Custom Weather & Lightning target

This commit is contained in:
RyujinZX 2022-07-25 19:11:19 +03:00
parent 7fd48569b3
commit 38aa983539
8 changed files with 161 additions and 0 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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@ -155,6 +155,11 @@ DO_APP_FUNC(0x012BC260, void, CookingQtePageContext_CloseItemGotPanel, (CookingQ
DO_APP_FUNC(0x02A37D50, Button_1*, ProfilePage, (MonoInLevelPlayerProfilePage* __this, MethodInfo* method)); // MonoInLevelPlayerProfilePage_get_logoutButton
DO_APP_FUNC(0x01B101B0, void, ProfileEditPage, (MonoFriendInformationDialog* __this, Sprite* value, MethodInfo* method)); // MonoFriendInformationDialog_set_icon
// Custom Weather | RyujinZX#6666
DO_APP_FUNC(0x027774F0, bool, EnviroSky_ChangeWeather, (void* /*app::EnviroSky*/ __this, String* weatherPath, float transTime, float ratio, MethodInfo* method));
DO_APP_FUNC(0x014EDB10, void* /*app::EnviroSky*/, EnviroSky_get_Instance, (MethodInfo* method));
// Free Camera
DO_APP_FUNC(0x057E9C00, float, Camera_get_fieldOfView, (Camera* __this, MethodInfo* method));
DO_APP_FUNC(0x057EA060, void, Camera_set_fieldOfView, (Camera* __this, float value, MethodInfo* method));

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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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@ -529,5 +529,7 @@ 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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@ -337,5 +337,6 @@ namespace cheat::game::filters
extern SimpleFilter MonsterEquips;
extern BlacklistFilter Living;
extern SimpleFilter OrganicTargets;
extern SimpleFilter Lightning;
}
}

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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();
};
}