249 lines
9.3 KiB
C#
249 lines
9.3 KiB
C#
using Dalamud.Bindings.ImGui;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Interface;
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using Dalamud.Plugin;
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using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Client.Game.Object;
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using LightlessSync.LightlessConfiguration;
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using LightlessSync.Services.Mediator;
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using LightlessSync.UI;
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using Microsoft.Extensions.Hosting;
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using Microsoft.Extensions.Logging;
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using System.Collections.Immutable;
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using System.Numerics;
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namespace LightlessSync.Services.LightFinder
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{
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public class LightFinderPlateHandler : IHostedService, IMediatorSubscriber
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{
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private readonly ILogger<LightFinderPlateHandler> _logger;
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private readonly LightlessConfigService _configService;
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private readonly IDalamudPluginInterface _pluginInterface;
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private readonly IObjectTable _gameObjects;
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private readonly IGameGui _gameGui;
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private const float _defaultNameplateDistance = 15.0f;
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private ImmutableHashSet<string> _activeBroadcastingCids = [];
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private readonly Dictionary<IGameObject, Vector3> _smoothed = [];
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private readonly float _defaultHeightOffset = 0f;
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public LightlessMediator Mediator { get; }
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public LightFinderPlateHandler(
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ILogger<LightFinderPlateHandler> logger,
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LightlessMediator mediator,
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IDalamudPluginInterface dalamudPluginInterface,
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LightlessConfigService configService,
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IObjectTable gameObjects,
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IGameGui gameGui)
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{
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_logger = logger;
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Mediator = mediator;
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_pluginInterface = dalamudPluginInterface;
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_configService = configService;
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_gameObjects = gameObjects;
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_gameGui = gameGui;
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}
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public Task StartAsync(CancellationToken cancellationToken)
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{
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_logger.LogInformation("Starting LightFinderPlateHandler...");
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_pluginInterface.UiBuilder.Draw += OnDraw;
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_logger.LogInformation("LightFinderPlateHandler started.");
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return Task.CompletedTask;
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}
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public Task StopAsync(CancellationToken cancellationToken)
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{
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_logger.LogInformation("Stopping LightFinderPlateHandler...");
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_pluginInterface.UiBuilder.Draw -= OnDraw;
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_logger.LogInformation("LightFinderPlateHandler stopped.");
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return Task.CompletedTask;
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}
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private unsafe void OnDraw()
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{
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if (!_configService.Current.BroadcastEnabled)
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return;
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if (_activeBroadcastingCids.Count == 0)
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return;
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var drawList = ImGui.GetForegroundDrawList();
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foreach (var obj in _gameObjects.PlayerObjects.OfType<IPlayerCharacter>())
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{
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//Double check to be sure, should always be true due to OfType filter above
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if (obj is not IPlayerCharacter player)
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continue;
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if (player.Address == IntPtr.Zero)
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continue;
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var hashedCID = DalamudUtilService.GetHashedCIDFromPlayerPointer(player.Address);
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if (!_activeBroadcastingCids.Contains(hashedCID))
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continue;
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//Approximate check if nameplate should be visible (at short distances)
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if (!ShouldApproximateNameplateVisible(player))
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continue;
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if (!TryGetApproxNameplateScreenPos(player, out var rawScreenPos))
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continue;
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var rawVector3 = new Vector3(rawScreenPos.X, rawScreenPos.Y, 0f);
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if (rawVector3 == Vector3.Zero)
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{
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_smoothed.Remove(obj);
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continue;
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}
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//Possible have to rework this. Currently just a simple distance check to avoid jitter.
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Vector3 smoothedVector3;
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if (_smoothed.TryGetValue(obj, out var lastVector3))
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{
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var deltaVector2 = new Vector2(rawVector3.X - lastVector3.X, rawVector3.Y - lastVector3.Y);
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if (deltaVector2.Length() < 1f)
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smoothedVector3 = lastVector3;
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else
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smoothedVector3 = rawVector3;
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}
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else
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{
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smoothedVector3 = rawVector3;
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}
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_smoothed[obj] = smoothedVector3;
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var screenPos = new Vector2(smoothedVector3.X, smoothedVector3.Y);
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var radiusWorld = Math.Max(player.HitboxRadius, 0.5f);
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var radiusPx = radiusWorld * 8.0f;
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var offsetPx = GetScreenOffset(player);
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var drawPos = new Vector2(screenPos.X, screenPos.Y - offsetPx);
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var fillColor = ImGui.GetColorU32(UiSharedService.Color(UIColors.Get("Lightfinder")));
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var outlineColor = ImGui.GetColorU32(UiSharedService.Color(UIColors.Get("LightfinderEdge")));
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drawList.AddCircleFilled(drawPos, radiusPx, fillColor);
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drawList.AddCircle(drawPos, radiusPx, outlineColor, 0, 2.0f);
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var label = "LightFinder";
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var icon = FontAwesomeIcon.Bullseye.ToIconString();
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ImGui.PushFont(UiBuilder.IconFont);
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var iconSize = ImGui.CalcTextSize(icon);
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var iconPos = new Vector2(drawPos.X - iconSize.X / 2f, drawPos.Y - radiusPx - iconSize.Y - 2f);
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drawList.AddText(iconPos, fillColor, icon);
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ImGui.PopFont();
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/* var scale = 1.4f;
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var font = ImGui.GetFont();
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var baseFontSize = ImGui.GetFontSize();
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var fontSize = baseFontSize * scale;
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var baseTextSize = ImGui.CalcTextSize(label);
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var textSize = baseTextSize * scale;
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var textPos = new Vector2(
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drawPos.X - textSize.X / 2f,
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drawPos.Y - radiusPx - textSize.Y - 2f
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);
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drawList.AddText(font, fontSize, textPos, fillColor, label); */
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}
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}
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// Get screen offset based on distance to local player (to scale size appropriately)
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// I need to fine tune these values still
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private float GetScreenOffset(IPlayerCharacter player)
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{
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var local = _gameObjects.LocalPlayer;
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if (local == null)
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return 32.1f;
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var delta = player.Position - local.Position;
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var dist = MathF.Sqrt(delta.X * delta.X + delta.Z * delta.Z);
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const float minDist = 2.1f;
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const float maxDist = 30.4f;
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dist = Math.Clamp(dist, minDist, maxDist);
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var t = 1f - (dist - minDist) / (maxDist - minDist);
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const float minOffset = 24.4f;
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const float maxOffset = 56.4f;
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return minOffset + (maxOffset - minOffset) * t;
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}
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private bool TryGetApproxNameplateScreenPos(IPlayerCharacter player, out Vector2 screenPos)
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{
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screenPos = default;
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var worldPos = player.Position;
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var visualHeight = GetVisualHeight(player);
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worldPos.Y += (visualHeight + 1.2f) + _defaultHeightOffset;
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if (!_gameGui.WorldToScreen(worldPos, out var raw))
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return false;
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screenPos = raw;
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return true;
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}
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// Approximate check to see if nameplate would be visible based on distance and screen position
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// Also has to be fine tuned still
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private bool ShouldApproximateNameplateVisible(IPlayerCharacter player)
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{
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var local = _gameObjects.LocalPlayer;
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if (local == null)
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return false;
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var delta = player.Position - local.Position;
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var distance2D = MathF.Sqrt(delta.X * delta.X + delta.Z * delta.Z);
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if (distance2D > _defaultNameplateDistance)
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return false;
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var verticalDelta = MathF.Abs(delta.Y);
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if (verticalDelta > 3.4f)
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return false;
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return TryGetApproxNameplateScreenPos(player, out _);
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}
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private static unsafe float GetVisualHeight(IPlayerCharacter player)
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{
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var gameObject = (GameObject*)player.Address;
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if (gameObject == null)
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return Math.Max(player.HitboxRadius * 2.0f, 1.7f); // fallback
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// This should account for transformations (sitting, crouching, etc.)
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var radius = gameObject->GetRadius(adjustByTransformation: true);
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if (radius <= 0)
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radius = Math.Max(player.HitboxRadius * 2.0f, 1.7f);
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return radius;
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}
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// Update the set of active broadcasting CIDs (Same uses as in NameplateHnadler before)
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public void UpdateBroadcastingCids(IEnumerable<string> cids)
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{
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var newSet = cids.ToImmutableHashSet(StringComparer.Ordinal);
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if (ReferenceEquals(_activeBroadcastingCids, newSet) || _activeBroadcastingCids.SetEquals(newSet))
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return;
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_activeBroadcastingCids = newSet;
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if (_logger.IsEnabled(LogLevel.Information))
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_logger.LogInformation("Active broadcast CIDs: {Cids}", string.Join(',', _activeBroadcastingCids));
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}
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}
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} |