Пример #1
0
        public void SetPedestrianPosition(float?positionX, float?positionY, float?positionZ)
        {
            if (_pedestrianSelectedIndex >= 0)
            {
                if (_pedestrianSelectedIndex >= _pedestrianList.Count)
                {
                    _pedestrianSelectedIndex = -1;
                }
                else
                {
                    Pedestrian pedestrianSelected = _pedestrianList[_pedestrianSelectedIndex];

                    if (positionX.HasValue)
                    {
                        WriteToMemory(pedestrianSelected.PositionX.Address, (float)positionX);
                    }

                    if (positionY.HasValue)
                    {
                        WriteToMemory(pedestrianSelected.PositionY.Address, (float)positionY);
                    }

                    if (positionZ.HasValue)
                    {
                        WriteToMemory(pedestrianSelected.PositionZ.Address, (float)positionZ);
                    }
                }
            }
        }
Пример #2
0
        private void SendEventGameMemory()
        {
            GameMemoryArgs gameMemoryArgs = new GameMemoryArgs();

            gameMemoryArgs.PlayerLoaded         = _player.BaseAddress != IntPtr.Zero;
            gameMemoryArgs.EnemyListLoaded      = _enemyList.Count > 0;
            gameMemoryArgs.PedestrianListLoaded = _pedestrianList.Count > 0;
            gameMemoryArgs.GeneralLoaded        = _general.Loaded;

            // Player
            gameMemoryArgs.PlayerModelName     = _player.ModelName.Value;
            gameMemoryArgs.PlayerHealthCurrent = _player.HealthCurrent.Value.ToString();
            gameMemoryArgs.PlayerHealthMax     = _player.HealthMax.Value.ToString();
            gameMemoryArgs.PlayerPowerCurrent  = _player.PowerCurrent.Value.ToString();
            gameMemoryArgs.PlayerPowerMax      = _player.PowerMax.Value.ToString();
            gameMemoryArgs.PlayerRepCurrent    = _player.RepCurrent.Value.ToString();
            gameMemoryArgs.PlayerRepMax        = _player.RepMax.Value.ToString();
            gameMemoryArgs.PlayerPositionX     = _player.PositionX.Value.ToString();
            gameMemoryArgs.PlayerPositionY     = _player.PositionY.Value.ToString();
            gameMemoryArgs.PlayerPositionZ     = _player.PositionZ.Value.ToString();
            gameMemoryArgs.PlayerRotationYaw   = _player.RotationYaw.Value.ToString();

            // Enemy List
            gameMemoryArgs.EnemyList  = _enemyList.Select((i, index) => $"{(index + 1).ToString()}: {i.ModelName.Value}").ToArray();
            gameMemoryArgs.EnemyCount = _enemyList.Count.ToString();

            // Enemy Selected
            if (_enemySelectedIndex > -1)
            {
                if (_enemySelectedIndex >= _enemyList.Count)
                {
                    _enemySelectedIndex = -1;                      // Out of bounds: clear index
                }
                else
                {
                    Character enemySelected = _enemyList[_enemySelectedIndex];
                    gameMemoryArgs.EnemySelectedHealthCurrent = enemySelected.HealthCurrent.Value.ToString();
                    gameMemoryArgs.EnemySelectedHealthMax     = enemySelected.HealthMax.Value.ToString();
                    gameMemoryArgs.EnemySelectedPositionX     = enemySelected.PositionX.Value.ToString();
                    gameMemoryArgs.EnemySelectedPositionY     = enemySelected.PositionY.Value.ToString();
                    gameMemoryArgs.EnemySelectedPositionZ     = enemySelected.PositionZ.Value.ToString();
                    gameMemoryArgs.EnemySelectedRotationYaw   = enemySelected.RotationYaw.Value.ToString();
                }
            }

            // Pedestrian List
            gameMemoryArgs.PedestrianList  = _pedestrianList.Select((i, index) => $"Pedestrian {(index + 1).ToString()}").ToArray();
            gameMemoryArgs.PedestrianCount = _pedestrianList.Count.ToString();

            // Pedestrian Selected
            if (_pedestrianSelectedIndex > -1)
            {
                if (_pedestrianSelectedIndex >= _pedestrianList.Count)
                {
                    _pedestrianSelectedIndex = -1;                     // Out of bounds: clear index
                }
                else
                {
                    Pedestrian pedestrianSelected = _pedestrianList[_pedestrianSelectedIndex];
                    gameMemoryArgs.PedestrianSelectedPositionX = pedestrianSelected.PositionX.Value.ToString();
                    gameMemoryArgs.PedestrianSelectedPositionY = pedestrianSelected.PositionY.Value.ToString();
                    gameMemoryArgs.PedestrianSelectedPositionZ = pedestrianSelected.PositionZ.Value.ToString();
                }
            }

            // General
            gameMemoryArgs.GeneralMap         = _general.Map.Value;
            gameMemoryArgs.GeneralCanPressure = _general.CanPressure.Value.ToString();

            MemoryWatchEventHandler.Invoke(this, gameMemoryArgs);
        }
Пример #3
0
        private void ReadGameMemory()
        {
            if (_moduleGCore == IntPtr.Zero)
            {
                _player.Clear();
                _enemyList.Clear();
                _pedestrianList.Clear();
                _general.Clear();
                return;
            }

            IntPtr instanceManager = ReadFromMemory <IntPtr>(_moduleGCore, (int)Offsets.Main.INSTANCE_MANAGER);

            if (instanceManager == IntPtr.Zero)
            {
                _player.Clear();
                _enemyList.Clear();
                _pedestrianList.Clear();
                _general.Clear();
                return;
            }

            IntPtr characterManagerArray = ReadFromMemory <IntPtr>(instanceManager, (int)Offsets.InstanceManager.CHARACTER_MANAGER_ARRAY);

            if (characterManagerArray == IntPtr.Zero)
            {
                _player.Clear();
                _enemyList.Clear();
            }
            else
            {
                // Get every Characters's addresses
                int charactersSpawned = ReadFromMemory <int>(instanceManager, (int)Offsets.InstanceManager.CHARACTERS_SPAWNED);
                for (int i = 0; i < charactersSpawned; i++)
                {
                    int    characterOffset  = i * 4;
                    IntPtr characterManager = ReadFromMemory <IntPtr>(characterManagerArray, characterOffset);
                    if (characterManager == IntPtr.Zero)
                    {
                        charactersSpawned = i;
                        if (i == 0)
                        {
                            _player.Clear();
                        }
                        break;
                    }

                    Character character = new Character();
                    character.BaseAddress = ReadFromMemory <IntPtr>(characterManager, (int)Offsets.CharacterManager.CHARACTER);
                    if (character.BaseAddress == IntPtr.Zero)
                    {
                        break;
                    }

                    IntPtr offsetAddress;
                    // Model Name
                    offsetAddress       = character.GetOffsetAddress((int)Offsets.Character.MODEL_NAME);
                    character.ModelName = new Pointer <string>(offsetAddress, ReadStringFromMemory(offsetAddress));

                    // Health
                    offsetAddress           = character.GetOffsetAddress((int)Offsets.Character.HEALTH_CURRENT);
                    character.HealthCurrent = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));
                    offsetAddress           = character.GetOffsetAddress((int)Offsets.Character.HEALTH_MAX);
                    character.HealthMax     = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));

                    // Power
                    offsetAddress          = character.GetOffsetAddress((int)Offsets.Character.POWER_CURRENT);
                    character.PowerCurrent = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));
                    offsetAddress          = character.GetOffsetAddress((int)Offsets.Character.POWER_MAX);
                    character.PowerMax     = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));

                    // Rep
                    offsetAddress        = character.GetOffsetAddress((int)Offsets.Character.REP_CURRENT);
                    character.RepCurrent = new Pointer <int?>(offsetAddress, ReadFromMemory <int>(offsetAddress));
                    offsetAddress        = character.GetOffsetAddress((int)Offsets.Character.REP_MAX);
                    character.RepMax     = new Pointer <int?>(offsetAddress, ReadFromMemory <int>(offsetAddress));

                    // Position
                    offsetAddress       = character.GetOffsetAddress((int)Offsets.Character.TRANSFORM_POSITION_X);
                    character.PositionX = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));
                    offsetAddress       = character.GetOffsetAddress((int)Offsets.Character.TRANSFORM_POSITION_Y);
                    character.PositionY = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));
                    offsetAddress       = character.GetOffsetAddress((int)Offsets.Character.TRANSFORM_POSITION_Z);
                    character.PositionZ = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));

                    // Rotation
                    offsetAddress         = character.GetOffsetAddress((int)Offsets.Character.ROTATION_YAW);
                    character.RotationYaw = new Pointer <float?>(offsetAddress, ReadFromMemory <float>(offsetAddress));

                    if (i == 0)                       // Add player
                    {
                        _player = character;
                    }
                    else                       // Add enemy to list
                    {
                        if (_enemyList.Count <= i - 1)
                        {
                            _enemyList.Add(character);
                        }
                        else
                        {
                            _enemyList[i - 1] = character;
                        }
                    }
                }

                // Remove any extra enemy actors left
                int enemySpawnedCount = charactersSpawned > 0 ? charactersSpawned - 1 : 0;
                for (int i = enemySpawnedCount; i < _enemyList.Count; i++)
                {
                    _enemyList.RemoveAt(i);
                }
            }

            // Get pedestrians
            IntPtr pedestrianBaseOffset = ReadFromMemory <IntPtr>(_moduleGCore, (int)Offsets.Main.PEDESTRIAN_BASE);

            if (pedestrianBaseOffset != IntPtr.Zero)
            {
                IntPtr pedestrianOffset1 = ReadFromMemory <IntPtr>(pedestrianBaseOffset, (int)Offsets.PedestrianOffsets.OFFSET_1);
                if (pedestrianOffset1 != IntPtr.Zero)
                {
                    IntPtr pedestrianOffset2 = ReadFromMemory <IntPtr>(pedestrianOffset1, (int)Offsets.PedestrianOffsets.OFFSET_2);
                    if (pedestrianOffset2 != IntPtr.Zero)
                    {
                        IntPtr pedestrianCountAddress = pedestrianOffset2 + (int)Offsets.PedestrianOffsets.PEDESTRIAN_COUNT_CURRENT;
                        IntPtr pedestrianArray        = ReadFromMemory <IntPtr>(pedestrianOffset2 + (int)Offsets.PedestrianOffsets.PEDESTRIAN_ARRAY);

                        if (pedestrianArray != IntPtr.Zero)
                        {
                            int pedestrianCount = ReadFromMemory <int>(pedestrianCountAddress);

                            for (int i = 0; i < pedestrianCount; i++)
                            {
                                IntPtr pedestrianPointer          = pedestrianArray + i * (int)Offsets.PedestrianOffsets.PEDESTRIAN_SIZE;
                                IntPtr pedestrianPositionXAddress = pedestrianPointer + (int)Offsets.PedestrianOffsets.POSITION_X;
                                IntPtr pedestrianPositionYAddress = pedestrianPointer + (int)Offsets.PedestrianOffsets.POSITION_Y;
                                IntPtr pedestrianPositionZAddress = pedestrianPointer + (int)Offsets.PedestrianOffsets.POSITION_Z;

                                Pedestrian pedestrian = new Pedestrian();
                                pedestrian.PositionX = new Pointer <float?>(pedestrianPositionXAddress, ReadFromMemory <float>(pedestrianPositionXAddress));
                                pedestrian.PositionY = new Pointer <float?>(pedestrianPositionYAddress, ReadFromMemory <float>(pedestrianPositionYAddress));
                                pedestrian.PositionZ = new Pointer <float?>(pedestrianPositionZAddress, ReadFromMemory <float>(pedestrianPositionZAddress));

                                if (_pedestrianList.Count <= i)
                                {
                                    _pedestrianList.Add(pedestrian);
                                }
                                else
                                {
                                    _pedestrianList[i] = pedestrian;
                                }
                            }

                            // Remove any extra pedestrians left
                            for (int i = pedestrianCount; i < _pedestrianList.Count; i++)
                            {
                                _pedestrianList.RemoveAt(i);
                            }
                        }
                        else
                        {
                            _pedestrianList.Clear();
                        }
                    }
                    else
                    {
                        _pedestrianList.Clear();
                    }
                }
                else
                {
                    _pedestrianList.Clear();
                }
            }
            else
            {
                _pedestrianList.Clear();
            }

            // Get general values
            IntPtr mapOffsetBase = ReadFromMemory <IntPtr>(_moduleGCore, (int)Offsets.Main.MAP_OFFSET_BASE);

            _general.Loaded = true;
            if (mapOffsetBase == IntPtr.Zero)
            {
                _general.Clear();
                return;
            }

            // Map
            _general.Map.Clear();
            IntPtr mapOffset1 = ReadFromMemory <IntPtr>(mapOffsetBase, (int)Offsets.MapOffsets.OFFSET_1);

            if (mapOffset1 != IntPtr.Zero)
            {
                IntPtr mapOffset2 = ReadFromMemory <IntPtr>(mapOffset1, (int)Offsets.MapOffsets.OFFSET_2);
                if (mapOffset2 != IntPtr.Zero)
                {
                    IntPtr mapOffset3 = ReadFromMemory <IntPtr>(mapOffset2, (int)Offsets.MapOffsets.OFFSET_3);
                    if (mapOffset3 != IntPtr.Zero)
                    {
                        IntPtr previousMapPointer = ReadFromMemory <IntPtr>(mapOffset3, (int)Offsets.MapOffsets.PREVIOUS_MAP_POINTER);
                        if (previousMapPointer != IntPtr.Zero)
                        {
                            _general.Map = new Pointer <string>(previousMapPointer, ReadStringFromMemory(previousMapPointer));
                        }
                    }
                }
            }

            // Can Pressure
            _general.CanPressure.Clear();
            IntPtr canPressureOffsetBase = ReadFromMemory <IntPtr>(_moduleGCore, (int)Offsets.Main.CAN_PRESSURE_BASE);

            if (canPressureOffsetBase != IntPtr.Zero)
            {
                IntPtr canPressureOffset1 = ReadFromMemory <IntPtr>(canPressureOffsetBase, (int)Offsets.CanPressureOffsets.OFFSET_1);
                if (canPressureOffset1 != IntPtr.Zero)
                {
                    IntPtr canPressureOffset2 = ReadFromMemory <IntPtr>(canPressureOffset1, (int)Offsets.CanPressureOffsets.OFFSET_2);
                    if (canPressureOffset2 != IntPtr.Zero)
                    {
                        IntPtr canPressurePointer = canPressureOffset2 + (int)Offsets.CanPressureOffsets.CAN_PRESSURE;
                        _general.CanPressure = new Pointer <float?>(canPressurePointer, ReadFromMemory <float>(canPressurePointer));
                    }
                }
            }
        }