186 lines
5.6 KiB
Go
186 lines
5.6 KiB
Go
package memory
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import (
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"math"
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"sort"
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"github.com/hectorgimenez/d2go/pkg/data"
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"github.com/hectorgimenez/d2go/pkg/data/mode"
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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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)
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type OwnMercenary data.OwnMercenary
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func (m OwnMercenary) Alive() bool {
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return m.Found && !m.IsCorpse && m.HPPercent > 0 && m.Mode != mode.NpcDeath && m.Mode != mode.NpcDead
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}
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func (gd *GameReader) OwnMercenary() (OwnMercenary, bool) {
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if gd.offset.UnitTable == 0 {
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gd.offset = calculateOffsets(gd.Process)
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}
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ownerIDs := gd.mainPlayerOwnerIDs()
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if len(ownerIDs) == 0 {
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return OwnMercenary{}, false
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}
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// Capture the main player name for ownership verification at the caller level.
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mainPlayerName := gd.GetRawPlayerUnits().GetMainPlayer().Name
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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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candidates := make([]OwnMercenary, 0)
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for bucket := 0; bucket < 128; bucket++ {
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monsterOffset := uint(8 * bucket)
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monsterUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, monsterOffset, Uint64))
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for depth := 0; depth < 64 && monsterUnitPtr != 0; depth++ {
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monsterDataBuffer := gd.Process.ReadBytesFromMemory(monsterUnitPtr, 0x1B0)
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classID := npc.ID(ReadUIntFromBuffer(monsterDataBuffer, 0x04, Uint32))
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if !isMercenaryClassID(classID) {
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x158, Uint64))
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continue
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}
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unitDataPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x10, Uint64))
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unitOwnerID := uint32(ReadUIntFromBuffer(monsterDataBuffer, 0x08, Uint32))
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unitDataOwnerID := uint32(0)
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if unitDataPtr != 0 {
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unitDataOwnerID = uint32(gd.Process.ReadUInt(unitDataPtr+0x54, Uint32))
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}
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ownerID, ownerMatched := matchOwnerUnitID(ownerIDs, unitOwnerID, unitDataOwnerID)
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if !ownerMatched {
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x158, Uint64))
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continue
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}
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pathPtr := uintptr(ReadUIntFromBuffer(monsterDataBuffer, 0x38, Uint64))
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xPos := int(gd.Process.ReadUInt(pathPtr+0x02, Uint16))
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yPos := int(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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candidates = append(candidates, OwnMercenary{
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Found: true,
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ClassID: classID,
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UnitID: data.UnitID(unitOwnerID),
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OwnerUnitID: data.UnitID(ownerID),
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OwnerName: mainPlayerName,
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Position: data.Position{
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X: xPos,
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Y: yPos,
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},
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Mode: mode.NpcMode(ReadUIntFromBuffer(monsterDataBuffer, 0x0C, Uint32)),
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IsCorpse: ReadUIntFromBuffer(monsterDataBuffer, 0x1AE, Uint8) != 0,
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HPPercent: mercenaryHPPercent(stats),
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Strength: stats[stat.Strength],
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Dexterity: stats[stat.Dexterity],
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})
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monsterUnitPtr = uintptr(gd.Process.ReadUInt(monsterUnitPtr+0x158, Uint64))
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}
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}
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if len(candidates) == 0 {
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return OwnMercenary{}, false
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}
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// Filter candidates to only the mercenary owned by the main (local) player.
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// In a Wine/Proton party multiple players may have IsMainPlayer=true, so the
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// raw candidates list can contain teammates' mercenaries. We filter by the
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// owner name captured from the main player unit before sorting.
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ownCandidates := make([]OwnMercenary, 0, len(candidates))
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for _, c := range candidates {
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if c.OwnerName == mainPlayerName {
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ownCandidates = append(ownCandidates, c)
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}
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}
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if len(ownCandidates) == 0 {
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return OwnMercenary{}, false
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}
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sort.SliceStable(ownCandidates, func(i, j int) bool {
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if ownCandidates[i].Alive() != ownCandidates[j].Alive() {
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return ownCandidates[i].Alive()
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}
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if ownCandidates[i].ClassID == npc.Guard && ownCandidates[j].ClassID != npc.Guard {
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return true
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}
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if ownCandidates[i].ClassID != npc.Guard && ownCandidates[j].ClassID == npc.Guard {
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return false
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}
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return ownCandidates[i].HPPercent > ownCandidates[j].HPPercent
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})
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return ownCandidates[0], true
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}
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func (gd *GameReader) mainPlayerOwnerIDs() map[uint32]struct{} {
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rawPlayerUnits := gd.GetRawPlayerUnits()
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ownerIDs := make(map[uint32]struct{})
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for _, player := range rawPlayerUnits {
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if !player.IsMainPlayer || player.UnitID <= 0 {
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continue
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}
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if player.Area > 0 && player.Position.X > 0 && player.Position.Y > 0 {
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ownerIDs[uint32(player.UnitID)] = struct{}{}
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}
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}
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if len(ownerIDs) > 0 {
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return ownerIDs
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}
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for _, player := range rawPlayerUnits {
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if player.IsMainPlayer && player.UnitID > 0 {
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ownerIDs[uint32(player.UnitID)] = struct{}{}
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}
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}
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return ownerIDs
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}
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func isMercenaryClassID(classID npc.ID) bool {
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switch classID {
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case npc.Guard, npc.Act5Hireling1Hand, npc.Act5Hireling2Hand, npc.IronWolf, npc.Rogue2:
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return true
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default:
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return false
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}
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}
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func matchOwnerUnitID(ownerIDs map[uint32]struct{}, unitOwnerID, unitDataOwnerID uint32) (uint32, bool) {
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if _, ok := ownerIDs[unitDataOwnerID]; ok {
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return unitDataOwnerID, true
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}
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if _, ok := ownerIDs[unitOwnerID]; ok {
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return unitOwnerID, true
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}
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return 0, false
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}
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func mercenaryHPPercent(stats map[stat.ID]int) int {
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maxLife := stats[stat.MaxLife] >> 8
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if maxLife <= 0 {
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return 0
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}
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life := float64(stats[stat.Life] >> 8)
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if stats[stat.Life] <= 32768 {
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life = float64(stats[stat.Life]) / 32768.0 * float64(maxLife)
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}
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percentage := (life / float64(maxLife)) * 100
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if math.IsNaN(percentage) || math.IsInf(percentage, 0) {
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return 0
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}
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if percentage < 0 {
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return 0
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}
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if percentage > 100 {
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return 100
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}
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return int(percentage)
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}
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