simpler code and cleanup
This commit is contained in:
parent
bccdd9736c
commit
d6a100d03d
@ -17,7 +17,6 @@ namespace cheat::feature
|
||||
nextTime(0)
|
||||
{
|
||||
InstallFilters();
|
||||
InstallFiltersMobDrop();
|
||||
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("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("Mob Drop Radius (m)", f_MobDropRadius, 0.1f, 5.0f, 100.0f, "Radius of Mob Drop 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, 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"
|
||||
"Values under 1.5 may be too intruding.");
|
||||
if (ImGui::TreeNode("Loot Types"))
|
||||
@ -46,17 +46,6 @@ namespace cheat::feature
|
||||
}
|
||||
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
|
||||
@ -79,35 +68,22 @@ namespace cheat::feature
|
||||
{
|
||||
// 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_Sections.begin(), m_Sections.end(),
|
||||
[entity](std::pair<std::string, Filters> const& section) {
|
||||
return std::any_of(section.second.begin(), section.second.end(), [entity](const FilterInfo& filterInfo) {
|
||||
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 distance = manager.avatar()->distance(entity);
|
||||
|
||||
return distance <= 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;
|
||||
return distance <= isMobDrop ? f_MobDropRadius : f_Radius;
|
||||
}
|
||||
|
||||
void VacuumLoot::OnGameUpdate()
|
||||
@ -129,14 +105,6 @@ namespace cheat::feature
|
||||
entity->setRelativePosition(avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance);
|
||||
}
|
||||
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)
|
||||
@ -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)
|
||||
@ -239,35 +162,19 @@ namespace cheat::feature
|
||||
bool 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##)
|
||||
void VacuumLoot::InstallFilters()
|
||||
{
|
||||
// Add more in the future
|
||||
// ADD_FILTER_FIELD(mineral, AmethystLump);
|
||||
// ADD_FILTER_FIELD(mineral, ArchaicStone);
|
||||
// ADD_FILTER_FIELD(mineral, CorLapis);
|
||||
// ADD_FILTER_FIELD(mineral, CrystalChunk);
|
||||
// ADD_FILTER_FIELD(mineral, CrystalMarrow);
|
||||
// ADD_FILTER_FIELD(mineral, ElectroCrystal);
|
||||
// ADD_FILTER_FIELD(mineral, IronChunk);
|
||||
// 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);
|
||||
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);
|
||||
|
||||
// Ores that drops as a loot when destroyed
|
||||
ADD_FILTER_FIELD(mineral, AmethystLumpDrop);
|
||||
ADD_FILTER_FIELD(mineral, CrystalChunkDrop);
|
||||
ADD_FILTER_FIELD(mineral, ElectroCrystalDrop);
|
||||
@ -294,20 +201,4 @@ namespace cheat::feature
|
||||
ADD_FILTER_FIELD(living, Fish);
|
||||
}
|
||||
#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
|
||||
}
|
||||
|
@ -32,22 +32,24 @@ namespace cheat::feature
|
||||
using FilterInfo = std::pair<config::Field<bool>, game::IEntityFilter*>;
|
||||
using Filters = std::vector<FilterInfo>;
|
||||
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;
|
||||
SectionsMobDrop m_SectionsMobDrop;
|
||||
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();
|
||||
void DrawSection(const std::string& section, const Filters& filters);
|
||||
void DrawSectionMobDrop(const std::string& sectionMobDrop, const filtersMobDrop& filtersMobDrop);
|
||||
void InstallFilters();
|
||||
void InstallFiltersMobDrop();
|
||||
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 IsEntityForMobDropVac(cheat::game::Entity* entity);
|
||||
};
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user