package memory import ( "sort" "github.com/hectorgimenez/d2go/pkg/data" "github.com/hectorgimenez/d2go/pkg/data/object" "github.com/hectorgimenez/d2go/pkg/utils" ) func (gd *GameReader) Objects(playerPosition data.Position, hover data.HoverData) []data.Object { baseAddr := gd.Process.moduleBaseAddressPtr + gd.offset.UnitTable + (2 * 1024) unitTableBuffer := gd.Process.ReadBytesFromMemory(baseAddr, 128*8) var objects []data.Object for i := 0; i < 128; i++ { objectOffset := 8 * i objectUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(objectOffset), Uint64)) for objectUnitPtr > 0 { objectType := gd.Process.ReadUInt(objectUnitPtr+0x00, Uint32) if objectType == 2 { txtFileNo := gd.Process.ReadUInt(objectUnitPtr+0x04, Uint32) mode := gd.Process.ReadUInt(objectUnitPtr+0x0c, Uint32) unitID := gd.Process.ReadUInt(objectUnitPtr+0x08, Uint32) // Coordinates (X, Y) pathPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x38, Uint64)) posX := gd.Process.ReadUInt(pathPtr+0x10, Uint16) posY := gd.Process.ReadUInt(pathPtr+0x14, Uint16) unitDataPtr := uintptr(gd.Process.ReadUInt(objectUnitPtr+0x10, Uint64)) // checking if this is a shrine 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 { interactType = gd.Process.ReadUInt(unitDataPtr+0x08, Uint8) } owner := gd.Process.ReadStringFromMemory(unitDataPtr+0x34, 32) obj := data.Object{ ID: data.UnitID(unitID), Name: object.Name(int(txtFileNo)), IsHovered: data.UnitID(unitID) == hover.UnitID && hover.UnitType == 2 && hover.IsHovered, InteractType: object.InteractType(interactType), Shrine: shrineData, Selectable: mode == 0, Position: data.Position{ X: int(posX), Y: int(posY), }, Owner: owner, } objects = append(objects, obj) } 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 }) return objects }