Added setting to add randomise fluctuation delay for autoloot
Paranoid feature to added certain amount of random delay to autoloot to mimic human tapping
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@ -13,6 +13,10 @@ namespace cheat::feature
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static bool LCSelectPickup_IsInPosition_Hook(void* __this, app::BaseEntity* entity, MethodInfo* method);
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static bool LCSelectPickup_IsOutPosition_Hook(void* __this, app::BaseEntity* entity, MethodInfo* method);
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float g_default_range = 3.0f;
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static std::random_device rd;
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static std::mt19937 rng(rd());
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AutoLoot::AutoLoot() : Feature(),
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NF(f_AutoPickup, "Auto-pickup drops", "AutoLoot", false),
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NF(f_AutoTreasure, "Auto-open treasures", "AutoLoot", false),
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@ -26,7 +30,9 @@ namespace cheat::feature
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NF(f_Investigate, "Search points", "AutoLoot", false),
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NF(f_QuestInteract, "Quest interacts", "AutoLoot", false),
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NF(f_Others, "Other treasures", "AutoLoot", false),
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NF(f_DelayTime, "Delay time (in ms)", "AutoLoot", 150),
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NF(f_DelayTime, "Delay time (in ms)", "AutoLoot", 200),
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NF(f_UseDelayTimeFluctuation, "Use delay fluctuation", "AutoLoot", false),
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NF(f_DelayTimeFluctuation, "Delay fluctuation +(in ms)", "AutoLoot", 200),
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NF(f_CustomRange, "Pickup Range", "AutoLoot", 5.0f),
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toBeLootedItems(), nextLootTime(0)
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{
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@ -81,6 +87,17 @@ namespace cheat::feature
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"Values under 200ms are unsafe.\nNot used if no auto-functions are on.");
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}
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ImGui::EndGroupPanel();
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ImGui::BeginGroupPanel("Looting delay fluctuation");
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{
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ConfigWidget("Enabled", f_UseDelayTimeFluctuation, "Enable delay fluctuation.\n" \
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"Simulates human clicking delay as manual clickling never consistent.");
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ImGui::SameLine();
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ImGui::TextColored(ImColor(255, 165, 0, 255), "Read the note!");
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ImGui::SetNextItemWidth(100.0f);
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ConfigWidget("Delay range +(ms)", f_DelayTimeFluctuation, 1, 0, 1000, "Delay randomly fluctuates between 'Delay Time'+'Delay Time+range'");
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}
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ImGui::EndGroupPanel();
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ImGui::TableSetColumnIndex(1);
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ImGui::BeginGroupPanel("Auto-Treasure");
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@ -120,12 +137,13 @@ namespace cheat::feature
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void AutoLoot::DrawStatus()
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{
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ImGui::Text("Auto Loot\n[%s%s%s%s%s]",
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ImGui::Text("Auto Loot\n[%s%s%s%s%s%s]",
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f_AutoPickup ? "AP" : "",
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f_AutoTreasure ? fmt::format("{}AT", f_AutoPickup ? "|" : "").c_str() : "",
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f_UseCustomRange ? fmt::format("{}CR{:.1f}m", f_AutoPickup || f_AutoTreasure ? "|" : "", f_CustomRange.value()).c_str() : "",
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f_PickupFilter ? fmt::format("{}PF", f_AutoPickup || f_AutoTreasure || f_UseCustomRange ? "|" : "").c_str() : "",
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f_AutoPickup || f_AutoTreasure ? fmt::format("|{}ms", f_DelayTime.value()).c_str() : ""
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f_AutoPickup || f_AutoTreasure ? fmt::format("|{}ms", f_DelayTime.value()).c_str() : "",
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f_UseDelayTimeFluctuation ? fmt::format("|FL+{}ms", f_DelayTimeFluctuation.value()).c_str() : ""
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);
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}
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@ -171,7 +189,7 @@ namespace cheat::feature
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auto& manager = game::EntityManager::instance();
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for (auto& entity : manager.entities(game::filters::combined::Chests))
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{
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float range = f_UseCustomRange ? f_CustomRange : 3.5f;
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float range = f_UseCustomRange ? f_CustomRange : g_default_range;
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if (manager.avatar()->distance(entity) >= range)
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continue;
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@ -220,13 +238,21 @@ namespace cheat::feature
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return;
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app::MoleMole_ItemModule_PickItem(itemModule, *entityId, nullptr);
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nextLootTime = currentTime + (int)f_DelayTime;
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int fluctuation = 0;
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if (f_UseDelayTimeFluctuation)
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{
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std::uniform_int_distribution<int> uni(0, f_DelayTimeFluctuation);
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fluctuation = uni(rng);
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}
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nextLootTime = currentTime + (int)f_DelayTime + fluctuation;
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}
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void AutoLoot::OnCheckIsInPosition(bool& result, app::BaseEntity* entity)
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{
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if (f_AutoPickup || f_UseCustomRange) {
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float pickupRange = f_UseCustomRange ? f_CustomRange : 3.5f;
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float pickupRange = f_UseCustomRange ? f_CustomRange : g_default_range;
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if (f_PickupFilter)
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{
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if (!f_PickupFilter_Animals && entity->fields.entityType == app::EntityType__Enum_1::EnvAnimal ||
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@ -12,9 +12,11 @@ namespace cheat::feature
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config::Field<config::Toggle<Hotkey>> f_AutoPickup;
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config::Field<config::Toggle<Hotkey>> f_AutoTreasure;
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config::Field<config::Toggle<Hotkey>> f_UseCustomRange;
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config::Field<config::Toggle<Hotkey>> f_UseDelayTimeFluctuation;
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config::Field<config::Toggle<Hotkey>> f_PickupFilter;
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config::Field<int> f_DelayTime;
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config::Field<int> f_DelayTimeFluctuation;
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config::Field<float> f_CustomRange;
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config::Field<bool> f_Chest;
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