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index.js
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1115 lines (1048 loc) · 42.7 KB
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const fs = require('fs');
const path = require('path');
module.exports = function TerableLockons(mod){
const command = mod.command || mod.require.command;
if(mod.proxyAuthor !== 'caali'){
const options = require('./module').options
if(options){
const settingsVersion = options.settingsVersion
if(settingsVersion){
mod.settings = require('./' + (options.settingsMigrator || 'module_settings_migrator.js'))(mod.settings._version, settingsVersion, mod.settings)
mod.settings._version = settingsVersion
}
}
}
let enabled = false, // gets enabled when you log in as a lockon class
playerId = 0,
gameId = 0,
playerLocation = {},
partyMembers = [],
job = -1,
glyphs = null,
bossInfo = [],
npcInfo = [],
enemies = [],
DEBUG = false;
const RagnarokId = 10155130;
const GROW_ID = 7000005;
const stack = 10;
const stackSmall = 5;
const duration = 30000;
let buffGrow = true;
let buffPartyMemberGrow = false;
/*
valk 25/28.75
sorc 20/24
war 20/24
reaper 15/19.5
slayer 20
lancer 20
zerk 30
ninja 24
brawler basically infinite
priest kaias+gs maybe
mystic corruption ring maybe
maybe add another thing for GS/Tenacity/Mocking Shout (different color changing debuff for stun, stagger kaias, stagger unbreakable, and both)
*/
//Class#: warrior = 0, lancer = 1, slayer = 2, berserker = 3, sorcerer = 4, archer = 5,
//priest = 6, mystic = 7, reaper = 8, gunner = 9, brawler = 10, ninja = 11, valkyrie = 12
function loopBigIntToString(obj){ // from PacketsLogger
Object.keys(obj).forEach(key => {
if(obj[key] && typeof obj[key] === 'object') loopBigIntToString(obj[key]);
else if(typeof obj[key] === "bigint") obj[key] = obj[key].toString();
});
}
function printBigInt(whatList, printInGame){ // WARNING: DON'T USE THIS FUNCTION BEFORE SENDING A BIGINT TO THE SERVER OR YOU WILL CRASH FROM IT NO LONGER BEING A BIG INT
loopBigIntToString(whatList);
console.log(JSON.stringify(whatList, null, 4));
if(printInGame) command.message(JSON.stringify(whatList, null, 4));
}
function toggleOnOfSetting(variableToToggle, commandMessage, argument, whatNumber){
if(!argument){
mod.settings[variableToToggle] = !mod.settings[variableToToggle];
mod.saveSettings();
command.message(commandMessage + (mod.settings[variableToToggle] ? 'enabled' : 'disabled'));
return;
}
let isNumber = !isNaN(argument);
let tempNum = argument;
argument = argument.toLowerCase();
if(argument === 'off'){
mod.settings[variableToToggle] = false;
} else if(argument === 'on'){
mod.settings[variableToToggle] = true;
} else if(isNumber && whatNumber){ // change hp cutoff
mod.settings[variableToToggle] = true;
mod.settings[whatNumber] = (tempNum < 0 ? 0 : tempNum > 100 ? 100 : tempNum);
} else{
command.message(argument + ' is an invalid argument');
return;
}
mod.saveSettings();
if(whatNumber) command.message(commandMessage + (mod.settings[variableToToggle] ? 'enabled (' + mod.settings[whatNumber] + '%)' : 'disabled'));
else command.message(commandMessage + (mod.settings[variableToToggle] ? 'enabled' : 'disabled'));
}
command.add(['cs', 'changeskill'], (p1, p2, p3, p4) => {
if(typeof p1 === 'string' || p1 instanceof String){
p1 = p1.replace("_", " "); // replace _ with space
p1.replace(/\w\S*/g, function(txt){return txt.charAt(0).toUpperCase() + txt.substr(1).toLowerCase();}); // capitalize first letter of each word
//var splitStr = p1.toLowerCase().split(' '); // capitalize first letter of each word
//for (var i = 0; i < splitStr.length; i++) {
// splitStr[i] = splitStr[i].charAt(0).toUpperCase() + splitStr[i].substring(1);
//}
//p1 = splitStr.join(' ');
//let foundSkill = mod.settings.Skills[job].find(p => p.name == p1);
let skillIndex = 2; // first skill is 2
let lastIndex = 41 + 1; // largest skill number is 41
for(skillIndex = 2; skillIndex < lastIndex; skillIndex++){
if(mod.settings.Skills[job][skillIndex] && p1 == mod.settings.Skills[job][skillIndex].name) break; // find skill
}
//mod.settings.Skills[job][skill].type
console.log(`p1 = ${p1}, p2 = ${p2}, p3 = ${p3}, p4 = ${p4}`);
console.log(skillIndex);
if(skillIndex != lastIndex){ // we found the skill
let foundSkill = mod.settings.Skills[job][skillIndex];
console.log(foundSkill);
if(p2 && isNaN(p2)){
p2.toLowerCase();
} else {
command.message("Missing 2nd argument");
changeSkillHelp();
return;
}
switch(p2){
case "targets":
let add = false;
let remove = false;
if(p3 == "add"){
add = true;
} else if(p3 == "remove"){
remove = true;
} else{
command.message("Missing/Invalid 3rd argument");
changeSkillHelp();
return;
}
let argIndex;
switch(p4){
case "enemyBuff":
case "enemyHealer":
case "enemyDps":
case "enemy":
case "boss":
case "npc":
if(foundSkill.type == "heal" || foundSkill.type == "cleanse"){
command.message("You can only target heal with heals, and cleanse with cleanse");
return;
}
argIndex = foundSkill.targets.indexOf(p4);
if(add && argIndex == -1) foundSkill.targets.push(p4);
else if(remove && argIndex > -1) foundSkill.targets.splice(argIndex, 1);
break;
case "heal":
case "cleanse":
if(foundSkill.type != p4){
command.message("You can only target heal with heals, and cleanse with cleanse");
return;
}
argIndex = foundSkill.targets.indexOf(p4);
if(add && argIndex == -1) foundSkill.targets.push(p4);
else if(remove && argIndex > -1) foundSkill.targets.splice(argIndex, 1);
break;
default:
command.message("Missing 4th argument");
changeSkillHelp();
return;
}
break;
case "distance":
if(isNaN(p3)) command.message("Distance must be a number");
else foundSkill.distance = p3;
break;
case "maxtargetcount":
if(isNaN(p3)) command.message("maxTargetCount must be a number");
else if(p3 > -1) foundSkill.maxTargetCount = p3;
break;
case "lockondelay":
if(isNaN(p3)) command.message("lockonDelay must be a number");
else if(p3 > -1) foundSkill.lockonDelay = p3;
break;
case "autocastdelay":
if(isNaN(p3)) command.message("autoCastDelay must be a number");
else if(p3 > -1) foundSkill.autoCastDelay = p3;
break;
case "autocast":
switch(p4){
case "on":
case "true":
foundSkill.autoCast = true;
break;
case "off":
case "false":
foundSkill.autoCast = false;
break;
default:
foundSkill.autoCast = !foundSkill.autoCast;
break;
}
default:
command.message("2nd argument is invalid");
changeSkillHelp();
return;
}
mod.saveSettings();
} else{
command.message("Couldn't find skill named " + p1);
changeSkillHelp();
}
}
});
function changeSkillHelp(){
command.message("The command changeSkill format is:");
command.message("cs skill_name targets add/remove atarget");
command.message("cs skill_name distance thedistance");
command.message("cs skill_name maxtargetcount numtargets");
command.message("cs skill_name lockondelay delay");
command.message("cs skill_name autocastdelay delay");
command.message("cs skill_name autocast [on/off/true/false]");
}
function getJsonData(pathToFile) {
try {
return JSON.parse(fs.readFileSync(path.join(__dirname, pathToFile)));
}catch(e) {
return undefined;
}
}
function jsonRequire(data) {
delete require.cache[require.resolve(data)];
return require(data);
}
command.add(['teral', 'tlockons', 'teralockons', 'terablelockons'], (p1, p2)=> {
if(p1 == "debug"){
DEBUG = !DEBUG;
console.log(`DEBUG = ${DEBUG}`);
} else if(p1 == "reload"){
/*if(mod.proxyAuthor !== 'caali'){
const options = require('./module').options
if(options){
const settingsVersion = options.settingsVersion
if(settingsVersion){
mod.settings = require('./' + (options.settingsMigrator || 'module_settings_migrator.js'))(mod.settings._version, settingsVersion, mod.settings)
mod.settings._version = settingsVersion
}
}
} else{*/
/*console.log("~~~Before~~~");
console.log(mod.settings);
mod.settings = require('./config.json'); // idk if this works
console.log("~~~Midway~~~");
console.log(mod.settings);
mod.settings = mod.settings.data;
console.log("~~~After~~~");
console.log(mod.settings);*/
//}
/*let data = {};
try { // https://github.com/Fukki/auto-pot
data = jsonRequire('./config.json');
mod.settings = data.data;
} catch (e) {
command.message("Could not reload config file!");
}*/
let data = getJsonData(`./config.json`);
if(data) mod.settings = data.data;
else command.message("Could not reload config file!");
} else if(p1 == "help"){
if(p2){
switch(p2){
case "heal":
command.message("heal, cleanse, healcast, cleansecast, targetparty, dh (name), dhr (name)");
return;
case "attack":
command.message("attack, attackcast, targetboss, targetnpc, targetenemy, pp(name), ppr (name), bl (name), blr (name)");
return;
case "debuff":
command.message("debuff, debuffcast, targetboss, targetnpc, targetenemy, sleepy (name), sleepyr (name), bl (name), blr (name)");
return;
case "other":
command.message("teral, teral reload, disablesleep, splitcc, findmob, castdelay (delay), lockondelay (delay)");
command.message("cs skill_name targets add/remove thetarget, cs skill_name variable value");
command.message("ml, tparty, cparty, tnpc, cnpc, tb, cb, te, ce");
return;
case "all":
command.message("heal, cleanse, healcast, cleansecast, targetparty, dh (name), dhr (name)");
command.message("attack, attackcast, targetboss, targetnpc, targetenemy, pp(name), ppr (name), bl (name), blr (name)");
command.message("debuff, debuffcast, targetboss, targetnpc, targetenemy, sleepy (name), sleepyr (name), bl (name), blr (name)");
command.message("teral, teral reload, disablesleep, splitcc, findmob, castdelay (delay), lockondelay (delay)");
command.message("cs skill_name targets add/remove thetarget, cs skill_name variable value");
command.message("ml, tparty, cparty, tnpc, cnpc, tb, cb, te, ce");
return;
default: // VVV print out help directory VVV
}
}
command.message("teral help heal");
command.message("teral help attack");
command.message("teral help debuff");
command.message("teral help other");
command.message("teral help all");
} else toggleOnOfSetting("enabled", 'TerableLockons is ', p1, null);
});
command.add('heal', (p1)=> {
toggleOnOfSetting("autoHeal", 'Healing is ', p1, "hpCutoff");
});
command.add('cleanse', (p1) => {
toggleOnOfSetting("autoCleanse", 'Cleansing is ', p1, null);
});
command.add('attack', (p1)=> {
toggleOnOfSetting("autoAttack", 'Attack lockons are ', p1, null);
});
command.add('debuff', (p1) => {
toggleOnOfSetting("autoDebuff", 'Debuff lockons are ', p1, null);
});
command.add('healcast', (p1)=> {
toggleOnOfSetting("healCast", 'Healing completion is ', p1, "hpCutoff");
});
command.add('cleansecast', (p1) => {
toggleOnOfSetting("cleanseCast", 'Cleansing completion is ', p1, null);
});
command.add('attackcast', (p1)=> {
toggleOnOfSetting("attackCast", 'Attack lockons completion is ', p1, null);
});
command.add('debuffcast', (p1) => {
toggleOnOfSetting("debuffCast", 'Debuff lockons completion is ', p1, null);
});
command.add('targetparty', (p1)=> {
toggleOnOfSetting("targetParty", 'Targeting Party is ', p1, null);
});
command.add('targetboss', (p1)=> {
toggleOnOfSetting("targetBoss", 'Targeting Boss is ', p1, null);
});
command.add('targetnpc', (p1)=> {
toggleOnOfSetting("targetNpc", 'Targeting Npc is ', p1, null);
});
command.add('targetEnemy', (p1)=> {
toggleOnOfSetting("targetEnemy", 'Targeting Enemy is ', p1, null);
});
command.add('disablesleep', (p1)=> {
toggleOnOfSetting("disableSleep", 'DisableSleep Casting is ', p1, null);
});
command.add('splitcc', (p1)=> {
toggleOnOfSetting("splitSleep", 'Split Sleep/Fear/Gyre is ', p1, null);
});
command.add('eth', (p1)=> {
toggleOnOfSetting("ethics", 'Ethics is ', p1, null);
});
command.add('findmob', (p1)=> {
toggleOnOfSetting("findMob", 'Find Mob is ', p1, null);
});
command.add('castdelay', (p1)=> {
let delay = Number(p1);
if(isNaN(delay) || delay < 0){
command.message(p1 +' is an invalid argument');
return;
}
mod.settings.autoDpsDelay = delay;
mod.saveSettings();
command.message('Casting Delay = ' + mod.settings.autoDpsDelay);
});
command.add('lockondelay', (p1)=> {
let delay = Number(p1);
if(isNaN(delay) || delay < 0){
command.message(p1 +' is an invalid argument');
return;
}
mod.settings.lockonDelay = delay;
mod.saveSettings();
command.message('Lockon Delay = ' + mod.settings.lockonDelay);
});
function priorityNameList(whatList, argument, add){
if(argument){
argument = argument.toLowerCase();
let argumentIndex = mod.settings[whatList].indexOf(argument);
if(add && argumentIndex == -1) mod.settings[whatList].push(argument); // if not in list, add to list
else if(!add && argumentIndex > -1) mod.settings[whatList].splice(argumentIndex, 1); // if in list, remove from list
mod.saveSettings();
}
printBigInt(mod.settings[whatList], true);
}
command.add('sleepy', (p1) => {
priorityNameList("sleepyPlayers", p1, true);
});
command.add('pp', (p1) => {
priorityNameList("plaguePrio", p1, true);
});
command.add('bl', (p1) => {
priorityNameList("blockList", p1, true);
});
command.add('dh', (p1) => {
priorityNameList("dontHeal", p1, true);
});
command.add('sleepyr', (p1) => {
priorityNameList("sleepyPlayers", p1, false);
});
command.add('ppr', (p1) => {
priorityNameList("plaguePrio", p1, false);
});
command.add('blr', (p1) => {
priorityNameList("blockList", p1, false);
});
command.add('dhr', (p1) => {
priorityNameList("dontHeal", p1, false);
});
command.add('tparty', () => {
sortHp();
printBigInt(partyMembers, true);
partyMembers = [];
});
command.add('tb', () => {
sortDistBoss();
printBigInt(bossInfo, true);
bossInfo = [];
});
command.add('tnpc', () => {
sortDistNpc();
printBigInt(npcInfo, true);
npcInfo = [];
});
command.add('te', () => {
sortDistEnemies();
printBigInt(enemies, true);
enemies = [];
});
command.add('cparty', () => { // no cp here!
partyMembers = [];
printBigInt(partyMembers, true);
});
command.add('cb', () => {
bossInfo = [];
printBigInt(bossInfo, true);
});
command.add('cnpc', () => {
npcInfo = [];
printBigInt(npcInfo, true);
});
command.add('ce', () => {
enemies = [];
printBigInt(enemies, true);
});
command.add('tpl', () => {
console.log(`partyMembers ${partyMembers.length}`);
});
command.add('tbl', () => {
console.log(`bossInfo ${bossInfo.length}`);
});
command.add('tnl', () => {
console.log(`npcInfo ${npcInfo.length}`);
});
command.add('tel', () => {
console.log(`enemies ${enemies.length}`);
});
command.add('ml', () => {
console.log("My Location");
printBigInt(playerLocation.loc, true);
});
command.add('npca', (p1) => {
priorityNameList("huntingZoneId_templateId", p1, true);
});
command.add('npcr', (p1) => {
priorityNameList("huntingZoneId_templateId", p1, false);
});
mod.game.on('enter_game', () => {
playerId = mod.game.me.playerId;
gameId = mod.game.me.gameId;
job = (mod.game.me.templateId - 10101) % 100;
enabled = (mod.settings.Skills[job]) ? true : false;
enemies = [];
bossInfo = [];
npcInfo = [];
});
mod.hook('S_PARTY_MEMBER_LIST', 9, (event) => {
let addedMember = (event.members.length -1 > partyMembers.length) ? true : false;
// refresh locations of existing party members
for (let i = 0; i < event.members.length; i++){
for (let j = 0; j < partyMembers.length; j++){
if(partyMembers[j] && event.members[i].gameId == partyMembers[j].gameId){
event.members[i].loc = partyMembers[j].loc;
event.members[i].hpP = partyMembers[j].hpP;
event.members[i].alive = partyMembers[j].alive;
break;
}
}
}
partyMembers = event.members;
// remove self from targets
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == gameId){
partyMembers.splice(i, 1);
break;
}
}
// remove party members from enemies list
if(addedMember){
for (let j = 0; j < partyMembers.length; j++){
for (let k = 0; k < enemies.length; k++){
if(enemies[k].gameId == partyMembers[j].gameId){
enemies.splice(k, 1);
break;
}
}
}
}
});
mod.hook('S_LOAD_TOPO', 3, (event) => {
bossInfo = [];
npcInfo = [];
enemies = [];
});
mod.hook('S_LEAVE_PARTY', 1, (event) => {
partyMembers = [];
// TODO add party members to enemies, also add ppl to enemies if they drop
});
mod.hook('C_PLAYER_LOCATION', 5, (event) => {
playerLocation = event;
});
mod.hook('S_SPAWN_ME', 3, (event) => {
playerLocation.gameId = event.gameId;
playerLocation.loc = event.loc;
playerLocation.w = event.w;
bossInfo = [];
npcInfo = [];
enemies = [];
});
function addEnemy(egameid, eloc, ew, ealive, edist, ejob, ename, eclassbuffed, estunimmune){
let tempPushEvent = { // if new enemy, add them
gameId: egameid,
loc: eloc,
w: ew,
alive: ealive,
dist: edist,
job: ejob,
name: ename.toLowerCase(),
classBufffed: eclassbuffed,
stunImmune: estunimmune
}
enemies.push(tempPushEvent);
}
mod.hook('S_SPAWN_USER', 16, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == event.gameId){
partyMembers[i].serverId = event.serverId;
partyMembers[i].playerId = event.playerId;
partyMembers[i].loc = event.loc;
partyMembers[i].alive = event.alive;
partyMembers[i].hpP = (event.alive ? 100 : 0);
return;
}
}
let theirClass = (event.templateId - 10101) % 100;
for (let i = 0; i < enemies.length; i++){
if(enemies[i].gameId == event.gameId){ // if enemy, update them
enemies[i].serverId = event.serverId;
enemies[i].playerId = event.playerId;
enemies[i].loc = event.loc;
enemies[i].alive = event.alive;
enemies[i].job = theirClass;
enemies[i].name = event.name.toLowerCase();
return;
}
}
addEnemy(event.gameId, event.loc, event.w, event.alive, Number(99999999), theirClass, event.name, false, false);
return;
});
mod.hook('S_DESPAWN_USER', 3, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == event.gameId){
/*partyMembers = partyMembers.filter(function (p){
return (p.gameId == event.gameId) ? false : true;
});*/
if(!partyMembers[i].loc) partyMembers[i].loc = {x:0,y:0,z:0}
partyMembers[i].loc.x = 0;
partyMembers[i].loc.y = 0;
partyMembers[i].loc.z = 0;
partyMembers[i].dist = 99;
return;
}
}
for (let i = 0; i < enemies.length; i++){
if(enemies[i].gameId == event.gameId){ // if enemy, remove them
//enemies.splice(argumentIndex, 1); // if in list, remove from list
enemies = enemies.filter(function (p){
return (p.gameId == event.gameId) ? false : true;
});
return;
}
}
});
mod.hook('S_USER_LOCATION', 6, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == (event.gameId)){
partyMembers[i].loc = event.loc;
return;
}
}
// if enemy, update them
for (let i = 0; i < enemies.length; i++){
if(enemies[i].gameId == (event.gameId)){
enemies[i].loc = event.loc;
enemies[i].alive = true;
return;
}
}
addEnemy(event.gameId, event.loc, event.w, true, Number(99999999), null, "", false, false);
return;
});
mod.hook('S_USER_LOCATION_IN_ACTION', 2, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == (event.gameId)){
partyMembers[i].loc = event.loc;
return;
}
}
// if enemy, update them
for (let i = 0; i < enemies.length; i++){
if(enemies[i].gameId == (event.gameId)){
enemies[i].loc = event.loc;
enemies[i].w = event.w;
enemies[i].alive = true;
return;
}
}
addEnemy(event.gameId, event.loc, event.w, true, Number(99999999), null, "", false, false);
return;
});
mod.hook('S_INSTANT_DASH', 3, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == (event.gameId)){
partyMembers[i].loc = event.loc;
return;
}
}
// if enemy, update them
for (let i = 0; i < enemies.length; i++){
if(enemies[i].gameId == (event.gameId)){
enemies[i].loc = event.loc;
enemies[i].w = event.w;
enemies[i].alive = true;
return;
}
}
addEnemy(event.gameId, event.loc, event.w, true, Number(99999999), null, "", false, false);
return;
});
mod.hook('S_PARTY_MEMBER_CHANGE_HP', 4, (event) => {
if(playerId == event.playerId) return; // if me, return
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].playerId === event.playerId){
let theirHP = (Number(event.curHp) / Number(event.maxHp)) * 100;
if(theirHP != null && theirHP <= 100) partyMembers[i].hpP = theirHP;
return;
}
}
});
mod.hook('S_PARTY_MEMBER_STAT_UPDATE', 4, (event) => {
if(playerId == event.playerId) return; // if me, return
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].playerId === event.playerId){
let theirHP = (Number(event.curHp) / Number(event.maxHp)) * 100;
if(theirHP != null && theirHP <= 100) partyMembers[i].hpP = theirHP;
if(!event.alive) partyMembers[i].hpP = 0;
partyMembers[i].alive = event.alive;
return;
}
}
});
mod.hook('S_DEAD_LOCATION', 2, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].gameId == (event.gameId)){
partyMembers[i].loc = event.loc;
partyMembers[i].loc.x = 0; // don't target the dead...
partyMembers[i].loc.y = 0;
partyMembers[i].loc.z = 0;
partyMembers[i].hpP = 0;
partyMembers[i].alive = false;
return;
}
}
// if enemy, update them
for (let i = 0; i < enemies.length; i++){
if(enemies[i].gameId == (event.gameId)){
enemies[i].loc = event.loc;
enemies[i].loc.x = 0; // don't target the dead...
enemies[i].loc.y = 0;
enemies[i].loc.z = 0;
enemies[i].alive = false;
return;
}
}
addEnemy(event.gameId, event.loc, event.w, false, Number(99999999), null, "", false, false);
return;
});
mod.hook('S_LEAVE_PARTY_MEMBER', 2, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].playerId === event.playerId){
addEnemy(event.gameId, partyMembers[i].loc, 0, false, Number(99999999), null, "", false, false); // add to enemies
partyMembers.splice(i, 1); // remove from party
return;
}
}
});
mod.hook('S_LOGOUT_PARTY_MEMBER', 1, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].playerId === event.playerId){
partyMembers[i].online = false;
return;
}
}
});
mod.hook('S_BAN_PARTY_MEMBER', 1, (event) => {
for (let i = 0; i < partyMembers.length; i++){
if(partyMembers[i].playerId === event.playerId){
partyMembers.splice(i, 1);
return;
}
}
});
mod.hook('S_SPAWN_NPC', 12, { order: -10 }, (event) => {
if(event.villager) return;
let tempPushEvent = {
gameId: event.gameId,
huntingZoneId: event.huntingZoneId,
templateId: event.templateId,
loc: event.loc,
dist: 100
}
npcInfo.push(tempPushEvent);
});
mod.hook('S_DESPAWN_NPC', 3, { order: -10 }, (event) => {
for (let b = 0; b < npcInfo.length; b++){
if(npcInfo[b].gameId == event.gameId){
if(mod.settings.findMob) printBigInt(npcInfo[b].huntingZoneId + "_" + npcInfo[b].templateId, true);
// remove dead boss
npcInfo = npcInfo.filter(function (p){
return (p.gameId == event.gameId) ? false : true;
});
break;
}
}
});
mod.hook('S_NPC_LOCATION', 3, { order: -10 }, (event) => {
for (let b = 0; b < npcInfo.length; b++){
if(npcInfo[b].gameId == event.gameId){
npcInfo[b].loc = event.loc;
break;
}
}
});
mod.hook('S_BOSS_GAGE_INFO', 3, { order: -10 }, (event) => {
let alreadyHaveBoss = false; // TODO make the boss get removed if the boss resets
let tempPushEvent = {
id: event.id,
x: Number(99999999),
y: Number(99999999),
z: Number(99999999),
hp: (Number(event.curHp) / Number(event.maxHp) * 100),
dist: 100
}
if(bossInfo.length <= 0){
bossInfo.push(tempPushEvent);
} else{
for (let b = 0; b < bossInfo.length; b++){
if(bossInfo[b].id == event.id){
bossInfo[b].hp = (Number(event.curHp) / Number(event.maxHp) * 100);
alreadyHaveBoss = true;
if(event.curHp <= 0){ // remove dead boss
bossInfo = bossInfo.filter(function (p){
return (p.id == event.id) ? false : true;
});
}
break;
}
}
if(alreadyHaveBoss == false) bossInfo.push(tempPushEvent);
}
});
mod.hook('S_ACTION_STAGE', 9, { order: -10 }, (event) => {
for (let b = 0; b < bossInfo.length; b++){
if(event.gameId == (bossInfo[b].id)){
bossInfo[b].x = event.loc.x;
bossInfo[b].y = event.loc.y;
bossInfo[b].z = event.loc.z;
return;
}
}
for (let b = 0; b < enemies.length; b++){
if(event.gameId == (enemies[b].id)){
enemies[b].loc = event.loc;
enemies[b].w = event.w;
return;
}
}
});
mod.hook('S_CREST_INFO', 2, (event) => {
glyphs = event.crests;
});
mod.hook('S_CREST_APPLY', 2, (event) => {
let glyph = glyphs.find(g => g.id == event.id);
if(glyph) glyph.enable = event.enable;
});
function getMaxTargets(skill){
switch(skill){
case 19: return isGlyphEnabled(28003) ? 4 : 2; // priest heal
case 5: return isGlyphEnabled(27000) ? 4 : 2; // mystic heal
case 9: return (isGlyphEnabled(27063) || isGlyphEnabled(27003)) ? 5 : 3; // cleanse
}
return 100; // return a big number
}
function isGlyphEnabled(glyphId){ // add arrow volley and flaming barrage glyphs maybe LOL?
for (let i = 0; i < glyphs.length; i++){
if(glyphs[i].id == glyphId && glyphs[i].enable) return true;
}
return false;
}
function getNumTargets(job, skill){
let numTargets = mod.settings.Skills[job][skill].maxTargetCount;
if(!mod.settings.splitSleep && (skill == 25 || skill == 28 || skill == 31)) return 1; // Time Gyre, Mystic Sleep, Mystic Fear
return numTargets;
}
mod.hook('C_START_SKILL', 7, (event) => {
if(!enabled || !mod.settings.enabled) return;
if(event.skill.id / 10 & 1 != 0){ // is casting (opposed to locking on)
playerLocation.w = event.w; // ^^^ checks second to last digit to see if casting or not
return;
}
let skill = Math.floor(event.skill.id / 10000);
// Replace mod.settings.Skills[job][skill] with a variable
if(mod.settings.Skills[job] && mod.settings.Skills[job][skill]){ // if it's a skill that we handle
if(mod.settings.Skills[job][skill].type == "heal" && (!mod.settings.autoHeal || partyMembers.length == 0)) return; // be enabled in a party to heal
if(mod.settings.Skills[job][skill].type == "cleanse" && (!mod.settings.autoCleanse || partyMembers.length > 4 || partyMembers.length < 1)) return; // be enabled in a party(not a raid) to cleanse
if(mod.settings.Skills[job][skill].type == "damage" && (!mod.settings.autoAttack)) return; // enabled
if(mod.settings.Skills[job][skill].type == "debuff" && (!mod.settings.autoDebuff)) return; // enabled
if(mod.settings.disableSleep && (skill == 33 || skill == 28)) return; // sleep disabled
sortAllTargets(); // partyMembers + bossInfo + npcInfo + enemies
let maxTargetCount = getNumTargets(job, skill);
let maxTargets = getMaxTargets(skill);
maxTargetCount = maxTargetCount < maxTargets ? maxTargetCount : maxTargets; // whichever is smaller
let targetMembers = []; // who we lockon to
let targetArrayLength = 0; // partyMembers or enemies
let healing = false;
let checkedPriorityTargets = false;
let checkedClassTargets = false;
let prioArrayToCheck = (mod.settings.Skills[job][skill].type == "damage") ? mod.settings.plaguePrio : (mod.settings.Skills[job][skill].type == "debuff") ? mod.settings.sleepyPlayers : []; // get priority target list
if(mod.settings.Skills[job][skill].type == "heal" || mod.settings.Skills[job][skill].type == "cleanse"){
targetArrayLength = partyMembers.length;
healing = true; // target party members
} else{
targetArrayLength = enemies.length;
}
// TODO: Deal with people who teleport out still getting targeted // probably already dealt with?
// TODO: Check if enemy.guild = myguild, then skip them
// add targets
for (let k = 0; k < mod.settings.Skills[job][skill].targets.length; k++){ // go through all target arrays
if(DEBUG) console.log("targetMembers.length = " + targetMembers.length + " at k = " + k);
if(targetMembers.length == maxTargetCount) break;
if(mod.settings.Skills[job][skill].targets[k] == "boss"){ // boss, target boss
if(DEBUG) console.log("Boss Started");
if(healing || !mod.settings.targetBoss) continue;
for (let j = 0; j < bossInfo.length; j++){ // queue bams to lock on to
if(!(mod.settings.ethics && bossInfo[j].dist <= 20) && !(!mod.settings.ethics && bossInfo[j].dist <= mod.settings.Skills[job][skill].distance)) break;
targetMembers.push(bossInfo[j]); // push if in range
if(DEBUG) console.log(bossInfo[j].dist);
if(DEBUG) console.log("^^ bossInfo ^^");
if(targetMembers.length == maxTargetCount) break;
}
continue;
}
if(mod.settings.Skills[job][skill].targets[k] == "npc"){ // npc, target npc
if(DEBUG) console.log("NPC Started");
if(healing || !mod.settings.targetNpc) continue;
for (let j = 0; j < npcInfo.length; j++){ // queue bams to lock on to
if(!(mod.settings.ethics && npcInfo[j].dist <= 20) && !(!mod.settings.ethics && npcInfo[j].dist <= mod.settings.Skills[job][skill].distance)) break;
if(mod.settings.huntingZoneId_templateId.indexOf(npcInfo[j].huntingZoneId + "_" + npcInfo[j].templateId) > -1){
targetMembers.push(npcInfo[j]); // in config
if(DEBUG) console.log(npcInfo[j].dist);
if(DEBUG) console.log("^^ npcInfo ^^");
}
if(targetMembers.length == maxTargetCount) break;
}
continue;
}
for (let i = 0; i < targetArrayLength; i++){ // go through current array
if(targetMembers.length == maxTargetCount) break;
if(healing && mod.settings.targetParty){ // heal/cleanse
if(partyMembers[i].online && partyMembers[i].alive && // online and alive
partyMembers[i].hpP && partyMembers[i].hpP != undefined && partyMembers[i].hpP != 0 &&
((skill == 9) ? true : partyMembers[i].hpP <= mod.settings.hpCutoff) && // check (hp < hpCutoff) if not cleanse
partyMembers[i].loc && partyMembers[i].loc != undefined && (Math.abs(partyMembers[i].loc.z - playerLocation.loc.z) / 25) <= mod.settings.maxVertical){
if(!(mod.settings.ethics && partyMembers[i].dist <= 20) && !(!mod.settings.ethics && partyMembers[i].dist <= mod.settings.Skills[job][skill].distance)) continue;
if(DEBUG) console.log("Heal Started");
let dontHealThem = false;
let partyMemberName = partyMembers[i].name.toLowerCase();
for (let j = 0; j < mod.settings.dontHeal.length; j++){
if(mod.settings.dontHeal[j] == partyMemberName){ // on the don't heal list
dontHealThem = true;
break;
}
}
if(!dontHealThem){
targetMembers.push(partyMembers[i]); // add
if(DEBUG) console.log(partyMembers[i].name);
if(DEBUG) console.log(partyMembers[i].dist);
if(DEBUG) console.log("^^ partyMembers ^^");
if(DEBUG) console.log("targetMembers.length = " + targetMembers.length + " at i = " + i + " after " + mod.settings.Skills[job][skill].targets[k]);
}
}
} else if(!healing && mod.settings.targetEnemy){ // attack and enabled
if((mod.settings.Skills[job][skill].targets[k] == "enemyBuff" || mod.settings.Skills[job][skill].targets[k] == "enemyHealer" || // enemy
mod.settings.Skills[job][skill].targets[k] == "enemyDps" || mod.settings.Skills[job][skill].targets[k] == "enemy") &&
enemies[i].alive && !mod.settings.blockList[enemies[i].name] && // alive, not blocked
enemies[i].loc && enemies[i].loc != undefined && (Math.abs(enemies[i].loc.z - playerLocation.loc.z) / 25) <= mod.settings.maxVertical){
if(!(mod.settings.ethics && enemies[i].dist <= 20) && !(!mod.settings.ethics && enemies[i].dist <= mod.settings.Skills[job][skill].distance)) break;
if(prioArrayToCheck.length != 0 && !checkedPriorityTargets){
if(DEBUG) console.log("Prio Name Started");
checkedPriorityTargets = true;
for (let j = 0; j < prioArrayToCheck.length; j++){ // search name priority list
if(targetMembers.length == maxTargetCount) break;
for (let u = 0; u < targetArrayLength; u++){ // search enemies
if(enemies[u].name == prioArrayToCheck[j].toLowerCase() && // enemy name is priority
enemies[i].alive && !mod.settings.blockList[enemies[i].name]){ // alive, not blocked
if(!(mod.settings.ethics && enemies[u].dist <= 20) && !(!mod.settings.ethics && enemies[u].dist <= mod.settings.Skills[job][skill].distance)) break;
targetMembers.push(enemies[u]); // add
if(DEBUG) console.log(enemies[u].name);
if(DEBUG) console.log(enemies[u].dist);
if(DEBUG) console.log("^^ PRIO NAME ^^");
break;
}
}
}
}
if(DEBUG) console.log("targetMembers.length = " + targetMembers.length + " at i = " + i + " after prioname");
if(targetMembers.length == maxTargetCount) break;
if(mod.settings.prioByClass && (skill != 31 && skill != 28 && skill != 33 && skill != 35) && !checkedClassTargets){ // not sleep/fear/estars(buff doesn't apply to me too often)
if(DEBUG) console.log("Prio Class Started");
checkedClassTargets = true;
for (let j = 0; j < mod.settings.prioClass.length; j++){ // search class priority list
if(targetMembers.length == maxTargetCount) break;
for (let u = 0; u < targetArrayLength; u++){ // search enemies
if(targetMembers.length == maxTargetCount) break;
if(enemies[u].job == mod.settings.prioClass[j] && // enemy class is priority
enemies[i].alive && !mod.settings.blockList[enemies[i].name] && // alive, not blocked
(Math.abs(enemies[i].loc.z - playerLocation.loc.z) / 25) <= mod.settings.maxVertical){
if(!(mod.settings.ethics && enemies[u].dist <= 20) && !(!mod.settings.ethics && enemies[u].dist <= mod.settings.Skills[job][skill].distance)) break;
if(targetMembers.indexOf(enemies[u]) == -1){
targetMembers.push(enemies[u]); // add if not already in list
if(DEBUG) console.log(enemies[u].name);
if(DEBUG) console.log(enemies[u].dist);
if(DEBUG) console.log("^^ PRIO CLASS ^^");
}
}
}
}