No need to track network condition changes, use the UI for everything
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+25
-46
@@ -1,72 +1,51 @@
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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using Dalamud.Hooking;
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using Dalamud.Logging;
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using Dalamud.Utility.Signatures;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using System;
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using ActionType = Craftimizer.Simulator.Actions.ActionType;
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using CSActionType = FFXIVClientStructs.FFXIV.Client.Game.ActionType;
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using Condition = Craftimizer.Simulator.Condition;
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using Craftimizer.Plugin;
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using ActionUtils = Craftimizer.Plugin.ActionUtils;
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namespace Craftimizer.Utils;
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public sealed class Hooks : IDisposable
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public sealed unsafe class Hooks : IDisposable
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{
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public class ConditionUpdatedEventArgs : EventArgs
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{
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public Condition Condition { get; }
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public delegate void OnActionUsedDelegate(ActionType action);
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public ConditionUpdatedEventArgs(Condition condition)
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{
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Condition = condition;
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}
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}
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public event OnActionUsedDelegate? OnActionUsed;
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public event EventHandler<ConditionUpdatedEventArgs>? OnConditionUpdated;
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public delegate bool UseActionDelegate(ActionManager* manager, CSActionType actionType, uint actionId, ulong targetId, uint param, uint useType, int pvp, nint a8);
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public delegate void ActorControlSelfPrototype(uint entityId, uint type, uint a3, uint a4, uint a5, uint source, uint a7, uint a8, ulong a9, byte flag);
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// https://github.com/Kouzukii/ffxiv-deathrecap/blob/1298e75c5e15a6596e8678e85b8f1bde926051bf/Events/CombatEventCapture.cs#L82
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[Signature("E8 ?? ?? ?? ?? 0F B7 0B 83 E9 64", DetourName = nameof(ActorControlSelfDetour))]
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public readonly Hook<ActorControlSelfPrototype> ActorControlSelfHook = null!;
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public readonly Hook<UseActionDelegate> UseActionHook = null!;
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public Hooks()
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{
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SignatureHelper.Initialise(this);
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ActorControlSelfHook.Enable();
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UseActionHook = Hook<UseActionDelegate>.FromAddress((nint)ActionManager.MemberFunctionPointers.UseAction, UseActionDetour);
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UseActionHook.Enable();
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}
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private bool HandleCondition(uint type, uint a3, uint a4)
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private bool UseActionDetour(ActionManager* manager, CSActionType actionType, uint actionId, ulong targetId, uint param, uint useType, int pvp, nint a8)
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{
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// Crafting related or something?
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if (type != 300)
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return false;
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// Condition update
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if (a3 != 9)
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return false;
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// Invalid condition
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if (a4 < 2)
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var canCast = manager->GetActionStatus(actionType, actionId) == 0;
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var ret = UseActionHook.Original(manager, actionType, actionId, targetId, param, useType, pvp, a8);
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if (canCast && ret && (actionType == CSActionType.CraftAction || actionType == CSActionType.Spell))
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{
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PluginLog.LogError($"Invalid condition {a4}");
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return false;
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var classJob = ClassJobUtils.GetClassJobFromIdx((byte)(Service.ClientState.LocalPlayer?.ClassJob.Id ?? 0));
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if (classJob != null) {
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var simActionType = ActionUtils.GetActionTypeFromId(actionId, classJob.Value, actionType == CSActionType.CraftAction);
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if (simActionType != null)
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OnActionUsed?.Invoke(simActionType.Value);
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}
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var condition = (Condition)(1 << ((int)a4 - 2));
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OnConditionUpdated?.Invoke(this, new(condition));
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return true;
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}
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private void ActorControlSelfDetour(uint entityId, uint type, uint a3, uint a4, uint a5, uint source, uint a7, uint a8, ulong a9, byte flag)
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{
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ActorControlSelfHook.Original(entityId, type, a3, a4, a5, source, a7, a8, a9, flag);
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if (HandleCondition(type, a3, a4))
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return;
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//PluginLog.LogDebug($"{entityId} {type} {a3} {a4} {a5} {a7} {a8} {a9} {flag}");
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return ret;
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}
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public void Dispose()
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{
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ActorControlSelfHook.Dispose();
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UseActionHook.Dispose();
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}
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}
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