Merge branch 'Akebi-Group:master' into a

This commit is contained in:
lunatic 2022-07-30 18:25:05 +07:00 committed by GitHub
commit 1d2e2831c8
11 changed files with 183 additions and 8 deletions

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@ -24,6 +24,7 @@
<ClInclude Include="src\user\cheat\visuals\TextureChanger.h" />
<ClInclude Include="src\user\cheat\visuals\FreeCamera.h" />
<ClInclude Include="src\user\cheat\world\AutoSeelie.h" />
<ClInclude Include="src\user\cheat\world\CustomWeather.h" />
<ClInclude Include="src\user\cheat\world\FakeTime.h" />
<ClInclude Include="src\user\cheat\debugger.h">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release_WS|x64'">false</ExcludedFromBuild>
@ -115,6 +116,7 @@
<ClCompile Include="src\user\cheat\visuals\TextureChanger.cpp" />
<ClCompile Include="src\user\cheat\visuals\FreeCamera.cpp" />
<ClCompile Include="src\user\cheat\world\AutoSeelie.cpp" />
<ClCompile Include="src\user\cheat\world\CustomWeather.cpp" />
<ClCompile Include="src\user\cheat\world\FakeTime.cpp" />
<ClCompile Include="src\user\cheat\debugger.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>

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@ -249,6 +249,9 @@
<ClInclude Include="src\user\cheat\world\FreezeEnemies.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\user\cheat\world\CustomWeather.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Font Include="res\Ruda-Bold.ttf" />
@ -456,6 +459,9 @@
<ClCompile Include="src\user\cheat\world\FreezeEnemies.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\user\cheat\world\CustomWeather.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="res\res.rc">

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@ -42,6 +42,7 @@
#include <cheat/world/AutoFish.h>
#include <cheat/world/AutoCook.h>
#include <cheat/world/CustomWeather.h>
#include <cheat/visuals/NoFog.h>
#include <cheat/visuals/FPSUnlock.h>
@ -109,6 +110,8 @@ namespace cheat
FEAT_INST(AutoFish),
FEAT_INST(AutoCook),
FEAT_INST(CustomWeather),
FEAT_INST(NoFog),
FEAT_INST(FPSUnlock),
FEAT_INST(CameraZoom),

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@ -221,7 +221,8 @@ namespace cheat::game::filters
SimpleFilter JadeplumeTerrorshroom = { EntityType__Enum_1::Monster, "Fungus_Raptor" };
SimpleFilter RishbolandTiger = { EntityType__Enum_1::Monster, "_Megamoth_" };
SimpleFilter ShaggySumpterBeast = { EntityType__Enum_1::Monster, "_Panther" };
SimpleFilter Spincrocodile = { EntityType__Enum_1::Monster, "_Gator" };
SimpleFilter Spincrocodile = { EntityType__Enum_1::Monster, "_Gator" };
SimpleFilter SentryTurrets = { EntityType__Enum_1::Field, "SentryTurrets_" };
}
namespace plant
@ -529,5 +530,7 @@ namespace cheat::game::filters
SimpleFilter OrganicTargets = { Monsters, Animals }; // Solael: Please don't mess around with this filter.
//m0nkrel: We can choose the entities we need ourselves so as not to magnetize cats, dogs, etc.
//AdvancedFilter Animals = { {EntityType__Enum_1::EnvAnimal, EntityType__Enum_1::Monster }, {"Crane", "Tit", "Boar", "Squirrel", "Fox", "Pigeon", "Wigeon", "Falcon" ,"Marten" } };
SimpleFilter Lightning = { EntityType__Enum_1::Lightning };
}
}

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@ -220,7 +220,8 @@ namespace cheat::game::filters
extern SimpleFilter Beisht;
extern SimpleFilter RishbolandTiger;
extern SimpleFilter ShaggySumpterBeast;
extern SimpleFilter Spincrocodile;
extern SimpleFilter Spincrocodile;
extern SimpleFilter SentryTurrets;
}
namespace plant
@ -337,5 +338,6 @@ namespace cheat::game::filters
extern SimpleFilter MonsterEquips;
extern BlacklistFilter Living;
extern SimpleFilter OrganicTargets;
extern SimpleFilter Lightning;
}
}

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@ -1358,6 +1358,12 @@ namespace cheat::feature
if (_monoMiniMap == nullptr)
return false;
// Fix Exception in Console, when loading ptr null | RyujinZX#7832
if (_monoMiniMap->fields._._._._.m_CachedPtr == 0) {
_monoMiniMap = nullptr;
return false;
}
SAFE_BEGIN();
return app::Behaviour_get_isActiveAndEnabled(reinterpret_cast<app::Behaviour*>(_monoMiniMap), nullptr);
SAFE_ERROR();

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@ -11,14 +11,14 @@ namespace cheat::feature
static bool LCAvatarCombat_OnSkillStart(app::LCAvatarCombat* __this, uint32_t skillID, float cdMultipler, MethodInfo* method);
static bool LCAvatarCombat_IsSkillInCD_1(app::LCAvatarCombat* __this, app::LCAvatarCombat_LCAvatarCombat_SkillInfo* skillInfo, MethodInfo* method);
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(void* __this, app::String* key, float value, float minValue, float maxValue,
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(app::MoleMole_ActorAbilityPlugin* __this, app::String* key, float value, float minValue, float maxValue,
bool forceDoAtRemote, MethodInfo* method);
static std::list<std::string> abilityLog;
NoCD::NoCD() : Feature(),
NF(f_AbilityReduce, "Reduce Skill/Burst Cooldown", "NoCD", false),
NF(f_TimerReduce, "Reduce Timer", "NoCD", 1.f),
NF(f_TimerReduce, "Reduce Timer", "NoCD", 1.f),
NF(f_UtimateMaxEnergy, "Burst max energy", "NoCD", false),
NF(f_Sprint, "No Sprint Cooldown", "NoCD", false),
NF(f_InstantBow, "Instant bow", "NoCD", false)
@ -28,6 +28,7 @@ namespace cheat::feature
HookManager::install(app::MoleMole_HumanoidMoveFSM_CheckSprintCooldown, HumanoidMoveFSM_CheckSprintCooldown_Hook);
HookManager::install(app::MoleMole_ActorAbilityPlugin_AddDynamicFloatWithRange, ActorAbilityPlugin_AddDynamicFloatWithRange_Hook);
}
const FeatureGUIInfo& NoCD::GetGUIInfo() const
@ -153,21 +154,26 @@ namespace cheat::feature
// value - increase value
// min and max - bounds of charge.
// So, to charge make full charge m_Instantly, just replace value to maxValue.
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(void* __this, app::String* key, float value, float minValue, float maxValue,
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(app::MoleMole_ActorAbilityPlugin* __this, app::String* key, float value, float minValue, float maxValue,
bool forceDoAtRemote, MethodInfo* method)
{
std::time_t t = std::time(nullptr);
auto logEntry = fmt::format("{:%H:%M:%S} | Key: {} value {}.", fmt::localtime(t), il2cppi_to_string(key), value);
auto logEntry = fmt::format("{:%H:%M:%S} | Key: {} value: {} | min: {} | max: {}.", fmt::localtime(t), il2cppi_to_string(key), value, minValue, maxValue);
abilityLog.push_front(logEntry);
if (abilityLog.size() > 50)
abilityLog.pop_back();
NoCD& noCD = NoCD::GetInstance();
// This function is calling not only for bows, so if don't put key filter it cause various game mechanic bugs.
// For now only "_Enchanted_Time" found for bow charging, maybe there are more. Need to continue research.
if (noCD.f_InstantBow && il2cppi_to_string(key) == "_Enchanted_Time")
{
value = maxValue;
__this->fields.nextValidAbilityID = 36; // HotFix Yelan, Fishl | It's essentially a game bug. | RyujinZX#7832
}
CALL_ORIGIN(ActorAbilityPlugin_AddDynamicFloatWithRange_Hook, __this, key, value, minValue, maxValue, forceDoAtRemote, method);
}
}

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@ -186,12 +186,13 @@ namespace cheat::feature
bool IsValidByFilter(game::Entity* entity)
{
if (game::filters::combined::OrganicTargets.IsValid(entity) ||
game::filters::monster::SentryTurrets.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;
return false;
}
// Raises when any entity do hit event.
@ -207,6 +208,7 @@ namespace cheat::feature
auto& manager = game::EntityManager::instance();
auto originalTarget = manager.entity(targetID);
if (!IsValidByFilter(originalTarget))
return CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, targetID, attackResult, ignoreCheckCanBeHitInMP, method);
@ -236,6 +238,7 @@ namespace cheat::feature
}
for (const auto& entity : validEntities) {
if (rapidFire.f_MultiHit) {
int attackCount = rapidFire.GetAttackCount(__this, entity->runtimeID(), attackResult);
for (int i = 0; i < attackCount; i++)

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@ -0,0 +1,114 @@
#include "pch-il2cpp.h"
#include "CustomWeather.h"
#include <helpers.h>
#include <cheat/events.h>
#include <cheat/game/EntityManager.h>
#include <cheat/game/util.h>
#include <cheat/game/filters.h>
namespace cheat::feature
{
const char* WeatherType[]{ "ClearSky", "Cloudy", "Foggy", "Storm", "RainHeavy", "FountainRain", "SnowLight", "EastCoast" };
std::string CustomWeather::GetWeather() {
switch (current_weather)
{
case 0:
return "Data/Environment/Weather/BigWorld/Weather_ClearSky";
case 1:
return "Data/Environment/Weather/BigWorld/Weather_Cloudy";
case 2:
return "Data/Environment/Weather/BigWorld/Weather_Foggy";
case 3:
return "Data/Environment/Weather/BigWorld/Weather_Storm";
case 4:
return "Data/Environment/Weather/BigWorld/Weather_Dq_Tabeisha_Rain_Heavy";
case 5:
return "Data/Environment/Weather/BigWorld/Weather_LY_Fountain_Rain";
case 6:
return "Data/Environment/Weather/BigWorld/Weather_Snowmountain_Snow_Light";
case 7:
return "Data/Environment/Weather/BigWorld/Weather_Snowmountain_EastCoast";
default:
return "Data/Environment/Weather/BigWorld/Weather_ClearSky";
}
}
CustomWeather::CustomWeather() : Feature(),
NF(f_Enabled, "Custom Weather", "World", false),
NF(f_Lightning, "Lightning", "World", false),
toBeUpdate(), nextUpdate(0)
{
events::GameUpdateEvent += MY_METHOD_HANDLER(CustomWeather::OnGameUpdate);
}
const FeatureGUIInfo& CustomWeather::GetGUIInfo() const
{
static const FeatureGUIInfo info{ "CustomWeather", "Visuals", true };
return info;
}
void CustomWeather::DrawMain()
{
ConfigWidget(f_Enabled, "Custom Weather.");
if (f_Enabled) {
ImGui::Combo(("Weather Type"), &current_weather, WeatherType, ARRAYSIZE(WeatherType));
}
ConfigWidget(f_Lightning, "Lightning target enemy, works with RainHeavy weather.");
}
bool CustomWeather::NeedStatusDraw() const
{
return f_Enabled;
}
void CustomWeather::DrawStatus()
{
ImGui::Text("Custom Weather");
if (f_Lightning)
ImGui::Text("Lightning");
}
CustomWeather& CustomWeather::GetInstance()
{
static CustomWeather instance;
return instance;
}
void CustomWeather::OnGameUpdate()
{
if (!f_Enabled)
return;
auto currentTime = util::GetCurrentTimeMillisec();
if (currentTime < nextUpdate)
return;
auto Enviro = app::EnviroSky_get_Instance(nullptr);
if (Enviro != nullptr) {
app::EnviroSky_ChangeWeather(Enviro, string_to_il2cppi(GetWeather()), 1, 1, nullptr);
if (f_Lightning && current_weather == 4) {
auto& manager = game::EntityManager::instance();
for (auto& Monsters : manager.entities(game::filters::combined::Monsters)) {
if (manager.avatar()->distance(Monsters) >= 30)
continue;
for (auto& entity : manager.entities(game::filters::combined::Lightning)) {
entity->setRelativePosition(Monsters->relativePosition());
}
}
}
}
nextUpdate = currentTime + (int)f_DelayUpdate;
}
}

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@ -0,0 +1,28 @@
#pragma once
#include <cheat-base/cheat/Feature.h>
#include <cheat-base/config/config.h>
#include <cheat-base/thread-safe.h>
namespace cheat::feature
{
class CustomWeather : public Feature
{
public:
config::Field<config::Toggle<Hotkey>> f_Enabled;
config::Field<config::Toggle<Hotkey>> f_Lightning;
static CustomWeather& GetInstance();
const FeatureGUIInfo& GetGUIInfo() const override;
void DrawMain() override;
bool NeedStatusDraw() const override;
void DrawStatus() override;
private:
int current_weather;
std::string GetWeather();
SafeQueue<uint32_t> toBeUpdate;
SafeValue<int64_t> nextUpdate;
int f_DelayUpdate = 1;
void OnGameUpdate();
CustomWeather();
};
}

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@ -85,6 +85,8 @@ namespace cheat::feature
if (f_FastDialog)
app::Time_set_timeScale(f_TimeSpeedup, nullptr);
else
app::Time_set_timeScale(1.0f, nullptr);
bool isImportant = false;
if (f_ExcludeImportant)