Add project files.

This commit is contained in:
k0t9i 2023-01-16 15:33:32 +04:00
parent 0f6fb75cff
commit 3c20df7683
130 changed files with 7756 additions and 0 deletions

94
Client/Client.cpp Normal file
View File

@ -0,0 +1,94 @@
// Client.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include <iostream>
#include <Windows.h>
HANDLE hPipe;
DWORD dwWritten;
BOOL fSuccess = FALSE;
DWORD cbRead, cbToWrite, cbWritten, dwMode;
int CreatePipe(std::string name)
{
while (1)
{
hPipe = CreateFileA(
name.c_str(), // pipe name
GENERIC_READ | // read and write access
GENERIC_WRITE,
0, // no sharing
NULL, // default security attributes
OPEN_EXISTING, // opens existing pipe
0, // default attributes
NULL); // no template file
// Break if the pipe handle is valid.
if (hPipe != INVALID_HANDLE_VALUE)
break;
// Exit if an error other than ERROR_PIPE_BUSY occurs.
if (GetLastError() != ERROR_PIPE_BUSY)
{
return -1;
}
}
dwMode = PIPE_READMODE_MESSAGE;
fSuccess = SetNamedPipeHandleState(
hPipe, // pipe handle
&dwMode, // new pipe mode
NULL, // don't set maximum bytes
NULL); // don't set maximum time
if (!fSuccess)
{
return -1;
}
return 0;
}
std::string ReadMessage()
{
char chBuf[10240];
do
{
// Read from the pipe.
fSuccess = ReadFile(
hPipe, // pipe handle
chBuf, // buffer to receive reply
10240 * sizeof(char), // size of buffer
&cbRead, // number of bytes read
NULL); // not overlapped
if (!fSuccess && GetLastError() != ERROR_MORE_DATA)
break;
} while (!fSuccess);
return std::string(chBuf);
}
int main()
{
CreatePipe("\\\\.\\pipe\\PipeL2Bot");
std::cout << "Connected to the connection pipe" << std::endl;
auto name = ReadMessage();
CloseHandle(hPipe);
std::cout << "Received main pipe name: " << name << std::endl;
std::cin.get();
CreatePipe(name);
const std::string message = "invalidate";
DWORD written;
WriteFile(hPipe, message.c_str(), message.size() + 1, &written, NULL);
while (true) {
std::cout << ReadMessage() << std::endl;
}
std::cin.get();
}

151
Client/Client.vcxproj Normal file
View File

@ -0,0 +1,151 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{d5e220d4-cba9-465c-8d1a-b97cc5e5e825}</ProjectGuid>
<RootNamespace>Client</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Client.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Client.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,182 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{54fbe631-3f9b-458c-9db2-43a868cdb806}</ProjectGuid>
<RootNamespace>InjectionLibrary</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="framework.h" />
<ClInclude Include="Injector.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="ProcessManipulation.h" />
<ClInclude Include="Trampoline.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Injector.cpp" />
<ClCompile Include="pch.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="ProcessManipulation.cpp" />
<ClCompile Include="Trampoline.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,48 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="framework.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="pch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Injector.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ProcessManipulation.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Trampoline.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="pch.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Injector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ProcessManipulation.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Trampoline.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,35 @@
#include "pch.h"
#include "Injector.h"
namespace InjectLibrary
{
HHOOK Injector::_hookHandle = nullptr;
Injector::Injector(const std::string& mutexName, int windowsMessage) : _mutexName(mutexName), _windowsMessage(windowsMessage)
{
}
void Injector::SetHook(const HINSTANCE moduleHandle)
{
if (moduleHandle) {
// Ñ ïîìîùüþ ìþòåêñà ïðîâåðÿåì, ÷òî åùå íå áûëî õóêà
HANDLE mutexHandle = CreateMutexA(nullptr, false, _mutexName.c_str());
if (GetLastError() != ERROR_ALREADY_EXISTS) {
_hookHandle = SetWindowsHookExA(_windowsMessage, (HOOKPROC)HookMessageProcedure, moduleHandle, 0);
_mutexHandle = mutexHandle;
}
else if (mutexHandle) {
CloseHandle(mutexHandle);
}
}
else {
UnhookWindowsHookEx(_hookHandle);
CloseHandle(_mutexHandle);
}
}
const LRESULT Injector::HookMessageProcedure(const DWORD code, const DWORD wParam, const DWORD lParam)
{
return CallNextHookEx(_hookHandle, code, wParam, lParam);
}
}

View File

@ -0,0 +1,23 @@
#pragma once
#include <windows.h>
#include <string>
namespace InjectLibrary
{
class Injector
{
public:
Injector(const std::string& mutexName, int windowsMessage);
virtual ~Injector() = default;
void CALLBACK SetHook(const HINSTANCE moduleHandle = nullptr);
private:
static const LRESULT CALLBACK HookMessageProcedure(const DWORD code, const DWORD wParam, const DWORD lParam);
private:
static HHOOK _hookHandle;
HANDLE _mutexHandle = nullptr;
int _windowsMessage = 0;
const std::string _mutexName;
};
};

View File

@ -0,0 +1,89 @@
#include "pch.h"
#include <algorithm>
#include "ProcessManipulation.h"
namespace InjectLibrary
{
const std::string GetProcessName(const DWORD processId)
{
HANDLE handle = OpenProcess(PROCESS_VM_READ | PROCESS_QUERY_INFORMATION, FALSE, processId);
if (handle) {
char path[MAX_PATH];
char drive[_MAX_DRIVE];
char dir[_MAX_DIR];
char fname[_MAX_FNAME];
char ext[_MAX_EXT];
GetModuleFileNameExA(handle, 0, path, sizeof(path));
_splitpath_s(path, drive, dir, fname, ext);
CloseHandle(handle);
std::string result = std::string(fname) + std::string(ext);
std::transform(result.begin(), result.end(), result.begin(), ::towlower);
return result;
}
return "";
}
const std::string GetCurrentProcessName()
{
return GetProcessName(GetCurrentProcessId());
}
void StartProcess(const DWORD processId)
{
DWORD currThread = GetCurrentThreadId();
HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, 0);
THREADENTRY32 thread;
HANDLE threadHandle;
if (snap != INVALID_HANDLE_VALUE) {
thread.dwSize = sizeof(LPTHREADENTRY32);
if (Thread32First(snap, &thread)) {
do {
if (thread.th32ThreadID != currThread && thread.th32OwnerProcessID != processId) {
threadHandle = OpenThread(THREAD_SUSPEND_RESUME, FALSE, thread.th32ThreadID);
if (threadHandle == 0) {
break;
}
ResumeThread(threadHandle);
CloseHandle(threadHandle);
}
} while (Thread32Next(snap, &thread));
}
CloseHandle(snap);
}
}
void StartCurrentProcess()
{
StartProcess(GetCurrentProcessId());
}
void StopProcess(const DWORD processId)
{
DWORD currThread = GetCurrentThreadId();
HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, 0);
THREADENTRY32 thread;
HANDLE threadHandle;
if (snap != INVALID_HANDLE_VALUE) {
thread.dwSize = sizeof(LPTHREADENTRY32);
if (Thread32First(snap, &thread)) {
do {
if (thread.th32ThreadID != currThread && thread.th32OwnerProcessID != processId) {
threadHandle = OpenThread(THREAD_SUSPEND_RESUME, FALSE, thread.th32ThreadID);
if (threadHandle == 0) {
break;
}
SuspendThread(threadHandle);
CloseHandle(threadHandle);
}
} while (Thread32Next(snap, &thread));
}
CloseHandle(snap);
}
}
void StopCurrentProcess()
{
StopProcess(GetCurrentProcessId());
}
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <windows.h>
#include <string>
namespace InjectLibrary
{
void StartProcess(const DWORD processId);
void StartCurrentProcess();
void StopProcess(const DWORD processId);
void StopCurrentProcess();
const std::string GetProcessName(const DWORD processId);
const std::string GetCurrentProcessName();
};

View File

@ -0,0 +1,66 @@
#include "pch.h"
#include "Trampoline.h"
namespace InjectLibrary
{
Trampoline::Trampoline(void* hookedFunctionAddress, void* hookPayloadFunctionAddress, const BYTE oldCodeSize) :
_hookedFunctionAddress(hookedFunctionAddress), _hookPayloadFunctionAddress(hookPayloadFunctionAddress)
{
auto size = oldCodeSize;
if (size <= 0) {
size = SIZE_OF_JUMP;
}
_trampolineLayout = new TrampolineLayout(size);
// Êîä, êîòîðûé áóäåò ñãåíåðèðîâàí â áóäóùåì äîëæåí èìåòü ðàçðåøåíèå íà âûïîëíåíèå
VirtualProtect(_trampolineLayout->code, _trampolineLayout->GetFullSize(), PAGE_EXECUTE_READWRITE, &_protect);
}
Trampoline::~Trampoline()
{
VirtualProtect(_trampolineLayout->code, _trampolineLayout->GetFullSize(), _protect, &_protect);
delete _trampolineLayout;
}
const FARPROC Trampoline::Install()
{
FillLayout();
InstallHook();
return GetAddress();
}
void Trampoline::Uninstall()
{
DWORD oldProtect;
VirtualProtect(_hookedFunctionAddress, SIZE_OF_JUMP, PAGE_EXECUTE_READWRITE, &oldProtect);
// Ïðè óäàëåíèè õóêà âåðíåì íà ìåñòî çàòåðòûå èíñòðóêöèè â ïåðåõâàòûâàåìîé ôóêíöèè
CopyMemory(_hookedFunctionAddress, _trampolineLayout->code, SIZE_OF_JUMP);
VirtualProtect(_hookedFunctionAddress, SIZE_OF_JUMP, oldProtect, &oldProtect);
}
const FARPROC Trampoline::GetAddress() const
{
return (FARPROC)(void*)_trampolineLayout->code;
}
void Trampoline::FillLayout()
{
const auto oldCodeSize = _trampolineLayout->GetOldCodeSize();
// Ñêîïèðóåì ïåðâûå oldCodeSize áàéò êîäà èç ïåðåõâàòûâàåìîé ôóíêöèè â íàø òðàìïëèí
CopyMemory(_trampolineLayout->code, _hookedFunctionAddress, oldCodeSize);
// Ïîäñ÷èòàåì 32áèòíîå ñìåùåíèå àäðåñà è çàïèøåì â íàø òðàìïëèí ïîñëå êîäà ôóêíöèè, ñêîïèðîâííîãî âûøå
_trampolineLayout->jumpInstruction->rel32 = (DWORD)_hookedFunctionAddress - ((DWORD)_trampolineLayout->code + oldCodeSize);
}
void Trampoline::InstallHook() const
{
DWORD oldProtect;
// ×òî áû èçìåíèòü êîä ïåðåõâàòûâàåìîé ôóíêöèè, îáëàñòü ïàìÿòè äîëæíà èìåòü ðàçðåøåíèå íà çàïèñü
VirtualProtect(_hookedFunctionAddress, SIZE_OF_JUMP, PAGE_EXECUTE_READWRITE, &oldProtect);
RelativeJumpLayout* instr = (RelativeJumpLayout*)((BYTE*)_hookedFunctionAddress);
// Ïîäñ÷èòàåì 32áèòíîå ñìåùåíèå àäðåñà è çàïèøåì åãî âìåñòå ñ îïêîäîì èíñòðóêöèè äæàìïà â íà÷àëî ïåðåõâàòûâàåìîé ôóíêöèè
// Äæàìï áóäåò âûïîëíåí â íàøó ôóíêöèþ, ãäå âûïîëíÿåòñÿ ðåàëüíàÿ ðàáîòà ïîñëå ïåðåõâàòà è îñóùåñòâëÿåòñÿ ïåðåõîä íà èíñòðóêöèþ òðàìïëèíà
instr->opcode = 0xe9;
instr->rel32 = (DWORD)_hookPayloadFunctionAddress - ((DWORD)_hookedFunctionAddress + SIZE_OF_JUMP);
VirtualProtect(_hookedFunctionAddress, SIZE_OF_JUMP, oldProtect, &oldProtect);
}
}

View File

@ -0,0 +1,78 @@
#pragma once
#include <windows.h>
#include <stdexcept>
namespace InjectLibrary
{
// Âûíåñåì èíñòðóêöèþ äæàìïà â îòäåëüíóþ ñòðóêòóðó, è çàïðåòèì êîìïèëÿòîðó âûðâàíèâàíèå àäðåñîâ
#pragma pack(push, 1)
struct RelativeJumpLayout
{
BYTE opcode = 0;
DWORD rel32 = 0;
};
#pragma pack(pop)
const BYTE SIZE_OF_JUMP = sizeof(RelativeJumpLayout);
struct TrampolineLayout
{
static const BYTE CODE_MAX_SIZE = 100;
// Â ýòîé ñòðóêòóðå çàïðåò íà âûðàâíèâàíèå àäðåñîâ âàæåí òîëüêî äëÿ ãåíåðèðóåìîãî êîäà
#pragma pack(push, 1)
BYTE code[CODE_MAX_SIZE] = { 0 };
#pragma pack(pop)
RelativeJumpLayout* jumpInstruction = nullptr;
TrampolineLayout(const BYTE oldCodeSize) : _oldCodeSize(oldCodeSize)
{
if (oldCodeSize < SIZE_OF_JUMP) {
throw std::overflow_error("oldCodeSize lesser than SIZE_OF_JUMP");
}
if (oldCodeSize > CODE_MAX_SIZE - SIZE_OF_JUMP) {
throw std::overflow_error("oldCodeSize greater than CODE_MAX_SIZE - SIZE_OF_JUMP");
}
// Íàñòðîèì àäðåñ èíñòðóêöèè äæàìïà íà àäðåñ, íàõîäÿùèéñÿ ñðàçó ïîñëå ðåàëüíûõ èíñòðóêöèé, êîòîðûå áóäóò ñêîïèðîâàíû èç ïåðåõâàòûâàåìîé ôóíêöèè
jumpInstruction = (RelativeJumpLayout*)((BYTE*)code + _oldCodeSize);
jumpInstruction->opcode = 0xe9;
}
const BYTE GetFullSize() const
{
return GetOldCodeSize() + SIZE_OF_JUMP;
}
const BYTE GetOldCodeSize() const
{
return _oldCodeSize;
}
private:
const BYTE _oldCodeSize = 0;
};
class Trampoline
{
public:
Trampoline(void* hookedFunctionAddress, void* hookPayloadFunctionAddress, const BYTE oldCodeSize = 0);
virtual ~Trampoline();
const FARPROC Install();
void Uninstall();
const FARPROC GetAddress() const;
Trampoline(const Trampoline&) = delete;
Trampoline& operator=(const Trampoline&) = delete;
Trampoline(const Trampoline&&) = delete;
Trampoline& operator=(const Trampoline&&) = delete;
private:
void FillLayout();
void InstallHook() const;
private:
TrampolineLayout* _trampolineLayout = nullptr;
void* _hookedFunctionAddress = nullptr;
void* _hookPayloadFunctionAddress = nullptr;
DWORD _protect = 0;
};
};

View File

@ -0,0 +1,9 @@
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <windows.h>
#include <string>
#include <Psapi.h>
#include <tlhelp32.h>
#include <map>
#include <stdexcept>

5
InjectionLibrary/pch.cpp Normal file
View File

@ -0,0 +1,5 @@
// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.

13
InjectionLibrary/pch.h Normal file
View File

@ -0,0 +1,13 @@
// pch.h: This is a precompiled header file.
// Files listed below are compiled only once, improving build performance for future builds.
// This also affects IntelliSense performance, including code completion and many code browsing features.
// However, files listed here are ALL re-compiled if any one of them is updated between builds.
// Do not add files here that you will be updating frequently as this negates the performance advantage.
#ifndef PCH_H
#define PCH_H
// add headers that you want to pre-compile here
#include "framework.h"
#endif //PCH_H

77
L2Bot.sln Normal file
View File

@ -0,0 +1,77 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.32126.317
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "L2BotCore", "L2BotCore\L2BotCore.vcxproj", "{504A5403-BA08-46DF-AA8A-B79993B56BCA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sandbox", "Sandbox\Sandbox.vcxproj", "{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}"
ProjectSection(ProjectDependencies) = postProject
{504A5403-BA08-46DF-AA8A-B79993B56BCA} = {504A5403-BA08-46DF-AA8A-B79993B56BCA}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "L2BotDll", "L2BotDll\L2BotDll.vcxproj", "{F077B130-780F-4C72-AF56-E98B104A2A7D}"
ProjectSection(ProjectDependencies) = postProject
{54FBE631-3F9B-458C-9DB2-43A868CDB806} = {54FBE631-3F9B-458C-9DB2-43A868CDB806}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client", "Client\Client.vcxproj", "{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "InjectionLibrary", "InjectionLibrary\InjectionLibrary.vcxproj", "{54FBE631-3F9B-458C-9DB2-43A868CDB806}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Debug|x64.ActiveCfg = Debug|x64
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Debug|x64.Build.0 = Debug|x64
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Debug|x86.ActiveCfg = Debug|Win32
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Debug|x86.Build.0 = Debug|Win32
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Release|x64.ActiveCfg = Release|x64
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Release|x64.Build.0 = Release|x64
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Release|x86.ActiveCfg = Release|Win32
{504A5403-BA08-46DF-AA8A-B79993B56BCA}.Release|x86.Build.0 = Release|Win32
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Debug|x64.ActiveCfg = Debug|x64
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Debug|x64.Build.0 = Debug|x64
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Debug|x86.ActiveCfg = Debug|Win32
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Debug|x86.Build.0 = Debug|Win32
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Release|x64.ActiveCfg = Release|x64
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Release|x64.Build.0 = Release|x64
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Release|x86.ActiveCfg = Release|Win32
{28B1B2BC-BB6C-483E-B18D-E532A29ED8EA}.Release|x86.Build.0 = Release|Win32
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Debug|x64.ActiveCfg = Debug|x64
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Debug|x64.Build.0 = Debug|x64
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Debug|x86.ActiveCfg = Debug|Win32
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Debug|x86.Build.0 = Debug|Win32
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Release|x64.ActiveCfg = Release|x64
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Release|x64.Build.0 = Release|x64
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Release|x86.ActiveCfg = Release|Win32
{F077B130-780F-4C72-AF56-E98B104A2A7D}.Release|x86.Build.0 = Release|Win32
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Debug|x64.ActiveCfg = Debug|x64
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Debug|x64.Build.0 = Debug|x64
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Debug|x86.ActiveCfg = Debug|Win32
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Debug|x86.Build.0 = Debug|Win32
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Release|x64.ActiveCfg = Release|x64
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Release|x64.Build.0 = Release|x64
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Release|x86.ActiveCfg = Release|Win32
{D5E220D4-CBA9-465C-8D1A-B97CC5E5E825}.Release|x86.Build.0 = Release|Win32
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Debug|x64.ActiveCfg = Debug|x64
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Debug|x64.Build.0 = Debug|x64
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Debug|x86.ActiveCfg = Debug|Win32
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Debug|x86.Build.0 = Debug|Win32
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Release|x64.ActiveCfg = Release|x64
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Release|x64.Build.0 = Release|x64
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Release|x86.ActiveCfg = Release|Win32
{54FBE631-3F9B-458C-9DB2-43A868CDB806}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {F47CE936-74D5-4FF2-AABA-0AA02AB71BA4}
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,21 @@
#pragma once
#include <cstdint>
#include <string>
#include "WorldObject.h"
namespace L2Bot::Domain::DTO
{
struct BaseItem
{
public:
const uint32_t itemId = 0;
const uint32_t amount = 0;
const bool isEquipped = 0;
const uint16_t enchantLevel = 0;
const int32_t mana = -1;
const std::string name = "";
const std::string iconName = "";
const std::string description = "";
const uint16_t weight = 0;
};
}

View File

@ -0,0 +1,16 @@
#pragma once
#include <cstdint>
#include <string>
#include "WorldObject.h"
namespace L2Bot::Domain::DTO
{
struct Drop : public WorldObject
{
public:
const uint32_t itemId = 0;
const uint32_t amount = 0;
const std::string name = "";
const std::string iconName = "";
};
}

View File

@ -0,0 +1,29 @@
#pragma once
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
#include "../ValueObjects/ExperienceInfo.h"
#include "../ValueObjects/PermanentStats.h"
#include "../ValueObjects/VariableStats.h"
#include "../ValueObjects/Reputation.h"
#include "../ValueObjects/InventoryInfo.h"
#include <cstdint>
namespace L2Bot::Domain::DTO
{
struct Hero : public WorldObject
{
public:
const ValueObjects::FullName fullName = ValueObjects::FullName();
const ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
const ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
const ValueObjects::ExperienceInfo experienceInfo = ValueObjects::ExperienceInfo();
const ValueObjects::PermanentStats permanentStats = ValueObjects::PermanentStats();
const ValueObjects::VariableStats variableStats = ValueObjects::VariableStats();
const ValueObjects::Reputation reputation = ValueObjects::Reputation();
const ValueObjects::InventoryInfo inventoryInfo = ValueObjects::InventoryInfo();
const uint32_t targetId = 0;
const bool isStanding = true;
};
}

View File

@ -0,0 +1,19 @@
#pragma once
#include <cstdint>
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../Enums/SpoilStateEnum.h"
namespace L2Bot::Domain::DTO
{
struct NPC : public WorldObject
{
public:
const bool isHostile = false;
const uint32_t npcId = 0;
const Enums::SpoilStateEnum spoilState = Enums::SpoilStateEnum::none;
const ValueObjects::FullName fullName = ValueObjects::FullName();
const ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
};
}

View File

@ -0,0 +1,13 @@
#pragma once
#include "../Enums/ObjectStateEnum.h"
namespace L2Bot::Domain::DTO
{
template <typename T>
struct ObjectState
{
public:
T object;
Enums::ObjectStateEnum state = Enums::ObjectStateEnum::none;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
namespace L2Bot::Domain::DTO
{
struct Player : public WorldObject
{
public:
const ValueObjects::FullName fullName = ValueObjects::FullName();
const ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
};
}

View File

@ -0,0 +1,22 @@
#pragma once
#include <cstdint>
#include <string>
namespace L2Bot::Domain::DTO
{
struct Skill
{
public:
const uint32_t skillId = 0;
const uint8_t level = 0;
const bool isActive = false;
const uint8_t cost = 0;
const int16_t range = 0;
const std::string name = "";
const std::string description = "";
const std::string iconName = "";
const bool isToggled = false;
const bool isCasting = false;
const bool isReloading = false;
};
}

View File

@ -0,0 +1,13 @@
#pragma once
#include <cstdint>
#include "../ValueObjects/Transform.h"
namespace L2Bot::Domain::DTO
{
struct WorldObject
{
public:
const uint32_t id = 0;
const ValueObjects::Transform transform = ValueObjects::Transform();
};
}

View File

@ -0,0 +1,97 @@
#pragma once
#include <cstdint>
#include <string>
#include "WorldObject.h"
#include "../DTO/Drop.h"
namespace L2Bot::Domain::Entities
{
class Drop : public WorldObject
{
public:
const uint32_t GetItemId() const
{
return m_ItemId;
}
const uint32_t GetAmount() const
{
return m_Amount;
}
const std::string GetName() const
{
return m_Name;
}
const std::string GetIconName() const
{
return m_IconName;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::Drop* castedDto = static_cast<const DTO::Drop*>(dto);
WorldObject::UpdateFromDTO(dto);
m_ItemId = castedDto->itemId;
m_Amount = castedDto->amount;
m_Name = castedDto->name;
m_IconName = castedDto->iconName;
}
void SaveState() override
{
WorldObject::SaveState();
m_IsNewState = false;
}
const static Drop CreateFromDTO(const DTO::Drop& dto)
{
return Drop(dto.id, dto.transform, dto.itemId, dto.amount, dto.name, dto.iconName);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::Drop* castedDto = static_cast<const DTO::Drop*>(dto);
return WorldObject::IsEqual(dto) &&
m_ItemId == castedDto->itemId &&
m_Amount == castedDto->amount &&
m_Name == castedDto->name &&
m_IconName == castedDto->iconName;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
if (m_IsNewState)
{
result.push_back({ "itemId", std::to_string(m_ItemId) });
result.push_back({ "amount", std::to_string(m_Amount) });
result.push_back({ "name", m_Name });
result.push_back({ "iconName", m_IconName });
}
return result;
}
Drop(
const uint32_t id,
const ValueObjects::Transform transform,
const uint32_t itemId,
const uint32_t amount,
const std::string name,
const std::string iconName
) :
WorldObject(id, transform),
m_ItemId(itemId),
m_Amount(amount),
m_Name(name),
m_IconName(iconName)
{
}
Drop() = default;
virtual ~Drop() = default;
private:
uint32_t m_ItemId = 0;
uint32_t m_Amount = 0;
std::string m_Name = "";
std::string m_IconName = "";
bool m_IsNewState = true;
};
}

View File

@ -0,0 +1,235 @@
#pragma once
#include "WorldObject.h"
#include "../DTO/Hero.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
#include "../ValueObjects/ExperienceInfo.h"
#include "../ValueObjects/PermanentStats.h"
#include "../ValueObjects/VariableStats.h"
#include "../ValueObjects/Reputation.h"
#include "../ValueObjects/InventoryInfo.h"
#include <cstdint>
namespace L2Bot::Domain::Entities
{
class Hero : public WorldObject
{
public:
const ValueObjects::FullName& GetFullName() const
{
return m_FullName;
}
const ValueObjects::VitalStats& GetVitalStats() const
{
return m_VitalStats;
}
const ValueObjects::Phenotype& GetPhenotype() const
{
return m_Phenotype;
}
const ValueObjects::ExperienceInfo& GetExperienceInfo() const
{
return m_ExperienceInfo;
}
const ValueObjects::PermanentStats& GetPermanentStats() const
{
return m_PermanentStats;
}
const ValueObjects::VariableStats& GetVariableStats() const
{
return m_VariableStats;
}
const ValueObjects::Reputation& GetReputation() const
{
return m_Reputation;
}
const ValueObjects::InventoryInfo& GetInventoryInfo() const
{
return m_InventoryInfo;
}
const uint32_t GetTargetId() const
{
return m_TargetId;
}
const bool IsStanding() const
{
return m_IsStanding;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::Hero* castedDto = static_cast<const DTO::Hero*>(dto);
WorldObject::UpdateFromDTO(dto);
m_FullName = castedDto->fullName;
m_VitalStats = castedDto->vitalStats;
m_Phenotype = castedDto->phenotype;
m_ExperienceInfo = castedDto->experienceInfo;
m_PermanentStats = castedDto->permanentStats;
m_VariableStats = castedDto->variableStats;
m_Reputation = castedDto->reputation;
m_InventoryInfo = castedDto->inventoryInfo;
m_TargetId = castedDto->targetId;
m_IsStanding = castedDto->isStanding;
}
void SaveState() override
{
WorldObject::SaveState();
m_PrevState =
{
m_FullName,
m_VitalStats,
m_Phenotype,
m_ExperienceInfo,
m_PermanentStats,
m_VariableStats,
m_Reputation,
m_InventoryInfo,
m_TargetId,
m_IsStanding,
false
};
}
const static Hero CreateFromDTO(const DTO::Hero& dto)
{
return Hero(
dto.id,
dto.transform,
dto.fullName,
dto.vitalStats,
dto.phenotype,
dto.experienceInfo,
dto.permanentStats,
dto.variableStats,
dto.reputation,
dto.inventoryInfo,
dto.targetId,
dto.isStanding
);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::Hero* castedDto = static_cast<const DTO::Hero*>(dto);
return WorldObject::IsEqual(dto) &&
m_FullName.IsEqual(&castedDto->fullName) &&
m_VitalStats.IsEqual(&castedDto->vitalStats) &&
m_Phenotype.IsEqual(&castedDto->phenotype) &&
m_ExperienceInfo.IsEqual(&castedDto->experienceInfo) &&
m_PermanentStats.IsEqual(&castedDto->permanentStats) &&
m_VariableStats.IsEqual(&castedDto->variableStats) &&
m_Reputation.IsEqual(&castedDto->reputation) &&
m_InventoryInfo.IsEqual(&castedDto->inventoryInfo) &&
m_TargetId == castedDto->targetId &&
m_IsStanding == castedDto->isStanding;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
if (m_PrevState.isNewState || !m_FullName.IsEqual(&m_PrevState.fullName))
{
result.push_back({ "fullName", m_FullName.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_VitalStats.IsEqual(&m_PrevState.vitalStats))
{
result.push_back({ "vitalStats", m_VitalStats.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_Phenotype.IsEqual(&m_PrevState.phenotype))
{
result.push_back({ "phenotype", m_Phenotype.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_ExperienceInfo.IsEqual(&m_PrevState.experienceInfo))
{
result.push_back({ "experienceInfo", m_ExperienceInfo.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_PermanentStats.IsEqual(&m_PrevState.permanentStats))
{
result.push_back({ "permanentStats", m_PermanentStats.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_VariableStats.IsEqual(&m_PrevState.variableStats))
{
result.push_back({ "variableStats", m_VariableStats.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_Reputation.IsEqual(&m_PrevState.reputation))
{
result.push_back({ "reputation", m_Reputation.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_InventoryInfo.IsEqual(&m_PrevState.inventoryInfo))
{
result.push_back({ "inventoryInfo", m_InventoryInfo.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || m_TargetId != m_PrevState.targetId)
{
result.push_back({ "targetId", std::to_string(m_TargetId) });
}
if (m_PrevState.isNewState || m_IsStanding != m_PrevState.isStanding)
{
result.push_back({ "isStanding", std::to_string(m_IsStanding) });
}
return result;
}
Hero(
const uint32_t id,
const ValueObjects::Transform transform,
const ValueObjects::FullName fullName,
const ValueObjects::VitalStats vitalStats,
const ValueObjects::Phenotype phenotype,
const ValueObjects::ExperienceInfo experienceInfo,
const ValueObjects::PermanentStats permanentStats,
const ValueObjects::VariableStats variableStats,
const ValueObjects::Reputation reputation,
const ValueObjects::InventoryInfo inventoryInfo,
const uint32_t targetId,
const bool isStanding
) :
WorldObject(id, transform),
m_FullName(fullName),
m_VitalStats(vitalStats),
m_Phenotype(phenotype),
m_ExperienceInfo(experienceInfo),
m_PermanentStats(permanentStats),
m_VariableStats(variableStats),
m_Reputation(reputation),
m_InventoryInfo(inventoryInfo),
m_TargetId(targetId),
m_IsStanding(isStanding)
{
}
Hero() = default;
virtual ~Hero() = default;
private:
struct State
{
ValueObjects::FullName fullName = ValueObjects::FullName();
ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
ValueObjects::ExperienceInfo experienceInfo = ValueObjects::ExperienceInfo();
ValueObjects::PermanentStats permanentStats = ValueObjects::PermanentStats();
ValueObjects::VariableStats variableStats = ValueObjects::VariableStats();
ValueObjects::Reputation reputation = ValueObjects::Reputation();
ValueObjects::InventoryInfo inventoryInfo = ValueObjects::InventoryInfo();
uint32_t targetId = 0;
bool isStanding = true;
bool isNewState = true;
};
private:
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::VitalStats m_VitalStats = ValueObjects::VitalStats();
ValueObjects::Phenotype m_Phenotype = ValueObjects::Phenotype();
ValueObjects::ExperienceInfo m_ExperienceInfo = ValueObjects::ExperienceInfo();
ValueObjects::PermanentStats m_PermanentStats = ValueObjects::PermanentStats();
ValueObjects::VariableStats m_VariableStats = ValueObjects::VariableStats();
ValueObjects::Reputation m_Reputation = ValueObjects::Reputation();
ValueObjects::InventoryInfo m_InventoryInfo = ValueObjects::InventoryInfo();
uint32_t m_TargetId = 0;
bool m_IsStanding = true;
State m_PrevState = State();
};
}

View File

@ -0,0 +1,149 @@
#pragma once
#include <cstdint>
#include "WorldObject.h"
#include "../DTO/NPC.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../Serializers/Serializable.h"
#include "../Enums/SpoilStateEnum.h"
namespace L2Bot::Domain::Entities
{
class NPC : public WorldObject
{
public:
const bool IsHostile() const
{
return m_IsHostile;
}
const uint32_t GetNpcId() const
{
return m_NpcId;
}
const bool IsSpoiled() const
{
return m_SpoilState == Enums::SpoilStateEnum::spoiled;
}
const bool CanBeSweeped() const
{
return !m_VitalStats.IsAlive() && m_SpoilState == Enums::SpoilStateEnum::sweepable;
}
const ValueObjects::FullName& GetFullName() const
{
return m_FullName;
}
const ValueObjects::VitalStats& GetVitalStats() const
{
return m_VitalStats;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::NPC* castedDto = static_cast<const DTO::NPC*>(dto);
WorldObject::UpdateFromDTO(dto);
m_IsHostile = castedDto->isHostile;
m_NpcId = castedDto->npcId;
m_SpoilState = castedDto->spoilState;
m_FullName = castedDto->fullName;
m_VitalStats = castedDto->vitalStats;
}
void SaveState() override
{
WorldObject::SaveState();
m_PrevState =
{
m_FullName,
m_SpoilState,
m_VitalStats,
false
};
}
const static NPC CreateFromDTO(const DTO::NPC& dto)
{
return NPC(
dto.id,
dto.transform,
dto.isHostile,
dto.npcId,
dto.spoilState,
dto.fullName,
dto.vitalStats
);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::NPC* castedDto = static_cast<const DTO::NPC*>(dto);
return WorldObject::IsEqual(dto) &&
m_IsHostile == castedDto->isHostile &&
m_NpcId == castedDto->npcId &&
m_SpoilState == castedDto->spoilState &&
m_FullName.IsEqual(&castedDto->fullName) &&
m_VitalStats.IsEqual(&castedDto->vitalStats);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
if (m_PrevState.isNewState || !m_FullName.IsEqual(&m_PrevState.fullName))
{
result.push_back({ "fullName", m_FullName.BuildSerializationNodes() });
}
if (m_PrevState.isNewState)
{
result.push_back({ "isHostile", std::to_string(m_IsHostile) });
result.push_back({ "npcId", std::to_string(m_NpcId) });
}
if (m_PrevState.isNewState || m_SpoilState != m_PrevState.spoilState)
{
result.push_back({ "spoilState", std::to_string(static_cast<uint32_t>(m_SpoilState)) });
}
if (m_PrevState.isNewState || !m_VitalStats.IsEqual(&m_PrevState.vitalStats))
{
result.push_back({ "vitalStats", m_VitalStats.BuildSerializationNodes() });
}
return result;
}
NPC(
const uint32_t id,
const ValueObjects::Transform transform,
const bool isHostile,
const uint32_t npcId,
const Enums::SpoilStateEnum spoilState,
const ValueObjects::FullName fullName,
const ValueObjects::VitalStats vitalStats
) :
WorldObject(id, transform),
m_IsHostile(isHostile),
m_NpcId(npcId),
m_SpoilState(spoilState),
m_FullName(fullName),
m_VitalStats(vitalStats)
{
}
NPC() = default;
virtual ~NPC() = default;
private:
struct State
{
ValueObjects::FullName fullName = ValueObjects::FullName();
Enums::SpoilStateEnum spoilState = Enums::SpoilStateEnum::none;
ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
bool isNewState = true;
};
private:
bool m_IsHostile = false;
uint32_t m_NpcId = 0;
Enums::SpoilStateEnum m_SpoilState = Enums::SpoilStateEnum::none;
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::VitalStats m_VitalStats = ValueObjects::VitalStats();
State m_PrevState = State();
};
}

View File

@ -0,0 +1,101 @@
#pragma once
#include "WorldObject.h"
#include "../DTO/Player.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
namespace L2Bot::Domain::Entities
{
class Player : public WorldObject
{
public:
const ValueObjects::FullName& GetFullName() const
{
return m_FullName;
}
const ValueObjects::Phenotype& GetPhenotype() const
{
return m_Phenotype;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::Player* castedDto = static_cast<const DTO::Player*>(dto);
WorldObject::UpdateFromDTO(dto);
m_FullName = castedDto->fullName;
m_Phenotype = castedDto->phenotype;
}
void SaveState() override
{
WorldObject::SaveState();
m_PrevState =
{
m_FullName,
m_Phenotype
};
}
const static Player CreateFromDTO(const DTO::Player& dto)
{
return Player(
dto.id,
dto.transform,
dto.fullName,
dto.phenotype
);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::Player* castedDto = static_cast<const DTO::Player*>(dto);
return WorldObject::IsEqual(dto) &&
m_FullName.IsEqual(&castedDto->fullName) &&
m_Phenotype.IsEqual(&castedDto->phenotype);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
if (m_PrevState.isNewState || !m_FullName.IsEqual(&m_PrevState.fullName))
{
result.push_back({ "fullName", m_FullName.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_Phenotype.IsEqual(&m_PrevState.phenotype))
{
result.push_back({ "phenotype", m_Phenotype.BuildSerializationNodes() });
}
return result;
}
Player(
const uint32_t id,
const ValueObjects::Transform transform,
const ValueObjects::FullName fullName,
const ValueObjects::Phenotype phenotype
) :
WorldObject(id, transform),
m_FullName(fullName),
m_Phenotype(phenotype)
{
SaveState();
}
Player() = default;
virtual ~Player() = default;
private:
struct State
{
ValueObjects::FullName fullName = ValueObjects::FullName();
ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
bool isNewState = true;
};
private:
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::Phenotype m_Phenotype = ValueObjects::Phenotype();
State m_PrevState = State();
};
}

View File

@ -0,0 +1,79 @@
#pragma once
#include <cstdint>
#include "../ValueObjects/Transform.h"
#include "../DTO/WorldObject.h"
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::Entities
{
class WorldObject : public Serializers::Serializable
{
public:
const uint32_t GetId() const
{
return m_Id;
}
const ValueObjects::Transform& GetTransform() const
{
return m_Transform;
}
virtual void UpdateFromDTO(const DTO::WorldObject* dto)
{
SaveState();
m_Id = dto->id;
m_Transform = dto->transform;
}
virtual void SaveState()
{
m_PrevState = { m_Transform, false };
}
virtual const bool IsEqual(const DTO::WorldObject* dto) const
{
return m_Id == dto->id && m_Transform.IsEqual(&dto->transform);
}
const float_t GetSqrDistance(const WorldObject& other) const
{
return m_Transform.GetSqrDistance(other.m_Transform);
}
const float_t GetHorizontalSqrDistance(const WorldObject& other) const
{
return m_Transform.GetHorizontalSqrDistance(other.m_Transform);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
result.push_back({ "id", std::to_string(GetId()) });
if (m_PrevState.isNewState || !GetTransform().IsEqual(&m_PrevState.transform))
{
result.push_back({ "transform", GetTransform().BuildSerializationNodes() });
}
return result;
}
WorldObject(const uint32_t id, const ValueObjects::Transform transform) :
m_Id(id), m_Transform(transform)
{
}
WorldObject() = default;
virtual ~WorldObject() = default;
private:
private:
struct State
{
ValueObjects::Transform transform = ValueObjects::Transform();
bool isNewState = true;
};
private:
uint32_t m_Id = 0;
ValueObjects::Transform m_Transform = ValueObjects::Transform();
State m_PrevState = State();
};
}

View File

@ -0,0 +1,99 @@
#pragma once
#include <cstdint>
namespace L2Bot::Domain::Enums
{
enum class ClassEnum : uint8_t
{
none = 255,
humanFighter = 0,
warrior,
gladiator,
warlord,
humanKnight,
paladin,
darkAvenger,
rogue,
treasureHunter,
hawkeye,
humanMystic,
humanWizard,
sorceror,
necromancer,
warlock,
cleric,
bishop,
prophet,
elvenFighter,
elvenKnight,
templeKnight,
swordsinger,
elvenScout,
plainsWalker,
silverRanger,
elvenMystic,
elvenWizard,
spellsinger,
elementalSummoner,
elvenOracle,
elvenElder,
darkElvenFighter,
palusKnight,
shillienKnight,
bladedancer,
assassin,
abyssWalker,
phantomRanger,
darkElvenMystic,
darkElvenWizard,
spellhowler,
phantomSummoner,
shillienOracle,
shillienElder,
orcFighter,
orcRaider,
destroyer,
orcMonk,
tyrant,
orcMystic,
orcShaman,
overlord,
warcryer,
dwarvenFighter,
dwarvenScavenger,
bountyHunter,
dwarvenArtisan,
warsmith,
duelist = 88,
dreadnought,
phoenixKnight,
hellKnight,
sagittarius,
adventurer,
archmage,
soultaker,
arcanaLord,
cardinal,
hierophant,
evaTemplar,
swordMuse,
windRider,
moonlightSentinel,
mysticMuse,
elementalMaster,
evaSaint,
shillienTemplar,
spectralDancer,
ghostHunter,
ghostSentinel,
stormScreamer,
spectralMaster,
shillienSaint,
titan,
grandKhauatari,
dominator,
doomcryer,
fortuneSeeker,
maestro
};
}

View File

@ -0,0 +1,12 @@
#pragma once
namespace L2Bot::Domain::Enums
{
enum class ObjectStateEnum
{
none,
created,
updated,
deleted
};
}

View File

@ -0,0 +1,15 @@
#pragma once
#include <cstdint>
namespace L2Bot::Domain::Enums
{
enum class RaceEnum : uint8_t
{
none = 255,
darkElf = 2,
dwarf = 4,
elf = 1,
human = 0,
orc = 3
};
}

View File

@ -0,0 +1,13 @@
#pragma once
#include <cstdint>
namespace L2Bot::Domain::Enums
{
enum class SpoilStateEnum : uint32_t
{
none = 0,
spoiled,
sweepable
};
};

View File

@ -0,0 +1,14 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Drop.h"
namespace L2Bot::Domain::Repositories
{
class DropRepositoryInterface : public ObjectRepositoryInterface<DTO::Drop>
{
public:
virtual const std::map<uint32_t, DTO::Drop> GetObjects() override = 0;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Hero.h"
namespace L2Bot::Domain::Repositories
{
class HeroRepositoryInterface : public ObjectRepositoryInterface<DTO::Hero>
{
public:
virtual const std::map<uint32_t, DTO::Hero> GetObjects() override = 0;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/BaseItem.h"
namespace L2Bot::Domain::Repositories
{
class ItemRepositoryInterface : public ObjectRepositoryInterface<DTO::BaseItem>
{
public:
virtual const std::map<uint32_t, DTO::BaseItem> GetObjects() override = 0;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/NPC.h"
namespace L2Bot::Domain::Repositories
{
class NPCRepositoryInterface : public ObjectRepositoryInterface<DTO::NPC>
{
public:
virtual const std::map<uint32_t, DTO::NPC> GetObjects() override = 0;
};
}

View File

@ -0,0 +1,13 @@
#pragma once
#include <cstdint>
#include <map>
namespace L2Bot::Domain::Repositories
{
template <typename T>
class ObjectRepositoryInterface
{
public:
virtual const std::map<uint32_t, T> GetObjects() = 0;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Player.h"
namespace L2Bot::Domain::Repositories
{
class PlayerRepositoryInterface : public ObjectRepositoryInterface<DTO::Player>
{
public:
virtual const std::map<uint32_t, DTO::Player> GetObjects() override = 0;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Skill.h"
namespace L2Bot::Domain::Repositories
{
class SkillRepositoryInterface : public ObjectRepositoryInterface<DTO::Skill>
{
public:
virtual const std::map<uint32_t, DTO::Skill> GetObjects() override = 0;
};
}

View File

@ -0,0 +1,26 @@
#pragma once
#include <map>
#include <vector>
#include <string>
namespace L2Bot::Domain::Serializers
{
struct Node
{
const std::string name = "";
const std::string value = "";
const std::vector<Node> children;
const bool isArray = false;
const bool isContainer = false;
Node() = delete;
Node(const std::string name, const std::string value) :
name(name), value(value)
{
}
Node(const std::string name, const std::vector<Node> children, const bool isArray = false) :
name(name), children(children), isArray(isArray), isContainer(true)
{
}
};
}

View File

@ -0,0 +1,12 @@
#pragma once
#include <vector>
#include "Node.h"
namespace L2Bot::Domain::Serializers
{
class Serializable
{
public:
virtual const std::vector<Node> BuildSerializationNodes() const = 0;
};
}

View File

@ -0,0 +1,57 @@
#pragma once
#include <vector>
#include "../DTO/ObjectState.h"
#include "Serializable.h"
namespace L2Bot::Domain::Serializers
{
template <typename T>
class SerializableStateContainer : public Serializers::Serializable
{
public:
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
for (const auto& kvp : m_Objects)
{
std::string operationName = "";
switch (kvp.state)
{
case Enums::ObjectStateEnum::created:
operationName = "created";
break;
case Enums::ObjectStateEnum::updated:
operationName = "updated";
break;
case Enums::ObjectStateEnum::deleted:
operationName = "deleted";
break;
}
if (operationName != "")
{
result.push_back(
{
m_ContainerName,
std::vector<Serializers::Node>{ { operationName, kvp.object.BuildSerializationNodes() } }
}
);
}
}
return result;
}
SerializableStateContainer(const std::vector<DTO::ObjectState<T>> objects, const std::string containerName) :
m_Objects(objects), m_ContainerName(containerName)
{
}
SerializableStateContainer() = delete;
virtual ~SerializableStateContainer() = default;
private:
const std::vector<DTO::ObjectState<T>> m_Objects;
const std::string m_ContainerName;
};
}

View File

@ -0,0 +1,57 @@
#pragma once
#include <vector>
#include "../DTO/ObjectState.h"
#include "Serializable.h"
namespace L2Bot::Domain::Serializers
{
template <typename T>
class SerializableStateContainerPtr : public Serializers::Serializable
{
public:
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
for (const auto& kvp : m_Objects)
{
std::string operationName = "";
switch (kvp.state)
{
case Enums::ObjectStateEnum::created:
operationName = "created";
break;
case Enums::ObjectStateEnum::updated:
operationName = "updated";
break;
case Enums::ObjectStateEnum::deleted:
operationName = "deleted";
break;
}
if (operationName != "")
{
result.push_back(
{
m_ContainerName,
std::vector<Serializers::Node>{ { operationName, kvp.object->BuildSerializationNodes() } }
}
);
}
}
return result;
}
SerializableStateContainerPtr(const std::vector<DTO::ObjectState<T>> objects, const std::string containerName) :
m_Objects(objects), m_ContainerName(containerName)
{
}
SerializableStateContainerPtr() = delete;
virtual ~SerializableStateContainerPtr() = default;
private:
const std::vector<DTO::ObjectState<T>> m_Objects;
const std::string m_ContainerName;
};
}

View File

@ -0,0 +1,13 @@
#pragma once
#include <string>
#include <vector>
#include "Serializable.h"
namespace L2Bot::Domain::Serializers
{
class SerializerInterface
{
public:
virtual const std::string Serialize(std::vector<Node> nodes, const bool isArray = false) const = 0;
};
}

View File

@ -0,0 +1,20 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Drop.h"
#include "../Entities/Drop.h"
#include "../Repositories/DropRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class DropService : public ObjectService<Entities::Drop, DTO::Drop>
{
public:
DropService(Repositories::DropRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~DropService() override = default;
};
}

View File

@ -0,0 +1,31 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Hero.h"
#include "../Entities/Hero.h"
#include "../Repositories/HeroRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class HeroService : public ObjectService<Entities::Hero, DTO::Hero>
{
public:
const DTO::ObjectState<Entities::Hero> GetHero()
{
const auto map = GetObjects();
if (map.size() == 0)
{
return DTO::ObjectState <Entities::Hero>{};
}
return map[0];
}
HeroService(Repositories::HeroRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~HeroService() override = default;
};
}

View File

@ -0,0 +1,20 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/BaseItem.h"
#include "../ValueObjects/BaseItem.h"
#include "../Repositories/ItemRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class ItemService : public ObjectService<ValueObjects::BaseItem, DTO::BaseItem>
{
public:
ItemService(Repositories::ItemRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~ItemService() override = default;
};
}

View File

@ -0,0 +1,20 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/NPC.h"
#include "../Entities/NPC.h"
#include "../Repositories/NPCRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class NPCService : public ObjectService<Entities::NPC, DTO::NPC>
{
public:
NPCService(Repositories::NPCRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~NPCService() override = default;
};
}

View File

@ -0,0 +1,100 @@
#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include <math.h>
#include "../DTO/ObjectState.h"
#include "../Entities/Hero.h"
#include "../Repositories/ObjectRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
template <typename T, typename U>
class ObjectService
{
public:
ObjectService(Repositories::ObjectRepositoryInterface<U>& repository) : m_Repository(repository)
{
}
ObjectService() = delete;
virtual ~ObjectService() = default;
virtual const std::vector<DTO::ObjectState<T>> GetObjects()
{
UpdateObjectsFromRepository();
std::vector<DTO::ObjectState<T>> objects;
for (const auto& kvp : m_ObjectStates) {
objects.push_back(kvp.second);
}
return objects;
}
void Invalidate()
{
m_ObjectStates.clear();
}
protected:
virtual void UpdateObjectsFromRepository()
{
auto objects = m_Repository.GetObjects();
RemoveOutdatedStates();
for (const auto& kvp : objects)
{
const auto& dto = kvp.second;
if (m_ObjectStates.contains(kvp.first))
{
if (!m_ObjectStates[kvp.first].object.IsEqual(&dto)) {
m_ObjectStates[kvp.first].object.UpdateFromDTO(&dto);
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::updated;
}
else
{
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::none;
}
}
else
{
m_ObjectStates.emplace(kvp.first, DTO::ObjectState<T>{ T::CreateFromDTO(dto), Enums::ObjectStateEnum::created });
}
}
for (auto& kvp : m_ObjectStates)
{
if (!objects.contains(kvp.second.object.GetId()))
{
m_ObjectStates[kvp.first].object.SaveState();
kvp.second.state = Enums::ObjectStateEnum::deleted;
}
}
}
private:
void RemoveOutdatedStates()
{
auto it = m_ObjectStates.begin();
while (it != m_ObjectStates.end())
{
if (it->second.state == Enums::ObjectStateEnum::deleted)
{
m_ObjectStates.erase(it++);
}
else
{
it++;
}
}
}
private:
Repositories::ObjectRepositoryInterface<U>& m_Repository;
std::map<uint32_t, DTO::ObjectState<T>> m_ObjectStates;
};
}

View File

@ -0,0 +1,99 @@
#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include <math.h>
#include "../DTO/ObjectState.h"
#include "../Entities/Hero.h"
#include "../Repositories/ObjectRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
template <typename T, typename U>
class ObjectServicePtr
{
public:
ObjectServicePtr(Repositories::ObjectRepositoryInterface<U>& repository) : m_Repository(repository)
{
}ObjectServicePtr() = delete;
virtual ~ObjectServicePtr() = default;
virtual const std::vector<DTO::ObjectState<T>> GetObjects()
{
UpdateObjectsFromRepository();
std::vector<DTO::ObjectState<T>> objects;
for (const auto& kvp : m_ObjectStates) {
objects.push_back(kvp.second);
}
return objects;
}
void Invalidate()
{
m_ObjectStates.clear();
}
protected:
virtual void UpdateObjectsFromRepository()
{
auto objects = m_Repository.GetObjects();
RemoveOutdatedStates();
for (const auto& kvp : objects)
{
const auto& dto = kvp.second;
if (m_ObjectStates.contains(kvp.first))
{
if (!m_ObjectStates[kvp.first].object->IsEqual(dto.get())) {
m_ObjectStates[kvp.first].object->UpdateFromDTO(dto.get());
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::updated;
}
else
{
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::none;
}
}
else
{
//m_ObjectStates.emplace(kvp.first, DTO::ObjectState<T>{ T::CreateFromDTO(dto), Enums::ObjectStateEnum::created });
}
}
for (auto& kvp : m_ObjectStates)
{
if (!objects.contains(kvp.second.object->GetId()))
{
m_ObjectStates[kvp.first].object->SaveState();
kvp.second.state = Enums::ObjectStateEnum::deleted;
}
}
}
private:
void RemoveOutdatedStates()
{
auto it = m_ObjectStates.begin();
while (it != m_ObjectStates.end())
{
if (it->second.state == Enums::ObjectStateEnum::deleted)
{
m_ObjectStates.erase(it++);
}
else
{
it++;
}
}
}
private:
Repositories::ObjectRepositoryInterface<U>& m_Repository;
std::map<uint32_t, DTO::ObjectState<T>> m_ObjectStates;
};
}

View File

@ -0,0 +1,20 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Player.h"
#include "../Entities/Player.h"
#include "../Repositories/PlayerRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class PlayerService : public ObjectService<Entities::Player, DTO::Player>
{
public:
PlayerService(Repositories::PlayerRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~PlayerService() override = default;
};
}

View File

@ -0,0 +1,20 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Skill.h"
#include "../ValueObjects/Skill.h"
#include "../Repositories/SkillRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class SkillService : public ObjectService<ValueObjects::Skill, DTO::Skill>
{
public:
SkillService(Repositories::SkillRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~SkillService() override = default;
};
}

View File

@ -0,0 +1,14 @@
#pragma once
#include <string>
namespace L2Bot::Domain::Transports
{
class TransportInterface
{
public:
virtual const bool Connect() = 0;
virtual const bool IsConnected() const = 0;
virtual const void Send(std::string data) = 0;
virtual const std::string Receive() = 0;
};
}

View File

@ -0,0 +1,158 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include "../DTO/BaseItem.h"
#include "../Serializers/Serializable.h"
#include "../Serializers/Node.h"
namespace L2Bot::Domain::ValueObjects
{
class BaseItem : public Serializers::Serializable
{
public:
const uint32_t GetId() const
{
return m_ItemId;
}
void UpdateFromDTO(const DTO::BaseItem* dto)
{
SaveState();
m_ItemId = dto->itemId;
m_Amount = dto->amount;
m_IsEquipped = dto->isEquipped;
m_EnchantLevel = dto->enchantLevel;
m_Mana = dto->mana;
m_Name = dto->name;
m_IconName = dto->iconName;
m_Description = dto->description;
m_Weight = dto->weight;
}
void SaveState()
{
m_PrevState =
{
m_Amount,
m_IsEquipped,
m_EnchantLevel,
m_Mana,
m_Weight,
false
};
}
const static BaseItem CreateFromDTO(const DTO::BaseItem& dto)
{
return BaseItem(
dto.itemId,
dto.amount,
dto.isEquipped,
dto.enchantLevel,
dto.mana,
dto.name,
dto.iconName,
dto.description,
dto.weight
);
}
const bool IsEqual(const DTO::BaseItem* dto) const
{
return m_ItemId == dto->itemId &&
m_Amount == dto->amount &&
m_IsEquipped == dto->isEquipped &&
m_EnchantLevel == dto->enchantLevel &&
m_Mana == dto->mana &&
m_Name == dto->name &&
m_IconName == dto->iconName &&
m_Description == dto->description &&
m_Weight == dto->weight;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
result.push_back({ "itemId", std::to_string(m_ItemId) });
if (m_PrevState.isNewState)
{
result.push_back({ "name", m_Name });
result.push_back({ "iconName", m_IconName });
result.push_back({ "description", m_Description });
}
if (m_PrevState.isNewState || m_Amount != m_PrevState.amount)
{
result.push_back({ "amount", std::to_string(m_Amount) });
}
if (m_PrevState.isNewState || m_IsEquipped != m_PrevState.isEquipped)
{
result.push_back({ "isEquipped", std::to_string(m_IsEquipped) });
}
if (m_PrevState.isNewState || m_EnchantLevel != m_PrevState.enchantLevel)
{
result.push_back({ "enchantLevel", std::to_string(m_EnchantLevel) });
}
if (m_PrevState.isNewState || m_Mana != m_PrevState.mana)
{
result.push_back({ "mana", std::to_string(m_Mana) });
}
if (m_PrevState.isNewState || m_Weight != m_PrevState.weight)
{
result.push_back({ "weight", std::to_string(m_Weight) });
}
return result;
}
BaseItem(
const uint32_t itemId,
const uint32_t amount,
const bool isEquipped,
const uint16_t enchantLevel,
const int32_t mana,
const std::string name,
const std::string iconName,
const std::string description,
const uint16_t weight
) :
m_ItemId(itemId),
m_Amount(amount),
m_IsEquipped(isEquipped),
m_EnchantLevel(enchantLevel),
m_Mana(mana),
m_Name(name),
m_IconName(iconName),
m_Description(description),
m_Weight(weight)
{
}
BaseItem() = default;
virtual ~BaseItem() = default;
private:
struct State
{
uint32_t amount = 0;
bool isEquipped = 0;
uint16_t enchantLevel = 0;
int32_t mana = -1;
uint16_t weight = 0;
bool isNewState = true;
};
private:
uint32_t m_ItemId = 0;
uint32_t m_Amount = 0;
bool m_IsEquipped = 0;
uint16_t m_EnchantLevel = 0;
int32_t m_Mana = -1;
std::string m_Name = "";
std::string m_IconName = "";
std::string m_Description = "";
uint16_t m_Weight = 0;
State m_PrevState = State();
};
}

View File

@ -0,0 +1,55 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class ExperienceInfo : public Serializers::Serializable
{
public:
const uint8_t GetLevel() const
{
return m_Level;
}
const uint8_t GetExp() const
{
return m_Exp;
}
const uint8_t GetSp() const
{
return m_Sp;
}
const bool IsEqual(const ExperienceInfo* other) const
{
return m_Level == other->m_Level && m_Exp == other->m_Exp && m_Sp == other->m_Sp;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "level", std::to_string(m_Level) },
{ "exp", std::to_string(m_Exp) },
{ "sp", std::to_string(m_Sp) }
};
}
ExperienceInfo(
const uint8_t level,
const uint32_t exp,
const uint32_t sp
) :
m_Level(level),
m_Exp(exp),
m_Sp(sp)
{
}
ExperienceInfo() = default;
virtual ~ExperienceInfo() = default;
private:
uint8_t m_Level = 0;
uint32_t m_Exp = 0;
uint32_t m_Sp = 0;
};
}

View File

@ -0,0 +1,47 @@
#pragma once
#include <string>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class FullName : public Serializers::Serializable
{
public:
const std::string& GetNickname() const
{
return m_Nickname;
}
const std::string& GetTitle() const
{
return m_Title;
}
const bool IsEqual(const FullName* other) const
{
return m_Nickname == other->m_Nickname && m_Title == other->m_Title;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "nickname", m_Nickname },
{ "title", m_Title }
};
}
FullName(
const std::string nickname,
const std::string title
) :
m_Nickname(nickname),
m_Title(title)
{
}
FullName() = default;
virtual ~FullName() = default;
private:
std::string m_Nickname = "";
std::string m_Title = "";
};
}

View File

@ -0,0 +1,61 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class InventoryInfo : public Serializers::Serializable
{
public:
const bool IsOverloaded() const
{
return m_Weight >= m_MaxWeight;
}
const uint16_t GetMaxWeight() const
{
return m_MaxWeight;
}
const uint16_t GetWeight() const
{
return m_Weight;
}
const uint16_t GetSlots() const
{
return m_Slots;
}
const bool IsEqual(const InventoryInfo* other) const
{
return m_MaxWeight == other->m_MaxWeight &&
m_Weight == other->m_Weight &&
m_Slots == other->m_Slots;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "maxWeight", std::to_string(m_MaxWeight) },
{ "weight", std::to_string(m_Weight) },
{ "slots", std::to_string(m_Slots) }
};
}
InventoryInfo(
const uint16_t maxWeight,
const uint16_t weight,
const uint16_t slots
) :
m_MaxWeight(maxWeight),
m_Weight(weight),
m_Slots(slots)
{
}
InventoryInfo() = default;
virtual ~InventoryInfo() = default;
private:
uint16_t m_MaxWeight = 0;
uint16_t m_Weight = 0;
uint16_t m_Slots = 0;
};
}

View File

@ -0,0 +1,85 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class PermanentStats : public Serializers::Serializable
{
public:
const uint16_t GetStr() const
{
return m_Str;
}
const uint16_t GetDex() const
{
return m_Dex;
}
const uint16_t GetCon() const
{
return m_Con;
}
const uint16_t GetInt() const
{
return m_Int;
}
const uint16_t GetMen() const
{
return m_Men;
}
const uint16_t GetWit() const
{
return m_Wit;
}
const bool IsEqual(const PermanentStats* other) const
{
return m_Str == other->m_Str &&
m_Dex == other->m_Dex &&
m_Con == other->m_Con &&
m_Int == other->m_Int &&
m_Men == other->m_Men &&
m_Wit == other->m_Wit;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "str", std::to_string(m_Str) },
{ "dex", std::to_string(m_Dex) },
{ "con", std::to_string(m_Con) },
{ "int", std::to_string(m_Int) },
{ "men", std::to_string(m_Men) },
{ "wit", std::to_string(m_Wit) }
};
}
PermanentStats(
uint16_t str,
uint16_t dex,
uint16_t con,
uint16_t int_,
uint16_t men,
uint16_t wit
) :
m_Str(str),
m_Dex(dex),
m_Con(con),
m_Int(int_),
m_Men(men),
m_Wit(wit)
{
}
PermanentStats() = default;
virtual ~PermanentStats() = default;
private:
uint16_t m_Str = 0;
uint16_t m_Dex = 0;
uint16_t m_Con = 0;
uint16_t m_Int = 0;
uint16_t m_Men = 0;
uint16_t m_Wit = 0;
};
}

View File

@ -0,0 +1,72 @@
#pragma once
#include "../Enums/RaceEnum.h"
#include "../Enums/ClassEnum.h"
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class Phenotype : public Serializers::Serializable
{
public:
const bool IsSubClass() const
{
return m_ActiveClass != Enums::ClassEnum::none && m_Class != m_ActiveClass;
}
const Enums::RaceEnum GetRace() const
{
return m_Race;
}
const bool IsMale() const
{
return m_IsMale;
}
const Enums::ClassEnum GetClass() const
{
return m_Class;
}
const Enums::ClassEnum GetActiveClass() const
{
return m_ActiveClass;
}
const bool IsEqual(const Phenotype* other) const
{
return m_Race == other->m_Race &&
m_IsMale == other->m_IsMale &&
m_Class == other->m_Class &&
m_ActiveClass == other->m_ActiveClass;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "race", std::to_string(static_cast<uint8_t>(m_Race)) },
{ "isMale", std::to_string(m_IsMale) },
{ "class", std::to_string(static_cast<uint8_t>(m_Class)) },
{ "activeClass", std::to_string(static_cast<uint8_t>(m_ActiveClass)) }
};
}
Phenotype(
Enums::RaceEnum race,
bool isMale,
Enums::ClassEnum class_,
Enums::ClassEnum activeClass
) :
m_Race(race),
m_IsMale(isMale),
m_Class(class_),
m_ActiveClass(activeClass)
{
}
Phenotype() = default;
virtual ~Phenotype() = default;
private:
Enums::RaceEnum m_Race = Enums::RaceEnum::none;
bool m_IsMale = true;
Enums::ClassEnum m_Class = Enums::ClassEnum::none;
Enums::ClassEnum m_ActiveClass = Enums::ClassEnum::none;
};
}

View File

@ -0,0 +1,80 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class Reputation : public Serializers::Serializable
{
public:
const bool IsPlayerKiller() const
{
return m_Karma > 0;
}
const uint16_t GetKarma() const
{
return m_Karma;
}
const uint16_t GetPkKills() const
{
return m_PkKills;
}
const uint16_t GetPvpKills() const
{
return m_PvpKills;
}
const uint8_t GetRecRemaining() const
{
return m_RecRemaining;
}
const uint8_t GetEvalScore() const
{
return m_EvalScore;
}
const bool IsEqual(const Reputation* other) const
{
return m_Karma == other->m_Karma &&
m_PkKills == other->m_PkKills &&
m_PvpKills == other->m_PvpKills &&
m_RecRemaining == other->m_RecRemaining &&
m_EvalScore == other->m_EvalScore;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "karma", std::to_string(m_Karma) },
{ "pkKills", std::to_string(m_PkKills) },
{ "pvpKills", std::to_string(m_PvpKills) },
{ "recRemaining", std::to_string(m_RecRemaining) },
{ "evalScore", std::to_string(m_EvalScore) }
};
}
Reputation(
uint16_t karma,
uint16_t pkKills,
uint16_t pvpKills,
uint8_t recRemaining,
uint8_t evalScore
) :
m_Karma(karma),
m_PkKills(pkKills),
m_PvpKills(pvpKills),
m_RecRemaining(recRemaining),
m_EvalScore(evalScore)
{
}
Reputation() = default;
virtual ~Reputation() = default;
private:
uint16_t m_Karma = 0;
uint16_t m_PkKills = 0;
uint16_t m_PvpKills = 0;
uint8_t m_RecRemaining = 0;
uint8_t m_EvalScore = 0;
};
}

View File

@ -0,0 +1,188 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include "../DTO/Skill.h"
#include "../Serializers/Serializable.h"
#include "../Serializers/Node.h"
namespace L2Bot::Domain::ValueObjects
{
class Skill : public Serializers::Serializable
{
public:
const uint32_t GetId() const
{
return m_SkillId;
}
const bool IsReadyToUse() const
{
return !m_IsCasting && !m_IsReloading;
}
void UpdateFromDTO(const DTO::Skill* dto)
{
SaveState();
m_SkillId = dto->skillId;
m_Level = dto->level;
m_IsActive = dto->isActive;
m_Cost = dto->cost;
m_Range = dto->range;
m_Name = dto->name;
m_Description = dto->description;
m_IconName = dto->iconName;
m_IsToggled = dto->isToggled;
m_IsCasting = dto->isCasting;
m_IsReloading = dto->isReloading;
}
void SaveState()
{
m_PrevState =
{
m_Cost,
m_Range,
m_Description,
m_IsToggled,
m_IsCasting,
m_IsReloading,
IsReadyToUse(),
false
};
}
const static Skill CreateFromDTO(const DTO::Skill& dto)
{
return Skill(
dto.skillId,
dto.level,
dto.isActive,
dto.cost,
dto.range,
dto.name,
dto.description,
dto.iconName,
dto.isToggled,
dto.isCasting,
dto.isReloading
);
}
const bool IsEqual(const DTO::Skill* dto) const
{
return m_SkillId == dto->skillId &&
m_Level == dto->level &&
m_IsActive == dto->isActive &&
m_Cost == dto->cost &&
m_Range == dto->range &&
m_Name == dto->name &&
m_Description == dto->description &&
m_IconName == dto->iconName &&
m_IsToggled == dto->isToggled &&
m_IsCasting == dto->isCasting &&
m_IsReloading == dto->isReloading;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
result.push_back({ "skillId", std::to_string(m_SkillId) });
result.push_back({ "level", std::to_string(m_Level) });
if (m_PrevState.isNewState)
{
result.push_back({ "isActive", std::to_string(m_IsActive) });
result.push_back({ "name", m_Name });
result.push_back({ "iconName", m_IconName });
}
if (m_PrevState.isNewState || m_Description != m_PrevState.description)
{
result.push_back({ "description", m_Description });
}
if (m_PrevState.isNewState || m_Cost != m_PrevState.cost)
{
result.push_back({ "cost", std::to_string(m_Cost) });
}
if (m_PrevState.isNewState || m_Range != m_PrevState.range)
{
result.push_back({ "range", std::to_string(m_Range) });
}
if (m_PrevState.isNewState || m_IsToggled != m_PrevState.isToggled)
{
result.push_back({ "isToggled", std::to_string(m_IsToggled) });
}
if (m_PrevState.isNewState || m_IsCasting != m_PrevState.isCasting)
{
result.push_back({ "isCasting", std::to_string(m_IsCasting) });
}
if (m_PrevState.isNewState || m_IsReloading != m_PrevState.isReloading)
{
result.push_back({ "isReloading", std::to_string(m_IsReloading) });
}
if (m_PrevState.isNewState || IsReadyToUse() != m_PrevState.isReadyToUse)
{
result.push_back({ "isReadyToUse", std::to_string(IsReadyToUse()) });
}
return result;
}
Skill(
const uint32_t skillId,
const uint8_t level,
const bool isActive,
const uint8_t cost,
const int16_t range,
const std::string& name,
const std::string& description,
const std::string& iconName,
const bool isToggled,
const bool isCasting,
const bool isReloading
) :
m_SkillId(skillId),
m_Level(level),
m_IsActive(isActive),
m_Cost(cost),
m_Range(range),
m_Name(name),
m_Description(description),
m_IconName(iconName),
m_IsToggled(isToggled),
m_IsCasting(isCasting),
m_IsReloading(isReloading)
{
}
Skill() = default;
virtual ~Skill() = default;
private:
struct State
{
uint8_t cost = 0;
int16_t range = 0;
std::string description = "";
bool isToggled = false;
bool isCasting = false;
bool isReloading = false;
bool isReadyToUse = true;
bool isNewState = true;
};
private:
uint32_t m_SkillId = 0;
uint8_t m_Level = 0;
bool m_IsActive = false;
uint8_t m_Cost = 0;
int16_t m_Range = 0;
std::string m_Name = "";
std::string m_Description = "";
std::string m_IconName = "";
bool m_IsToggled = false;
bool m_IsCasting = false;
bool m_IsReloading = false;
State m_PrevState = State();
};
}

View File

@ -0,0 +1,74 @@
#pragma once
#include "../ValueObjects/Vector3.h"
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class Transform : public Serializers::Serializable
{
public:
const Vector3& GetPosition() const
{
return m_Position;
}
const Vector3& GetRotation() const
{
return m_Rotation;
}
const Vector3& GetVelocity() const
{
return m_Velocity;
}
const Vector3& GetAcceleration() const
{
return m_Acceleration;
}
const bool IsEqual(const Transform* other) const
{
return m_Position.IsEqual(&other->m_Position) &&
m_Rotation.IsEqual(&other->m_Rotation) &&
m_Velocity.IsEqual(&other->m_Velocity) &&
m_Acceleration.IsEqual(&other->m_Acceleration);
}
const float_t GetSqrDistance(const Transform& other) const
{
return m_Position.GetSqrDistance(other.m_Position);
}
const float_t GetHorizontalSqrDistance(const Transform& other) const
{
return m_Position.GetHorizontalSqrDistance(other.m_Position);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "position", m_Position.BuildSerializationNodes() },
{ "rotation", m_Rotation.BuildSerializationNodes() },
{ "velocity", m_Velocity.BuildSerializationNodes() },
{ "acceleration", m_Acceleration.BuildSerializationNodes() }
};
}
Transform(
const Vector3 position,
const Vector3 rotation,
const Vector3 velocity,
const Vector3 acceleration
) :
m_Position(position),
m_Rotation(rotation),
m_Velocity(velocity),
m_Acceleration(acceleration)
{
}
Transform() = default;
virtual ~Transform() = default;
private:
Vector3 m_Position = Vector3();
Vector3 m_Rotation = Vector3();
Vector3 m_Velocity = Vector3();
Vector3 m_Acceleration = Vector3();
};
}

View File

@ -0,0 +1,112 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class VariableStats : public Serializers::Serializable
{
public:
const uint16_t GetAccuracy() const
{
return m_Accuracy;
}
const uint16_t GetCritRate() const
{
return m_CritRate;
}
const uint16_t GetPAttack() const
{
return m_PAttack;
}
const uint16_t GetAttackSpeed() const
{
return m_AttackSpeed;
}
const uint16_t GetPDefense() const
{
return m_PDefense;
}
const uint16_t GetEvasion() const
{
return m_Evasion;
}
const uint16_t GetMAttack() const
{
return m_MAttack;
}
const uint16_t GetMDefense() const
{
return m_MDefense;
}
const uint16_t GetCastingSpeed() const
{
return m_CastingSpeed;
}
const bool IsEqual(const VariableStats* other) const
{
return m_Accuracy == other->m_Accuracy &&
m_CritRate == other->m_CritRate &&
m_PAttack == other->m_PAttack &&
m_AttackSpeed == other->m_AttackSpeed &&
m_PDefense == other->m_PDefense &&
m_Evasion == other->m_Evasion &&
m_MAttack == other->m_MAttack &&
m_MDefense == other->m_MDefense &&
m_CastingSpeed == other->m_CastingSpeed;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "accuracy", std::to_string(m_Accuracy) },
{ "critRate", std::to_string(m_CritRate) },
{ "pAttack", std::to_string(m_PAttack) },
{ "attackSpeed", std::to_string(m_AttackSpeed) },
{ "pDefense", std::to_string(m_PDefense) },
{ "evasion", std::to_string(m_Evasion) },
{ "mAttack", std::to_string(m_MAttack) },
{ "mDefense", std::to_string(m_MDefense) },
{ "castingSpeed", std::to_string(m_CastingSpeed) }
};
}
VariableStats(
uint16_t accuracy,
uint16_t critRate,
uint16_t pAttack,
uint16_t attackSpeed,
uint16_t pDefense,
uint16_t evasion,
uint16_t mAttack,
uint16_t mDefense,
uint16_t castingSpeed
) :
m_Accuracy(accuracy),
m_CritRate(critRate),
m_PAttack(pAttack),
m_AttackSpeed(attackSpeed),
m_PDefense(pDefense),
m_Evasion(evasion),
m_MAttack(mAttack),
m_MDefense(mDefense),
m_CastingSpeed(castingSpeed)
{
}
VariableStats() = default;
virtual ~VariableStats() = default;
private:
uint16_t m_Accuracy = 0;
uint16_t m_CritRate = 0;
uint16_t m_PAttack = 0;
uint16_t m_AttackSpeed = 0;
uint16_t m_PDefense = 0;
uint16_t m_Evasion = 0;
uint16_t m_MAttack = 0;
uint16_t m_MDefense = 0;
uint16_t m_CastingSpeed = 0;
};
}

View File

@ -0,0 +1,64 @@
#pragma once
#include <math.h>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class Vector3 : public Serializers::Serializable
{
public:
const float_t GetX() const
{
return m_X;
}
const float_t GetY() const
{
return m_Y;
}
const float_t GetZ() const
{
return m_Z;
}
const bool IsEqual(const Vector3* other) const
{
float_t epsilon = 0.0001f;
return fabsf(m_X - other->m_X) < epsilon &&
fabsf(m_Y - other->m_Y) < epsilon &&
fabsf(m_Z - other->m_Z) < epsilon;
}
const float_t GetSqrDistance(const Vector3& other) const
{
return (m_X - other.m_X) * (m_X - other.m_X) +
(m_Y - other.m_Y) * (m_Y - other.m_Y) +
(m_Z - other.m_Z) * (m_Z - other.m_Z);
}
const float_t GetHorizontalSqrDistance(const Vector3& other) const
{
return (m_X - other.m_X) * (m_X - other.m_X) +
(m_Y - other.m_Y) * (m_Y - other.m_Y);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "x", std::to_string(m_X) },
{ "y", std::to_string(m_Y) },
{ "z", std::to_string(m_Z) }
};
}
Vector3(const float_t x, const float_t y, const float_t z) :
m_X(x), m_Y(y), m_Z(z)
{
}
Vector3() = default;
virtual ~Vector3() = default;
private:
float_t m_X = 0;
float_t m_Y = 0;
float_t m_Z = 0;
};
}

View File

@ -0,0 +1,89 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::ValueObjects
{
class VitalStats : public Serializers::Serializable
{
public:
const bool IsAlive() const
{
return m_MaxHp <= 0 || m_Hp > 0;
}
const uint32_t GetMaxHp() const
{
return m_MaxHp;
}
const uint32_t GetHp() const
{
return m_Hp;
}
const uint32_t GetMaxMp() const
{
return m_MaxMp;
}
const uint32_t GetMp() const
{
return m_Mp;
}
const uint32_t GetMaxCp() const
{
return m_MaxCp;
}
const uint32_t GetCp() const
{
return m_Cp;
}
const bool IsEqual(const VitalStats* other) const
{
return m_MaxHp == other->m_MaxHp &&
m_Hp == other->m_Hp &&
m_MaxMp == other->m_MaxMp &&
m_Mp == other->m_Mp &&
m_MaxCp == other->m_MaxCp &&
m_Cp == other->m_Cp;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
return std::vector<Serializers::Node>
{
{ "maxHp", std::to_string(m_MaxHp) },
{ "hp", std::to_string(m_Hp) },
{ "maxMp", std::to_string(m_MaxMp) },
{ "mp", std::to_string(m_Mp) },
{ "maxCp", std::to_string(m_MaxCp) },
{ "cp", std::to_string(m_Cp) }
};
}
VitalStats(
uint32_t maxHp,
uint32_t hp,
uint32_t maxMp,
uint32_t mp,
uint32_t maxCp,
uint32_t cp
) :
m_MaxHp(maxHp),
m_Hp(hp),
m_MaxMp(maxMp),
m_Mp(mp),
m_MaxCp(maxCp),
m_Cp(cp)
{
}
VitalStats() = default;
virtual ~VitalStats() = default;
private:
uint32_t m_MaxHp = 0;
uint32_t m_Hp = 0;
uint32_t m_MaxMp = 0;
uint32_t m_Mp = 0;
uint32_t m_MaxCp = 0;
uint32_t m_Cp = 0;
};
}

230
L2BotCore/L2BotCore.vcxproj Normal file
View File

@ -0,0 +1,230 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{504a5403-ba08-46df-aa8a-b79993b56bca}</ProjectGuid>
<RootNamespace>L2BotCore</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
</ClCompile>
<Link>
<SubSystem>
</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="Domain\DTO\BaseItem.h" />
<ClInclude Include="Domain\DTO\Skill.h" />
<ClInclude Include="Domain\Repositories\ItemRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\SkillRepositoryInterface.h" />
<ClInclude Include="Domain\Serializers\SerializableStateContainerPtr.h" />
<ClInclude Include="Domain\Services\ItemService.h" />
<ClInclude Include="Domain\Services\ObjectServicePtr.h" />
<ClInclude Include="Domain\Services\SkillService.h" />
<ClInclude Include="Domain\ValueObjects\BaseItem.h" />
<ClInclude Include="Domain\ValueObjects\Skill.h" />
<ClInclude Include="Domain\ValueObjects\Vector3.h" />
<ClInclude Include="Domain\Enums\SpoilStateEnum.h" />
<ClInclude Include="Domain\Transports\TransportInterface.h" />
<ClInclude Include="Domain\DTO\Drop.h" />
<ClInclude Include="Domain\DTO\Hero.h" />
<ClInclude Include="Domain\DTO\NPC.h" />
<ClInclude Include="Domain\DTO\ObjectState.h" />
<ClInclude Include="Domain\DTO\Player.h" />
<ClInclude Include="Domain\DTO\WorldObject.h" />
<ClInclude Include="Domain\Entities\Drop.h" />
<ClInclude Include="Domain\Entities\Hero.h" />
<ClInclude Include="Domain\Entities\NPC.h" />
<ClInclude Include="Domain\Entities\Player.h" />
<ClInclude Include="Domain\Entities\WorldObject.h" />
<ClInclude Include="Domain\Enums\ClassEnum.h" />
<ClInclude Include="Domain\Enums\ObjectStateEnum.h" />
<ClInclude Include="Domain\Enums\RaceEnum.h" />
<ClInclude Include="Domain\Repositories\DropRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\HeroRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\NPCRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\ObjectRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\PlayerRepositoryInterface.h" />
<ClInclude Include="Domain\Serializers\Node.h" />
<ClInclude Include="Domain\Serializers\Serializable.h" />
<ClInclude Include="Domain\Serializers\SerializerInterface.h" />
<ClInclude Include="Domain\Services\DropService.h" />
<ClInclude Include="Domain\Services\HeroService.h" />
<ClInclude Include="Domain\Services\NPCService.h" />
<ClInclude Include="Domain\Services\ObjectService.h" />
<ClInclude Include="Domain\Services\PlayerService.h" />
<ClInclude Include="Domain\ValueObjects\ExperienceInfo.h" />
<ClInclude Include="Domain\ValueObjects\FullName.h" />
<ClInclude Include="Domain\ValueObjects\InventoryInfo.h" />
<ClInclude Include="Domain\Serializers\SerializableStateContainer.h" />
<ClInclude Include="Domain\ValueObjects\PermanentStats.h" />
<ClInclude Include="Domain\ValueObjects\Phenotype.h" />
<ClInclude Include="Domain\ValueObjects\Reputation.h" />
<ClInclude Include="Domain\ValueObjects\Transform.h" />
<ClInclude Include="Domain\ValueObjects\VariableStats.h" />
<ClInclude Include="Domain\ValueObjects\VitalStats.h" />
<ClInclude Include="framework.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="pch.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
<LanguageStandard Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">stdcpp20</LanguageStandard>
<LanguageStandard Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">stdcpp20</LanguageStandard>
<LanguageStandard Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">stdcpp20</LanguageStandard>
<LanguageStandard Condition="'$(Configuration)|$(Platform)'=='Release|x64'">stdcpp20</LanguageStandard>
</ClCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,180 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="framework.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="pch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\Vector3.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Drop.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\WorldObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\Drop.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\Hero.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\NPC.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\Player.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\WorldObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\ClassEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\RaceEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\DropRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\DropService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\ExperienceInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\FullName.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\InventoryInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\PermanentStats.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\Phenotype.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\Reputation.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\Transform.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\VariableStats.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\VitalStats.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Hero.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\NPC.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Player.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\ObjectService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\ObjectRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\NPCService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\NPCRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\PlayerRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\PlayerService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\HeroRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\HeroService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\ObjectStateEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\ObjectState.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\Serializable.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\SerializerInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\Node.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\SerializableStateContainer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Transports\TransportInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\SpoilStateEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Skill.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\Skill.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\SkillRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\SkillService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\BaseItem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\BaseItem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\ItemRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\ItemService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\SerializableStateContainerPtr.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\ObjectServicePtr.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="pch.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

7
L2BotCore/framework.h Normal file
View File

@ -0,0 +1,7 @@
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files
#include <windows.h>
#include <math.h>
#include <cstdint>

5
L2BotCore/pch.cpp Normal file
View File

@ -0,0 +1,5 @@
// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.

13
L2BotCore/pch.h Normal file
View File

@ -0,0 +1,13 @@
// pch.h: This is a precompiled header file.
// Files listed below are compiled only once, improving build performance for future builds.
// This also affects IntelliSense performance, including code completion and many code browsing features.
// However, files listed here are ALL re-compiled if any one of them is updated between builds.
// Do not add files here that you will be updating frequently as this negates the performance advantage.
#ifndef PCH_H
#define PCH_H
// add headers that you want to pre-compile here
#include "framework.h"
#endif //PCH_H

68
L2BotDll/Application.h Normal file
View File

@ -0,0 +1,68 @@
#pragma once
#include <Windows.h>
#include <string>
#include "Services/WorldHandler.h"
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "Serializers/JsonSerializer.h"
#include "Transports/NamedPipeTransport.h"
#include "Versions/VersionAbstractFactory.h"
using namespace L2Bot::Domain;
class Application
{
public:
Application(const VersionAbstractFactory::Version version) :
m_AbstractFactory(VersionAbstractFactory::GetFactory(version, Application::RADIUS)),
m_Transport(Application::PIPE_NAME),
m_WorldHandler
(
m_AbstractFactory.GetHeroRepository(),
m_AbstractFactory.GetDropRepository(),
m_AbstractFactory.GetNPCRepository(),
m_AbstractFactory.GetPlayerRepository(),
m_AbstractFactory.GetSkillRepository(),
m_Serializer,
m_Transport
)
{
}
Application() = delete;
virtual ~Application() = default;
void Start()
{
HMODULE hEngine = GetModuleHandleA("Engine.dll");
HMODULE hCore = GetModuleHandleA("Core.dll");
m_AbstractFactory.GetNetworkHandler().Init(hEngine);
m_AbstractFactory.GetGameEngine().Init(hEngine);
m_AbstractFactory.GetL2GameData().Init(hEngine);
m_AbstractFactory.GetFName().Init(hCore);
m_WorldHandler.Start();
}
void Stop()
{
m_WorldHandler.Stop();
m_AbstractFactory.GetL2GameData().Restore();
m_AbstractFactory.GetGameEngine().Restore();
m_AbstractFactory.GetNetworkHandler().Restore();
}
private:
const VersionAbstractFactory& m_AbstractFactory;
WorldHandler m_WorldHandler;
JsonSerializer m_Serializer;
NamedPipeTransport m_Transport;
static const std::string PIPE_NAME;
static const uint16_t RADIUS;
};
const std::string Application::PIPE_NAME = std::string("PipeL2Bot");
const uint16_t Application::RADIUS = 2000;

View File

@ -0,0 +1,34 @@
#include "pch.h"
#include "Common.h"
#include <Rpc.h>
#pragma comment(lib, "Rpcrt4.lib")
std::string ConvertFromWideChar(const wchar_t* str)
{
std::wstring ws(str);
std::string result(ws.begin(), ws.end());
return result;
}
std::string GenerateUUID()
{
UUID uuid;
::ZeroMemory(&uuid, sizeof(UUID));
::UuidCreate(&uuid);
WCHAR* wszUuid = NULL;
::UuidToStringW(&uuid, (RPC_WSTR*)&wszUuid);
if (wszUuid == NULL)
{
return "";
}
std::wstring ws = wszUuid;
::RpcStringFree((RPC_WSTR*)&wszUuid);
wszUuid = NULL;
return std::string(ws.begin(), ws.end());
}

6
L2BotDll/Common/Common.h Normal file
View File

@ -0,0 +1,6 @@
#pragma once
#include <string>
std::string ConvertFromWideChar(const wchar_t* str);
std::string GenerateUUID();

View File

@ -0,0 +1,81 @@
#pragma once
#include <map>
#include <cstdint>
#include <functional>
#include <atomic>
#include <condition_variable>
#include <thread>
#include <chrono>
class TimerMap
{
public:
TimerMap() = default;
virtual ~TimerMap()
{
StopAll();
}
void StartTimer(const uint32_t key, const uint32_t milliseconds, const std::function<void(uint32_t)> callback)
{
StopTimer(key);
m_Timers[key].Start(milliseconds, callback, key);
}
void StopTimer(uint32_t key)
{
if (m_Timers.find(key) != m_Timers.end())
{
m_Timers[key].Stop();
}
}
void StopAll()
{
m_Timers.clear();
}
private:
class Timer
{
public:
void Start(const uint32_t milliseconds, const std::function<void(uint32_t)> callback, const uint32_t data)
{
m_Terminate = false;
m_Thread = std::thread([this, milliseconds, callback, data] {
std::unique_lock<std::mutex> lk(m_Mutex);
if (!m_Condition.wait_for(lk, std::chrono::milliseconds(milliseconds), [this]() { return m_Terminate == true; }))
{
callback(data);
}
});
}
void Stop()
{
m_Terminate = true;
m_Condition.notify_all();
if (m_Thread.joinable())
{
m_Thread.join();
}
}
Timer() = default;
virtual ~Timer()
{
Stop();
}
private:
std::condition_variable m_Condition;
std::mutex m_Mutex;
std::atomic_bool m_Terminate = false;
std::thread m_Thread;
};
std::map<uint32_t, Timer> m_Timers;
};

View File

@ -0,0 +1,75 @@
#include "pch.h"
#include "apihook.h"
#include "Trampoline.h"
#pragma pack(push, 1)
struct CallJmpInstr
{
BYTE opcode;
DWORD rel32;
};
#pragma pack(pop)
#pragma pack(push, 1)
struct SavedFunction
{
DWORD originalAddress;
BYTE size;
BYTE oldCode[5];
CallJmpInstr* jumpInstruction;
};
#pragma pack(pop)
/*
* Åñëè â íà÷àëå ôóíêöèè äëÿ ñïëàéñèíã ñòîèò èíñòðóêöèÿ jump (0xe9), òî îáû÷íûé ñïëàéñèíã íå áóäåò ðàáîòàòü
* Íåîáõîäèìî ïåðåñ÷èòàòü ñìåùåíèå äæàìïà èç îðèãèíàëüíîé ôóíêöèè êàê ïðè ñîõðàíåíèè, òàê è ïðè âîññòàíîâëåíèè îðèãèíàëüíîãî êîäà
*/
void recalculateRel32IfIsJump(void* dest, void* source)
{
CallJmpInstr* mayBeJump = (CallJmpInstr*)dest;
if (mayBeJump->opcode == 0xe9)
{
mayBeJump->rel32 = (DWORD)source - (DWORD)dest + mayBeJump->rel32;
}
}
BYTE saveOldFunction(void* proc, void* old)
{
CopyMemory(old, proc, 5);
recalculateRel32IfIsJump(old, proc);
CallJmpInstr* instr = (CallJmpInstr*)((BYTE*)old + 5);
instr->opcode = 0xe9;
instr->rel32 = (DWORD)((BYTE*)proc - (BYTE*)old - 5);
return 5;
}
void* splice(void* splicedFunctionAddress, void* hookFunction)
{
DWORD oldProtect;
VirtualProtect((DWORD*)splicedFunctionAddress, 5, PAGE_EXECUTE_READWRITE, &oldProtect);
void* oldFunction = malloc(255);
*(DWORD*)oldFunction = (DWORD)splicedFunctionAddress;
*((BYTE*)oldFunction + 4) = saveOldFunction((DWORD*)((BYTE*)splicedFunctionAddress), (DWORD*)((BYTE*)oldFunction + 5));
CallJmpInstr* instr = (CallJmpInstr*)((BYTE*)splicedFunctionAddress);
instr->opcode = 0xe9;
instr->rel32 = (DWORD)hookFunction - (DWORD)splicedFunctionAddress - 5;
VirtualProtect((DWORD*)splicedFunctionAddress, 5, oldProtect, &oldProtect);
return (DWORD*)((BYTE*)oldFunction + 5);
}
BOOL restore(void*& oldProc)
{
if (oldProc != 0 && *((BYTE*)(*(DWORD*)((BYTE*)oldProc - 5))) == 0xe9) {
void* proc = (DWORD*)(*(DWORD*)((BYTE*)oldProc - 5));
DWORD size = (BYTE)(*(DWORD*)((BYTE*)oldProc - 1));
DWORD oldProtect;
VirtualProtect(proc, size, PAGE_EXECUTE_READWRITE, &oldProtect);
CopyMemory(proc, oldProc, size);
recalculateRel32IfIsJump(proc, oldProc);
VirtualProtect(proc, size, oldProtect, &oldProtect);
free((DWORD*)((BYTE*)oldProc - 5));
oldProc = 0;
return TRUE;
}
return FALSE;
}

View File

@ -0,0 +1,5 @@
#pragma once
#include <Windows.h>
void* splice(void* splicedFunctionAddress, void* hookFunction);
BOOL restore(void*& oldProc);

View File

@ -0,0 +1,33 @@
#pragma once
#include <cstdint>
#include <vector>
#include "Event.h"
class AbnormalEffectChangedEvent : public Event
{
public:
static constexpr const char* name = "abnormalEffectChanged";
const std::string GetName() const
{
return std::string(name);
}
const std::vector<int32_t> GetSkillInfo() const
{
return m_SkillInfo;
}
AbnormalEffectChangedEvent(const std::vector<int32_t> skillInfo) :
m_SkillInfo(skillInfo)
{
}
AbnormalEffectChangedEvent() = delete;
virtual ~AbnormalEffectChangedEvent() = default;
private:
const std::vector<int32_t> m_SkillInfo;
};

View File

@ -0,0 +1,32 @@
#pragma once
#include <cstdint>
#include "Event.h"
class CreatureDiedEvent : public Event
{
public:
static constexpr const char* name = "creatureDied";
const std::string GetName() const
{
return std::string(name);
}
const uint32_t GetCreatureId() const
{
return m_CreatureId;
}
CreatureDiedEvent(uint32_t creatureId) :
m_CreatureId(creatureId)
{
}
CreatureDiedEvent() = delete;
virtual ~CreatureDiedEvent() = default;
private:
const uint32_t m_CreatureId;
};

12
L2BotDll/Events/Event.h Normal file
View File

@ -0,0 +1,12 @@
#pragma once
#include <string>
class Event
{
public:
virtual const std::string GetName() const = 0;
Event() = default;
virtual ~Event() = default;
};

View File

@ -0,0 +1,47 @@
#pragma once
#include <string>
#include <functional>
#include <unordered_map>
#include <vector>
#include "Event.h"
class EventDispatcher
{
public:
using Delegate = std::function<void(const Event&)>;
static EventDispatcher& GetInstance() {
static EventDispatcher instance;
return instance;
}
void Dispatch(const Event& evt)
{
const auto& name = evt.GetName();
if (m_Handlers.find(name) == m_Handlers.end())
{
return;
}
for (const auto& handler : m_Handlers[name])
{
handler(evt);
}
}
void Subscribe(std::string eventName, Delegate handler)
{
m_Handlers[eventName].push_back(handler);
}
private:
EventDispatcher() = default;
virtual ~EventDispatcher() = default;
EventDispatcher(const EventDispatcher&) = delete;
EventDispatcher& operator=(const EventDispatcher&) = delete;
private:
std::unordered_map<std::string, std::vector<Delegate>> m_Handlers;
};

View File

@ -0,0 +1,19 @@
#pragma once
#include <cstdint>
#include <vector>
#include "Event.h"
class HeroCreatedEvent : public Event
{
public:
static constexpr const char* name = "heroCreated";
const std::string GetName() const
{
return std::string(name);
}
HeroCreatedEvent() = default;
virtual ~HeroCreatedEvent() = default;
};

View File

@ -0,0 +1,17 @@
#pragma once
#include "Event.h"
class HeroDeletedEvent : public Event
{
public:
static constexpr const char* name = "heroDeleted";
const std::string GetName() const
{
return std::string(name);
}
HeroDeletedEvent() = default;
virtual ~HeroDeletedEvent() = default;
};

View File

@ -0,0 +1,32 @@
#pragma once
#include <cstdint>
#include "Event.h"
class SkillCancelledEvent : public Event
{
public:
static constexpr const char* name = "skillCancelled";
const std::string GetName() const
{
return std::string(name);
}
const uint32_t GetInitiatorId() const
{
return m_InitiatorId;
}
SkillCancelledEvent(const uint32_t initiatorId) :
m_InitiatorId(initiatorId)
{
}
SkillCancelledEvent() = delete;
virtual ~SkillCancelledEvent() = default;
private:
const uint32_t m_InitiatorId;
};

View File

@ -0,0 +1,33 @@
#pragma once
#include <cstdint>
#include <vector>
#include "Event.h"
class SkillCreatedEvent : public Event
{
public:
static constexpr const char* name = "skillCreated";
const std::string GetName() const
{
return std::string(name);
}
const std::vector<int32_t> GetSkillInfo() const
{
return m_SkillInfo;
}
SkillCreatedEvent(const std::vector<int32_t> skillInfo) :
m_SkillInfo(skillInfo)
{
}
SkillCreatedEvent() = delete;
virtual ~SkillCreatedEvent() = default;
private:
const std::vector<int32_t> m_SkillInfo;
};

View File

@ -0,0 +1,33 @@
#pragma once
#include <cstdint>
#include <vector>
#include "Event.h"
class SkillUsedEvent : public Event
{
public:
static constexpr const char* name = "skillUsed";
const std::string GetName() const
{
return std::string(name);
}
const std::vector<int32_t> GetSkillInfo() const
{
return m_SkillInfo;
}
SkillUsedEvent(const std::vector<int32_t> skillInfo) :
m_SkillInfo(skillInfo)
{
}
SkillUsedEvent() = delete;
virtual ~SkillUsedEvent() = default;
private:
const std::vector<int32_t> m_SkillInfo;
};

View File

@ -0,0 +1,18 @@
#pragma once
#include <cstdint>
#include "Event.h"
class SpoiledEvent : public Event
{
public:
static constexpr const char* name = "spoiled";
const std::string GetName() const
{
return std::string(name);
}
SpoiledEvent() = default;
virtual ~SpoiledEvent() = default;
};

238
L2BotDll/L2BotDll.vcxproj Normal file
View File

@ -0,0 +1,238 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{f077b130-780f-4c72-af56-e98b104a2a7d}</ProjectGuid>
<RootNamespace>L2BotDll</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)$(Configuration)\bin\</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\$(ProjectName)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;L2BOTDLL_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
<AdditionalIncludeDirectories>D:\Lineage 2 bot\Bot 2.0\L2Bot\InjectionLibrary;D:\Lineage 2 bot\Bot 2.0\L2Bot\L2BotCore;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;L2BOTDLL_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
<AdditionalIncludeDirectories>D:\Lineage 2 bot\Bot 2.0\L2Bot\InjectionLibrary;D:\Lineage 2 bot\Bot 2.0\L2Bot\L2BotCore;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;L2BOTDLL_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;L2BOTDLL_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="Common\apihook.h" />
<ClInclude Include="Common\Common.h" />
<ClInclude Include="Common\TimerMap.h" />
<ClInclude Include="Events\CreatureDiedEvent.h" />
<ClInclude Include="Events\Event.h" />
<ClInclude Include="Events\EventDispatcher.h" />
<ClInclude Include="Events\HeroCreatedEvent.h" />
<ClInclude Include="Events\HeroDeletedEvent.h" />
<ClInclude Include="Events\SkillCancelledEvent.h" />
<ClInclude Include="Events\SkillCreatedEvent.h" />
<ClInclude Include="Events\AbnormalEffectChangedEvent.h" />
<ClInclude Include="Events\SkillUsedEvent.h" />
<ClInclude Include="Events\SpoiledEvent.h" />
<ClInclude Include="Application.h" />
<ClInclude Include="Serializers\JsonSerializer.h" />
<ClInclude Include="Versions\Interlude\Repositories\SkillRepository.h" />
<ClInclude Include="Services\WorldHandler.h" />
<ClInclude Include="Versions\GameStructs\FNameInterface.h" />
<ClInclude Include="Versions\GameStructs\GameEngineInterface.h" />
<ClInclude Include="Versions\GameStructs\L2GameDataInterface.h" />
<ClInclude Include="Versions\Interlude\Factories\SkillFactory.h" />
<ClInclude Include="Versions\Interlude\GameStructs\GameEngineWrapper.h" />
<ClInclude Include="Versions\Interlude\GameStructs\L2GameDataWrapper.h" />
<ClInclude Include="Versions\Interlude\GameStructs\FName.h" />
<ClInclude Include="Transports\DebugViewTransport.h" />
<ClInclude Include="Versions\Interlude\Repositories\DropRepository.h" />
<ClInclude Include="framework.h" />
<ClInclude Include="Versions\GameStructs\FindObjectsTrait.h" />
<ClInclude Include="Versions\GameStructs\GameStructs.h" />
<ClInclude Include="Transports\NamedPipe.h" />
<ClInclude Include="Transports\NamedPipeTransport.h" />
<ClInclude Include="Versions\Interlude\Repositories\NPCRepository.h" />
<ClInclude Include="Versions\Interlude\Repositories\HeroRepository.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="Versions\Interlude\Repositories\PlayerRepository.h" />
<ClInclude Include="Versions\Interlude\GameStructs\GameStructs.h" />
<ClInclude Include="Versions\Interlude\GameStructs\L2ParamStack.h" />
<ClInclude Include="Versions\Interlude\GameStructs\NetworkHandlerWrapper.h" />
<ClInclude Include="Versions\GameStructs\NetworkHandlerInterface.h" />
<ClInclude Include="Versions\Interlude\Factories\DropFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\HeroFactory.h" />
<ClInclude Include="Versions\Interlude\AbstractFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\NPCFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\PlayerFactory.h" />
<ClInclude Include="Versions\VersionAbstractFactory.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Common\apihook.cpp" />
<ClCompile Include="Common\Common.cpp" />
<ClCompile Include="dllmain.cpp" />
<ClCompile Include="pch.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="Versions\Interlude\GameStructs\GameEngineWrapper.cpp" />
<ClCompile Include="Versions\Interlude\GameStructs\L2GameDataWrapper.cpp" />
<ClCompile Include="Versions\Interlude\GameStructs\FName.cpp" />
<ClCompile Include="Versions\Interlude\GameStructs\L2ParamStack.cpp" />
<ClCompile Include="Versions\Interlude\GameStructs\NetworkHandlerWrapper.cpp" />
<ClCompile Include="Versions\VersionAbstractFactory.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\InjectionLibrary\InjectionLibrary.vcxproj">
<Project>{54fbe631-3f9b-458c-9db2-43a868cdb806}</Project>
</ProjectReference>
<ProjectReference Include="..\L2BotCore\L2BotCore.vcxproj">
<Project>{504a5403-ba08-46df-aa8a-b79993b56bca}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,186 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="framework.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="pch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Common\apihook.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\GameStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\GameStructs\NetworkHandlerWrapper.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\HeroRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\NPCRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\DropRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Transports\DebugViewTransport.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\PlayerRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Transports\NamedPipeTransport.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Transports\NamedPipe.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Common\Common.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\GameStructs\FName.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\GameStructs\L2GameDataWrapper.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\VersionAbstractFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\DropFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\HeroFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\NPCFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\PlayerFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\AbstractFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\Event.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\SpoiledEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\EventDispatcher.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\CreatureDiedEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\NetworkHandlerInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\GameStructs\GameStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\FindObjectsTrait.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\L2GameDataInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\FNameInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Application.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Services\WorldHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\SkillFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\SkillRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\GameEngineInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\GameStructs\GameEngineWrapper.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\GameStructs\L2ParamStack.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\SkillCreatedEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\SkillUsedEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\SkillCancelledEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Common\TimerMap.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\HeroCreatedEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\HeroDeletedEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Events\AbnormalEffectChangedEvent.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Serializers\JsonSerializer.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="pch.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Common\apihook.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Versions\Interlude\GameStructs\NetworkHandlerWrapper.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Common\Common.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Versions\Interlude\GameStructs\FName.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Versions\Interlude\GameStructs\L2GameDataWrapper.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Versions\VersionAbstractFactory.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Versions\Interlude\GameStructs\L2ParamStack.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Versions\Interlude\GameStructs\GameEngineWrapper.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,39 @@
#pragma once
#include "Domain/Serializers/SerializerInterface.h"
#include "Domain/Serializers/Node.h"
using namespace L2Bot::Domain;
class JsonSerializer : public Serializers::SerializerInterface
{
public:
const std::string Serialize(std::vector<Serializers::Node> nodes, const bool isArray = false) const override
{
std::string result = isArray ? "[" : "{";
for (auto it = nodes.begin(); it != nodes.end(); ++it)
{
if (!isArray)
{
result += "\"" + it->name + "\":";
}
if (it->isContainer)
{
result += Serialize(it->children, it->isArray);
}
else
{
result += "\"" + it->value + "\"";
}
if (std::next(it) != nodes.end())
{
result += ",";
}
}
result += isArray ? "]" : "}";
return result;
}
};

View File

@ -0,0 +1,168 @@
#pragma once
#include <cstdint>
#include <thread>
#include <Windows.h>
#include "Domain/Services/DropService.h"
#include "Domain/Services/HeroService.h"
#include "Domain/Services/NPCService.h"
#include "Domain/Services/PlayerService.h"
#include "Domain/Services/SkillService.h"
#include "Domain/Serializers/SerializableStateContainer.h"
#include "Domain/Serializers/SerializerInterface.h"
#include "Domain/Repositories/DropRepositoryInterface.h"
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "Domain/Transports/TransportInterface.h"
using namespace L2Bot::Domain;
class WorldHandler
{
public:
WorldHandler(
Repositories::HeroRepositoryInterface& heroRepository,
Repositories::DropRepositoryInterface& dropRepository,
Repositories::NPCRepositoryInterface& npcRepository,
Repositories::PlayerRepositoryInterface& playerRepository,
Repositories::SkillRepositoryInterface& skillRepository,
const Serializers::SerializerInterface& serializer,
Transports::TransportInterface& transport
) :
m_DropService(Services::DropService(dropRepository)),
m_HeroService(Services::HeroService(heroRepository)),
m_NPCService(Services::NPCService(npcRepository)),
m_PlayerService(Services::PlayerService(playerRepository)),
m_SkillService(Services::SkillService(skillRepository)),
m_Serializer(serializer),
m_Transport(transport)
{
}
void Start()
{
m_ConnectingThread = std::thread(&WorldHandler::Connect, this);
m_SendingThread = std::thread(&WorldHandler::Send, this);
m_ReceivingThread = std::thread(&WorldHandler::Receive, this);
}
void Stop()
{
m_Stopped = true;
if (m_ConnectingThread.joinable())
{
m_ConnectingThread.join();
}
if (m_SendingThread.joinable())
{
m_SendingThread.join();
}
if (m_ReceivingThread.joinable())
{
m_ReceivingThread.join();
}
}
virtual ~WorldHandler()
{
Stop();
}
private:
void Send()
{
while (!m_Stopped)
{
const auto& data = GetData();
if (m_Transport.IsConnected())
{
for (const auto& item : data)
{
m_Transport.Send(
m_Serializer.Serialize({ item })
);
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
}
void Receive()
{
while (!m_Stopped)
{
if (m_Transport.IsConnected())
{
const std::string& response = m_Transport.Receive();
if (response == "invalidate")
{
Invalidate();
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
}
void Connect()
{
while (!m_Stopped)
{
if (!m_Transport.IsConnected())
{
m_Transport.Connect();
}
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
}
const std::vector<Serializers::Node> GetData()
{
std::vector<Serializers::Serializable*> items
{
new Serializers::SerializableStateContainer<Entities::Hero>(m_HeroService.GetObjects(), "hero"),
new Serializers::SerializableStateContainer<Entities::Drop>(m_DropService.GetObjects(), "drop"),
new Serializers::SerializableStateContainer<Entities::NPC>(m_NPCService.GetObjects(), "npc"),
new Serializers::SerializableStateContainer<Entities::Player>(m_PlayerService.GetObjects(), "player"),
new Serializers::SerializableStateContainer<ValueObjects::Skill>(m_SkillService.GetObjects(), "skill")
};
std::vector<Serializers::Node> result;
for (const auto& item : items)
{
for (const auto node : item->BuildSerializationNodes())
{
result.push_back(node);
}
}
for (const auto& item : items)
{
delete item;
}
return result;
}
void Invalidate()
{
m_HeroService.Invalidate();
m_DropService.Invalidate();
m_NPCService.Invalidate();
m_PlayerService.Invalidate();
m_SkillService.Invalidate();
}
private:
Services::DropService m_DropService;
Services::HeroService m_HeroService;
Services::NPCService m_NPCService;
Services::PlayerService m_PlayerService;
Services::SkillService m_SkillService;
const Serializers::SerializerInterface& m_Serializer;
Transports::TransportInterface& m_Transport;
bool m_Stopped = false;
std::thread m_ConnectingThread;
std::thread m_SendingThread;
std::thread m_ReceivingThread;
};

View File

@ -0,0 +1,34 @@
#pragma once
#include "Domain/Transports/TransportInterface.h"
#include <Windows.h>
#include <thread>
using namespace L2Bot::Domain;
class DebugViewTransport : public Transports::TransportInterface
{
public:
const bool Connect() override
{
return true;
}
const bool IsConnected() const
{
return true;
}
const void Send(std::string data) override
{
OutputDebugStringA(data.c_str());
}
const std::string Receive() override
{
// delay imitation
std::this_thread::sleep_for(std::chrono::milliseconds(50));
return "";
}
DebugViewTransport() = default;
virtual ~DebugViewTransport() = default;
};

View File

@ -0,0 +1,193 @@
#pragma once
#include <Windows.h>
#include <string>
#include <cstdint>
#define BUFFER_SIZE 16384
class NamedPipe
{
public:
const bool Connect(const std::string& pipeName)
{
if (m_Pipe == NULL || m_PipeName != pipeName)
{
if (m_Pipe != NULL) {
DisconnectNamedPipe(m_Pipe);
CloseHandle(m_Pipe);
}
else
{
CreateOverlapped(m_ConntectingOverlapped);
CreateOverlapped(m_ReadingOverlapped);
CreateOverlapped(m_WritingOverlapped);
}
m_Pipe = CreateNamedPipeA(("\\\\.\\pipe\\" + pipeName).c_str(),
PIPE_ACCESS_DUPLEX | FILE_FLAG_OVERLAPPED,
PIPE_TYPE_MESSAGE | PIPE_READMODE_MESSAGE | PIPE_WAIT,
PIPE_UNLIMITED_INSTANCES,
BUFFER_SIZE * sizeof(char),
BUFFER_SIZE * sizeof(char),
NMPWAIT_USE_DEFAULT_WAIT,
NULL
);
if (m_Pipe == INVALID_HANDLE_VALUE)
{
OutputDebugStringA(std::to_string(GetLastError()).c_str());
return false;
}
}
else
{
DisconnectNamedPipe(m_Pipe);
}
TryToConnect();
WaitForMultipleObjects(1, &m_ConntectingOverlapped.hEvent, false, INFINITE);
DWORD ret;
m_Connected = GetOverlappedResult(m_Pipe, &m_ConntectingOverlapped, &ret, false);
m_PipeName = pipeName;
return m_Connected;
}
void Send(const std::string& message)
{
if (!m_Connected)
{
return;
}
DWORD written;
const auto result = WriteFile(m_Pipe, message.c_str(), message.size() + 1, &written, &m_WritingOverlapped);
const auto lastError = GetLastError();
if (!result)
{
if (lastError == ERROR_IO_PENDING)
{
WaitForMultipleObjects(1, &m_WritingOverlapped.hEvent, false, INFINITE);
DWORD ret;
const auto overlappedResult = GetOverlappedResult(m_Pipe, &m_WritingOverlapped, &ret, false);
if (!overlappedResult)
{
m_Connected = false;
}
}
else
{
m_Connected = false;
}
}
}
const std::string Receive()
{
if (!m_Connected)
{
return "";
}
DWORD dwRead;
char* buffer = new char[BUFFER_SIZE];
const auto result = ReadFile(m_Pipe, buffer, BUFFER_SIZE * sizeof(char), &dwRead, &m_ReadingOverlapped);
const auto lastError = GetLastError();
if (!result)
{
if (lastError == ERROR_IO_PENDING)
{
WaitForMultipleObjects(1, &m_ReadingOverlapped.hEvent, false, INFINITE);
DWORD ret;
const auto overlappedResult = GetOverlappedResult(m_Pipe, &m_ReadingOverlapped, &ret, false);
if (!overlappedResult)
{
delete[] buffer;
m_Connected = false;
return "";
}
}
else
{
delete[] buffer;
m_Connected = false;
return "";
}
}
std::string message = std::string(buffer);
delete[] buffer;
return message;
}
const bool IsConnected() const
{
return m_Connected;
}
virtual ~NamedPipe()
{
if (m_Pipe != NULL)
{
CloseHandle(m_Pipe);
}
}
NamedPipe() = default;
private:
void TryToConnect()
{
const bool connected = ConnectNamedPipe(m_Pipe, &m_ConntectingOverlapped) == 0;
if (!connected)
{
OutputDebugStringA(std::to_string(GetLastError()).c_str());
}
switch (GetLastError())
{
// The overlapped connection in progress.
case ERROR_IO_PENDING:
break;
// Client is already connected, so signal an event.
case ERROR_PIPE_CONNECTED:
if (SetEvent(m_ConntectingOverlapped.hEvent))
break;
// If an error occurs during the connect operation...
default:
OutputDebugStringA(std::to_string(GetLastError()).c_str());
}
}
void CreateOverlapped(OVERLAPPED& overlapped)
{
if (overlapped.hEvent == NULL)
{
overlapped.hEvent = CreateEvent(NULL, TRUE, TRUE, NULL);
if (overlapped.hEvent == NULL)
{
OutputDebugStringA(std::to_string(GetLastError()).c_str());
return;
}
overlapped.Offset = 0;
overlapped.OffsetHigh = 0;
}
}
private:
std::string m_PipeName = "";
HANDLE m_Pipe = NULL;
bool m_Connected = false;
OVERLAPPED m_ConntectingOverlapped = OVERLAPPED();
OVERLAPPED m_ReadingOverlapped = OVERLAPPED();
OVERLAPPED m_WritingOverlapped = OVERLAPPED();
};

View File

@ -0,0 +1,76 @@
#pragma once
#include "Domain/Transports/TransportInterface.h"
#include <Windows.h>
#include "NamedPipe.h"
#include "../Common/Common.h"
using namespace L2Bot::Domain;
class NamedPipeTransport : public Transports::TransportInterface
{
public:
const bool Connect() override
{
OutputDebugStringA(m_PipeName.c_str());
if (!m_ConnectionPipe.Connect(m_PipeName))
{
return false;
}
OutputDebugStringA("Client connected to connection pipe");
const std::string mainPipeName = GenerateUUID();
m_ConnectionPipe.Send("\\\\.\\pipe\\" + mainPipeName);
OutputDebugStringA("Name of main pipe sended");
if (!m_Pipe.Connect(mainPipeName))
{
OutputDebugStringA(std::to_string(GetLastError()).c_str());
return false;
}
OutputDebugStringA("Client connected to main pipe");
m_Pipe.Send("Hello!");
return true;
}
const void Send(std::string data) override
{
if (!m_Pipe.IsConnected())
{
return;
}
m_Pipe.Send(data);
}
const std::string Receive() override
{
if (!m_Pipe.IsConnected())
{
return "";
}
return m_Pipe.Receive();
}
const bool IsConnected() const override
{
return m_Pipe.IsConnected();
}
NamedPipeTransport(const std::string& pipeName) :
m_PipeName(pipeName)
{
}
NamedPipeTransport() = delete;
virtual ~NamedPipeTransport() = default;
private:
NamedPipe m_ConnectionPipe;
NamedPipe m_Pipe;
std::string m_PipeName = "";
};

View File

@ -0,0 +1,12 @@
#pragma once
#include "GameStructs.h"
class FNameInterface
{
public:
FNameInterface() = default;
virtual ~FNameInterface() = default;
virtual void Init(HMODULE hModule) = 0;
};

View File

@ -0,0 +1,31 @@
#pragma once
#include <map>
#include <math.h>
#include <functional>
#include "GameStructs.h"
class FindObjectsTrait
{
public:
template <typename T>
std::map<uint32_t, T> GetAllObjects(float_t radius, std::function<const T(float_t, int32_t)> getNextObject) const
{
std::map<uint32_t, T> result;
auto object = getNextObject(radius, -1);
while (object)
{
if (result.find(object->objectId) != result.end()) {
break;
}
else {
result.emplace(object->objectId, object);
}
object = getNextObject(radius, object->objectId);
}
return result;
}
};

View File

@ -0,0 +1,13 @@
#pragma once
#include <Windows.h>
class GameEngineInterface
{
public:
GameEngineInterface() = default;
virtual ~GameEngineInterface() = default;
virtual void Init(HMODULE hModule) = 0;
virtual void Restore() = 0;
};

View File

@ -0,0 +1,184 @@
#pragma once
#include "pch.h"
namespace L2
{
enum class UserType : int32_t
{
NPC = 1,
USER = 0
};
enum class Race : int32_t
{
DARK_ELF = 2,
DWARF = 4,
ELF = 1,
HUMAN = 0,
ORC = 3
};
enum class Gender : int32_t
{
FEMALE = 1,
MALE = 0
};
enum class ItemSlot : int32_t
{
BABYPET = 4194304,
BACK = 8192,
CHEST = 1024,
DHAIR = 524288,
FACE = 262144,
FEET = 4096,
FULL_ARMOR = 32768,
GLOVES = 512,
HAIR = 65536,
HATCHLING = 1048576,
HEAD = 64,
L_EAR = 4,
L_FINGER = 32,
L_HAND = 256,
LEGS = 2048,
LR_HAND = 16384,
NECK = 8,
NONE = 0,
R_EAR = 2,
R_FINGER = 16,
LoR_EAR = L_EAR | R_EAR,
LoR_FINGER = L_FINGER | R_FINGER,
R_HAND = 128,
STRIDER = 2097152,
UNDERWEAR = 1,
WOLF = 131072
};
enum class ItemDataType : int32_t
{
ARMOR = 1,
ETC = 2,
WEAPON = 0
};
enum class ItemType2 : int16_t
{
ACCESSORY = 2,
MONEY = 4,
OTHER = 5,
PET_BABY = 9,
PET_HATCHLING = 7,
PET_STRIDER = 8,
PET_WOLF = 6,
QUEST = 3,
SHIELD_ARMOR = 1,
WEAPON = 0
};
enum class CrystalType : int32_t
{
A = 4,
B = 3,
C = 2,
D = 1,
NG = 0,
S = 5,
NONE = -1
};
enum class WeaponType : int32_t
{
BLUNT = 2,
BOW = 6,
DAGGER = 3,
DUALSWORD = 8,
ETC = 7,
FISHING_ROD = 10,
FIST = 5,
PET = 9,
POLE = 4,
SHIELD = 0,
SWORD = 1
};
enum class ArmorType : int32_t
{
NONE = 0,
HEAVY = 2,
LIGHT = 1,
ROBE = 3
};
class UserWear
{
public:
char pad_0000[4]; //0x0000
int32_t leftEarring; //0x0004
int32_t rightEarring; //0x0008
int32_t neclace; //0x000C
int32_t leftRing; //0x0010
int32_t rightRing; //0x0014
int32_t helmet; //0x0018
int32_t weapon; //0x001C
int32_t shield; //0x0020
int32_t gloves; //0x0024
int32_t breastplate; //0x0028
int32_t gaiters; //0x002C
int32_t boots; //0x0030
char pad_0034[64]; //0x0034
}; //Size: 0x0074
class FColor
{
public:
uint8_t r; //0x0000
uint8_t g; //0x0001
uint8_t b; //0x0002
uint8_t a; //0x0003
}; //Size: 0x0004
class FVector
{
public:
float x = 0; //0x0000
float y = 0; //0x0004
float z = 0; //0x0008
}; //Size: 0x000C
class FRotator
{
public:
int32_t Pitch; //0x0000
int32_t Yaw; //0x0004
int32_t Roll; //0x0008
}; //Size: 0x000C
#pragma pack(push, 1)
struct NetworkPacket
{
unsigned char id, _padding1, exid, _padding2;
unsigned short size, _padding3;
unsigned char* data;
};
#pragma pack(pop)
struct SystemMessagePacket : NetworkPacket
{
enum class Type
{
ALREADY_SPOILED = 357,
SPOIL_SUCCESS = 612,
};
const uint32_t GetMessageId() const
{
return ((uint32_t*)data)[0];
}
};
enum class NetworkPacketId
{
SYSTEM_MESSAGE = 0x64
};
}

View File

@ -0,0 +1,13 @@
#pragma once
#include "GameStructs.h"
class L2GameDataInterface
{
public:
L2GameDataInterface() = default;
virtual ~L2GameDataInterface() = default;
virtual void Init(HMODULE hModule) = 0;
virtual void Restore() = 0;
};

View File

@ -0,0 +1,13 @@
#pragma once
#include <Windows.h>
class NetworkHandlerInterface
{
public:
NetworkHandlerInterface() = default;
virtual ~NetworkHandlerInterface() = default;
virtual void Init(HMODULE hModule) = 0;
virtual void Restore() = 0;
};

View File

@ -0,0 +1,93 @@
#pragma once
#include "../VersionAbstractFactory.h"
#include "Factories/HeroFactory.h"
#include "Factories/DropFactory.h"
#include "Factories/NPCFactory.h"
#include "Factories/PlayerFactory.h"
#include "Factories/SkillFactory.h"
#include "Repositories/HeroRepository.h"
#include "Repositories/DropRepository.h"
#include "Repositories/NPCRepository.h"
#include "Repositories/PlayerRepository.h"
#include "Repositories/SkillRepository.h"
#include "GameStructs/NetworkHandlerWrapper.h"
#include "GameStructs/GameEngineWrapper.h"
#include "GameStructs/L2GameDataWrapper.h"
#include "GameStructs/FName.h"
namespace Interlude
{
class AbstractFactory : public VersionAbstractFactory
{
public:
AbstractFactory(const uint16_t radius) :
m_Radius(radius)
{
}
AbstractFactory() = delete;
virtual ~AbstractFactory() = default;
HeroRepository& GetHeroRepository() const override
{
static auto factory = HeroFactory();
static auto result = HeroRepository(
GetNetworkHandler(),
factory
);
return result;
}
DropRepository& GetDropRepository() const override
{
static auto factory = DropFactory(GetL2GameData(), GetFName());
static auto result = DropRepository(
GetNetworkHandler(),
factory,
m_Radius
);
return result;
}
NPCRepository& GetNPCRepository() const override
{
static auto factory = NPCFactory();
static auto result = NPCRepository(GetNetworkHandler(), factory, m_Radius);
return result;
}
PlayerRepository& GetPlayerRepository() const override
{
static auto factory = PlayerFactory();
static auto result = PlayerRepository(GetNetworkHandler(), factory, m_Radius);
return result;
}
SkillRepository& GetSkillRepository() const override
{
static auto factory = SkillFactory(GetL2GameData(), GetFName());
static auto result = SkillRepository(GetNetworkHandler(), factory);
return result;
}
NetworkHandlerWrapper& GetNetworkHandler() const override
{
static NetworkHandlerWrapper result;
return result;
}
GameEngineWrapper& GetGameEngine() const override
{
static GameEngineWrapper result;
return result;
}
L2GameDataWrapper& GetL2GameData() const override
{
static L2GameDataWrapper result;
return result;
}
FName& GetFName() const override
{
static FName result;
return result;
}
private:
const uint16_t m_Radius;
};
}

Some files were not shown because too many files have changed in this diff Show More