D2R-BMBot/OverlayForm.cs

293 lines
12 KiB
C#
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2024-04-05 21:50:39 -07:00
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Net;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using static app.MapAreaStruc;
namespace app
{
public partial class OverlayForm : Form
{
public int Scale = 9;
public Form1 Form1_0;
private Pen redPen = new Pen(Color.FromArgb(150, 255, 0, 0), 2);
private Pen yellowPen = new Pen(Color.FromArgb(150, 255, 255, 0), 2);
private Pen greenPen = new Pen(Color.FromArgb(150, 0, 255, 0), 2);
private Pen orangePen = new Pen(Color.FromArgb(150, 255, 95, 0), 2);
private Pen bluePen = new Pen(Color.FromArgb(150, 0, 0, 255), 2);
private Pen cyanPen = new Pen(Color.FromArgb(150, 0, 255, 255), 2);
public List<System.Drawing.Point> PathFindingPoints = new List<System.Drawing.Point>();
public List<System.Drawing.Point> MobsPoints = new List<System.Drawing.Point>();
public List<System.Drawing.Point> GoodChestsPoints = new List<System.Drawing.Point>();
public List<System.Drawing.Point> WPPoints = new List<System.Drawing.Point>();
public List<System.Drawing.Point> ExitPoints = new List<System.Drawing.Point>();
public System.Drawing.Point MoveToPoint = new System.Drawing.Point(0, 0);
public bool ScanningOverlayItems = true;
public OverlayForm(Form1 form1_1)
{
Form1_0 = form1_1;
InitializeComponent();
// Set up the form as a transparent overlay
this.FormBorderStyle = FormBorderStyle.None;
this.BackColor = Color.LimeGreen;
this.TransparencyKey = Color.LimeGreen;
this.TopMost = true;
this.StartPosition = FormStartPosition.Manual;
this.Location = new System.Drawing.Point(0, 0);
this.ShowInTaskbar = false;
this.Size = new System.Drawing.Size(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height);
}
public void SetPathPoints(List<PathFinding.Point> ThisPathFind, int CurrentIndex, Position Offsets, Position PlayerOffsetInCollisiongrid)
{
PathFindingPoints = new List<System.Drawing.Point>();
for (int i = CurrentIndex; i < ThisPathFind.Count; i++)
{
PathFindingPoints.Add(new System.Drawing.Point(ThisPathFind[i].X + Offsets.X - PlayerOffsetInCollisiongrid.X, ThisPathFind[i].Y + Offsets.Y - PlayerOffsetInCollisiongrid.Y));
}
UpdateOverlay();
}
public void ResetPathPoints()
{
PathFindingPoints = new List<System.Drawing.Point>();
//UpdateOverlay();
}
public void SetMoveToPoint(System.Drawing.Point ThisPoint)
{
MoveToPoint.X = ThisPoint.X;
MoveToPoint.Y = ThisPoint.Y;
UpdateOverlay();
}
public void SetAllOverlay()
{
if (ScanningOverlayItems)
{
DateTime StartScanTime = DateTime.Now;
SetAllGoodChestNearby();
SetAllMonsterNearby();
SetAllWPNearby();
SetAllExitNearby();
UpdateOverlay();
TimeSpan UpdatingDisplayTime = DateTime.Now - StartScanTime;
//stop scanning too much lags!! (->> issue fixed!)
if (UpdatingDisplayTime.TotalMilliseconds > 160) ScanningOverlayItems = false;
}
else
{
GoodChestsPoints = new List<System.Drawing.Point>();
MobsPoints = new List<System.Drawing.Point>();
WPPoints = new List<System.Drawing.Point>();
ExitPoints = new List<System.Drawing.Point>();
UpdateOverlay();
}
}
public void SetAllGoodChestNearby()
{
GoodChestsPoints = new List<System.Drawing.Point>();
List<Position> AllChestPos = Form1_0.MapAreaStruc_0.GetPositionOfAllObject("object", "GoodChest", (int) Form1_0.PlayerScan_0.levelNo, new List<int>());
foreach (var objectPos in AllChestPos)
{
GoodChestsPoints.Add(new System.Drawing.Point(objectPos.X, objectPos.Y));
}
}
public void SetAllWPNearby()
{
WPPoints = new List<System.Drawing.Point>();
List<Position> AllPos = Form1_0.MapAreaStruc_0.GetPositionOfAllObject("object", "WaypointPortal", (int)Form1_0.PlayerScan_0.levelNo, new List<int>());
foreach (var objectPos in AllPos)
{
WPPoints.Add(new System.Drawing.Point(objectPos.X, objectPos.Y));
}
}
public void SetAllExitNearby()
{
ExitPoints = new List<System.Drawing.Point>();
List<Position> AllPos = Form1_0.MapAreaStruc_0.GetPositionOfAllObject("exit", "", (int)Form1_0.PlayerScan_0.levelNo, new List<int>(), true);
foreach (var objectPos in AllPos)
{
ExitPoints.Add(new System.Drawing.Point(objectPos.X, objectPos.Y));
}
}
public void SetAllMonsterNearby()
{
MobsPoints = new List<System.Drawing.Point>();
List<int[]> monsterPositions = Form1_0.MobsStruc_0.GetAllMobsNearby();
foreach (var monsterPosition in monsterPositions)
{
MobsPoints.Add(new System.Drawing.Point(monsterPosition[0], monsterPosition[1]));
}
}
public void ResetMoveToLocation()
{
ResetPathPoints();
MoveToPoint = new System.Drawing.Point(0, 0);
UpdateOverlay();
}
public void ClearAllOverlay()
{
ClearAllOverlayWithoutUpdating();
UpdateOverlay();
}
public void ClearAllOverlayWithoutUpdating()
{
MoveToPoint = new System.Drawing.Point(0, 0);
PathFindingPoints = new List<System.Drawing.Point>();
MobsPoints = new List<System.Drawing.Point>();
GoodChestsPoints = new List<System.Drawing.Point>();
WPPoints = new List<System.Drawing.Point>();
ExitPoints = new List<System.Drawing.Point>();
}
public void UpdateOverlay()
{
if (!Form1_0.Running)
{
ClearAllOverlayWithoutUpdating();
}
if (InvokeRequired)
{
Invoke(new MethodInvoker(updateGUI));
}
else
{
updateGUI();
}
}
void updateGUI()
{
this.Refresh();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (CharConfig.ShowOverlay)
{
for (int i = 0; i < PathFindingPoints.Count - 1; i++)
{
Dictionary<string, int> itemScreenPosStart = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, PathFindingPoints[i].X, PathFindingPoints[i].Y);
Dictionary<string, int> itemScreenPosEnd = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, PathFindingPoints[i + 1].X, PathFindingPoints[i + 1].Y);
System.Drawing.Point StartPoint = new System.Drawing.Point(itemScreenPosStart["x"], itemScreenPosStart["y"]);
System.Drawing.Point EndPoint = new System.Drawing.Point(itemScreenPosEnd["x"], itemScreenPosEnd["y"]);
StartPoint = RescaleThisPoint(StartPoint);
EndPoint = RescaleThisPoint(EndPoint);
System.Drawing.Point MidPoint = new System.Drawing.Point(Form1_0.CenterX, Form1_0.CenterY);
//Console.WriteLine("line: " + StartPoint.X + ", " + StartPoint.Y + " to " + EndPoint.X + ", " + EndPoint.Y);
if (i == 0) e.Graphics.DrawLine(redPen, MidPoint, StartPoint);
e.Graphics.DrawLine(redPen, StartPoint, EndPoint);
if (i != 0) DrawCrossAtPoint(e, StartPoint, orangePen);
}
if (MoveToPoint.X != 0 && MoveToPoint.Y != 0)
{
Dictionary<string, int> itemScreenPosStart = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, MoveToPoint.X, MoveToPoint.Y);
System.Drawing.Point StartPoint = new System.Drawing.Point(itemScreenPosStart["x"], itemScreenPosStart["y"]);
StartPoint = RescaleThisPoint(StartPoint);
if (PathFindingPoints.Count == 0)
{
System.Drawing.Point MidPoint = new System.Drawing.Point(Form1_0.CenterX, Form1_0.CenterY);
e.Graphics.DrawLine(redPen, MidPoint, StartPoint);
}
DrawCrossAtPoint(e, StartPoint, redPen);
}
for (int i = 0; i < MobsPoints.Count; i++)
{
Dictionary<string, int> itemScreenPosStart = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, MobsPoints[i].X, MobsPoints[i].Y);
System.Drawing.Point StartPoint = new System.Drawing.Point(itemScreenPosStart["x"], itemScreenPosStart["y"]);
StartPoint = RescaleThisPoint(StartPoint);
DrawCrossAtPoint(e, StartPoint, yellowPen);
}
for (int i = 0; i < GoodChestsPoints.Count; i++)
{
Dictionary<string, int> itemScreenPosStart = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, GoodChestsPoints[i].X, GoodChestsPoints[i].Y);
System.Drawing.Point StartPoint = new System.Drawing.Point(itemScreenPosStart["x"], itemScreenPosStart["y"]);
StartPoint = RescaleThisPoint(StartPoint);
DrawCrossAtPoint(e, StartPoint, greenPen);
}
for (int i = 0; i < WPPoints.Count; i++)
{
Dictionary<string, int> itemScreenPosStart = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, WPPoints[i].X, WPPoints[i].Y);
System.Drawing.Point StartPoint = new System.Drawing.Point(itemScreenPosStart["x"], itemScreenPosStart["y"]);
StartPoint = RescaleThisPoint(StartPoint);
DrawCrossAtPoint(e, StartPoint, bluePen);
}
for (int i = 0; i < ExitPoints.Count; i++)
{
Dictionary<string, int> itemScreenPosStart = Form1_0.GameStruc_0.World2Screen(Form1_0.PlayerScan_0.xPosFinal, Form1_0.PlayerScan_0.yPosFinal, ExitPoints[i].X, ExitPoints[i].Y);
System.Drawing.Point StartPoint = new System.Drawing.Point(itemScreenPosStart["x"], itemScreenPosStart["y"]);
StartPoint = RescaleThisPoint(StartPoint);
DrawCrossAtPoint(e, StartPoint, cyanPen);
}
}
}
public void DrawCrossAtPoint(PaintEventArgs e, System.Drawing.Point ThisP, Pen ThisPenColor)
{
System.Drawing.Point ThisPoint1 = new System.Drawing.Point(ThisP.X - 5, ThisP.Y - 5);
System.Drawing.Point ThisPoint2 = new System.Drawing.Point(ThisP.X + 5, ThisP.Y + 5);
System.Drawing.Point ThisPoint3 = new System.Drawing.Point(ThisP.X - 5, ThisP.Y + 5);
System.Drawing.Point ThisPoint4 = new System.Drawing.Point(ThisP.X + 5, ThisP.Y - 5);
// Draw a X red cross
e.Graphics.DrawLine(ThisPenColor, ThisPoint1, ThisPoint2);
e.Graphics.DrawLine(ThisPenColor, ThisPoint3, ThisPoint4);
}
public System.Drawing.Point RescaleThisPoint(System.Drawing.Point ThisssPoint)
{
ThisssPoint.X = ((ThisssPoint.X - Form1_0.CenterX) / Scale) + Form1_0.CenterX;
ThisssPoint.Y = ((ThisssPoint.Y - Form1_0.CenterY) / Scale) + Form1_0.CenterY;
return ThisssPoint;
}
}
}