Files
d2go/pkg/memory/game_reader.go
guiyomu-dev 828db2029f adjustment
2026-02-13 12:34:48 +01:00

564 lines
16 KiB
Go

package memory
import (
"errors"
"fmt"
"log"
"math"
"strings"
"time"
"github.com/hectorgimenez/d2go/pkg/data"
"github.com/hectorgimenez/d2go/pkg/data/skill"
"github.com/hectorgimenez/d2go/pkg/data/stat"
)
type GameReader struct {
offset Offset
*Process
monstersLastUpdate time.Time
inventoryLastUpdate time.Time
objectsLastUpdate time.Time
ExpChar uint16
cachedMonsters data.Monsters
cachedInventory data.Inventory
cachedObjects []data.Object
}
type MercOption struct {
Index int
Name string
Skill skill.Skill
Level int
Life int
Defense int
Cost int
}
type CharacterFlags struct {
Hardcore bool
HasEverDied bool
Expansion bool
Ladder bool
}
var WidgetStateFlags = map[string]uint64{
"WeaponSwap": 0xF2D7CF8E9CC08212,
}
func NewGameReader(process *Process) *GameReader {
return &GameReader{
offset: calculateOffsets(process),
Process: process,
monstersLastUpdate: time.Time{},
inventoryLastUpdate: time.Time{},
objectsLastUpdate: time.Time{},
}
}
func (gd *GameReader) GetData() data.Data {
if gd.offset.UnitTable == 0 {
gd.offset = calculateOffsets(gd.Process)
}
// Always refresh core player data
rawPlayerUnits := gd.GetRawPlayerUnits()
mainPlayerUnit := rawPlayerUnits.GetMainPlayer()
pu := gd.GetPlayerUnit(mainPlayerUnit)
hover := gd.HoveredData()
now := time.Now()
// Conditionally update monsters
monsters := gd.cachedMonsters
if now.Sub(gd.monstersLastUpdate) > 200*time.Millisecond {
monsters = gd.Monsters(pu.Position, hover)
gd.cachedMonsters = monsters
gd.monstersLastUpdate = now
}
// Conditionally update inventory 500ms
// Except when hovering over an item
inventory := gd.cachedInventory
if now.Sub(gd.inventoryLastUpdate) > 500*time.Millisecond ||
(hover.IsHovered && hover.UnitType == 4) { // 4 = Item type
inventory = gd.Inventory(rawPlayerUnits, hover)
gd.cachedInventory = inventory
gd.inventoryLastUpdate = now
}
// Conditionally update objects
objects := gd.cachedObjects
if now.Sub(gd.objectsLastUpdate) > 200*time.Millisecond {
objects = gd.Objects(pu.Position, hover)
gd.cachedObjects = objects
gd.objectsLastUpdate = now
}
// Always update other critical data
corpseUnit := rawPlayerUnits.GetCorpse()
roster := gd.getRoster(rawPlayerUnits)
openMenus := gd.OpenMenus()
// Quests
questDataPtr := uintptr(gd.Process.ReadUInt(gd.moduleBaseAddressPtr+gd.offset.QuestInfo, Uint64))
flagsBufferPtr := uintptr(gd.Process.ReadUInt(questDataPtr, Uint64))
gameQuestsBytes := gd.Process.ReadBytesFromMemory(flagsBufferPtr, 82)
d := data.Data{
Corpse: data.Corpse{
Found: corpseUnit.Address != 0,
IsHovered: corpseUnit.IsHovered,
Position: corpseUnit.Position,
States: corpseUnit.States,
},
Game: data.OnlineGame{
LastGameName: gd.LastGameName(),
LastGamePassword: gd.LastGamePass(),
FPS: gd.FPS(),
Ping: gd.Ping(),
},
Monsters: monsters,
Corpses: gd.Corpses(pu.Position, hover),
PlayerUnit: pu,
Inventory: inventory,
Objects: objects,
Entrances: gd.Entrances(pu.Position, hover),
OpenMenus: openMenus,
Roster: roster,
HoverData: hover,
TerrorZones: gd.TerrorZones(),
Quests: gd.getQuests(gameQuestsBytes),
KeyBindings: gd.GetKeyBindings(),
LegacyGraphics: gd.LegacyGraphics(),
IsIngame: gd.IsIngame(),
// These use the Panel Manager which is heavy to read. Use the functions below instead.
//IsOnline: gd.IsOnline(),
//IsInCharCreationScreen: gd.IsInCharacterCreationScreen(),
//IsInLobby: gd.IsInLobby(),
//IsInCharSelectionScreen: gd.IsInCharacterSelectionScreen(),
HasMerc: gd.HasMerc(),
ActiveWeaponSlot: gd.GetActiveWeaponSlot(),
}
return d
}
func (gd *GameReader) GetInventory() data.Inventory {
rawPlayerUnits := gd.GetRawPlayerUnits()
hover := gd.HoveredData()
return gd.Inventory(rawPlayerUnits, hover)
}
func (gd *GameReader) InGame() bool {
player := gd.GetRawPlayerUnits().GetMainPlayer()
return player.UnitID > 0 && player.Position.X > 0 && player.Position.Y > 0 && player.Area > 0
}
func (gd *GameReader) OpenMenus() data.OpenMenus {
uiBase := gd.Process.moduleBaseAddressPtr + gd.offset.UI - 0xA
buffer := gd.Process.ReadBytesFromMemory(uiBase, 0x16D)
isMapShown := gd.Process.ReadUInt(gd.Process.moduleBaseAddressPtr+gd.offset.UI, Uint8)
return data.OpenMenus{
Inventory: buffer[0x01] != 0,
LoadingScreen: buffer[0x168] != 0,
NPCInteract: buffer[0x08] != 0,
NPCShop: buffer[0x0B] != 0,
Stash: buffer[0x18] != 0,
Waypoint: buffer[0x13] != 0,
MapShown: isMapShown != 0,
SkillTree: buffer[0x04] != 0,
NewSkills: buffer[0x07] != 0,
NewStats: buffer[0x06] != 0,
Character: buffer[0x02] != 0,
QuitMenu: buffer[0x09] != 0,
Cube: buffer[0x19] != 0,
SkillSelect: buffer[0x03] != 0,
Anvil: buffer[0x0D] != 0,
MercInventory: buffer[0x1E] != 0,
BeltRows: buffer[0x1A] != 0,
QuestLog: buffer[0xE] != 0,
PortraitsShown: buffer[0x1D] != 0,
ChatOpen: buffer[0x05] != 0,
Cinematic: buffer[0x11] != 0,
}
}
func (gd *GameReader) HoveredData() data.HoverData {
hoverAddressPtr := gd.Process.moduleBaseAddressPtr + gd.offset.Hover
hoverBuffer := gd.Process.ReadBytesFromMemory(hoverAddressPtr, 12)
isUnitHovered := ReadUIntFromBuffer(hoverBuffer, 0, Uint16)
if isUnitHovered > 0 {
hoveredType := ReadUIntFromBuffer(hoverBuffer, 0x04, Uint32)
hoveredUnitID := ReadUIntFromBuffer(hoverBuffer, 0x08, Uint32)
return data.HoverData{
IsHovered: true,
UnitID: data.UnitID(hoveredUnitID),
UnitType: int(hoveredType),
}
}
return data.HoverData{}
}
func (gd *GameReader) getStatsList(statListPtr uintptr) stat.Stats {
statsListBuffer := gd.ReadBytesFromMemory(statListPtr, 0x10)
statList := ReadUIntFromBuffer(statsListBuffer, 0, Uint64)
statCount := ReadUIntFromBuffer(statsListBuffer, 0x08, Uint64)
if statCount == 0 {
return []stat.Data{}
}
var stats = make([]stat.Data, 0)
statBuffer := gd.Process.ReadBytesFromMemory(uintptr(statList), statCount*10)
for i := 0; i < int(statCount); i++ {
offset := uint(i * 8)
statLayer := ReadUIntFromBuffer(statBuffer, offset, Uint16)
statEnum := ReadUIntFromBuffer(statBuffer, offset+0x2, Uint16)
statValue := ReadIntFromBuffer(statBuffer, offset+0x4, Uint32)
value := statValue
switch stat.ID(statEnum) {
case stat.Life,
stat.MaxLife,
stat.Mana,
stat.MaxMana,
stat.Stamina,
stat.MaxStamina:
value = statValue >> 8
case stat.ColdLength,
stat.PoisonLength:
value = statValue / 25
case stat.DeadlyStrikePerLevel:
value = int(float64(statValue) / .8)
case stat.HitCausesMonsterToFlee:
value = int(float64(statValue) / 1.28)
case stat.AttackRatingUndeadPerLevel:
value = statValue / 2
case stat.MagicFindPerLevel,
stat.ExtraGoldPerLevel,
stat.DamageDemonPerLevel,
stat.DamageUndeadPerLevel,
stat.DefensePerLevel,
stat.MaxDamagePerLevel,
stat.MaxDamagePercentPerLevel,
stat.StrengthPerLevel,
stat.DexterityPerLevel,
stat.VitalityPerLevel,
stat.ThornsPerLevel:
value = int(math.Max(float64(statValue/8), 1))
case stat.LifePerLevel,
stat.ManaPerLevel:
value = int(math.Max(float64(statValue/2048), 1))
case stat.ReplenishDurability, stat.ReplenishQuantity:
if statValue > 0 {
value = int(math.Max(float64(2/statValue), 1))
}
case stat.RegenStaminaPerLevel:
value = int(statValue) * 10
case stat.LevelRequirePercent:
value = int(statValue) * -1
case stat.AttackRatingPerLevel:
value = int(math.Max(float64(statValue), 15))
}
stats = append(stats, stat.Data{
ID: stat.ID(statEnum),
Value: value,
Layer: int(statLayer),
})
}
return stats
}
// GetPanel returns a Panel object from the specified path (starting from the root panel)
func (gd *GameReader) GetPanel(panelPath ...string) data.Panel {
if len(panelPath) == 0 {
return data.Panel{}
}
// Get all panels
allPanels := gd.ReadAllPanels()
// Start with the first panel in the path
firstPanelName := panelPath[0]
currentPanel, exists := allPanels[firstPanelName]
if !exists {
// Panel not found at top level
return data.Panel{}
}
// Traverse the path from left to right
for i := 1; i < len(panelPath); i++ {
childName := panelPath[i]
nextPanel, exists := currentPanel.PanelChildren[childName]
if !exists {
return data.Panel{}
}
currentPanel = nextPanel
}
return currentPanel
}
func (gd *GameReader) InCharacterSelectionScreen() bool {
panel := gd.GetPanel("CharacterSelectPanel")
return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
}
func (gd *GameReader) GetSelectedCharacterName() string {
return gd.Process.ReadStringFromMemory(gd.Process.moduleBaseAddressPtr+gd.offset.SelectedCharName, 0)
}
func (gd *GameReader) LegacyGraphics() bool {
return gd.ReadUInt(gd.Process.moduleBaseAddressPtr+gd.offset.LegacyGraphics, Uint8) != 0
}
func (gd *GameReader) IsOnline() bool {
panel := gd.GetPanel("MainMenuPanel", "SecondaryContextButton")
return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
}
func (gd *GameReader) IsIngame() bool {
return gd.ReadUInt(gd.Process.moduleBaseAddressPtr+gd.offset.UI-0xA, 1) == 1
}
func (gd *GameReader) IsInLobby() bool {
panel := gd.GetPanel("LobbyBackgroundPanel")
return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
}
func (gd *GameReader) IsInCharacterSelectionScreen() bool {
panel := gd.GetPanel("CharacterSelectPanel")
return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
}
func (gd *GameReader) IsInCharacterCreationScreen() bool {
panel := gd.GetPanel("CharacterCreatePanel")
return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
}
func (gd *GameReader) GetCharacterList() []string {
containerPanel := gd.GetPanel("CharacterSelectPanel", "Background", "CharacterList", "View", "Container")
if containerPanel.PanelName == "" || containerPanel.NumChildren == 0 {
return []string{}
}
// Get the character names that are in the container children [ListView 0,1,2 (0 indexed)] -> children -> Name -> Extra Text 3
characterNames := make([]string, containerPanel.NumChildren)
for i := 0; i < containerPanel.NumChildren; i++ {
characterNames[i] = containerPanel.PanelChildren[fmt.Sprintf("ListItem%d", i)].PanelChildren["Name"].ExtraText3
}
return characterNames
}
// GetMercList returns the list of mercenaries available for hire in the Hire Menu
// Only works if the Hire Menu is open in legacy graphics mode
func (gd *GameReader) GetMercList() []MercOption {
panel := gd.GetPanel("HireMenuPanel", "ListContainer", "View", "Container")
if panel.PanelName == "" || panel.NumChildren == 0 {
return []MercOption{}
}
mercOptions := make([]MercOption, panel.NumChildren)
for i := 0; i < panel.NumChildren; i++ {
merc := panel.PanelChildren[fmt.Sprintf("ListItem%d", i)].PanelChildren["TextBox"].ExtraText3
var name, skillName string
var level, life, def, cost int
n, err := fmt.Sscanf(merc, "%s - Lvl: %d Life: %d Def: %d Cost: %d\n", &name, &level, &life, &def, &cost)
if err != nil || n < 5 {
continue
}
lines := strings.Split(merc, "\n")
skillName = strings.TrimSpace(lines[1])
sk := skill.Skill{}
for _, s := range skill.Skills {
if s.Name == skillName {
sk = s
break
}
}
if sk.Name == "" {
log.Printf("Unknown merc skill: %s", skillName)
continue
}
mercOptions[i] = MercOption{
Index: i,
Name: name,
Skill: sk,
Level: level,
Life: life,
Defense: def,
Cost: cost,
}
}
return mercOptions
}
// IsBlocking checks if there's a blocking popup or loading screen present
func (gd *GameReader) IsBlocking() bool {
panel := gd.GetPanel("BlockingPanel")
panel2 := gd.GetPanel("DismissableModal")
return (panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible) ||
(panel2.PanelName != "" && panel2.PanelEnabled && panel2.PanelVisible)
}
// IsDismissableModalPresent checks if there's a error popup present
func (gd *GameReader) IsDismissableModalPresent() (bool, string) {
panel := gd.GetPanel("DismissableModal")
if panel.PanelName == "" {
return false, ""
}
modalText := panel.PanelChildren["Frame"].PanelChildren["Prompt"].ExtraText3
return (panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible), modalText
}
func (gd *GameReader) LastGameName() string {
return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+gd.offset.LastGameName, 0)
}
func (gd *GameReader) LastGamePass() string {
return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+gd.offset.LastGamePassword, 0)
}
func (gd *GameReader) FPS() int {
return int(gd.ReadUInt(gd.moduleBaseAddressPtr+gd.offset.FPS, Uint32))
}
func (gd *GameReader) Ping() int {
ptrToStructPtr := gd.moduleBaseAddressPtr + gd.offset.Ping
structPtrAddr := gd.ReadUInt(ptrToStructPtr, Uint64)
return int(gd.ReadUInt(uintptr(structPtrAddr+36), Uint32))
}
func (gd *GameReader) HasMerc() bool {
return gd.ReadUInt(gd.Process.moduleBaseAddressPtr+gd.offset.UI+0x8, Uint8) != 0
}
// GetWidgetState reference : https://github.com/ResurrectedTrader/ResurrectedTrade/blob/f121ec02dd3fbe1c574f713e5a0c2db92ccca821/ResurrectedTrade.AgentBase/Capture.cs#L618
func (gd *GameReader) GetWidgetState(stateFlag uint64) (int, error) {
// Get widget states pointer
stateFlags := uint64(gd.Process.ReadUInt(gd.moduleBaseAddressPtr+gd.offset.WidgetStatesOffset, Uint64))
if stateFlags == 0 {
return 0, nil
}
v2 := uint64(gd.Process.ReadUInt(uintptr(stateFlags)+8, Uint64))
if v2 == 0 {
return 0, nil
}
flag := stateFlag
v4 := uint64(0xC4CEB9FE1A85EC53) * ((uint64(0xFF51AFD7ED558CCD) * (flag ^ (flag >> 33))) ^ ((uint64(0xFF51AFD7ED558CCD) * (flag ^ (flag >> 33))) >> 33))
v5 := (uint64(gd.Process.ReadUInt(uintptr(stateFlags), Uint64)) - 1) & (v4 ^ (v4 >> 33))
v6 := uint64(gd.Process.ReadUInt(uintptr(v2)+uintptr(8*v5), Uint64))
i := uintptr(v2) + uintptr(8*v5)
for ; v6 != 0; v6 = uint64(gd.Process.ReadUInt(uintptr(v6), Uint64)) {
if flag == uint64(gd.Process.ReadUInt(uintptr(v6)+8, Uint64)) {
break
}
i = uintptr(v6)
}
ir := uint64(gd.Process.ReadUInt(i, Uint64))
if ir != 0 {
ptr1 := uint64(gd.Process.ReadUInt(uintptr(ir)+16, Uint64))
ptr2 := uint64(gd.Process.ReadUInt(uintptr(ptr1)+16, Uint64))
return int(gd.Process.ReadUInt(uintptr(ptr2), Uint8)), nil
}
return 0, nil
}
func (gd *GameReader) GetActiveWeaponSlot() int {
state, err := gd.GetWidgetState(WidgetStateFlags["WeaponSwap"])
if err != nil {
return 0 // Default to primary weapons on error
}
return state
}
func (gd *GameReader) GetCharacterFlags(characterName string) (CharacterFlags, error) {
const (
charDataHeaderSize = 16
charNameOffset = 0x010
charFlagsOffset = 0x122
maxCharCount = 47
flagHardcore = 0x04
flagDead = 0x08
flagExpansion = 0x20
flagLadder = 0x40
)
charDataPtr := gd.moduleBaseAddressPtr + gd.offset.CharData
if charDataPtr == 0 {
return CharacterFlags{}, errors.New("character data pointer is invalid")
}
headerBuffer := gd.Process.ReadBytesFromMemory(charDataPtr, charDataHeaderSize)
if len(headerBuffer) < charDataHeaderSize {
return CharacterFlags{}, errors.New("failed to read character data header")
}
charArrayPtr := uintptr(ReadUIntFromBuffer(headerBuffer, 0x00, Uint64))
charCount := int(ReadIntFromBuffer(headerBuffer, 0x08, Uint64))
if charArrayPtr == 0 || charCount <= 0 || charCount > maxCharCount {
return CharacterFlags{}, fmt.Errorf("invalid character metadata: arrayPtr=%v, count=%d", charArrayPtr, charCount)
}
charPointerArray := gd.Process.ReadBytesFromMemory(charArrayPtr, uint(charCount*8))
for i := 0; i < charCount; i++ {
charStructPtr := uintptr(ReadUIntFromBuffer(charPointerArray, uint(i*8), Uint64))
if charStructPtr == 0 {
continue
}
charName := gd.Process.ReadStringFromMemory(charStructPtr+charNameOffset, 0)
if charName == characterName {
fieldValue := uint16(gd.Process.ReadUInt(charStructPtr+charFlagsOffset, Uint16))
flags := CharacterFlags{
Hardcore: (fieldValue & flagHardcore) != 0,
HasEverDied: (fieldValue & flagDead) != 0,
Expansion: (fieldValue & flagExpansion) != 0,
Ladder: (fieldValue & flagLadder) != 0,
}
return flags, nil
}
}
return CharacterFlags{}, fmt.Errorf("character not found: %s", characterName)
}