Npc/Monsters Mode and Portals destination + optimization (#49)
* Added States for monsters and corpses
Now can properly identify if a corpse is interactable with a skill ( barbarian, necromancer)
Also getting states about monsters : Exemple Soul Killer with Conviction aura: State 28 // conviction
Also can tell if monster has a state after you used a skill on it Exemple: State 56 Terror ( After using Barbarian skill Howl to fear )
Another Exemple using Grief on Mephistos he now have states : 2 poison
52 Preventheal
will be very useful for further development.
* Added modes to player
Now accessible in koolo using : s.data.PlayerUnit.Mode
Those are Modes for player:
const Death: 0;
const StandingOutsideTown: 1;
const Walking: 2;
const Running: 3;
const GettingHit: 4;
const StandingInTown: 5;
const WalkingInTown: 6;
const Attacking1: 7;
const Attacking2: 8;
const Blocking: 9;
const CastingSkill: 10;
const ThrowingItem: 11;
const Kicking: 12;
const UsingSkill1: 13;
const UsingSkill2: 14;
const UsingSkill3: 15;
const UsingSkill4: 16;
const Dead: 17;
const SkillActionSequence: 18;
const KnockedBack: 19;
* update Added alias(const) for player modes
can be used like this s.data.PlayerUnit.Mode == mode.StandingInTown
* added modes to object
0 = Object idle
1 = Object operating
2 = Object opened
3 = Object special 1 ?? to be determined what it does exactly
4 = Object special 2 ?? to be determined what it does exactly
5 = Object special 3 ?? to be determined what it does exactly
6 = Object special 4 ?? to be determined what it does exactly
7 = Object special 5 ?? to be determined what it does exactly
* update object mode strings
* Update object_mode.go
* Update object_mode.go
* update object modes again. accurate now
* Added IsSealBoss() for Chaos Run
* Npc/Monster Modes and Portals destination
also IsEscapingType() Monster cannot be attacked when airborne or hide in water (NpcMode 8)
* Npc/Monster Modes and Portals destination
also IsEscapingType() Monster cannot be attacked when airborne or hide in water (NpcMode 8)
* Optimized monsters.go and object.go
also catapults have been added to ignore list
* Tz Frigid Higland ingores added
This commit is contained in:
@@ -3,6 +3,8 @@ package memory
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import (
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"sort"
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"github.com/hectorgimenez/d2go/pkg/data/mode"
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"github.com/hectorgimenez/d2go/pkg/data"
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"github.com/hectorgimenez/d2go/pkg/data/npc"
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"github.com/hectorgimenez/d2go/pkg/data/stat"
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@@ -18,44 +20,40 @@ func (gd *GameReader) Monsters(playerPosition data.Position, hover data.HoverDat
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monsterOffset := 8 * i
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monsterUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(monsterOffset), Uint64))
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for monsterUnitPtr > 0 {
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monsterDataBuffer := gd.Process.ReadBytesFromMemory(monsterUnitPtr, 144)
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// Quick corpse check first
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isCorpse := gd.Process.ReadUInt(monsterUnitPtr+0x1A6, Uint8)
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if isCorpse != 0 {
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x150, Uint64))
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continue
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}
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//monsterType := ReadUIntFromBuffer(monsterDataBuffer, 0x00, Uint32)
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monsterDataBuffer := gd.Process.ReadBytesFromMemory(monsterUnitPtr, 144)
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txtFileNo := ReadUIntFromBuffer(monsterDataBuffer, 0x04, Uint32)
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unitID := ReadUIntFromBuffer(monsterDataBuffer, 0x08, Uint32)
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//mode := ReadUIntFromBuffer(monsterDataBuffer, 0x0C, Uint32)
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unitDataPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x10, Uint64))
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//isUnique := gd.Process.ReadUInt(unitDataPtr+0x18, Uint16)
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flag := gd.Process.ReadBytesFromMemory(unitDataPtr+0x1A, Uint8)[0]
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isCorpse := gd.Process.ReadUInt(monsterUnitPtr+0x1A6, Uint8)
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//unitDataBuffer := gd.Process.ReadBytesFromMemory(unitDataPtr, 144)
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// Coordinates (X, Y)
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pathPtr := uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x38, Uint64))
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posX := gd.Process.ReadUInt(pathPtr+0x02, Uint16)
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posY := gd.Process.ReadUInt(pathPtr+0x06, Uint16)
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hovered := false
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if hover.IsHovered && hover.UnitType == 1 && hover.UnitID == data.UnitID(unitID) {
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hovered = true
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}
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// Get stats early for filtering
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statsListExPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x88, Uint64))
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statPtr := uintptr(gd.Process.ReadUInt(statsListExPtr+0x30, Uint64))
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statCount := gd.Process.ReadUInt(statsListExPtr+0x38, Uint64)
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stats := gd.getMonsterStats(statCount, statPtr)
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states := gd.GetStates(statsListExPtr)
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// This excludes good NPCs but includes Mercs
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if !gd.shouldBeIgnored(txtFileNo) || stats[stat.Experience] > 0 {
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m := data.Monster{
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monsterMode := mode.NpcMode(gd.Process.ReadUInt(monsterUnitPtr+0x0c, Uint32))
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unitDataPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x10, Uint64))
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flag := gd.Process.ReadBytesFromMemory(unitDataPtr+0x1A, Uint8)[0]
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//unitDataBuffer := gd.Process.ReadBytesFromMemory(unitDataPtr, 144)
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// Coordinates (X, Y)
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pathPtr := uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x38, Uint64))
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posX := gd.Process.ReadUInt(pathPtr+0x02, Uint16)
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posY := gd.Process.ReadUInt(pathPtr+0x06, Uint16)
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states := gd.GetStates(statsListExPtr)
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monsters = append(monsters, data.Monster{
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UnitID: data.UnitID(unitID),
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Name: npc.ID(int(txtFileNo)),
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IsHovered: hovered,
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IsHovered: hover.IsHovered && hover.UnitType == 1 && hover.UnitID == data.UnitID(unitID),
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Position: data.Position{
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X: int(posX),
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Y: int(posY),
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@@ -63,27 +61,89 @@ func (gd *GameReader) Monsters(playerPosition data.Position, hover data.HoverDat
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Stats: stats,
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Type: getMonsterType(flag),
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States: states,
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}
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if isCorpse == 0 {
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monsters = append(monsters, m)
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}
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Mode: monsterMode,
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})
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}
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x150, Uint64))
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}
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}
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sort.SliceStable(monsters, func(i, j int) bool {
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distanceI := utils.DistanceFromPoint(playerPosition, monsters[i].Position)
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distanceJ := utils.DistanceFromPoint(playerPosition, monsters[j].Position)
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return distanceI < distanceJ
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})
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if len(monsters) > 0 {
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sort.SliceStable(monsters, func(i, j int) bool {
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distanceI := utils.DistanceFromPoint(playerPosition, monsters[i].Position)
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distanceJ := utils.DistanceFromPoint(playerPosition, monsters[j].Position)
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return distanceI < distanceJ
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})
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}
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return monsters
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}
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func (gd *GameReader) Corpses(playerPosition data.Position, hover data.HoverData) data.Monsters {
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baseAddr := gd.Process.moduleBaseAddressPtr + gd.offset.UnitTable + 1024
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unitTableBuffer := gd.Process.ReadBytesFromMemory(baseAddr, 128*8)
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corpses := data.Monsters{}
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for i := 0; i < 128; i++ {
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monsterOffset := 8 * i
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monsterUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(monsterOffset), Uint64))
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for monsterUnitPtr > 0 {
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isCorpse := gd.Process.ReadUInt(monsterUnitPtr+0x1A6, Uint8)
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if isCorpse == 0 {
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x150, Uint64))
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continue
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}
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monsterDataBuffer := gd.Process.ReadBytesFromMemory(monsterUnitPtr, 144)
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txtFileNo := ReadUIntFromBuffer(monsterDataBuffer, 0x04, Uint32)
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statsListExPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x88, Uint64))
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statPtr := uintptr(gd.Process.ReadUInt(statsListExPtr+0x30, Uint64))
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statCount := gd.Process.ReadUInt(statsListExPtr+0x38, Uint64)
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stats := gd.getMonsterStats(statCount, statPtr)
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if !gd.shouldBeIgnored(txtFileNo) || stats[stat.Experience] > 0 {
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unitID := ReadUIntFromBuffer(monsterDataBuffer, 0x08, Uint32)
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unitDataPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x10, Uint64))
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flag := gd.Process.ReadBytesFromMemory(unitDataPtr+0x1A, Uint8)[0]
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pathPtr := uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x38, Uint64))
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posX := gd.Process.ReadUInt(pathPtr+0x02, Uint16)
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posY := gd.Process.ReadUInt(pathPtr+0x06, Uint16)
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states := gd.GetStates(statsListExPtr)
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corpses = append(corpses, data.Monster{
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UnitID: data.UnitID(unitID),
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Name: npc.ID(int(txtFileNo)),
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IsHovered: hover.IsHovered && hover.UnitType == 1 && hover.UnitID == data.UnitID(unitID),
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Position: data.Position{
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X: int(posX),
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Y: int(posY),
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},
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Stats: stats,
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Type: getMonsterType(flag),
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States: states,
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})
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}
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x150, Uint64))
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}
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}
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if len(corpses) > 0 {
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sort.SliceStable(corpses, func(i, j int) bool {
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distanceI := utils.DistanceFromPoint(playerPosition, corpses[i].Position)
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distanceJ := utils.DistanceFromPoint(playerPosition, corpses[j].Position)
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return distanceI < distanceJ
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})
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}
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return corpses
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}
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func getMonsterType(typeFlag byte) data.MonsterType {
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switch typeFlag {
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case 10:
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@@ -95,7 +155,6 @@ func getMonsterType(typeFlag byte) data.MonsterType {
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case 1 << 4:
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return data.MonsterTypeMinion
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}
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return data.MonsterTypeNone
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}
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@@ -115,73 +174,6 @@ func (gd *GameReader) getMonsterStats(statCount uint, statPtr uintptr) map[stat.
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return stats
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}
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func (gd *GameReader) Corpses(playerPosition data.Position, hover data.HoverData) data.Monsters {
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baseAddr := gd.Process.moduleBaseAddressPtr + gd.offset.UnitTable + 1024
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unitTableBuffer := gd.Process.ReadBytesFromMemory(baseAddr, 128*8)
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corpses := data.Monsters{}
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for i := 0; i < 128; i++ {
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monsterOffset := 8 * i
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monsterUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(monsterOffset), Uint64))
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for monsterUnitPtr > 0 {
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monsterDataBuffer := gd.Process.ReadBytesFromMemory(monsterUnitPtr, 144)
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txtFileNo := ReadUIntFromBuffer(monsterDataBuffer, 0x04, Uint32)
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unitID := ReadUIntFromBuffer(monsterDataBuffer, 0x08, Uint32)
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unitDataPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x10, Uint64))
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flag := gd.Process.ReadBytesFromMemory(unitDataPtr+0x1A, Uint8)[0]
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isCorpse := gd.Process.ReadUInt(monsterUnitPtr+0x1A6, Uint8)
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if isCorpse == 0 {
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x150, Uint64))
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continue
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}
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pathPtr := uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x38, Uint64))
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posX := gd.Process.ReadUInt(pathPtr+0x02, Uint16)
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posY := gd.Process.ReadUInt(pathPtr+0x06, Uint16)
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statsListExPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x88, Uint64))
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statPtr := uintptr(gd.Process.ReadUInt(statsListExPtr+0x30, Uint64))
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statCount := gd.Process.ReadUInt(statsListExPtr+0x38, Uint64)
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stats := gd.getMonsterStats(statCount, statPtr)
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states := gd.GetStates(statsListExPtr)
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hovered := hover.IsHovered && hover.UnitType == 1 && hover.UnitID == data.UnitID(unitID)
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if (!gd.shouldBeIgnored(txtFileNo) || stats[stat.Experience] > 0) && isCorpse != 0 {
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m := data.Monster{
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UnitID: data.UnitID(unitID),
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Name: npc.ID(int(txtFileNo)),
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IsHovered: hovered,
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Position: data.Position{
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X: int(posX),
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Y: int(posY),
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},
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Stats: stats,
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Type: getMonsterType(flag),
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States: states,
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}
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corpses = append(corpses, m)
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}
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x150, Uint64))
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}
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}
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sort.SliceStable(corpses, func(i, j int) bool {
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distanceI := utils.DistanceFromPoint(playerPosition, corpses[i].Position)
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distanceJ := utils.DistanceFromPoint(playerPosition, corpses[j].Position)
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return distanceI < distanceJ
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})
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return corpses
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}
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func (gd *GameReader) shouldBeIgnored(txtNo uint) bool {
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switch npc.ID(txtNo) {
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case npc.Chicken,
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@@ -247,9 +239,23 @@ func (gd *GameReader) shouldBeIgnored(txtNo uint) bool {
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npc.InjuredBarbarian,
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npc.InjuredBarbarian2,
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npc.InjuredBarbarian3,
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npc.FrenziedHellSpawn,
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npc.FrenziedIceSpawn,
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npc.CatapultSpotterE,
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npc.CatapultSpotterS,
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npc.CatapultSpotterW,
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npc.CatapultW,
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npc.CatapultE,
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npc.CatapultS,
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npc.CatapultSiege,
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npc.BarricadeWallRight,
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npc.BarricadeWallLeft,
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npc.BarricadeDoor,
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npc.BarricadeDoor2,
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npc.BarricadeTower,
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npc.EvilHut,
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npc.DemonHole:
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return true
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}
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return false
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}
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@@ -1,53 +1,73 @@
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package memory
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import (
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"github.com/hectorgimenez/d2go/pkg/data/mode"
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"sort"
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"github.com/hectorgimenez/d2go/pkg/data/mode"
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"github.com/hectorgimenez/d2go/pkg/data"
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"github.com/hectorgimenez/d2go/pkg/data/area"
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"github.com/hectorgimenez/d2go/pkg/data/object"
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"github.com/hectorgimenez/d2go/pkg/utils"
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)
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func isPortal(txtFileNo int) bool {
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desc, ok := object.Desc[txtFileNo]
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return ok && desc.Name == "Portal"
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}
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func (gd *GameReader) Objects(playerPosition data.Position, hover data.HoverData) []data.Object {
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baseAddr := gd.Process.moduleBaseAddressPtr + gd.offset.UnitTable + (2 * 1024)
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unitTableBuffer := gd.Process.ReadBytesFromMemory(baseAddr, 128*8)
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var objects []data.Object
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for i := 0; i < 128; i++ {
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objectOffset := 8 * i
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objectUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(objectOffset), Uint64))
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for objectUnitPtr > 0 {
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objectType := gd.Process.ReadUInt(objectUnitPtr+0x00, Uint32)
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if objectType == 2 {
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txtFileNo := gd.Process.ReadUInt(objectUnitPtr+0x04, Uint32)
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unitID := gd.Process.ReadUInt(objectUnitPtr+0x08, Uint32)
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// Read the object mode
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for objectUnitPtr > 0 {
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// Read minimal data first to check object type
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objectType := gd.Process.ReadUInt(objectUnitPtr+0x00, Uint32)
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if objectType == 2 {
|
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rawTxtFileNo := gd.Process.ReadUInt(objectUnitPtr+0x04, Uint32) // Extract actual txtFileNo
|
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txtFileNo := rawTxtFileNo & 0xFFFF
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unitID := gd.Process.ReadUInt(objectUnitPtr+0x08, Uint32)
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objectMode := mode.ObjectMode(gd.Process.ReadUInt(objectUnitPtr+0x0c, Uint32))
|
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// Coordinates (X, Y)
|
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unitDataPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x10, Uint64))
|
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|
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//This offset gives timer for each mode to keep progress in real time. exemple: Mode.Operating fresh timer then Mode.Opened new timer (for objects)
|
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// timerValue := uint32(gd.Process.ReadUInt(objectUnitPtr+0x5C, Uint32))
|
||||
|
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// Path and position data
|
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pathPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x38, Uint64))
|
||||
// Coordinates (X, Y)
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posX := gd.Process.ReadUInt(pathPtr+0x10, Uint16)
|
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posY := gd.Process.ReadUInt(pathPtr+0x14, Uint16)
|
||||
|
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unitDataPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x10, Uint64))
|
||||
// checking if this is a shrine
|
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shrineTextPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x0A, Uint64))
|
||||
shrineType := uint(0)
|
||||
interactType := uint(0)
|
||||
shrineData := object.ShrineData{}
|
||||
if shrineTextPtr > 0 {
|
||||
shrineType = gd.Process.ReadUInt(unitDataPtr+0x08, Uint8)
|
||||
shrineData = object.ShrineData{
|
||||
ShrineName: object.ShrineTypeNames[object.ShrineType(shrineType)],
|
||||
ShrineType: object.ShrineType(shrineType),
|
||||
}
|
||||
} else {
|
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interactType = gd.Process.ReadUInt(unitDataPtr+0x08, Uint8)
|
||||
}
|
||||
var shrineData object.ShrineData
|
||||
var portalData object.PortalData
|
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interactType := gd.Process.ReadUInt(unitDataPtr+0x08, Uint8)
|
||||
owner := gd.Process.ReadStringFromMemory(unitDataPtr+0x34, 32)
|
||||
|
||||
obj := data.Object{
|
||||
// Handle portals
|
||||
if isPortal(int(txtFileNo)) {
|
||||
destArea := area.ID(gd.Process.ReadUInt(unitDataPtr+0x08, Uint8))
|
||||
portalData.DestArea = destArea
|
||||
// Handle Shrines
|
||||
} else {
|
||||
shrineTextPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x0A, Uint64))
|
||||
if shrineTextPtr > 0 {
|
||||
shrineType := gd.Process.ReadUInt(unitDataPtr+0x08, Uint8)
|
||||
shrineData = object.ShrineData{
|
||||
ShrineName: object.ShrineTypeNames[object.ShrineType(shrineType)],
|
||||
ShrineType: object.ShrineType(shrineType),
|
||||
}
|
||||
}
|
||||
}
|
||||
// Handle objects
|
||||
objects = append(objects, data.Object{
|
||||
ID: data.UnitID(unitID),
|
||||
Name: object.Name(int(txtFileNo)),
|
||||
IsHovered: data.UnitID(unitID) == hover.UnitID && hover.UnitType == 2 && hover.IsHovered,
|
||||
@@ -58,21 +78,22 @@ func (gd *GameReader) Objects(playerPosition data.Position, hover data.HoverData
|
||||
X: int(posX),
|
||||
Y: int(posY),
|
||||
},
|
||||
Owner: owner,
|
||||
Mode: objectMode,
|
||||
}
|
||||
objects = append(objects, obj)
|
||||
Owner: owner,
|
||||
Mode: objectMode,
|
||||
PortalData: portalData,
|
||||
})
|
||||
}
|
||||
objectUnitPtr = uintptr(gd.Process.ReadUInt(objectUnitPtr+0x150, Uint64))
|
||||
}
|
||||
}
|
||||
|
||||
sort.SliceStable(objects, func(i, j int) bool {
|
||||
distanceI := utils.DistanceFromPoint(playerPosition, objects[i].Position)
|
||||
distanceJ := utils.DistanceFromPoint(playerPosition, objects[j].Position)
|
||||
|
||||
return distanceI < distanceJ
|
||||
})
|
||||
if len(objects) > 0 {
|
||||
sort.SliceStable(objects, func(i, j int) bool {
|
||||
distanceI := utils.DistanceFromPoint(playerPosition, objects[i].Position)
|
||||
distanceJ := utils.DistanceFromPoint(playerPosition, objects[j].Position)
|
||||
return distanceI < distanceJ
|
||||
})
|
||||
}
|
||||
|
||||
return objects
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user