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targets.lua
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--Copyright (c) 2013~2016, Byrthnoth
--All rights reserved.
--Redistribution and use in source and binary forms, with or without
--modification, are permitted provided that the following conditions are met:
-- * Redistributions of source code must retain the above copyright
-- notice, this list of conditions and the following disclaimer.
-- * Redistributions in binary form must reproduce the above copyright
-- notice, this list of conditions and the following disclaimer in the
-- documentation and/or other materials provided with the distribution.
-- * Neither the name of <addon name> nor the
-- names of its contributors may be used to endorse or promote products
-- derived from this software without specific prior written permission.
--THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
--ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
--WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
--DISCLAIMED. IN NO EVENT SHALL <your name> BE LIABLE FOR ANY
--DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
--(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
--LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
--ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
--(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
--SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-- Target Processing --
function valid_target(targ)
local spelltarget = {}
local spell_targ
if pass_through_targs[targ] then
local j = windower.ffxi.get_mob_by_target(targ)
if j then spelltarget = target_complete(j) end
spelltarget.raw = targ
return targ, spelltarget
elseif targ and tonumber(targ) and tonumber(targ) > 255 then
local j = windower.ffxi.get_mob_by_id(tonumber(targ))
if j then spelltarget = target_complete(j) end
spelltarget.raw = targ
return targ, spelltarget
elseif targ and not tonumber(targ) and targ ~= '' then
local mob_array = windower.ffxi.get_mob_array()
for i,v in pairs(mob_array) do
if v.name:lower()==targ:lower() and (not v.is_npc or v.spawn_type == 14) then
spelltarget = target_complete(v)
spelltarget.raw = targ
return targ, spelltarget
end
end
end
return false, false
end
function target_complete(mob_table)
if mob_table == nil then return {type = 'NONE'} end
------------------------------- Should consider moving the partycount part of this code to refresh_player() ----------------------------------
mob_table.isallymember = false
if not mob_table.id then
mob_table.type = 'NONE'
else
local j = windower.ffxi.get_party()
for i,v in pairs(j) do
if type(v) == 'table' and v.mob then
if v.mob.id == mob_table.id then
mob_table.isallymember = true
if i:sub(1,1) == 'p' then
mob_table.ispartymember = true
end
end
end
end
------------------------------------------------------------------------------------------------------------------------------------
if player.id == mob_table.id then
mob_table.type = 'SELF'
elseif mob_table.is_npc then
if mob_table.id%4096>2047 then
mob_table.type = 'NPC'
else
mob_table.type = 'MONSTER'
end
else
mob_table.type = 'PLAYER'
end
end
if mob_table.race then
mob_table.race_id = mob_table.race
if res.races[mob_table.race] then
mob_table.race = res.races[mob_table.race][language]
else
mob_table.race = 'Unknown'
end
end
if mob_table.status then
mob_table.status_id = mob_table.status
if res.statuses[mob_table.status] then
mob_table.status = res.statuses[mob_table.status].english
else
mob_table.status = 'Unknown'
end
end
if mob_table.distance then
mob_table.distance = math.sqrt(mob_table.distance)
end
return mob_table
end
function target_type_check(spell)
--[[ Spawn type mapping:
1 = Other players
2 = Town NPCs, AH counters, Logging Points, etc.
Bit 1 = 1 PC
Bit 2 = 2 NPC (not attackable)
Bit 3 = 4 Party Member
Bit 4 = 8 Ally
Bit 5 = 16 Enemy
Bit 6 = 32 Door (Environment)
13 = Self
14 = Trust NPC in party
16 = Monsters
34 = Some doors
]]
local temptype = spell.target.type
if temptype ~= 'NPC' then
temptype = temptype:lower():ucfirst()
end
if temptype == 'Player' and spell.target.hpp == 0 then
temptype = 'Corpse'
elseif temptype == 'Player' and spell.target.ispartymember then
temptype = 'Party'
elseif temptype == 'Player' and spell.target.isallymember then
temptype = 'Ally'
end
if spell.targets[temptype] then return true end
return false
end