTaskController<GatheringController>
{
internal sealed class CurrentRequest
{
public required GatheringRequest Data { get; init; }
public required GatheringRoot Root { get; init; }
public required List<GatheringNode> Nodes { get; init; }
public int CurrentIndex { get; set; }
}
public sealed record GatheringRequest(GatheringPointId GatheringPointId, uint ItemId, uint AlternativeItemId, int Quantity, ushort Collectability = 0);
public enum EStatus
{
Gathering,
Moving,
Complete
}
private readonly MovementController _movementController;
private readonly GatheringPointRegistry _gatheringPointRegistry;
private readonly GameFunctions _gameFunctions;
private readonly NavmeshIpc _navmeshIpc;
private readonly IObjectTable _objectTable;
private readonly ICondition _condition;
private readonly Configuration _configuration;
private readonly Regex _revisitRegex;
private CurrentRequest? _currentRequest;
private int _movementFailureCount;
public bool IsRunning => _currentRequest != null;
public uint? CurrentItemId => _currentRequest?.Data.ItemId;
public GatheringController(MovementController movementController, GatheringPointRegistry gatheringPointRegistry, GameFunctions gameFunctions, NavmeshIpc navmeshIpc, IObjectTable objectTable, IChatGui chatGui, ILogger<GatheringController> logger, ICondition condition, IServiceProvider serviceProvider, InterruptHandler interruptHandler, IDataManager dataManager, Configuration configuration, IPluginLog pluginLog)
: base(chatGui, condition, serviceProvider, interruptHandler, dataManager, configuration, logger)
{
_movementController = movementController;
_gatheringPointRegistry = gatheringPointRegistry;
_gameFunctions = gameFunctions;
_navmeshIpc = navmeshIpc;
_objectTable = objectTable;
_condition = condition;
_configuration = configuration;
_revisitRegex = dataManager.GetRegex(5574u, (LogMessage x) => x.Text, pluginLog) ?? throw new InvalidDataException("No regex found for revisit message");
}
public bool Start(GatheringRequest gatheringRequest)
{
Stop("Start");
if (!_gatheringPointRegistry.TryGetGatheringPoint(gatheringRequest.GatheringPointId, out GatheringRoot gatheringRoot))
{
_logger.LogError("Unable to resolve gathering point, no path found for {ItemId} / point {PointId}", gatheringRequest.ItemId, gatheringRequest.GatheringPointId);
return false;
}
_currentRequest = new CurrentRequest
{
Data = gatheringRequest,
Root = gatheringRoot,
Nodes = gatheringRoot.Groups.SelectMany((GatheringNodeGroup x) => x.Nodes.OrderBy((GatheringNode y) => y.Locations.Count)).ToList()
};
_movementFailureCount = 0;
if (HasRequestedItems())
{
_currentRequest = null;
return false;
}
return true;
}
public EStatus Update()
{
if (_currentRequest == null)
{
Stop("No request");
return EStatus.Complete;
}
if (_movementController.IsPathfinding || _movementController.IsPathRunning)
{
return EStatus.Moving;
}
if (HasRequestedItems() && !_condition[ConditionFlag.Gathering])
{
Stop("Has all items");
return EStatus.Complete;
}
if (_taskQueue.AllTasksComplete)
{
GoToNextNode();
}
UpdateCurrentTask();
return EStatus.Gathering;
}
protected override void OnTaskComplete(ITask task)
{
if (task is DoGather.Task)
{
ResetStepRetryCounter();
_movementFailureCount = 0;
}
GoToNextNode();
}
protected override void OnRetryStep()
{
_logger.LogInformation("Retrying gathering from the next targetable node");
}
public void Replan()
{
if (_currentRequest != null)
{
_logger.LogInformation("Re-planning gathering for point {PointId}", _currentRequest.Data.GatheringPointId);
_taskQueue.Reset();
}
}
public bool TryReplanAfterMovementFailure()
{
if (_currentRequest == null)
{
return false;
}
_movementFailureCount++;
if (_movementFailureCount > _configuration.Advanced.InteractionRetryLimit)
{
_logger.LogError("Gathering movement retry limit exceeded after {Count} failures", _movementFailureCount);
return false;
}
if (_taskQueue.CurrentTaskExecutor?.CurrentTask is MoveTask { InteractionType: EInteractionType.WalkTo, DataId: null, Fly: not false, DisableNavmesh: false } moveTask)
{
List<ITask> list = _taskQueue.RemainingTasks.ToList();
MoveTask moveTask2 = moveTask._003CClone_003E_0024();
Vector3 destination = moveTask.Destination;
destination.Y = moveTask.Destination.Y + 30f;
moveTask2.Destination = destination;
moveTask2.DisableNavmesh = true;
MoveTask moveTask3 = moveTask2;
_logger.LogInformation("Navmesh could not reach the gathering cluster; retrying the broad approach as a direct flight");
_taskQueue.Reset();
TaskQueue taskQueue = _taskQueue;
ITask task = moveTask3;
List<ITask> list2 = list;
int num = 0;
ITask[] array = new ITask[1 + list2.Count];
array[num] = task;
num++;
Span<ITask> span = CollectionsMarshal.AsSpan(list2);
span.CopyTo(new Span<ITask>(array).Slice(num, span.Length));
num += span.Length;
taskQueue.EnqueueAll(new global::_003C_003Ez__ReadOnlyArray<ITask>(array));
return true;
}
_logger.LogInformation("Gathering movement failed, selecting another active node (attempt {Count}/{Limit})", _movementFailureCount, _configuration.Advanced.InteractionRetryLimit);
Replan();
return true;
}
public override void Stop(string label)
{
base.Stop(label);
_currentRequest = null;
_taskQueue.Reset();
}
private void GoToNextNode()
{
if (_currentRequest == null || !_taskQueue.AllTasksComplete)
{
return;
}
GatheringNode gatheringNode = FindNextTargetableNodeAndUpdateIndex(_currentRequest);
if (gatheringNode == null)
{
return;
}
if (_currentRequest.Root.Steps.Count == 0 || gatheringNode.Locations.Count == 0)
{
Stop("Empty gathering plan");
return;
}
List<QuestStep> steps = _currentRequest.Root.Steps;
ushort territoryId = steps[steps.Count - 1].TerritoryId;
bool? fly = gatheringNode.Fly;
bool? flyBetweenNodes = _currentRequest.Root.FlyBetweenNodes;
bool flag = (fly ?? flyBetweenNodes ?? true) && _gameFunctions.IsFlyingUnlocked(territoryId);
if (gatheringNode.Locations.Count > 1)
{
Vector3 vector = new Vector3
{
X = gatheringNode.Locations.Sum((GatheringLocation x) => x.Position.X) / (float)gatheringNode.Locations.Count,
Y = gatheringNode.Locations.Select((GatheringLocation x) => x.Position.Y).Max() + 5f,
Z = gatheringNode.Locations.Sum((GatheringLocation x) => x.Position.Z) / (float)gatheringNode.Locations.Count
};
Vector3? vector2 = _navmeshIpc.GetPointOnFloor(vector, unlandable: true);
if (vector2.HasValue)
{
Vector3 value = vector2.Value;
value.Y = vector2.Value.Y + (flag ? 3f : 0f);
vector2 = value;
}
TaskQueue taskQueue = _taskQueue;
Vector3 destination = vector2 ?? vector;
float? stopDistance = 50f;
bool fly2 = flag;
taskQueue.Enqueue(new MoveTask(territoryId, destination, null, MountRequired: false, DismountRequired: false, stopDistance, null, DisableNavmesh: false, null, fly2, Land: false, IgnoreDistanceToObject: true, RestartNavigation: true, EInteractionType.WalkTo));
}
_taskQueue.Enqueue(new MoveToLandingLocation.Task(territoryId, flag, gatheringNode));
_taskQueue.Enqueue(new Questionable.Controller.Steps.Common.Mount.UnmountTask());
_taskQueue.Enqueue(new Interact.Task(gatheringNode.DataId, null, EInteractionType.Gather, SkipMarkerCheck: true));
QueueGatherNode(gatheringNode);
}
private void QueueGatherNode(GatheringNode currentNode)
{
bool[] array = new bool[2] { false, true };
foreach (bool revisitRequired in array)
{
_taskQueue.Enqueue(new DoGather.Task(_currentRequest.Data, currentNode, revisitRequired));
if (_currentRequest.Data.Collectability > 0)
{
_taskQueue.Enqueue(new DoGatherCollectable.Task(_currentRequest.Data, currentNode, revisitRequired));
}
}
}
public unsafe bool HasRequestedItems()
{
if (_currentRequest == null)
{
return true;
}
InventoryManager* ptr = InventoryManager.Instance();
if (ptr == null)
{
return false;
}
return ptr->GetInventoryItemCount(_currentRequest.Data.ItemId, isHq: false, checkEquipped: true, checkArmory: true, (short)_currentRequest.Data.Collectability) >= _currentRequest.Data.Quantity;
}
public bool HasNodeDisappeared(GatheringNode node)
{
return !_objectTable.Any((IGameObject x) => x.ObjectKind == ObjectKind.GatheringPoint && x.IsTargetable && x.BaseId == node.DataId);
}
private GatheringNode? FindNextTargetableNodeAndUpdateIndex(CurrentRequest currentRequest)
{
for (int i = 0; i < currentRequest.Nodes.Count; i++)
{
int num = (currentRequest.CurrentIndex + i) % currentRequest.Nodes.Count;
GatheringNode currentNode = currentRequest.Nodes[num];
if (_objectTable.Any((IGameObject x) => x.ObjectKind == ObjectKind.GatheringPoint && x.BaseId == currentNode.DataId && x.IsTargetable))
{
currentRequest.CurrentIndex = (num + 1) % currentRequest.Nodes.Count;
return currentNode;
}
}
for (int num2 = 0; num2 < currentRequest.Nodes.Count; num2++)
{
int num3 = (currentRequest.CurrentIndex + num2) % currentRequest.Nodes.Count;
GatheringNode currentNode2 = currentRequest.Nodes[num3];
if (currentNode2.Locations.Select((GatheringLocation x) => _objectTable.FirstOrDefault((IGameObject y) => currentNode2.DataId == y.BaseId && Vector3.Distance(x.Position, y.Position) < 0.1f)).ToList().Any((IGameObject x) => x == null))
{
currentRequest.CurrentIndex = (num3 + 1) % currentRequest.Nodes.Count;
return currentNode2;
}
}
return null;
}
public void OnNormalToast(SeString message)
{
if (!_revisitRegex.IsMatch(message.TextValue))
{
return;
}
_logger.LogDebug("Revisit triggered for the current gathering node");
if (_taskQueue.CurrentTaskExecutor?.CurrentTask is IRevisitAware revisitAware)
{
revisitAware.OnRevisit();
}
foreach (ITask remainingTask in _taskQueue.RemainingTasks)
{
if (remainingTask is IRevisitAware revisitAware2)
{
revisitAware2.OnRevisit();
}
}
}
}