simpler code and cleanup

This commit is contained in:
HarrySilan 2022-07-14 20:56:50 +08:00
parent bccdd9736c
commit d6a100d03d
2 changed files with 27 additions and 134 deletions

View File

@ -17,7 +17,6 @@ namespace cheat::feature
nextTime(0) nextTime(0)
{ {
InstallFilters(); InstallFilters();
InstallFiltersMobDrop();
events::GameUpdateEvent += MY_METHOD_HANDLER(VacuumLoot::OnGameUpdate); events::GameUpdateEvent += MY_METHOD_HANDLER(VacuumLoot::OnGameUpdate);
} }
@ -32,8 +31,9 @@ namespace cheat::feature
ConfigWidget("Enabled", f_Enabled, "Vacuum Loot drops"); ImGui::SameLine(); ImGui::SetNextItemWidth(100.0f); ConfigWidget("Enabled", f_Enabled, "Vacuum Loot drops"); ImGui::SameLine(); ImGui::SetNextItemWidth(100.0f);
ConfigWidget("Delay Time (ms)", f_DelayTime, 1, 0, 1000, "Delay (in ms) between loot vacuum."); ConfigWidget("Delay Time (ms)", f_DelayTime, 1, 0, 1000, "Delay (in ms) between loot vacuum.");
ConfigWidget("Radius (m)", f_Radius, 0.1f, 5.0f, 100.0f, "Radius of loot vacuum."); ConfigWidget("Radius (m)", f_Radius, 0.1f, 5.0f, 100.0f, "Radius of common loot vacuum.");
ConfigWidget("Mob Drop Radius (m)", f_MobDropRadius, 0.1f, 5.0f, 100.0f, "Radius of Mob Drop vacuum."); ConfigWidget("Mob Drop Radius (m)", f_MobDropRadius, 0.1f, 5.0f, 150.0f, "Radius of mob drop vacuum.\n"
"(Item Drops and Equipments)");
ConfigWidget("Distance (m)", f_Distance, 0.1f, 1.0f, 10.0f, "Distance between the player and the loot.\n" ConfigWidget("Distance (m)", f_Distance, 0.1f, 1.0f, 10.0f, "Distance between the player and the loot.\n"
"Values under 1.5 may be too intruding."); "Values under 1.5 may be too intruding.");
if (ImGui::TreeNode("Loot Types")) if (ImGui::TreeNode("Loot Types"))
@ -46,17 +46,6 @@ namespace cheat::feature
} }
ImGui::TreePop(); ImGui::TreePop();
} }
if (ImGui::TreeNode("Mob Drop Types"))
{
for (auto& [sectionMobDrop, filtersMobDrop] : m_SectionsMobDrop)
{
ImGui::PushID(sectionMobDrop.c_str());
DrawSectionMobDrop(sectionMobDrop, filtersMobDrop);
ImGui::PopID();
}
ImGui::TreePop();
}
} }
bool VacuumLoot::NeedStatusDraw() const bool VacuumLoot::NeedStatusDraw() const
@ -79,35 +68,22 @@ namespace cheat::feature
{ {
// Go through all sections. For each section, go through all filters. // Go through all sections. For each section, go through all filters.
// If a filter matches the given entity and that filter is enabled, return true. // If a filter matches the given entity and that filter is enabled, return true.
bool entityValid = std::any_of(m_Sections.begin(), m_Sections.end(), bool entityValid = std::any_of(m_Sections.begin(), m_Sections.end(),
[entity](std::pair<std::string, Filters> const& section) { [entity](std::pair<std::string, Filters> const& section) {
return std::any_of(section.second.begin(), section.second.end(), [entity](const FilterInfo& filterInfo) { return std::any_of(section.second.begin(), section.second.end(), [entity](const FilterInfo& filterInfo) {
return filterInfo.second->IsValid(entity) && filterInfo.first; }); return filterInfo.second->IsValid(entity) && filterInfo.first; });
}); });
if (!entityValid)return false; if (!entityValid) return false;
bool isMobDrop = std::any_of(m_MobDropFilter.begin(), m_MobDropFilter.end(),
[entity](const game::IEntityFilter* filter) { return filter->IsValid(entity); });
auto& manager = game::EntityManager::instance(); auto& manager = game::EntityManager::instance();
auto distance = manager.avatar()->distance(entity); auto distance = manager.avatar()->distance(entity);
return distance <= f_Radius; return distance <= isMobDrop ? f_MobDropRadius : f_Radius;
}
bool VacuumLoot::IsEntityForMobDropVac(game::Entity* entity)
{
// Go through all sections. For each section, go through all filters.
// If a filter matches the given entity and that filter is enabled, return true.
bool entityValid = std::any_of(m_SectionsMobDrop.begin(), m_SectionsMobDrop.end(),
[entity](std::pair<std::string, filtersMobDrop> const& sectionMobDrop) {
return std::any_of(sectionMobDrop.second.begin(), sectionMobDrop.second.end(), [entity](const FilterInfoMobDrop& FilterInfoMobDrop) {
return FilterInfoMobDrop.second->IsValid(entity) && FilterInfoMobDrop.first; });
});
if (!entityValid)return false;
auto& manager = game::EntityManager::instance();
auto distance = manager.avatar()->distance(entity);
return distance <= f_MobDropRadius;
} }
void VacuumLoot::OnGameUpdate() void VacuumLoot::OnGameUpdate()
@ -129,14 +105,6 @@ namespace cheat::feature
entity->setRelativePosition(avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance); entity->setRelativePosition(avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance);
} }
nextTime = currentTime + f_DelayTime.value(); nextTime = currentTime + f_DelayTime.value();
for (const auto& entity : manager.entities())
{
if (!IsEntityForMobDropVac(entity))
continue;
entity->setRelativePosition(avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance);
}
nextTime = currentTime + f_DelayTime.value();
} }
void VacuumLoot::DrawSection(const std::string& section, const Filters& filters) void VacuumLoot::DrawSection(const std::string& section, const Filters& filters)
@ -183,51 +151,6 @@ namespace cheat::feature
} }
} }
}
void VacuumLoot::DrawSectionMobDrop(const std::string& sectionMobDrop, const filtersMobDrop& filtersMobDrop)
{
bool checked = std::all_of(filtersMobDrop.begin(), filtersMobDrop.end(), [](const FilterInfoMobDrop& filterMobDrop) { return filterMobDrop.first; });
bool changed = false;
if (ImGui::BeginSelectableGroupPanel(sectionMobDrop.c_str(), checked, changed, true))
{
// TODO : Get Max Container Width and Calculate Max Item Width of Checkbox + Text / or specify same width for all columns
// then divide MaxWidth by ItemWidth/ColumnWidth and asign a floor result >= 1 to columns.
// Though this is also just fine IMO.
int columns = 2;
if (ImGui::BeginTable(sectionMobDrop.c_str(), columns == 0 ? 1 : columns)) {
int i = 0;
for (std::pair<config::Field<bool>, game::IEntityFilter*> filterMobDrop : filtersMobDrop) {
if (i % (columns == 0 ? 1 : columns) == 0)
{
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
}
else
ImGui::TableNextColumn();
ImGui::PushID(&filterMobDrop);
ConfigWidget(filterMobDrop.first);
ImGui::PopID();
i++;
}
ImGui::EndTable();
}
}
ImGui::EndSelectableGroupPanel();
if (changed)
{
for (const auto& info : filtersMobDrop)
{
info.first.value() = checked;
info.first.FireChanged();
}
}
} }
void VacuumLoot::AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter) void VacuumLoot::AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter)
@ -239,35 +162,19 @@ namespace cheat::feature
bool newItem(filter); bool newItem(filter);
filters.push_back({ config::CreateField<bool>(name,name,fmt::format("VacuumLoot::Filters::{}", section),false, newItem) , filter }); filters.push_back({ config::CreateField<bool>(name,name,fmt::format("VacuumLoot::Filters::{}", section),false, newItem) , filter });
} }
void VacuumLoot::AddFilterMobDrop(const std::string& sectionMobDrop, const std::string& nameMobDrop, game::IEntityFilter* filterMobDrop)
{
if (m_SectionsMobDrop.count(sectionMobDrop) == 0)
m_SectionsMobDrop[sectionMobDrop] = {};
auto& filtersMobDrop = m_SectionsMobDrop[sectionMobDrop];
bool newItem(filterMobDrop);
filtersMobDrop.push_back({ config::CreateField<bool>(nameMobDrop,nameMobDrop,fmt::format("VacuumLoot::filtersMobDrop::{}", sectionMobDrop),false, newItem) , filterMobDrop });
}
#define ADD_FILTER_FIELD(section, name) AddFilter(util::MakeCapital(#section), util::SplitWords(#name), &game::filters::##section##::##name##) #define ADD_FILTER_FIELD(section, name) AddFilter(util::MakeCapital(#section), util::SplitWords(#name), &game::filters::##section##::##name##)
void VacuumLoot::InstallFilters() void VacuumLoot::InstallFilters()
{ {
// Add more in the future ADD_FILTER_FIELD(featured, ItemDrops);
// ADD_FILTER_FIELD(mineral, AmethystLump);
// ADD_FILTER_FIELD(mineral, ArchaicStone); ADD_FILTER_FIELD(equipment, Artifacts);
// ADD_FILTER_FIELD(mineral, CorLapis); ADD_FILTER_FIELD(equipment, Bow);
// ADD_FILTER_FIELD(mineral, CrystalChunk); ADD_FILTER_FIELD(equipment, Catalyst);
// ADD_FILTER_FIELD(mineral, CrystalMarrow); ADD_FILTER_FIELD(equipment, Claymore);
// ADD_FILTER_FIELD(mineral, ElectroCrystal); ADD_FILTER_FIELD(equipment, Sword);
// ADD_FILTER_FIELD(mineral, IronChunk); ADD_FILTER_FIELD(equipment, Pole);
// ADD_FILTER_FIELD(mineral, NoctilucousJade);
// ADD_FILTER_FIELD(mineral, MagicalCrystalChunk);
// ADD_FILTER_FIELD(mineral, ScarletQuartz);
// ADD_FILTER_FIELD(mineral, Starsilver);
// ADD_FILTER_FIELD(mineral, WhiteIronChunk);
// ADD_FILTER_FIELD(mineral, DunlinsTooth);
// Ores that drops as a loot when destroyed
ADD_FILTER_FIELD(mineral, AmethystLumpDrop); ADD_FILTER_FIELD(mineral, AmethystLumpDrop);
ADD_FILTER_FIELD(mineral, CrystalChunkDrop); ADD_FILTER_FIELD(mineral, CrystalChunkDrop);
ADD_FILTER_FIELD(mineral, ElectroCrystalDrop); ADD_FILTER_FIELD(mineral, ElectroCrystalDrop);
@ -294,20 +201,4 @@ namespace cheat::feature
ADD_FILTER_FIELD(living, Fish); ADD_FILTER_FIELD(living, Fish);
} }
#undef ADD_FILTER_FIELD #undef ADD_FILTER_FIELD
#define ADD_FILTER_FIELD(sectionMobDrop, nameMobDrop) AddFilterMobDrop(util::MakeCapital(#sectionMobDrop), util::SplitWords(#nameMobDrop), &game::filters::##sectionMobDrop##::##nameMobDrop##)
void VacuumLoot::InstallFiltersMobDrop()
{
// Add more in the future
ADD_FILTER_FIELD(featured, ItemDrops);
ADD_FILTER_FIELD(equipment, Artifacts);
ADD_FILTER_FIELD(equipment, Bow);
ADD_FILTER_FIELD(equipment, Catalyst);
ADD_FILTER_FIELD(equipment, Claymore);
ADD_FILTER_FIELD(equipment, Sword);
ADD_FILTER_FIELD(equipment, Pole);
}
#undef ADD_FILTER_FIELD
} }

View File

@ -32,22 +32,24 @@ namespace cheat::feature
using FilterInfo = std::pair<config::Field<bool>, game::IEntityFilter*>; using FilterInfo = std::pair<config::Field<bool>, game::IEntityFilter*>;
using Filters = std::vector<FilterInfo>; using Filters = std::vector<FilterInfo>;
using Sections = std::map<std::string, Filters>; using Sections = std::map<std::string, Filters>;
using FilterInfoMobDrop = std::pair<config::Field<bool>, game::IEntityFilter*>;
using filtersMobDrop = std::vector<FilterInfoMobDrop>;
using SectionsMobDrop = std::map<std::string, filtersMobDrop>;
Sections m_Sections; Sections m_Sections;
SectionsMobDrop m_SectionsMobDrop;
SafeValue<int64_t> nextTime; SafeValue<int64_t> nextTime;
const std::vector<game::IEntityFilter*> m_MobDropFilter = {
& game::filters::featured::ItemDrops,
& game::filters::equipment::Artifacts,
& game::filters::equipment::Bow,
& game::filters::equipment::Catalyst,
& game::filters::equipment::Claymore,
& game::filters::equipment::Pole,
& game::filters::equipment::Sword
};
VacuumLoot(); VacuumLoot();
void DrawSection(const std::string& section, const Filters& filters); void DrawSection(const std::string& section, const Filters& filters);
void DrawSectionMobDrop(const std::string& sectionMobDrop, const filtersMobDrop& filtersMobDrop);
void InstallFilters(); void InstallFilters();
void InstallFiltersMobDrop();
void AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter); void AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter);
void AddFilterMobDrop(const std::string& sectionMobDrop, const std::string& nameMobDrop, game::IEntityFilter* filterMobDrop);
bool IsEntityForVac(cheat::game::Entity* entity); bool IsEntityForVac(cheat::game::Entity* entity);
bool IsEntityForMobDropVac(cheat::game::Entity* entity);
}; };
} }