This commit is contained in:
Eigeen 2023-12-21 18:23:59 +08:00
parent c87e632d59
commit f2cb2e3787
5 changed files with 452 additions and 0 deletions

253
EigeenLoader.lua Normal file
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-- 猫猫虫的 LuaEngine 插件管理框架
-- @version: 1.0.2
--
-- 自动加载以下目录的lua模块
-- ./eigeen_modules
--
-- 模块编写:
-- 样例:
-- return {
-- version = 1,
-- name = "chong_qiang",
-- onTime = onTime,
-- conditions = {{
-- type = "weapon",
-- value = {
-- eq = 7
-- }
-- }},
-- priority = 0,
-- }
--
-- 具体用法请参考具体插件示例
--
local Speed = require("utils/Speed")
local Keypad = require("utils/Keypad")
-- consts
local MODULE_ROOT = "./Lua/eigeen_modules"
-- local NON_ACTIVE_MAPS = {301, 302, 303, 305, 306}
-- globals
-- 所有模块列表仅在初始化时加载。后续处理都基于此列表因此增删改mod需要重载此框架。
local Modules = {}
-- 需要执行的模块函数,每次执行前进行处理。
local ExecuteModules = {}
-- 上一次使用的武器ID用于判断武器是否变更。
local LastWeaponType = 0
-- 上一次的地图ID
local LastMapID = 0
local function isIn(tbl, target)
for key, value in pairs(tbl) do
if target == value then
return true
end
end
return false
end
local function loadAllModules()
local modules = {}
-- 自动导入
local moduleFiles = engine.GetAllFiles(MODULE_ROOT)
for _, mFile in pairs(moduleFiles) do
-- 模块合法性判断
if mFile.file:sub(-4) ~= ".lua" then
goto continueIterModules
end
local eModule = dofile(MODULE_ROOT .. "/" .. mFile.file)
if eModule == nil or eModule.version ~= 1 then
goto continueIterModules
end
table.insert(modules, eModule)
::continueIterModules::
end
return modules
end
local function _checkCondition(value, condValue)
local result = true
local function setCondResult(_res)
if result == false then
return
end
if result == true and _res == false then
result = false
return
end
end
for key, condVal in pairs(condValue) do
if key == "eq" then
setCondResult(value == condVal)
elseif key == "gt" then
setCondResult(value > condVal)
elseif key == "lt" then
setCondResult(value < condVal)
elseif key == "ne" then
setCondResult(value ~= condVal)
elseif key == "ge" then
setCondResult(value >= condVal)
elseif key == "le" then
setCondResult(value <= condVal)
elseif key == "in" then
setCondResult(isIn(condVal, value))
elseif key == "nin" then
setCondResult(not isIn(condVal, value))
else
setCondResult(false)
end
end
return result
end
local function checkCondition(ctx, module)
local conds = module.conditions
if conds == nil or #conds == 0 then
return true
end
local result = true
local function setCondResult(_res)
if result == false then
return
end
if result == true and _res == false then
result = false
return
end
end
for _, cond in ipairs(conds) do
if type(cond) == "function" then
setCondResult(cond(ctx))
elseif cond.type == "weapon" then
setCondResult(_checkCondition(ctx.playerData.Weapon.type, cond.value))
elseif cond.type == "map" then
setCondResult(_checkCondition(ctx.worldData.MapId, cond.value))
end
end
return result
end
local function executeOnInit(modules)
for _, module in ipairs(modules) do
if module.onInit ~= nil then
module.onInit()
end
end
end
local function executeOnSwitchScenes(ctx, modules)
for _, module in ipairs(modules) do
if module.onSwitchScenes ~= nil then
module.onSwitchScenes(ctx)
end
end
end
local function executeOnImgui(ctx, modules)
for _, module in ipairs(modules) do
if module.onImgui ~= nil then
module.onImgui(ctx)
end
end
end
local function executeOnTime(ctx, modules)
for _, module in ipairs(modules) do
if module.onTime ~= nil then
module.onTime(ctx)
end
end
end
local function buildExecuteModules(ctx)
local exeModules = {}
-- 条件检查
for _, module in ipairs(Modules) do
if checkCondition(ctx, module) then
table.insert(exeModules, module)
end
end
-- 优先级调整
for i = 1, #exeModules do
if exeModules[i].priority == nil or exeModules[i].priority < 0 then
exeModules[i].priority = 0
end
end
table.sort(exeModules, function(m1, m2)
return m1.priority > m2.priority
end)
return exeModules
end
-- Hooks
function on_time()
local playerData = engine.Player:new()
local ctx = {
playerData = playerData,
worldData = engine.World:new(),
questData = engine.Quest:new(),
Speed = Speed:new(playerData),
Keypad = Keypad
}
-- local MetaCtx = {
-- Speed = Speed:new(ctx.playerData),
-- Keypad = Keypad
-- }
-- MetaCtx.__index = MetaCtx
-- setmetatable(ctx, MetaCtx)
-- 建立遍历专用表而不是遍历modules主表。条件判断操作更改后刷新遍历专用表。
local wpType = ctx.playerData.Weapon.type
if ctx.playerData.Weapon.type ~= LastWeaponType then
ExecuteModules = buildExecuteModules(ctx)
LastWeaponType = ctx.playerData.Weapon.type
end
if ctx.worldData.MapId ~= LastMapID then
ExecuteModules = buildExecuteModules(ctx)
LastMapID = ctx.worldData.MapId
end
-- 执行onTime方法
executeOnTime(ctx, ExecuteModules)
end
function on_imgui()
local ctx = {
playerData = engine.Player:new(),
worldData = engine.World:new(),
questData = engine.Quest:new()
}
executeOnImgui(ctx, ExecuteModules)
end
function on_init()
Modules = loadAllModules()
executeOnInit(Modules)
end
function on_switch_scenes()
local ctx = {
playerData = engine.Player:new(),
worldData = engine.World:new(),
questData = engine.Quest:new()
}
executeOnSwitchScenes(ctx, ExecuteModules)
end
function on_monster_create()
end
function on_monster_destroy()
end

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local ToWayPosition = false
local Camera = false
local function setMotionState(stateFlag) -- 人物状态
local stateAddress = GetAddress(0x145011760,{0x50,0xE470}) + 0x0B
if stateAddress then
local stateData = SetAddressData(stateAddress,'byte',stateFlag)
end
end
local function onTime(ctx)
local Data_Player = ctx.playerData
local Data_World = ctx.worldData
if Data_Player.Action.fsm.fsmID == 639 or Data_Player.Action.fsm.fsmID == 640 then
setMotionState(0x8A)
end
if Data_Player.Action.lmtID == 12707 or Data_Player.Action.lmtID == 12708 then
SetCameraData(true, Data_Player.Position.cntrposition.x, Data_Player.Position.cntrposition.y, Data_Player.Position.cntrposition.z)
Camera = true
elseif Camera then
Camera = false
SetCameraData(false,0,0,0)
end
if Data_Player.Action.lmtID == 12708 then
if not ToWayPosition then
ToWayPosition = true
if not (Data_World.Position.wayPosition.x == 0 and Data_World.Position.wayPosition.y == 0 and Data_World.Position.wayPosition.z == 0) then
Data_Player.Position.position = Data_World.Position.wayPosition
Data_Player.Position.reposition = Data_World.Position.wayPosition
end
end
elseif ToWayPosition then
ToWayPosition = false
end
end
return {
version = 1,
name = "dragon_riding_jump",
onTime = onTime,
conditions = nil,
priority = 0,
}

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-- 加速挖素材 8273 8274
-- 挖矿 8377-8379
-- 采集 8276-8278,8281
local GATHERING_LMT_ID = {8273, 8274, 8377, 8378, 8379, 8276, 8277, 8278, 8281}
local function isIn(tbl, target)
for key, value in pairs(tbl) do
if target == value then
return true
end
end
return false
end
local function isGatheringLmtID(lmtID)
return isIn(GATHERING_LMT_ID, lmtID)
end
local function onTime(ctx)
local playerData = ctx.playerData
if isGatheringLmtID(playerData.Action.lmtID) then
ctx.Speed:setSpeedMutex(5, "加速挖素材")
else
ctx.Speed:resetSpeedMutex("加速挖素材")
end
end
return {
version = 1,
name = "fast_gathering",
onTime = onTime,
conditions = nil,
priority = 10
}

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utils/Keypad.lua Normal file
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-- 猫猫虫的 LuaEngine 工具模块Keypad
-- @version: 1.0.0
local Keypad = {}
--- 带计时器的按键触发操作(注:暂不支持组合键)
---@param keypadID number|string
---@param chrono number
---@param func fun()
---@param xbox boolean|nil
function Keypad.UseChronoscope(keypadID, chrono, func, xbox)
if keypadID == nil or chrono == nil or func == nil then
return
end
if chrono < 0 then
return
end
if xbox ~= true and xbox ~= false then
xbox = nil
end
-- TODO: 暂不支持组合键
if type(keypadID) == "table" then
return
end
local keypadIDStr = keypadID
if type(keypadID) == "number" then
keypadIDStr = tostring(keypadID)
end
local keypadShortcut = "keypad_keyCD_"..keypadIDStr
if engine.keypad(keypadID, xbox) and (CheckChronoscope(keypadShortcut) or
not CheckPresenceChronoscope(keypadShortcut)) then
AddChronoscope(chrono, keypadShortcut)
func()
end
end
return Keypad

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utils/Speed.lua Normal file
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-- 猫猫虫的 LuaEngine 工具模块Speed
-- @version: 1.0.0
local Speed = {
lock = nil,
instance = nil
}
Speed.__index = Speed
function Speed:new(playerData)
if self.instance ~= nil then
self.instance.playerData = playerData
return self.instance
end
local instance = setmetatable({
playerData = playerData
}, Speed)
self.instance = instance
return self.instance
end
function Speed:setSpeed(speed)
self.playerData.Frame.frameSpeedMultiplies = speed
end
function Speed:resetSpeed()
self.playerData.Frame.frameSpeedMultiplies = 1
end
function Speed:withSpeed(speed, func)
if speed == nil or func == nil then
return
end
self:setSpeed(speed)
func()
self:resetSpeed()
end
function Speed:checkAndReleaseLock(lockID)
if self.lock == nil then
return true
end
if self.lock == lockID then
self.lock = nil
return true
end
return false
end
function Speed:checkAndSetupLock(lockID)
if self.lock == nil then
self.lock = lockID
return true
end
if self.lock == lockID then
return true
end
return false
end
function Speed:setSpeedMutex(speed, lockID)
if self:checkAndSetupLock(lockID) then
self:setSpeed(speed)
end
end
function Speed:resetSpeedMutex(lockID)
if self:checkAndReleaseLock(lockID) then
self:resetSpeed()
end
end
function Speed:forceReleaseLock()
self.lock = nil
end
return Speed