mirror of
https://github.com/gwdevhub/Daybreak.git
synced 2026-07-15 15:19:57 +00:00
788 lines
33 KiB
C#
788 lines
33 KiB
C#
using Daybreak.API.Extensions;
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using Daybreak.API.Interop;
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using Daybreak.API.Interop.GuildWars;
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using Daybreak.API.Models;
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using Daybreak.API.Services.Interop;
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using Daybreak.Shared.Models;
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using Daybreak.Shared.Models.Api;
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using Daybreak.Shared.Models.Builds;
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using Daybreak.Shared.Models.Guildwars;
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using Daybreak.Shared.Services.BuildTemplates;
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using System.Core.Extensions;
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using System.Extensions;
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using System.Extensions.Core;
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using System.Runtime.CompilerServices;
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using ZLinq;
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using InstanceType = Daybreak.API.Interop.GuildWars.InstanceType;
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namespace Daybreak.API.Services;
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public sealed class PartyService : IHostedService
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{
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private static readonly TimeSpan HeroSpawnDelay = TimeSpan.FromSeconds(1);
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private readonly ChatService chatService;
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private readonly IBuildTemplateManager buildTemplateManager;
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private readonly UIService uiService;
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private readonly UIContextService uIContextService;
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private readonly SkillbarContextService skillbarContextService;
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private readonly InstanceContextService instanceContextService;
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private readonly PartyContextService partyContextService;
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private readonly GameThreadService gameThreadService;
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private readonly GameContextService gameContextService;
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private readonly ILogger<PartyService> logger;
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private readonly CallbackRegistration<Func<string, WrappedPointer<SkillTemplate>, bool>> decodeTemplateHeaderCallbackRegistration;
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private readonly CallbackRegistration<Func<SkillTemplate, bool>> loadSkillTemplateCallbackRegistration;
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private readonly CallbackRegistration<Func<WrappedPointer<TemplateSummaryFrameData>, WrappedPointer<SkillTemplate>, bool>> populateSkillDataCallbackRegistration;
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private string? cachedTemplateCode;
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private nint floatingPreviewFrame;
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private bool isPopulatingExtraBuilds;
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public PartyService(
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ChatService chatService,
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IBuildTemplateManager buildTemplateManager,
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UIService uiService,
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UIContextService uIContextService,
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SkillbarContextService skillbarContextService,
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InstanceContextService instanceContextService,
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PartyContextService partyContextService,
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GameThreadService gameThreadService,
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GameContextService gameContextService,
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ILogger<PartyService> logger)
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{
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this.chatService = chatService.ThrowIfNull();
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this.buildTemplateManager = buildTemplateManager.ThrowIfNull();
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this.uiService = uiService.ThrowIfNull();
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this.uIContextService = uIContextService.ThrowIfNull();
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this.skillbarContextService = skillbarContextService.ThrowIfNull();
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this.instanceContextService = instanceContextService.ThrowIfNull();
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this.partyContextService = partyContextService.ThrowIfNull();
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this.gameThreadService = gameThreadService.ThrowIfNull();
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this.gameContextService = gameContextService.ThrowIfNull();
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this.logger = logger.ThrowIfNull();
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this.decodeTemplateHeaderCallbackRegistration = this.skillbarContextService.RegisterDecodeTemplateHeaderHandler(this.DecodeTemplateHeader);
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this.loadSkillTemplateCallbackRegistration = this.skillbarContextService.RegisterLoadSkillTemplateHandler(this.LoadSkillTemplate);
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this.populateSkillDataCallbackRegistration = this.skillbarContextService.RegisterPopulateSkillDataHandler(this.PopulateSkillData);
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}
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public Task StartAsync(CancellationToken cancellationToken)
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{
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// Needed to be a hosted service so that we can register the callbacks in the constructor.
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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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this.decodeTemplateHeaderCallbackRegistration.Dispose();
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this.loadSkillTemplateCallbackRegistration.Dispose();
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this.populateSkillDataCallbackRegistration.Dispose();
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// Floating preview will be cleaned up by the game on shutdown.
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this.floatingPreviewFrame = 0;
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return Task.CompletedTask;
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}
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public async Task<bool> SetPartyLoadout(string partyLoadoutTemplate, CancellationToken cancellationToken)
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{
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var scopedLogger = this.logger.CreateScopedLogger();
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if (!await this.IsInValidOutpost(cancellationToken))
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{
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scopedLogger.LogError("Could not set party loadout. Not in a valid outpost");
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await this.chatService.AddMessageAsync("Cannot set party loadout. Not in a valid outpost.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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return false;
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}
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if (!this.buildTemplateManager.TryDecodeTemplate(partyLoadoutTemplate, out var build) ||
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build is not TeamBuildEntry teamBuild)
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{
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scopedLogger.LogError("Could not set party loadout. Not a valid party loadout");
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await this.chatService.AddMessageAsync("Cannot set party loadout. Not a valid party loadout.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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return false;
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}
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if (!await this.KickAllHeroes(cancellationToken))
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{
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scopedLogger.LogError("Could not set party loadout. Could not leave party");
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await this.chatService.AddMessageAsync("Cannot set party loadout. Could not leave party.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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return false;
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}
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if (!await this.gameThreadService.QueueOnGameThread(() => this.SpawnHeroes(teamBuild), cancellationToken))
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{
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scopedLogger.LogError("Could not set party loadout. Could not spawn heroes");
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await this.chatService.AddMessageAsync("Cannot set party loadout. Could not spawn heroes.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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return false;
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}
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await Task.Delay(HeroSpawnDelay, cancellationToken);
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if (!await this.gameThreadService.QueueOnGameThread(() => this.ApplyBuilds(teamBuild), cancellationToken))
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{
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scopedLogger.LogError("Could not set party loadout. Could not apply builds");
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await this.chatService.AddMessageAsync("Cannot set party loadout. Could not apply builds.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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return false;
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}
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var heroBehaviorSetup = await this.gameThreadService.QueueOnGameThread(() => this.GetHeroBehaviorSetup(teamBuild), cancellationToken);
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foreach (var (AgentId, Behavior) in heroBehaviorSetup ?? [])
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{
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if (!await this.SetHeroBehavior(AgentId, Behavior, cancellationToken))
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{
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scopedLogger.LogWarning("Could not set hero behavior for agent {agentId} to {behavior}", AgentId, Behavior);
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await this.chatService.AddMessageAsync($"Cannot set party loadout. Could not set behavior {Behavior} for agent {AgentId}.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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}
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}
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await this.chatService.AddMessageAsync("Party loadout set.", "Daybreak.API", Channel.CHANNEL_MODERATOR, cancellationToken);
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return true;
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}
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public async Task<string?> GetPartyLoadout(CancellationToken cancellationToken)
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{
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var scopedLogger = this.logger.CreateScopedLogger();
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var teamBuild = await this.gameThreadService.QueueOnGameThread(() =>
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{
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unsafe
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{
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if (this.instanceContextService.GetInstanceType() is InstanceType.Loading or InstanceType.Explorable)
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{
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scopedLogger.LogError("Not in outpost");
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return default;
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}
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if (!this.gameContextService.GetGameContext().TryGetBuildContext(out var skillbars, out var attributes, out var professions, out _))
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{
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scopedLogger.LogError("Failed to get build context");
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return default;
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}
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if (!this.gameContextService.GetGameContext().TryGetHeroFlags(out var heroFlags))
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{
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scopedLogger.LogError("Failed to get hero flags");
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return default;
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}
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if (!this.gameContextService.GetGameContext().TryGetPlayerId(out var playerId))
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{
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scopedLogger.LogError("Failed to get player id");
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return default;
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}
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if (!this.gameContextService.GetGameContext().TryGetPlayerParty(out _, out _, out var heroes, out _))
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{
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scopedLogger.LogError("Failed to get player party");
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return default;
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}
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var buildTuples = professions.Value.AsValueEnumerable()
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.Select(p => (p.AgentId, p, attributes.Value.FirstOrDefault(a => a.AgentId == p.AgentId), skillbars.Value.FirstOrDefault(s => s.AgentId == p.AgentId), heroFlags.Value.FirstOrDefault(f => f.AgentId == p.AgentId)))
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.Select(t => (t.AgentId, GetBuildEntryById(t.p, t.Item4, t.Item3), t.Item5.HeroBehavior))
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.Where(t => t.Item2 is not null)
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.OfType<(uint AgentId, BuildEntry BuildEntry, API.Interop.GWCA.GW.HeroBehavior Behavior)>()
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.ToList();
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var teamBuildEntry = this.buildTemplateManager.CreateTeamBuild();
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teamBuildEntry.Builds.Clear();
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var partyComposition = new List<PartyCompositionMetadataEntry>();
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foreach (var t in buildTuples.OrderBy(t => t.AgentId == playerId ? 0 : 1))
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{
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var singleBuild = this.buildTemplateManager.CreateSingleBuild(t.BuildEntry);
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teamBuildEntry.Builds.Add(singleBuild);
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if (t.AgentId == playerId)
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{
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partyComposition.Add(new PartyCompositionMetadataEntry
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{
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Type = PartyCompositionMemberType.MainPlayer,
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Index = teamBuildEntry.Builds.Count - 1
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});
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}
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else if (heroes.Value.FirstOrDefault(h => h.AgentId == t.AgentId) is HeroPartyMember hero &&
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hero.AgentId == t.AgentId)
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{
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partyComposition.Add(new PartyCompositionMetadataEntry
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{
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Type = PartyCompositionMemberType.Hero,
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Index = teamBuildEntry.Builds.Count - 1,
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HeroId = (int)hero.HeroId,
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Behavior = (Shared.Models.Api.HeroBehavior)t.Behavior
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});
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}
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}
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teamBuildEntry.PartyComposition = partyComposition;
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return teamBuildEntry;
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}
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}, cancellationToken);
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if (teamBuild is null)
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{
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return default;
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}
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return this.buildTemplateManager.EncodeTemplate(teamBuild);
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}
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public async Task<bool> KickAllHeroes(CancellationToken cancellationToken)
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{
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var partySize = await this.GetPartySize(cancellationToken);
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if (partySize is 1 or 0)
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{
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return true;
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}
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return await this.gameThreadService.QueueOnGameThread(this.partyContextService.KickAllHeroes, cancellationToken);
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}
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public async Task<uint> GetPartySize(CancellationToken cancellationToken)
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{
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return await this.gameThreadService.QueueOnGameThread<uint>(() =>
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{
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unsafe
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{
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if (!this.gameContextService.GetGameContext().TryGetPlayerParty(out _, out var players, out var heroes, out var henchmen))
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{
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this.logger.LogError("Failed to get player party");
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return 0;
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}
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return players.Value.Size + heroes.Value.Size + heroes.Value.Size;
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}
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}, cancellationToken);
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}
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public async Task<bool> SetHeroBehavior(uint heroAgentId, Shared.Models.Api.HeroBehavior behavior, CancellationToken cancellationToken)
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{
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var scopedLogger = this.logger.CreateScopedLogger();
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if (!await this.IsInValidOutpost(cancellationToken))
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{
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scopedLogger.LogError("Could not set hero behavior. Not in a valid outpost");
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return false;
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}
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var heroCommanderFrameLabel = await this.HeroCommanderFrameLabel(heroAgentId, cancellationToken);
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if (heroCommanderFrameLabel is null)
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{
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scopedLogger.LogError("Could not set hero behavior. Could not find hero commander frame label for agent {heroAgentId}", heroAgentId);
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return false;
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}
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var maybeFrame = await this.uiService.GetManagedFrame(heroCommanderFrameLabel, cancellationToken);
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if (!maybeFrame.HasValue)
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{
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scopedLogger.LogError("Could not set hero behavior. Could not get managed frame for label {heroCommanderFrameLabel}", heroCommanderFrameLabel);
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return false;
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}
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using var frame = maybeFrame.Value;
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var result = await this.gameThreadService.QueueOnGameThread(() =>
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{
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unsafe
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{
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var btn = this.uIContextService.GetChildFrame(frame.Frame, (uint)behavior);
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var packet = new kMouseClick { MouseButton = 0, IsDoubleclick = 0 };
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if (btn.IsNull)
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{
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scopedLogger.LogError("Could not set hero behavior. Could not find button for behavior {behavior} in frame {frameLabel}", behavior, heroCommanderFrameLabel);
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return false;
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}
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return this.uIContextService.SendFrameUIMessage(btn, UIMessage.kMouseClick, &packet);
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}
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}, cancellationToken);
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if (!result)
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{
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scopedLogger.LogError("Failed to send UI message to set hero behavior {behavior} for agent {heroAgentId}", behavior, heroAgentId);
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}
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scopedLogger.LogInformation("Set hero behavior {behavior} for agent {agentId}", behavior, heroAgentId);
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return result;
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}
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private unsafe bool DecodeTemplateHeader(string templateCode, WrappedPointer<SkillTemplate> skillTemplate)
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{
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var scopedLogger = this.logger.CreateScopedLogger();
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this.cachedTemplateCode = default;
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// Clean up any previous floating preview when a new template is being decoded
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this.CleanupFloatingPreview();
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if (!this.buildTemplateManager.TryDecodeTemplate(templateCode, out var build) ||
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build is not TeamBuildEntry teamBuildEntry ||
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teamBuildEntry.Builds.Count is 0)
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{
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return false;
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}
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this.cachedTemplateCode = templateCode;
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PopulateSkillTemplate(teamBuildEntry.Builds[0], skillTemplate);
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scopedLogger.LogDebug("Decoded skill template from template code: {templateCode}", templateCode);
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return true;
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}
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private bool LoadSkillTemplate(SkillTemplate template)
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{
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var scopedLogger = this.logger.CreateScopedLogger();
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if (this.cachedTemplateCode is null)
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{
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return false;
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}
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var pendingLoadout = this.cachedTemplateCode;
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this.cachedTemplateCode = default;
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scopedLogger.LogDebug("Loading skill template from cached template code: {templateCode}", pendingLoadout);
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Task.Run(async () => await this.SetPartyLoadout(pendingLoadout, CancellationToken.None));
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// Return false to allow the normal template loading to continue.
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// Returning true would block the original LoadSkillTemplate call chain,
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// leaving the game with uninitialized template data and causing
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// TemplatesSkillsCanApply assertion failures.
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return false;
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}
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/// <summary>
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/// Intercepts TemplatesSummary_PopulateSkillData when a team build is cached.
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/// Blocks the game's own rendering and creates our own floating frame
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/// containing ALL builds (0 through N-1), positioned near the template dialog.
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/// Returns true to suppress the game's PopulateSkillData entirely.
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/// </summary>
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private unsafe bool PopulateSkillData(WrappedPointer<TemplateSummaryFrameData> frameData, WrappedPointer<SkillTemplate> skillTemplateData)
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{
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// Reentrancy guard — PopulateSkillTemplatePreview internally calls the game's
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// PopulateSkillData which re-enters this hook for each child frame we create.
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if (this.isPopulatingExtraBuilds)
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{
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return false;
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}
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var scopedLogger = this.logger.CreateScopedLogger();
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if (this.cachedTemplateCode is null)
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{
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this.CleanupFloatingPreview();
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return false;
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}
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if (!this.buildTemplateManager.TryDecodeTemplate(this.cachedTemplateCode, out var build) ||
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build is not TeamBuildEntry teamBuild ||
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teamBuild.Builds.Count <= 1)
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{
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this.CleanupFloatingPreview();
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return false;
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}
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// If we already have a floating preview for this template, suppress the game's draw
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if (this.floatingPreviewFrame != 0)
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{
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return true;
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}
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scopedLogger.LogDebug(
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"Creating floating preview for all {count} builds",
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teamBuild.Builds.Count);
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// Create a container frame for ALL builds (including build 0).
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fixed (char* label = "DaybreakTeamPreview")
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{
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var floatingFrame = GWCA.GW.FrameMgr.CreateContainerFrame(
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(ushort*)label, 50f, 2f, 4f);
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if (floatingFrame is null)
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{
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scopedLogger.LogWarning("Failed to create floating preview frame");
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return false;
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}
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this.floatingPreviewFrame = (nint)floatingFrame;
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this.isPopulatingExtraBuilds = true;
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try
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{
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// Create and populate a child frame for EVERY build in the team
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for (var i = 0; i < teamBuild.Builds.Count; i++)
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{
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var template = new SkillTemplate();
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PopulateSkillTemplate(teamBuild.Builds[i], &template);
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if (!GWCA.GW.FrameMgr.PopulateSkillTemplatePreview(floatingFrame, &template, (uint)i))
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{
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scopedLogger.LogWarning("Failed to create and populate preview for build {index}", i);
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continue;
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}
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}
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}
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finally
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{
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this.isPopulatingExtraBuilds = false;
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}
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// Compute desired height for all builds
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var desiredH = GWCA.GW.FrameMgr.GetContainerDesiredHeight(floatingFrame);
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scopedLogger.LogDebug("Container created with {count} builds, desiredHeight={h}",
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teamBuild.Builds.Count, desiredH);
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// Defer positioning until the game's layout pass has computed
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// screen coordinates for the original summary frame. We use that
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// frame's position as an anchor even though we're replacing its content.
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var origFrameId = frameData.Pointer->FrameId;
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var floatingFramePtr = floatingFrame;
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var height = desiredH;
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_ = this.gameThreadService.QueueOnGameThread(() =>
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{
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this.PositionFloatingPreview(origFrameId, floatingFramePtr, height, retriesRemaining: 10);
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}, CancellationToken.None, forceEnqueue: true);
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}
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// Return true to suppress the game's own PopulateSkillData for build 0.
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// We're drawing everything ourselves.
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return true;
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}
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/// <summary>
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/// Deferred positioning callback. Waits for the original summary frame
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/// to have valid screen coordinates after the layout pass, then positions
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/// the floating preview at the same location (replacing it visually).
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/// </summary>
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private unsafe void PositionFloatingPreview(uint origFrameId, Frame* floatingFrame, float desiredH, int retriesRemaining)
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{
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var scopedLogger = this.logger.CreateScopedLogger();
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var origFrame = GWCA.GW.UI.GetFrameById(origFrameId);
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if (origFrame is null)
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{
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scopedLogger.LogWarning("Original frame {fid} no longer valid", origFrameId);
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return;
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}
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var origPos = (FramePositionData*)((byte*)origFrame + 0xD8);
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var origHeight = origPos->ScreenTop - origPos->ScreenBottom;
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var origWidth = origPos->ScreenRight - origPos->ScreenLeft;
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if (origHeight <= 0f || origWidth <= 0f)
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{
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if (retriesRemaining <= 0)
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{
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scopedLogger.LogWarning("Original frame still has zero dimensions after all retries");
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return;
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}
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_ = this.gameThreadService.QueueOnGameThread(() =>
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{
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this.PositionFloatingPreview(origFrameId, floatingFrame, desiredH, retriesRemaining - 1);
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}, CancellationToken.None, forceEnqueue: true);
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return;
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}
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// Position our container at the same location as the original summary frame,
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// extending downward to fit all builds.
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var fpos = (FramePositionData*)((byte*)floatingFrame + 0xD8);
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fpos->Flags = 0;
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fpos->Left = origPos->ScreenLeft;
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fpos->Top = origPos->ScreenTop;
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fpos->Right = origPos->ScreenRight;
|
|
fpos->Bottom = origPos->ScreenTop - desiredH;
|
|
fpos->ScreenLeft = origPos->ScreenLeft;
|
|
fpos->ScreenTop = origPos->ScreenTop;
|
|
fpos->ScreenRight = origPos->ScreenRight;
|
|
fpos->ScreenBottom = origPos->ScreenTop - desiredH;
|
|
GWCA.GW.UI.TriggerFrameRedraw(floatingFrame);
|
|
|
|
// Hide the original frame since we're replacing it
|
|
GWCA.GW.UI.SetFrameVisible(origFrame, false);
|
|
|
|
// Layout children within the now-sized container
|
|
GWCA.GW.FrameMgr.LayoutContainer(floatingFrame);
|
|
|
|
scopedLogger.LogDebug(
|
|
"Positioned at Screen=[L={sl}, B={sb}, R={sr}, T={st}], origFrame hidden",
|
|
fpos->ScreenLeft, fpos->ScreenBottom, fpos->ScreenRight, fpos->ScreenTop);
|
|
}
|
|
|
|
private unsafe void CleanupFloatingPreview()
|
|
{
|
|
if (this.floatingPreviewFrame != 0)
|
|
{
|
|
var frame = (Frame*)this.floatingPreviewFrame;
|
|
GWCA.GW.FrameMgr.DestroyFloatingFrame(frame);
|
|
this.floatingPreviewFrame = 0;
|
|
}
|
|
}
|
|
|
|
private async Task<bool> IsInValidOutpost(CancellationToken cancellationToken)
|
|
{
|
|
return await this.gameThreadService.QueueOnGameThread(() =>
|
|
{
|
|
return this.instanceContextService.GetInstanceType() is InstanceType.Outpost;
|
|
}, cancellationToken);
|
|
}
|
|
|
|
private bool SpawnHeroes(TeamBuildEntry partyLoadout)
|
|
{
|
|
var scopedLogger = this.logger.CreateScopedLogger();
|
|
scopedLogger.LogDebug("Spawning {heroCount} heroes for party loadout", partyLoadout.PartyComposition?.AsValueEnumerable().Count(c => c.HeroId != 0) ?? 0);
|
|
foreach ((var index, var entry) in partyLoadout.Builds.AsValueEnumerable().OrderBy(e => e.Primary.Id)
|
|
.Select((e, i) => (e, partyLoadout.PartyComposition?.First(e => e.Index == i)))
|
|
.OfType<(SingleBuildEntry, PartyCompositionMetadataEntry)>()
|
|
.Where(t => t.Item2.Type is PartyCompositionMemberType.Hero))
|
|
{
|
|
if (entry.HeroId is not null &&
|
|
entry.HeroId != 0 &&
|
|
Hero.TryParse(entry.HeroId.Value, out var hero))
|
|
{
|
|
scopedLogger.LogInformation("Adding hero [{heroId}] [{heroName}] with behavior {behavior}", entry.HeroId, hero.Name, entry.Behavior ?? Shared.Models.Api.HeroBehavior.Guard);
|
|
this.partyContextService.AddHero((uint)entry.HeroId);
|
|
}
|
|
else
|
|
{
|
|
scopedLogger.LogWarning("Invalid hero entry in party loadout: {heroId}", entry.HeroId ?? -1);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private unsafe bool ApplyBuilds(TeamBuildEntry partyLoadout)
|
|
{
|
|
var scopedLogger = this.logger.CreateScopedLogger();
|
|
scopedLogger.LogDebug("Applying builds");
|
|
|
|
if (!this.gameContextService.GetGameContext().TryGetPlayerParty(out _, out var players, out var heroes, out var henchmen))
|
|
{
|
|
scopedLogger.LogError("Failed to get player party");
|
|
return false;
|
|
}
|
|
|
|
if (!this.gameContextService.GetGameContext().TryGetBuildContext(out _, out _, out var professions, out var unlockedSkills))
|
|
{
|
|
scopedLogger.LogError("Failed to get build context");
|
|
return false;
|
|
}
|
|
|
|
if (!this.gameContextService.GetGameContext().TryGetPlayerId(out var playerId))
|
|
{
|
|
scopedLogger.LogError("Failed to get player id");
|
|
return false;
|
|
}
|
|
|
|
if (!this.gameContextService.GetGameContext().TryGetAccountContext(out var accountContext) ||
|
|
accountContext.IsNull)
|
|
{
|
|
scopedLogger.LogError("Failed to get account context");
|
|
return false;
|
|
}
|
|
|
|
var playerProfessionContext = professions.Value.AsValueEnumerable().FirstOrDefault(p => p.AgentId == playerId);
|
|
if (playerProfessionContext.AgentId != playerId)
|
|
{
|
|
scopedLogger.LogError("Failed to get player profession context for player id {playerId}", playerId);
|
|
return false;
|
|
}
|
|
|
|
for (var buildIndex = 0; buildIndex < partyLoadout.Builds.Count; buildIndex++)
|
|
{
|
|
var build = partyLoadout.Builds[buildIndex];
|
|
var composition = partyLoadout.PartyComposition?.FirstOrDefault(c => c.Index == buildIndex);
|
|
if (composition is null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
uint agentId;
|
|
if (composition.HeroId is 0 or null)
|
|
{
|
|
agentId = playerId.Value;
|
|
}
|
|
else
|
|
{
|
|
var hero = heroes.Value.AsValueEnumerable().FirstOrDefault(h => (int)h.HeroId == composition.HeroId.GetValueOrDefault());
|
|
agentId = hero.AgentId;
|
|
}
|
|
|
|
var professionContext = professions.Value.AsValueEnumerable().FirstOrDefault(p => p.AgentId == agentId);
|
|
|
|
var validSkills = agentId == playerId
|
|
? unlockedSkills
|
|
: accountContext.Pointer->UnlockedAccountSkills;
|
|
|
|
var unlockedProfessionsFlags = agentId == playerId
|
|
? playerProfessionContext.UnlockedProfessions
|
|
: uint.MaxValue;
|
|
|
|
if (!this.buildTemplateManager.CanTemplateApply(
|
|
new BuildTemplateValidationRequest(
|
|
(uint)build.Primary.Id,
|
|
(uint)build.Secondary.Id,
|
|
[.. build.Skills.Select(s => (uint)s.Id)],
|
|
(uint)(int)professionContext.Primary,
|
|
unlockedProfessionsFlags,
|
|
[.. validSkills])))
|
|
{
|
|
if (composition.HeroId is 0 or null)
|
|
{
|
|
scopedLogger.LogError("Cannot apply build for player");
|
|
}
|
|
else
|
|
{
|
|
scopedLogger.LogError("Cannot apply build for hero {heroId}", composition.HeroId);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
var skillTemplate = new SkillTemplate();
|
|
PopulateSkillTemplate(build, &skillTemplate);
|
|
scopedLogger.LogInformation("Applying build for agent {agentId} with primary {primary} and secondary {secondary}", agentId, build.Primary, build.Secondary);
|
|
this.skillbarContextService.LoadBuild(agentId, &skillTemplate);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private unsafe List<(uint AgentId, Shared.Models.Api.HeroBehavior Behavior)>? GetHeroBehaviorSetup(TeamBuildEntry teamBuild)
|
|
{
|
|
var scopedLogger = this.logger.CreateScopedLogger();
|
|
scopedLogger.LogDebug("Getting hero behavior setup");
|
|
|
|
if (!this.gameContextService.GetGameContext().TryGetPlayerParty(out _, out _, out var heroes, out _) ||
|
|
!heroes.HasValue)
|
|
{
|
|
scopedLogger.LogError("Failed to get player party");
|
|
return default;
|
|
}
|
|
|
|
if (teamBuild.PartyComposition is null)
|
|
{
|
|
scopedLogger.LogWarning("No party composition metadata in team build");
|
|
return default;
|
|
}
|
|
|
|
return heroes.Value.AsValueEnumerable()
|
|
.Select(h =>
|
|
{
|
|
if (h.HeroId is API.Interop.GWCA.GW.Constants.HeroID.NoHero)
|
|
{
|
|
return default;
|
|
}
|
|
|
|
var entry = teamBuild.PartyComposition.AsValueEnumerable().FirstOrDefault(e => e.HeroId == (int)h.HeroId);
|
|
if (entry is null)
|
|
{
|
|
scopedLogger.LogWarning("No entry found for hero {heroId}", h.HeroId);
|
|
return default;
|
|
}
|
|
|
|
return (h.AgentId, entry.Behavior ?? Shared.Models.Api.HeroBehavior.Guard);
|
|
})
|
|
.Where(t => t.AgentId is not 0)
|
|
.ToList();
|
|
}
|
|
|
|
private async Task<string?> HeroCommanderFrameLabel(uint heroAgentId, CancellationToken cancellationToken)
|
|
{
|
|
var heroOffset = await this.GetHeroNumber(heroAgentId, cancellationToken);
|
|
if (heroOffset > 6)
|
|
{
|
|
return default;
|
|
}
|
|
|
|
return heroOffset switch
|
|
{
|
|
0 => "AgentCommander0",
|
|
1 => "AgentCommander1",
|
|
2 => "AgentCommander2",
|
|
3 => "AgentCommander3",
|
|
4 => "AgentCommander4",
|
|
5 => "AgentCommander5",
|
|
6 => "AgentCommander6",
|
|
_ => default
|
|
};
|
|
}
|
|
|
|
private async Task<uint?> GetHeroNumber(uint agentId, CancellationToken cancellationToken)
|
|
{
|
|
var scopedLogger = this.logger.CreateScopedLogger();
|
|
var heroNumber = await this.gameThreadService.QueueOnGameThread(() =>
|
|
{
|
|
unsafe
|
|
{
|
|
var gameContext = this.gameContextService.GetGameContext();
|
|
if (gameContext.IsNull)
|
|
{
|
|
scopedLogger.LogError("Game context is null");
|
|
return -1;
|
|
}
|
|
|
|
var charContext = gameContext.Pointer->Character;
|
|
if (charContext is null)
|
|
{
|
|
scopedLogger.LogError("Char context is null");
|
|
return -1;
|
|
}
|
|
|
|
var playerParty = GWCA.GW.PartyMgr.GetPartyInfo(0);
|
|
var playerId = charContext->PlayerNumber;
|
|
var offset = 0;
|
|
foreach (var hero in playerParty->Heroes)
|
|
{
|
|
if (hero.OwnerPlayerId == playerId)
|
|
{
|
|
if (hero.AgentId == agentId)
|
|
{
|
|
return offset;
|
|
}
|
|
|
|
offset++;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
}, cancellationToken);
|
|
|
|
return heroNumber is -1 ? default : (uint)heroNumber;
|
|
}
|
|
|
|
private static BuildEntry? GetBuildEntryById(ProfessionState professionContext, SkillbarData skillbar, PartyAttribute attributes)
|
|
{
|
|
return new BuildEntry(
|
|
Primary: (int)professionContext.Primary,
|
|
Secondary: (int)professionContext.Secondary,
|
|
Attributes: attributes.Attribute.GetAttributeEntryList().ToList(),
|
|
Skills:
|
|
[
|
|
(uint)skillbar.Skills[0].SkillId,
|
|
(uint)skillbar.Skills[1].SkillId,
|
|
(uint)skillbar.Skills[2].SkillId,
|
|
(uint)skillbar.Skills[3].SkillId,
|
|
(uint)skillbar.Skills[4].SkillId,
|
|
(uint)skillbar.Skills[5].SkillId,
|
|
(uint)skillbar.Skills[6].SkillId,
|
|
(uint)skillbar.Skills[7].SkillId
|
|
]);
|
|
}
|
|
|
|
private static unsafe void PopulateSkillTemplate(SingleBuildEntry build, SkillTemplate* skillTemplate)
|
|
{
|
|
var attributeIds = new AttributeArray12();
|
|
var attributeValues = new Array12Uint();
|
|
for (var i = 0; i < build.Attributes.Count && i < 12; i++)
|
|
{
|
|
attributeIds[i] = (GWCA.GW.Constants.Attribute)(build.Attributes[i].Attribute?.Id ?? 0);
|
|
attributeValues[i] = (uint)build.Attributes[i].Points;
|
|
}
|
|
|
|
var skills = new SkillIDArray8();
|
|
for (var i = 0; i < build.Skills.Count && i < 8; i++)
|
|
{
|
|
skills[i] = (GWCA.GW.Constants.SkillID)build.Skills[i].Id;
|
|
}
|
|
|
|
skillTemplate->Primary = (GWCA.GW.Constants.Profession)build.Primary.Id;
|
|
skillTemplate->Secondary = (GWCA.GW.Constants.Profession)build.Secondary.Id;
|
|
skillTemplate->AttributesCount = (uint)Math.Min(build.Attributes.Count, 12);
|
|
skillTemplate->AttributeIds = attributeIds;
|
|
skillTemplate->Skills = skills;
|
|
Unsafe.CopyBlock(skillTemplate->AttributeValues, Unsafe.AsPointer(ref attributeValues), (uint)(12 * sizeof(uint)));
|
|
}
|
|
}
|