use existing implementations

This commit is contained in:
HarrySilan 2022-07-06 12:35:14 +08:00
parent 25092ff989
commit f70423447f
2 changed files with 171 additions and 105 deletions

View File

@ -6,22 +6,14 @@
#include <cheat/game/EntityManager.h>
#include <cheat/game/util.h>
// Returns the unique categories (i.e. the third element of every tuple) in a filter object.
static std::vector<std::string> uniqueCategories(const std::vector<std::tuple<config::Field<bool>, std::string, std::string>>& filter)
{
std::vector<std::string> result;
std::transform(filter.begin(), filter.end(), std::back_inserter(result),
[](const auto& item) {return std::get<2>(item); });
std::sort(result.begin(), result.end());
auto it = std::unique(result.begin(), result.end());
result.erase(it, result.end());
return result;
}
namespace cheat::feature
{
VacuumLoot::VacuumLoot() : Feature(),
NF(f_Enabled, "Vacuum Loot", "VacuumLoot", false)
NF(f_Enabled, "Vacuum Loot", "VacuumLoot", false),
NF(f_DelayTime, "Delay time (in ms)", "VacuumLoot", 1000),
NF(f_Distance, "Distance", "VacuumLoot", 1.5f),
NF(f_Radius, "Radius", "VacuumLoot", 20.0f),
nextTime(0)
{
InstallFilters();
events::GameUpdateEvent += MY_METHOD_HANDLER(VacuumLoot::OnGameUpdate);
@ -37,25 +29,19 @@ namespace cheat::feature
{
if (ImGui::BeginGroupPanel("Vacuum Loot", false))
{
ConfigWidget("Enabled", f_Enabled, "Vacuum Loot drops");
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("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(this, "Loot Types"))
{
for (const auto& groupCategory : uniqueCategories(m_Filters))
for (auto& [section, filters] : m_Sections)
{
if (ImGui::BeginGroupPanel(groupCategory.c_str(), false))
{
for (auto& [field, name, category] : m_Filters)
{
if (category == groupCategory)
{
ImGui::PushID(name.c_str());
ConfigWidget(field);
ImGui::PushID(section.c_str());
DrawSection(section, filters);
ImGui::PopID();
}
}
}
ImGui::EndGroupPanel();
}
ImGui::TreePop();
}
}
@ -69,7 +55,7 @@ namespace cheat::feature
void VacuumLoot::DrawStatus()
{
ImGui::Text ("VacuumLoot");
ImGui::Text("VacuumLoot");
}
VacuumLoot& VacuumLoot::GetInstance()
@ -80,16 +66,18 @@ namespace cheat::feature
bool VacuumLoot::IsEntityForVac(game::Entity* entity)
{
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;
auto& manager = game::EntityManager::instance();
auto distance = manager.avatar()->distance(entity);
float radius = 100.0f;
for (const auto& [field, name, category] : m_Filters)
if (field.value())
if (entity->name().find(name) != std::string::npos)
return distance <= radius;
return false;
return distance <= f_Radius;
}
void VacuumLoot::OnGameUpdate()
@ -108,46 +96,118 @@ namespace cheat::feature
if (!IsEntityForVac(entity))
continue;
entity->setRelativePosition(avatarEntity->relativePosition());
entity->setRelativePosition(avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance);
}
nextTime = currentTime + 1000;
nextTime = currentTime + f_DelayTime.value();
}
void VacuumLoot::AddFilter(const std::string& friendName,
const std::string& name,
const std::string& category)
void VacuumLoot::AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter)
{
m_Filters.push_back({
config::CreateField<bool>(friendName, name, "VacuumLoot::Filters", false, true),
name, category
});
if (m_Sections.count(section) == 0)
m_Sections[section] = {};
auto& filters = m_Sections[section];
bool newItem(filter);
filters.push_back({ config::CreateField<bool>(name,name,fmt::format("VacuumLoot::Filters::{}", section),false, newItem) , filter });
}
void VacuumLoot::DrawSection(const std::string& section, const Filters& filters)
{
bool checked = std::all_of(filters.begin(), filters.end(), [](const FilterInfo& filter) { return filter.first; });
bool changed = false;
if (ImGui::BeginSelectableGroupPanel(section.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 = 3;
if (ImGui::BeginTable(section.c_str(), columns == 0 ? 1 : columns )) {
int i = 0;
for (std::pair<config::Field<bool>, game::IEntityFilter*> filter : filters) {
if (i % (columns == 0 ? 1 : columns) == 0)
{
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
}
else
ImGui::TableNextColumn();
ImGui::PushID(&filter);
ConfigWidget(filter.first);
ImGui::PopID();
i++;
}
ImGui::EndTable();
}
}
ImGui::EndSelectableGroupPanel();
if (changed)
{
for (const auto& info : filters)
{
info.first.value() = checked;
info.first.FireChanged();
}
}
}
#define ADD_FILTER_FIELD(section, name) AddFilter(util::MakeCapital(#section), util::SplitWords(#name), &game::filters::##section##::##name##)
void VacuumLoot::InstallFilters()
{
AddFilter("General loot", "SceneObj_DropItem" ,"General");
AddFilter("Ore Drops", "SceneObj_Ore_Drop" ,"Ore");
AddFilter("Magic Crystal", "_DropMagicCrystal" ,"Ore");
AddFilter("Amethyst Lump", "_Thundercrystaldrop" ,"Ore");
AddFilter("Electro Crystal", "_Ore_ElectricRock" ,"Ore");
AddFilter("Starsilver Ore", "_DropMoonMeteor_" ,"Ore");
AddFilter("Noctilucous Jade", "NightBerth" ,"Ore");
AddFilter("Potatoes", "_Potato" ,"Food");
AddFilter("Radish", "_Radish02_Clear" ,"Food");
AddFilter("Cabbage", "_Cabbage" ,"Food");
AddFilter("Carrot", "_Carrot02_Clear" ,"Food");
AddFilter("Wheat", "_Wheat" ,"Food");
AddFilter("Crystalflies", "Wisp" ,"General");
AddFilter("Meat & Fowl", "Meat" ,"Food");
AddFilter("Fishmeat", "Fishmeat" ,"Food");
AddFilter("Crab", "Crab" ,"Food");
AddFilter("Eel", "Eel_" ,"Food");
AddFilter("Lizard", "Lizard" ,"General");
AddFilter("Swords", "Equip_Sword" ,"Equipment");
AddFilter("Poles", "Equip_Pole" ,"Equipment");
AddFilter("Bows", "Equip_Bow" ,"Equipment");
AddFilter("Catalysts", "Equip_Catalyst" ,"Equipment");
AddFilter("Claymores", "Equip_Claymore" ,"Equipment");
AddFilter("Butterflies & Fireflies", "Eff_Animal" ,"General");
// Add more in the future
ADD_FILTER_FIELD(featured, ItemDrops);
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);
// Ores that drops as a loot when destroyed
ADD_FILTER_FIELD(mineral, AmethystLumpDrop);
ADD_FILTER_FIELD(mineral, CrystalChunkDrop);
ADD_FILTER_FIELD(mineral, ElectroCrystalDrop);
ADD_FILTER_FIELD(mineral, IronChunkDrop);
ADD_FILTER_FIELD(mineral, NoctilucousJadeDrop);
ADD_FILTER_FIELD(mineral, MagicalCrystalChunkDrop);
ADD_FILTER_FIELD(mineral, ScarletQuartzDrop);
ADD_FILTER_FIELD(mineral, StarsilverDrop);
ADD_FILTER_FIELD(mineral, WhiteIronChunkDrop);
ADD_FILTER_FIELD(plant, Apple);
ADD_FILTER_FIELD(plant, Cabbage);
ADD_FILTER_FIELD(plant, Carrot);
ADD_FILTER_FIELD(plant, Potato);
ADD_FILTER_FIELD(plant, Radish);
ADD_FILTER_FIELD(plant, Sunsettia);
ADD_FILTER_FIELD(plant, Wheat);
ADD_FILTER_FIELD(living, CrystalCore);
ADD_FILTER_FIELD(living, Meat);
ADD_FILTER_FIELD(living, Crab);
ADD_FILTER_FIELD(living, Eel);
ADD_FILTER_FIELD(living, LizardTail);
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

@ -5,14 +5,17 @@
#include <cheat/game/Entity.h>
#include <cheat/game/filters.h>
#include <il2cpp-appdata.h>
#include <cheat-base/thread-safe.h>
namespace cheat::feature
{
class VacuumLoot : public Feature
{
public:
config::Field<config::Toggle<Hotkey>> f_Enabled;
config::Field<float> f_Distance;
config::Field<float> f_Radius;
config::Field<int> f_DelayTime;
static VacuumLoot& GetInstance();
@ -25,14 +28,17 @@ namespace cheat::feature
void OnGameUpdate();
private:
// Tuple of: enabled flag, human-readable name, filter category
using LootFilter = std::tuple<config::Field<bool>, std::string, std::string>;
std::vector<LootFilter> m_Filters;
int nextTime = 0;
using FilterInfo = std::pair<config::Field<bool>, game::IEntityFilter*>;
using Filters = std::vector<FilterInfo>;
using Sections = std::map<std::string, Filters>;
Sections m_Sections;
SafeValue<int64_t> nextTime;
VacuumLoot();
void DrawSection(const std::string& section, const Filters& filters);
void InstallFilters();
void AddFilter(const std::string& friendName, const std::string& name, const std::string& category);
void AddFilter(const std::string& section, const std::string& name, game::IEntityFilter* filter);
bool IsEntityForVac(cheat::game::Entity* entity);
};
}