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index.js
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index.js
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const DispatchWrapper = require('./dispatch');
const config = require('./config');
// Try to silently import the say dependency
let say = null;
try { say = require('say') }
catch(e) { say = null; }
// Tank class ids(brawler + lancer)
const TANK_CLASS_IDS = [1, 10];
// Dps class ids(not counting warrior)
const DPS_CLASS_IDS = [2, 3, 4, 5, 8, 9, 11, 12];
// Healer class ids
const HEALER_CLASS_IDS = [6, 7];
// Warrior Defence stance abnormality ids
const WARRIOR_TANK_IDS = [100200, 100201];
class TeraGuide{
constructor(dispatch) {
const fake_dispatch = new DispatchWrapper(dispatch);
const { player, entity, library, effect } = dispatch.require.library;
const command = dispatch.command;
// An object of types and their corresponding function handlers
const function_event_handlers = {
"spawn": spawn_handler,
"despawn": despawn_handler,
"text": text_handler,
"sound": sound_handler,
"stop_timer": stop_timer_handler,
"func": func_handler,
"lib": require('./lib')
};
// export functionality for 3rd party modules
this.handlers = function_event_handlers;
// A boolean for if the module is enabled or not
let enabled = config['enabled'];
// A boolean for the debugging settings
let debug = config['debug'];
// A boolean for streamer mode
let stream = config['stream'];
// A boolean indicating if a guide was found
let guide_found = false;
// The guide settings for the current zone
let active_guide = {};
// All of the timers, where the key is the id
let random_timer_id = 0xFFFFFFFA; // Used if no id is specified
let timers = {};
/** HELPER FUNCTIONS **/
// Write generic debug message used when creating guides
function debug_message(d, ...args) {
if(d) {
console.log(`[${Date.now() % 100000}][Guide]`, ...args);
if(debug.chat) command.message(args.toString());
}
}
// Makes sure the event passes the class position check
function class_position_check(class_position) {
// if it's not defined we assume that it's for everyone
if(!class_position) return true;
// If it's an array
if(Array.isArray(class_position)) {
// If one of the class_positions pass, we can accept it
for(let ent of class_position) if(class_position_check(ent)) return true;
// All class_positions failed, so we return false
return false;
}
switch(class_position) {
case "tank": {
// if it's a warrior with dstance abnormality
if(player.job === 0) {
// Loop thru tank abnormalities
for(let id of WARRIOR_TANK_IDS) {
// if we have the tank abnormality return true
if(effect.hasAbnormality(id)) return true;
}
}
// if it's a tank return true
if(TANK_CLASS_IDS.includes(player.job)) return true;
break;
}
case "dps": {
// If it's a warrior with dstance abnormality
if(player.job === 0) {
// Loop thru tank abnormalities
for(let id of WARRIOR_TANK_IDS) {
// if we have the tank abnormality return false
if(effect.hasAbnormality(id)) return false;
}
// warrior didn't have tank abnormality
return true;
}
// if it's a dps return true
if(DPS_CLASS_IDS.includes(player.job)) return true;
break;
}
case "heal": {
// if it's a healer return true
if(HEALER_CLASS_IDS.includes(player.job)) return true;
break;
}
default: {
debug_message(true, "Failed to find class_position value:", class_position);
}
}
return false;
}
// Handle events such as boss skill and abnormalities triggered
function handle_event(ent, id, called_from_identifier, prefix_identifier, d, speed=1.0, stage=false) {
const unique_id = `${prefix_identifier}-${ent['huntingZoneId']}-${ent['templateId']}`;
const key = `${unique_id}-${id}`;
const stage_string = (stage===false ? '' : `-${stage}`);
debug_message(d, `${called_from_identifier}: ${id} | Started by: ${unique_id} | key: ${key + stage_string}`);
if(stage !== false) {
const entry = active_guide[key + stage_string];
if(entry) start_events(entry, ent, speed);
}
const entry = active_guide[key];
if(entry) start_events(entry, ent, speed);
}
// This is where all the magic happens
function start_events(events=[], ent, speed=1.0) {
// Loop over the events
for(let event of events) {
const func = function_event_handlers[event['type']];
// The function couldn't be found, so it's an invalid type
if(!func) debug_message(true, "An event has invalid type:", event['type']);
// If the function is found and it passes the class position check, we start the event
else if(class_position_check(event['class_position'])) func(event, ent, speed=1.0);
}
}
/** S_ACTION_STAGE **/
// Boss skill action
function s_action_stage(e) {
// If the guide module is active and a guide for the current dungeon is found
if(enabled && guide_found) {
const ent = entity['mobs'][e.gameId.toString()];
// Due to a bug for some bizare reason(probably proxy fucking itself) we do this ugly hack
e.loc.w = e.w;
// We've confirmed it's a mob, so it's plausible we want to act on this
if(ent) return handle_event(Object.assign({}, ent, e), e.skill.id, 'Skill', 's', debug.debug || debug.skill || (ent['templateId'] % 1000 === 0 ? debug.boss : false), e.speed, e.stage);
}
}
dispatch.hook('S_ACTION_STAGE', 9, {order: 15}, s_action_stage);
/** ABNORMALITY **/
// Boss abnormality triggered
function abnormality_triggered(e) {
// If the guide module is active and a guide for the current dungeon is found
if(enabled && guide_found) {
// avoid errors ResidentSleeper (neede for abnormality refresh)
if(!e.source) e.source = 0n;
// If the boss/mob get's a abnormality applied to it
const target_ent = entity['mobs'][e.target.toString()];
// If the boss/mob is the cause for the abnormality
const source_ent = entity['mobs'][e.source.toString()];
// If the mob/boss applies an abnormality to me, it's plausible we want to act on this
if(source_ent && player.isMe(e.target)) handle_event(source_ent, e.id, 'Abnormality', 'am', debug.debug || debug.abnormal);
// If "nothing"/server applies an abnormality to me, it's plausible we want to act on this. (spam rip)
if(player.isMe(e.target) && 0 == (e.source || 0)) handle_event({
huntingZoneId: 0,
templateId: 0
}, e.id, 'Abnormality', 'ae', debug.debug || debug.abnormal);
// If it's a mob/boss getting an abnormality applied to itself, it's plausible we want to act on it
if(target_ent) handle_event(target_ent, e.id, 'Abnormality', 'ab', debug.debug || debug.abnormal);
}
}
dispatch.hook('S_ABNORMALITY_BEGIN', 3, {order: 15}, abnormality_triggered);
dispatch.hook('S_ABNORMALITY_REFRESH', 1, {order: 15}, abnormality_triggered);
/** HEALTH **/
// Boss health bar triggered
dispatch.hook('S_BOSS_GAGE_INFO', 3, e=> {
// If the guide module is active and a guide for the current dungeon is found
if(enabled && guide_found) {
const ent = entity['mobs'][e.id.toString()];
// We've confirmed it's a mob, so it's plausible we want to act on this
if(ent) return handle_event(ent, Math.floor(Number(e.curHp) / Number(e.maxHp) * 100), 'Health', 'h', debug.debug || debug.hp);
}
});
/** S_DUNGEON_EVENT_MESSAGE **/
dispatch.hook('S_DUNGEON_EVENT_MESSAGE', 2, e=> {
if (enabled && guide_found) {
const result = /@dungeon:(\d+)/g.exec(e.message);
if (result) {
handle_event({
huntingZoneId: 0,
templateId: 0
}, parseInt(result[1]), 'Dungeon Message', 'dm', debug.debug || debug.dm);
}
}
});
/** S_QUEST_BALLOON **/
dispatch.hook('S_QUEST_BALLOON', 1, e=> {
if (enabled && guide_found) {
const source_ent = entity['mobs'][e.source.toString()];
const result = /@monsterBehavior:(\d+)/g.exec(e.message);
if (result && source_ent) {
handle_event(source_ent, parseInt(result[1]), 'Quest Balloon', 'qb', debug.debug || debug.qb);
}
}
});
/** MISC **/
// Load guide and clear out timers
dispatch.hook('S_LOAD_TOPO', 3, e=> {
// Clear out the timers
for(let key in timers) clearTimeout(timers[key]);
timers = {};
// Clear out previous hooks, that our previous guide module hooked
fake_dispatch._remove_all_hooks();
// Send debug message
debug_message(debug.debug, 'Entered zone:', e.zone);
// Remove potential cached guide from require cache, so that we don't need to relog to refresh guide
try {
delete require.cache[require.resolve('./guides/' + e.zone)];
}catch(e) {}
// Try loading a guide
try {
active_guide = require('./guides/' + e.zone);
guide_found = true;
}catch(e) {
active_guide = {};
guide_found = false;
debug_message(debug.debug, e);
}
// Try calling the "load" function
try {
active_guide.load(fake_dispatch);
}catch(e) { debug_message(debug.debug, e); }
});
// Guide command
command.add('guide', {
// Toggle debug settings
debug(arg1) {
if(!arg1 || debug[arg1] === undefined) return command.message(`Invalid sub command for debug mode. ${arg1}`);
debug[arg1] = !debug[arg1];
command.message(`Guide module debug(${arg1}) mode has been ${debug[arg1]?"enabled":"disabled"}.`);
},
// Testing events
event(arg1, arg2) {
// If we didn't get a second argument or the argument value isn't an event type, we return
if(arg1 === "trigger" ? (!active_guide[arg2]) : (!arg1 || !function_event_handlers[arg1] || !arg2)) return command.message(`Invalid values for sub command "event" ${arg1} | ${arg2}`);
// if arg2 is "trigger". It means we want to trigger a event
if(arg1 === "trigger")
start_events(active_guide[arg2], player);
else
// Call a function handler with the event we got from arg2 with yourself as the entity
function_event_handlers[arg1](JSON.parse(arg2), player);
},
stream() {
stream = !stream;
command.message(`Streamer mode has been ${stream?"enabled":"disabled"}.`);
},
$default() {
enabled = !enabled;
command.message(`Guide module has been ${enabled?"enabled":"disabled"}.`);
}
});
/** Function/event handlers for types **/
// Spawn handler
function spawn_handler(event, ent, speed=1.0) {
// Make sure id is defined
if(!event['id']) return debug_message(true, "Spawn handler needs a id");
// Make sure sub_delay is defined
if(!event['sub_delay']) return debug_message(true, "Spawn handler needs a sub_delay");
// Make sure distance is defined
//if(!event['distance']) return debug_message(true, "Spawn handler needs a distance");
// Ignore if streamer mode is enabled
if(stream) return;
// Set sub_type to be collection as default for backward compatibility
const sub_type = event['sub_type'] || 'collection';
// The unique spawned id this item will be using.
const item_unique_id = event['force_gameId'] || random_timer_id--;
// The location of the item spawned
let loc = ent['loc'].clone();
// if pos is set, we use that
if(event['pos']) loc = event['pos'];
loc.w = (ent['loc'].w || 0) + (event['offset'] || 0);
library.applyDistance(loc, event['distance'] || 0);
let sending_event = {
gameId: item_unique_id,
loc: loc,
w: loc.w
};
const despawn_event = {
gameId: item_unique_id,
unk: 0, // used in S_DESPAWN_BUILD_OBJECT
collected: false // used in S_DESPAWN_COLLECTION
};
// Create the sending event
switch(sub_type) {
// If it's type collection, it's S_SPAWN_COLLECTION
case "collection": {
Object.assign(sending_event, {
id: event['id'],
amount: 1,
extractor: false,
extractorDisabled: false,
extractorDisabledTime: 0
});
break;
}
// If it's type item, it's S_SPAWN_DROPITEM
case "item": {
Object.assign(sending_event, {
item: event['id'],
amount: 1,
expiry: 0,
explode: false,
masterwork: false,
enchant: 0,
debug: false,
owners: []
});
break;
}
// If it's type build_object, it's S_SPAWN_BUILD_OBJECT
case "build_object": {
Object.assign(sending_event, {
itemId : event['id'],
unk : 0,
ownerName : event['ownerName'] || '',
message : event['message'] || ''
});
break;
}
// If we haven't implemented the sub_type the event asks for
default: {
return debug_message(true, "Invalid sub_type for spawn handler:", event['sub_type']);
}
}
// Create the timer for spawning the item
timers[item_unique_id] = setTimeout(()=> {
switch(sub_type) {
case "collection": return dispatch.toClient('S_SPAWN_COLLECTION', 4, sending_event);
case "item": return dispatch.toClient('S_SPAWN_DROPITEM', 6, sending_event);
case "build_object": return dispatch.toClient('S_SPAWN_BUILD_OBJECT', 2, sending_event);
}
}, event['delay'] || 0 / speed);
// Create the timer for despawning the item
timers[random_timer_id--] = setTimeout(()=> {
switch(sub_type) {
case "collection": return dispatch.toClient('S_DESPAWN_COLLECTION', 2, despawn_event);
case "item": return dispatch.toClient('S_DESPAWN_DROPITEM', 4, despawn_event);
case "build_object": return dispatch.toClient('S_DESPAWN_BUILD_OBJECT', 2, despawn_event);
}
}, event['sub_delay'] / speed);
}
// Despawn handler
function despawn_handler(event) {
// Make sure id is defined
if(!event['id']) return debug_message(true, "Spawn handler needs a id");
// Ignore if streamer mode is enabled
if(stream) return;
// Set sub_type to be collection as default for backward compatibility
const sub_type = event['sub_type'] || 'collection';
const despawn_event = {
gameId: event['id'],
unk: 0, // used in S_DESPAWN_BUILD_OBJECT
collected: false // used in S_DESPAWN_COLLECTION
};
switch(sub_type) {
case "collection": return dispatch.toClient('S_DESPAWN_COLLECTION', 2, despawn_event);
case "item": return dispatch.toClient('S_DESPAWN_DROPITEM', 4, despawn_event);
case "build_object": return dispatch.toClient('S_DESPAWN_BUILD_OBJECT', 2, despawn_event);
default: return debug_message(true, "Invalid sub_type for despawn handler:", event['sub_type']);
}
}
// Text handler
function text_handler(event, ent, speed=1.0) {
// Fetch the message(with region tag)
const message = event[`message_${dispatch.region}`] || event[`message_${dispatch.region.toUpperCase()}`] || event['message'];
// Make sure sub_type is defined
if(!event['sub_type']) return debug_message(true, "Text handler needs a sub_type");
// Make sure message is defined
if(!message) return debug_message(true, "Text handler needs a message");
let sending_event = {};
// Create the sending event
switch(event['sub_type']) {
// If it's type message, it's S_DUNGEON_EVENT_MESSAGE with type 41
case "message": {
sending_event = {
message,
type: 41,
chat: false,
channel: 0
};
break;
}
// If it's type notification, it's S_CHAT with channel 21
case "notification": {
sending_event = {
channel: 21,
authorName: config['chat-name'],
message
};
break;
}
// If it's type speech, it's text to speech. But since it isn't "required" to a try/catch
case "speech": {
// Ignore if streamer mode is enabled
if(stream) return;
// if the say dependency was found
if(say) {
timers[event['id'] || random_timer_id--] = setTimeout(()=> {
say.speak(message);
}, (event['delay'] || 0 ) / speed);
}
return;
}
// If we haven't implemented the sub_type the event asks for
default: {
return debug_message(true, "Invalid sub_type for text handler:", event['sub_type']);
}
}
// Create the timer
timers[event['id'] || random_timer_id--] = setTimeout(()=> {
if (!stream) {
switch(event['sub_type']) {
case "message": return dispatch.toClient('S_DUNGEON_EVENT_MESSAGE', 2, sending_event);
case "notification": return dispatch.toClient('S_CHAT', 3, sending_event);
}
} else {
// If streamer mode is enabled, send message all messages to party chat instead
return dispatch.toClient('S_CHAT', 3, { channel: 1, name: config['chat-name'], message });
}
}, (event['delay'] || 0 ) / speed);
}
// Sound handler
function sound_handler(event, ent, speed=1.0) {
// Make sure id is defined
if(!event['id']) return debug_message(true, "Sound handler needs a id");
// Ignore if streamer mode is enabled
if(stream) return;
// Create the timer
timers[event['id']] = setTimeout(()=> {
// Send the sound
dispatch.toClient('S_PLAY_SOUND', 1, {
SoundID: event['id']
});
});
}
// Stop timer handler
function stop_timer_handler(event, ent, speed=1.0) {
// Make sure id is defined
if(!event['id']) return debug_message(true, "Stop timer handler needs a id");
// Check if that entry exists, if it doesn't print out a debug message. This is because users can make mistakes
if(!timers[event['id']]) return debug_message(true, `There isn't a timer with tie id: ${event['id']} active`);
// clearout the timer
clearTimeout(timers[event['id']]);
}
// Func handler
function func_handler(event, ent, speed=1.0) {
// Make sure func is defined
if(!event['func']) return debug_message(true, "Func handler needs a func");
// Start the timer for the function call
timers[event['id'] || random_timer_id--] = setTimeout(event['func'], (event['delay'] || 0) / speed, function_event_handlers, event, ent, fake_dispatch);
}
}
}
module.exports = TeraGuide;