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303 lines
9.7 KiB
JavaScript
303 lines
9.7 KiB
JavaScript
// ac2pic: NOOOOO YOU CAN'T JUST PUT EVERYTHING IN POSTSTART/MAIN
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// dmitmel: haha text editor go brrrr
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export {};
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ig.input.bind(ig.KEY.J, 'aim');
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ig.input.bind(ig.KEY.K, 'dash');
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function findRootGuiElement(clazz) {
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return ig.gui.guiHooks.find(({ gui }) => gui instanceof clazz).gui;
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}
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const quickMenu = findRootGuiElement(sc.QuickMenu);
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const myAddon = {
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name: 'btw I use Arch addon',
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onPostUpdate() {
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if (ig.loading || sc.model.isPlayerControlBlocked()) return;
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if (ig.input.pressed('btw-i-use-arch.open-map-menu')) {
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if (
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sc.model.isGame() &&
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sc.model.isMenu() &&
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sc.menu.currentMenu === sc.MENU_SUBMENU.MAP &&
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// check if the help screen or a dialog isn't opened, otherwise it will
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// block the screen after switching back to the game
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ig.interact.entries.last() === sc.menu.buttonInteract
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) {
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closeMapMenu();
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sc.BUTTON_SOUND.back.play();
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} else if (
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sc.model.isGame() &&
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sc.model.isRunning() &&
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// check if the quick menu has been unlocked yet, the map menu becomes
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// available at the same moment
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sc.model.player.getCore(sc.PLAYER_CORE.QUICK_MENU)
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) {
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let openedMapMenu = openMapMenu();
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sc.BUTTON_SOUND[openedMapMenu ? 'submit' : 'denied'].play();
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}
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}
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},
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};
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ig.ENTITY.Crosshair.inject({
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// Normally the `this._getThrowerPos` method is used to calculate where the
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// balls are thrown _from_ in almost screen coordinates, but we can repurpose
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// it to calculate where the balls should be thrown _at_ to hit an entity.
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_getThrowPosForEntity(outVec2, entity) {
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let realThrower = this.thrower;
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try {
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this.thrower = entity;
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return this._getThrowerPos(outVec2);
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} finally {
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this.thrower = realThrower;
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}
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},
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});
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// these two constants will come in handy later, see `focusNextEntity`
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const ENTITY_FOCUS_DIRECTION = {
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FARTHER: 1,
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CLOSER: -1,
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};
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// buffer vectors for calculations
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let vec2a = Vec2.create();
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let vec2b = Vec2.create();
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sc.PlayerCrossHairController.inject({
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focusedEntity: null,
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prevMousePos: Vec2.createC(-1, -1),
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updatePos(...args) {
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// gamepad mode is unsupported because I don't have one to test this code on
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if (this.gamepadMode) {
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this.parent(...args);
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return;
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}
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let [crosshair] = args;
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// focus the next available entity if this combatant is e.g. dead
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if (
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this.focusedEntity != null &&
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!this.shouldEntityBeFocused(this.focusedEntity)
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) {
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this.focusNextEntity(crosshair, ENTITY_FOCUS_DIRECTION.CLOSER);
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}
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let mouseX = sc.control.getMouseX();
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let mouseY = sc.control.getMouseY();
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if (
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this.focusedEntity != null &&
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// unfocus if the mouse has been moved
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(this.prevMousePos.x !== mouseX || this.prevMousePos.y !== mouseY)
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) {
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this.focusedEntity = null;
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}
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Vec2.assignC(this.prevMousePos, mouseX, mouseY);
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// handle controls
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let pressedFocusCloser = ig.input.pressed('circle-left');
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let pressedFocusFarther = ig.input.pressed('circle-right');
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if (pressedFocusCloser) {
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this.focusNextEntity(crosshair, ENTITY_FOCUS_DIRECTION.CLOSER);
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}
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if (pressedFocusFarther) {
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this.focusNextEntity(crosshair, ENTITY_FOCUS_DIRECTION.FARTHER);
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}
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if (
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(pressedFocusCloser || pressedFocusFarther) &&
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this.focusedEntity == null
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) {
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sc.BUTTON_SOUND.denied.play();
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}
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if (this.focusedEntity != null) {
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this.calculateCrosshairPos(crosshair);
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} else {
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this.parent(...args);
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}
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},
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focusNextEntity(crosshair, direction) {
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let throwerPos = crosshair._getThrowerPos(vec2a);
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function getSqrDistToEntity(entity) {
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let entityPos = crosshair._getThrowPosForEntity(vec2b, entity);
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return Vec2.squareDistance(throwerPos, entityPos);
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}
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let prevFocusedEntity = this.focusedEntity;
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let prevFocusedSqrDist =
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prevFocusedEntity != null ? getSqrDistToEntity(prevFocusedEntity) : null;
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this.focusedEntity = null;
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let closestNextEntitySqrDist = null;
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for (let entity of this.findFocusingCandidateEntities()) {
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if (entity === prevFocusedEntity) continue;
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let sqrDist = getSqrDistToEntity(entity);
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if (
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// multiplication by `dirFactor` effectively inverts the comparison
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// operator when it is negative, otherwise logically the expression
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// stays the same
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(prevFocusedSqrDist == null ||
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sqrDist * direction > prevFocusedSqrDist * direction) &&
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(closestNextEntitySqrDist == null ||
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sqrDist * direction < closestNextEntitySqrDist * direction)
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) {
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closestNextEntitySqrDist = sqrDist;
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this.focusedEntity = entity;
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}
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}
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},
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shouldEntityBeFocused(combatant) {
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return (
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!combatant.isDefeated() &&
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// `sc.ENEMY_AGGRESSION.TEMP_THREAT` exists, but to be honest I have no
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// idea what it is supposed to do
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combatant.aggression === sc.ENEMY_AGGRESSION.THREAT
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);
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},
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findFocusingCandidateEntities() {
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let allCombatants = sc.combat.activeCombatants[sc.COMBATANT_PARTY.ENEMY];
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let candidates = allCombatants.filter((enemy) =>
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this.shouldEntityBeFocused(enemy),
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);
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if (candidates.length === 0) {
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candidates = ig.game.shownEntities.filter(
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(entity) =>
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entity != null &&
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!entity._killed &&
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entity instanceof ig.ENTITY.Enemy &&
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ig.CollTools.isInScreen(entity.coll) &&
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this.shouldEntityBeFocused(entity),
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);
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}
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return candidates;
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},
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calculateCrosshairPos(crosshair) {
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let { thrower } = crosshair;
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let throwerPos = crosshair._getThrowerPos(vec2a);
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let entityPos = crosshair._getThrowPosForEntity(vec2b, this.focusedEntity);
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let entityVel = this.focusedEntity.coll.vel;
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let ballInfo = sc.PlayerConfig.getElementBall(
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thrower,
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thrower.model.currentElementMode,
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// NOTE: This causes glitches when the ball speed affects the crosshair
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// position too much, in which case it begins jumping back and forth
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// because the charged status is reset due to the movement. I hope this
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// isn't to much of a problem.
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crosshair.isThrowCharged(),
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);
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let ballSpeed = ballInfo.data.speed;
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let crosshairPos = crosshair.coll.pos;
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Vec2.assign(crosshairPos, entityPos);
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// perform entity movement prediction repeatedly to increase the precision
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for (let i = 0; i < 3; i++) {
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let t = Vec2.distance(throwerPos, crosshairPos) / ballSpeed;
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crosshairPos.x = entityPos.x + Math.round(entityVel.x) * t;
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crosshairPos.y = entityPos.y + Math.round(entityVel.y) * t;
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}
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},
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});
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const PLAYER_LOCATION_IN_ROOM_ICON = {
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x: 280,
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y: 436,
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w: 10,
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h: 9,
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};
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sc.MapCurrentRoomWrapper.inject({
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updateDrawables(renderer) {
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this.parent(renderer);
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let player = ig.game.playerEntity;
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let x = player.coll.pos.x * (this.hook.size.x / ig.game.size.x);
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let y = player.coll.pos.y * (this.hook.size.y / ig.game.size.y);
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let sprite = PLAYER_LOCATION_IN_ROOM_ICON;
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renderer.addGfx(
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this.gfx,
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Math.round(x - sprite.w / 2),
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Math.round(y - sprite.h / 2),
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sprite.x,
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sprite.y,
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sprite.w,
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sprite.h,
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);
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},
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});
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function openMapMenu() {
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// Check for the common conditions upfront, because opening and then
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// immediately closing the quick menu causes the element indicator in the top
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// left corner to jump, which is, of course, undesirable. Other conditions may
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// be present implicitly or added explicitely in the future, but these two are
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// the obvious ones I could find.
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if (!sc.model.isSaveAllowed() || sc.model.isTeleportBlocked()) return false;
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// User's actions required in order to open the map need to be carefully
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// emulated here instead of directly calling methods of `sc.model` and
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// `sc.menu` because of the model notifications sent during the intended user
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// interaction path (which trigger changes to the UI all over the codebase)
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// and potential (although unlikely) changes to the internals of the methods
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// I'm using here. Also, I chose to use the quick menu instead of the main one
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// because the main one is unlocked at the end of the rhombus dungeon which is
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// a bit later than the quick one and the map menu in particular both become
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// available.
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let enteredQuickMenu = sc.model.enterQuickMenu();
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if (!enteredQuickMenu) return false;
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// I wonder why this variable isn't set internally by `enteredQuickMenu`, but
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// I have to do this here because not doing that creates a very annoying bug
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// when the quick menu access method is set to "hold": the quick menu becomes
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// impossible to close by pressing shift and to close it you have to open and
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// close the map menu again manually.
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sc.quickmodel.activeState = true;
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let quickRingMenu = quickMenu.ringmenu;
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let mapButton = quickRingMenu.map;
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if (!mapButton.active) {
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// some additional conditions may be present as noted above, so in the case
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// the button intended to be pressed by user is inactive we bail out safely
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sc.quickmodel.activeState = false;
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sc.model.enterRunning();
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return false;
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}
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// And finally, press the "map" button!
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quickRingMenu.buttongroup._invokePressCallbacks(
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mapButton,
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/* fromMouse */ false,
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);
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return true;
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}
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function closeMapMenu() {
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// Let's exit the world map just in case, for the same reason as I emulate
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// user interactions in the `openMapMenu` function.
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if (sc.menu.mapWorldmapActive) sc.menu.exitWorldMap();
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sc.model.enterPrevSubState();
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}
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{
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let globalInputAddonIdx = ig.game.addons.postUpdate.findIndex(
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(addon) => addon instanceof sc.GlobalInput,
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);
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console.assert(globalInputAddonIdx >= 0, 'inputPostUpdateIdx >= 0');
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ig.game.addons.postUpdate.splice(globalInputAddonIdx + 1, 0, myAddon);
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}
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