Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.
53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
using System.Numerics;
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using AcDream.App.Interaction;
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using AcDream.Core.Combat;
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using AcDream.Core.Selection;
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namespace AcDream.App.Combat;
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internal interface ICombatCameraTargetSource
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{
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Vector3? GetTrackedTargetPoint();
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}
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/// <summary>
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/// Resolves retail's combat-camera target from canonical combat, selection,
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/// gameplay-option, and world-selection owners.
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/// </summary>
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/// <remarks>
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/// <c>ClientCombatSystem::UpdateTargetTracking @ 0x0056A950</c> enables
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/// <c>CameraSet::TrackTarget</c> only for melee/missile combat with the option
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/// enabled and a valid attack target. TrackTarget applies target-local offset
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/// (0, 0, 0.5).
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/// </remarks>
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internal sealed class CombatCameraTargetSource : ICombatCameraTargetSource
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{
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private readonly ICombatGameplaySettingsSource _settings;
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private readonly CombatState _combat;
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private readonly SelectionState _selection;
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private readonly IWorldSelectionQuery _world;
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public CombatCameraTargetSource(
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ICombatGameplaySettingsSource settings,
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CombatState combat,
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SelectionState selection,
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IWorldSelectionQuery world)
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{
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_settings = settings ?? throw new ArgumentNullException(nameof(settings));
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_combat = combat ?? throw new ArgumentNullException(nameof(combat));
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_selection = selection ?? throw new ArgumentNullException(nameof(selection));
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_world = world ?? throw new ArgumentNullException(nameof(world));
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}
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public Vector3? GetTrackedTargetPoint()
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{
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if (!_settings.ViewCombatTarget
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|| !CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode)
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|| _selection.SelectedObjectId is not uint selected)
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{
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return null;
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}
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return _world.GetCombatCameraTargetPoint(selected);
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}
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}
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