Merge pull request #244 from biswop/vacuum-change
added Mob Drop Radius to vacuum and added RadishDrop and CarrotDrop to filter
This commit is contained in:
commit
54071b218a
@ -256,6 +256,8 @@ namespace cheat::game::filters
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SimpleFilter Wheat = { EntityType__Enum_1::GatherObject, "_Plant_Wheat" };
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SimpleFilter WindwheelAster = { EntityType__Enum_1::GatherObject, "_WindmilDaisy" };
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SimpleFilter Wolfhook = { EntityType__Enum_1::GatherObject, "_GogoFruit" };
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SimpleFilter RadishDrop = { EntityType__Enum_1::GatherObject, "_Plant_Carrot02_Clear" };
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SimpleFilter CarrotDrop = { EntityType__Enum_1::GatherObject, "_Plant_Radish02_Clear" };
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}
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namespace puzzle
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@ -253,6 +253,8 @@ namespace cheat::game::filters
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extern SimpleFilter Wheat;
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extern SimpleFilter WindwheelAster;
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extern SimpleFilter Wolfhook;
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extern SimpleFilter RadishDrop;
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extern SimpleFilter CarrotDrop;
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}
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namespace puzzle
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@ -261,7 +263,7 @@ namespace cheat::game::filters
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extern SimpleFilter BakeDanuki;
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extern SimpleFilter BloattyFloatty;
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extern WhitelistFilter CubeDevices;
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extern SimpleFilter EightStoneTablets;
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extern SimpleFilter ElectricConduction;
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extern SimpleFilter RelayStone;
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@ -308,7 +310,7 @@ namespace cheat::game::filters
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extern SimpleFilter MonsterBosses;
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extern SimpleFilter MonsterShielded;
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extern SimpleFilter MonsterEquips;
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extern BlacklistFilter Living;
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extern BlacklistFilter Living;
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extern SimpleFilter OrganicTargets;
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}
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}
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@ -9,10 +9,11 @@
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namespace cheat::feature
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{
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VacuumLoot::VacuumLoot() : Feature(),
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NF(f_Enabled, "Vacuum Loot", "VacuumLoot", false),
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NF(f_Enabled, "Vacuum Loot", "VacuumLoot", false),
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NF(f_DelayTime, "Delay time (in ms)", "VacuumLoot", 1000),
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NF(f_Distance, "Distance", "VacuumLoot", 1.5f),
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NF(f_Radius, "Radius", "VacuumLoot", 20.0f),
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NF(f_Distance, "Distance", "VacuumLoot", 1.5f),
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NF(f_MobDropRadius, "Mob Drop Radius", "VacuumLoot", 20.0f),
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NF(f_Radius, "Radius", "VacuumLoot", 20.0f),
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nextTime(0)
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{
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InstallFilters();
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@ -21,20 +22,21 @@ namespace cheat::feature
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const FeatureGUIInfo& VacuumLoot::GetGUIInfo() const
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{
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static const FeatureGUIInfo info{ "", "World", true };
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static const FeatureGUIInfo info{ "Vacuum Loot", "World", true };
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return info;
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}
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void VacuumLoot::DrawMain()
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{
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if (ImGui::BeginGroupPanel("Vacuum Loot", false))
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{
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ConfigWidget("Enabled", f_Enabled, "Vacuum Loot drops"); ImGui::SameLine(); ImGui::SetNextItemWidth(100.0f);
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ConfigWidget("Delay Time (ms)", f_DelayTime, 1, 0, 1000, "Delay (in ms) between loot vacuum.");
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ConfigWidget("Radius (m)", f_Radius, 0.1f, 5.0f, 100.0f, "Radius of loot vacuum.");
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ConfigWidget("Radius (m)", f_Radius, 0.1f, 5.0f, 100.0f, "Radius of common loot vacuum.");
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ConfigWidget("Mob Drop Radius (m)", f_MobDropRadius, 0.1f, 5.0f, 100.0f, "Radius of mob drop vacuum.\n"
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"(Item Drops and Equipments)");
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ConfigWidget("Distance (m)", f_Distance, 0.1f, 1.0f, 10.0f, "Distance between the player and the loot.\n"
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"Values under 1.5 may be too intruding.");
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if (ImGui::TreeNode(this, "Loot Types"))
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if (ImGui::TreeNode("Loot Types"))
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{
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for (auto& [section, filters] : m_Sections)
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{
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@ -44,8 +46,6 @@ namespace cheat::feature
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}
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ImGui::TreePop();
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}
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}
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ImGui::EndGroupPanel();
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}
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bool VacuumLoot::NeedStatusDraw() const
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@ -55,7 +55,12 @@ namespace cheat::feature
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void VacuumLoot::DrawStatus()
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{
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ImGui::Text("VacuumLoot");
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ImGui::Text("VacuumLoot\n[%dms|%.01fm|%.01fm|%.01fm]",
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f_DelayTime.value(),
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f_Radius.value(),
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f_MobDropRadius.value(),
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f_Distance.value()
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);
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}
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VacuumLoot& VacuumLoot::GetInstance()
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@ -68,18 +73,22 @@ namespace cheat::feature
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{
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// Go through all sections. For each section, go through all filters.
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// If a filter matches the given entity and that filter is enabled, return true.
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bool entityValid = std::any_of(m_Sections.begin(), m_Sections.end(),
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[entity](std::pair<std::string, Filters> const& section) {
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return std::any_of(section.second.begin(), section.second.end(), [entity](const FilterInfo& filterInfo) {
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return filterInfo.second->IsValid(entity) && filterInfo.first; });
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});
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if (!entityValid)return false;
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if (!entityValid) return false;
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bool isMobDrop = std::any_of(m_MobDropFilter.begin(), m_MobDropFilter.end(),
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[entity](const game::IEntityFilter* filter) { return filter->IsValid(entity); });
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auto& manager = game::EntityManager::instance();
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auto distance = manager.avatar()->distance(entity);
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return distance <= f_Radius;
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return distance <= (isMobDrop ? f_MobDropRadius : f_Radius);
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}
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void VacuumLoot::OnGameUpdate()
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@ -93,7 +102,6 @@ namespace cheat::feature
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auto& manager = game::EntityManager::instance();
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auto avatarEntity = manager.avatar();
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for (const auto& entity : manager.entities())
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{
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if (!IsEntityForVac(entity))
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@ -120,13 +128,13 @@ namespace cheat::feature
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if (ImGui::BeginTable(section.c_str(), columns == 0 ? 1 : columns )) {
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int i = 0;
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for (std::pair<config::Field<bool>, game::IEntityFilter*> filter : filters) {
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if (i % (columns == 0 ? 1 : columns) == 0)
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{
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ImGui::TableNextRow();
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ImGui::TableSetColumnIndex(0);
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}
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else
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else
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ImGui::TableNextColumn();
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ImGui::PushID(&filter);
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@ -147,6 +155,7 @@ namespace cheat::feature
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info.first.FireChanged();
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}
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}
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}
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void VacuumLoot::AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter)
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@ -162,25 +171,15 @@ namespace cheat::feature
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#define ADD_FILTER_FIELD(section, name) AddFilter(util::MakeCapital(#section), util::SplitWords(#name), &game::filters::##section##::##name##)
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void VacuumLoot::InstallFilters()
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{
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// Add more in the future
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ADD_FILTER_FIELD(featured, ItemDrops);
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// ADD_FILTER_FIELD(mineral, AmethystLump);
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// ADD_FILTER_FIELD(mineral, ArchaicStone);
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// ADD_FILTER_FIELD(mineral, CorLapis);
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// ADD_FILTER_FIELD(mineral, CrystalChunk);
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// ADD_FILTER_FIELD(mineral, CrystalMarrow);
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// ADD_FILTER_FIELD(mineral, ElectroCrystal);
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// ADD_FILTER_FIELD(mineral, IronChunk);
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// ADD_FILTER_FIELD(mineral, NoctilucousJade);
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// ADD_FILTER_FIELD(mineral, MagicalCrystalChunk);
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// ADD_FILTER_FIELD(mineral, ScarletQuartz);
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// ADD_FILTER_FIELD(mineral, Starsilver);
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// ADD_FILTER_FIELD(mineral, WhiteIronChunk);
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// ADD_FILTER_FIELD(mineral, DunlinsTooth);
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ADD_FILTER_FIELD(equipment, Artifacts);
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ADD_FILTER_FIELD(equipment, Bow);
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ADD_FILTER_FIELD(equipment, Catalyst);
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ADD_FILTER_FIELD(equipment, Claymore);
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ADD_FILTER_FIELD(equipment, Sword);
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ADD_FILTER_FIELD(equipment, Pole);
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// Ores that drops as a loot when destroyed
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ADD_FILTER_FIELD(mineral, AmethystLumpDrop);
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ADD_FILTER_FIELD(mineral, CrystalChunkDrop);
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ADD_FILTER_FIELD(mineral, ElectroCrystalDrop);
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@ -193,9 +192,9 @@ namespace cheat::feature
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ADD_FILTER_FIELD(plant, Apple);
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ADD_FILTER_FIELD(plant, Cabbage);
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ADD_FILTER_FIELD(plant, Carrot);
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ADD_FILTER_FIELD(plant, CarrotDrop);
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ADD_FILTER_FIELD(plant, Potato);
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ADD_FILTER_FIELD(plant, Radish);
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ADD_FILTER_FIELD(plant, RadishDrop);
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ADD_FILTER_FIELD(plant, Sunsettia);
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ADD_FILTER_FIELD(plant, Wheat);
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@ -204,13 +203,7 @@ namespace cheat::feature
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ADD_FILTER_FIELD(living, Crab);
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ADD_FILTER_FIELD(living, Eel);
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ADD_FILTER_FIELD(living, LizardTail);
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ADD_FILTER_FIELD(equipment, Artifacts);
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ADD_FILTER_FIELD(equipment, Bow);
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ADD_FILTER_FIELD(equipment, Catalyst);
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ADD_FILTER_FIELD(equipment, Claymore);
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ADD_FILTER_FIELD(equipment, Sword);
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ADD_FILTER_FIELD(equipment, Pole);
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ADD_FILTER_FIELD(living, Fish);
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}
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#undef ADD_FILTER_FIELD
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}
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@ -15,6 +15,7 @@ namespace cheat::feature
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config::Field<config::Toggle<Hotkey>> f_Enabled;
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config::Field<float> f_Distance;
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config::Field<float> f_Radius;
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config::Field<float> f_MobDropRadius;
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config::Field<int> f_DelayTime;
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static VacuumLoot& GetInstance();
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@ -35,6 +36,16 @@ namespace cheat::feature
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Sections m_Sections;
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SafeValue<int64_t> nextTime;
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const std::vector<game::IEntityFilter*> m_MobDropFilter = {
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& game::filters::featured::ItemDrops,
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& game::filters::equipment::Artifacts,
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& game::filters::equipment::Bow,
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& game::filters::equipment::Catalyst,
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& game::filters::equipment::Claymore,
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& game::filters::equipment::Pole,
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& game::filters::equipment::Sword
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};
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VacuumLoot();
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void DrawSection(const std::string& section, const Filters& filters);
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void InstallFilters();
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