chore: initial commit

This commit is contained in:
Anna 2022-09-02 22:59:45 -04:00
commit 7f249fcedb
9 changed files with 1422 additions and 0 deletions

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namespace OrangeGuidanceTomestone;
public class Messages {
internal static readonly string[] Templates = {
"{0} ahead",
"No {0} ahead",
"{0} required ahead",
"Be wary of {0}",
"Try {0}",
"Likely {0}",
"First off, {0}",
"Seek {0}",
"Still no {0}...",
"Why is it always {0}?",
"If only I had a {0}...",
"Didn't expect {0}...",
"Visions of {0}...",
"Could this be a {0}?",
"Time for {0}",
"{0}, O {0}",
"Behold, {0}!",
"Offer {0}",
"Praise the {0}",
"Let there be {0}",
"Ahh, {0}...",
"{0}",
"{0}!",
"{0}?",
"{0}...",
};
internal static readonly string[] Conjunctions = {
"and then",
"or",
"but",
"therefore",
"in short",
"except",
"by the way",
"so to speak",
"all the more",
",",
};
internal static readonly Dictionary<string, string[]> Words = new() {
["Enemies"] = new[] {
"enemy",
"weak foe",
"strong foe",
"monster",
"dragon",
"boss",
"sentry",
"group",
"pack",
"decoy",
"undead",
"soldier",
"knight",
"cavalier",
"archer",
"sniper",
"mage",
"ordnance",
"monarch",
"lord",
"demi-human",
"outsider",
"giant",
"horse",
"dog",
"wolf",
"rat",
"beast",
"bird",
"raptor",
"snake",
"crab",
"prawn",
"octopus",
"bug",
"scarab",
"slug",
"wraith",
"skeleton",
"monstrosity",
"ill-omened creature",
},
["People"] = new[] {
"Tarnished",
"warrior",
"swordfighter",
"knight",
"samurai",
"sorcerer",
"cleric",
"sage",
"merchant",
"teacher",
"master",
"friend",
"lover",
"old dear",
"old codger",
"angel",
"fat coinpurse",
"pauper",
"good sort",
"wicked sort",
"plump sort",
"skinny sort",
"lovable sort",
"pathetic sort",
"strange sort",
"nimble sort",
"laggardly sort",
"invisible sort",
"unfathomable sort",
"giant sort",
"sinner",
"thief",
"liar",
"dastard",
"traitor",
"pair",
"trio",
"noble",
"aristocrat",
"hero",
"champion",
"monarch",
"lord",
"god",
},
["Things"] = new[] {
"item",
"necessary item",
"precious item",
"something",
"something incredible",
"treasure chest",
"corpse",
"coffin",
"trap",
"armament",
"shield",
"bow",
"projectile weapon",
"armor",
"talisman",
"skill",
"sorcery",
"incantation",
"map",
"material",
"flower",
"grass",
"tree",
"fruit",
"seed",
"mushroom",
"tear",
"crystal",
"butterfly",
"bug",
"dung",
"grace",
"door",
"key",
"ladder",
"lever",
"lift",
"spiritspring",
"sending gate",
"stone astrolabe",
"Birdseye Telescope",
"message",
"bloodstain",
"Erdtree",
"Elden Ring",
},
["Battle Tactics"] = new[] {
"close-quarters battle",
"ranged battle",
"horseback battle",
"luring out",
"defeating one-by-one",
"taking on all at once",
"rushing in",
"stealth",
"mimicry",
"confusion",
"pursuit",
"fleeing",
"summoning",
"circling around",
"jumping off",
"dashing through",
"brief respite",
},
["Actions"] = new[] {
"attacking",
"jump attack",
"running attack",
"critical hit",
"two-handing",
"blocking",
"parrying",
"guard counter",
"sorcery",
"incantation",
"skill",
"summoning",
"throwing",
"healing",
"running",
"rolling",
"backstepping",
"jumping",
"crouching",
"target lock",
"item crafting",
"gesturing",
},
["Situations"] = new[] {
"morning",
"noon",
"evening",
"night",
"clear sky",
"overcast",
"rain",
"storm",
"mist",
"snow",
"patrolling",
"procession",
"crowd",
"surprise attack",
"ambush",
"pincer attack",
"beating to a pulp",
"battle",
"reinforcements",
"ritual",
"explosion",
"high spot",
"defensible spot",
"climbable spot",
"bright spot",
"dark spot",
"open area",
"cramped area",
"hiding place",
"sniping spot",
"recon spot",
"safety",
"danger",
"gorgeous view",
"detour",
"hidden path",
"secret passage",
"shortcut",
"dead end",
"looking away",
"unnoticed",
"out of stamina",
},
["Places"] = new[] {
"high road",
"checkpoint",
"bridge",
"castle",
"fort",
"city",
"ruins",
"church",
"tower",
"camp site",
"house",
"cemetery",
"underground tomb",
"tunnel",
"cave",
"evergaol",
"great tree",
"cellar",
"surface",
"underground",
"forest",
"river",
"lake",
"bog",
"mountain",
"valley",
"cliff",
"waterside",
"nest",
"hole",
},
["Directions"] = new[] {
}
};
internal Messages() {
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<PropertyGroup>
<Dalamud>$(AppData)\XIVLauncher\addon\Hooks\dev</Dalamud>
</PropertyGroup>
<PropertyGroup Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))'">
<Dalamud>$(DALAMUD_HOME)</Dalamud>
</PropertyGroup>
<PropertyGroup Condition="'$(IsCI)' == 'true'">
<Dalamud>$(HOME)/dalamud</Dalamud>
</PropertyGroup>
<ItemGroup>
<Reference Include="Dalamud">
<HintPath>$(Dalamud)\Dalamud.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="FFXIVClientStructs">
<HintPath>$(Dalamud)\FFXIVClientStructs.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="ImGui.NET">
<HintPath>$(Dalamud)\ImGui.NET.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="ImGuiScene">
<HintPath>$(Dalamud)\ImGuiScene.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Lumina">
<HintPath>$(Dalamud)\Lumina.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Lumina.Excel">
<HintPath>$(Dalamud)\Lumina.Excel.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="DalamudPackager" Version="2.1.8" />
<PackageReference Include="Fody" Version="6.6.3">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Resourcer.Fody" Version="1.8.0" />
<PackageReference Include="YamlDotNet" Version="12.0.0" />
</ItemGroup>
<ItemGroup>
<None Remove="elden-ring.yaml" />
<EmbeddedResource Include="elden-ring.yaml" />
</ItemGroup>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OrangeGuidanceTomestone", "OrangeGuidanceTomestone.csproj", "{659AF372-61D1-4134-AB48-DD3B7E7B0031}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{659AF372-61D1-4134-AB48-DD3B7E7B0031}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{659AF372-61D1-4134-AB48-DD3B7E7B0031}.Debug|Any CPU.Build.0 = Debug|Any CPU
{659AF372-61D1-4134-AB48-DD3B7E7B0031}.Release|Any CPU.ActiveCfg = Release|Any CPU
{659AF372-61D1-4134-AB48-DD3B7E7B0031}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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namespace OrangeGuidanceTomestone;
[Serializable]
public class Pack {
public string Name { get; init; }
public Guid Id { get; init; }
public string[] Templates { get; init; }
public string[] Conjunctions { get; init; }
public List<WordList> Words { get; init; }
}
[Serializable]
public class WordList {
public string Name { get; init; }
public string[] Words { get; init; }
}

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using Dalamud.IoC;
using Dalamud.Plugin;
namespace OrangeGuidanceTomestone;
public class Plugin : IDalamudPlugin {
public string Name => "Orange Guidance Tomestone";
[PluginService]
internal DalamudPluginInterface Interface { get; init; }
public Plugin() {
}
public void Dispose() {
throw new NotImplementedException();
}
}

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using System.Text;
using ImGuiNET;
namespace OrangeGuidanceTomestone;
public class PluginUi : IDisposable {
private Plugin Plugin { get; }
private int _pack;
private int _part1 = -1;
private (int, int) _word1 = (-1, -1);
private int _part2 = -1;
private (int, int) _word2 = (-1, -1);
private int _conj = -1;
internal PluginUi(Plugin plugin) {
this.Plugin = plugin;
this.Plugin.Interface.UiBuilder.Draw += this.Draw;
}
public void Dispose() {
this.Plugin.Interface.UiBuilder.Draw -= this.Draw;
}
private void Draw() {
if (!ImGui.Begin("Orange Guidance Tomestone")) {
ImGui.End();
return;
}
void DrawPicker(string id, IReadOnlyList<string> items, ref int x) {
var preview = x == -1 ? "" : items[x];
if (!ImGui.BeginCombo(id, preview)) {
return;
}
for (var i = 0; i < Messages.Templates.Length; i++) {
var template = Messages.Templates[i].Replace("{0}", "****");
if (ImGui.Selectable(template, i == x)) {
x = i;
}
}
ImGui.EndCombo();
}
void DrawWordPicker(string id, IReadOnlyList<WordList> words, ref (int, int) x) {
var preview = x != (-1, -1) ? "" : words[x.Item1].Words[x.Item2];
if (!ImGui.BeginCombo(id, preview)) {
return;
}
for (var listIdx = 0; listIdx < words.Count; listIdx++) {
var list = words[listIdx];
if (ImGui.BeginMenu(list.Name)) {
for (var wordIdx = 0; wordIdx < list.Words.Length; wordIdx++) {
if (ImGui.MenuItem(list.Words[wordIdx])) {
x = (listIdx, wordIdx);
}
}
ImGui.EndMenu();
}
}
ImGui.EndCombo();
}
var pack = new YamlDotNet.Serialization.Deserializer().Deserialize<Pack>(Resourcer.Resource.AsString("elden-ring.yaml"));
if (this._part1 == -1) {
ImGui.TextUnformatted("****");
} else {
var preview = new StringBuilder();
var template1 = pack.Templates[this._part1];
var word1 = this._word1 == (-1, -1) ? "****" : pack.Words[this._word1.Item1].Words[this._word1.Item2];
preview.Append(string.Format(template1, word1));
if (this._conj != -1) {
var conj = pack.Conjunctions[this._conj];
if (conj.Length == 1 && char.IsPunctuation(conj[0])) {
preview.Append(conj);
} else {
preview.Append('\n');
preview.Append(conj);
preview.Append(' ');
}
var template2 = pack.Templates[this._part2];
var word2 = this._word2 == (-1, -1) ? "****" : pack.Words[this._word2.Item1].Words[this._word2.Item2];
preview.Append(string.Format(template2, word2));
}
}
ImGui.Separator();
DrawPicker("Template##part-1", pack.Templates, ref this._part1);
DrawWordPicker("Word##word-1", pack.Words, ref this._word1);
DrawPicker("Conjugation##conj", pack.Conjunctions, ref this._conj);
DrawPicker("Template##part-2", pack.Templates, ref this._part2);
DrawWordPicker("Word##word-2", pack.Words, ref this._word1);
ImGui.End();
}
}

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// using System.Text;
//
// namespace OrangeGuidanceTomestone;
//
// internal class Template {
// internal static readonly Template[] All = {
// // new(new []{})
// };
//
// internal IReadOnlyList<TemplatePart> Parts { get; }
// // internal IReadOnlyList<string> Conjunctions { get; }
// internal uint Variables { get; }
//
//
// internal Template(IReadOnlyList<TemplatePart> parts) {
// this.Parts = parts;
// // this.Conjunctions = conjunctions;
//
// // if (this.Parts.Count - 1 != this.Conjunctions.Count) {
// // throw new ArgumentException("should have one less conjunction than parts");
// // }
//
// this.Variables = (uint) this.Parts.Select(part => (int) part.Variables).Sum();
// }
//
// internal string Format(params object[] variables) {
// var result = new StringBuilder();
// var varIdx = 0;
// for (var i = 0; i < this.Parts.Count; i++) {
// var part = this.Parts[i];
// result.Append(part.Format(variables[varIdx..(varIdx + (int) part.Variables)]));
// varIdx += (int) part.Variables;
//
// // if (i == this.Parts.Count - 1) {
// // continue;
// // }
//
// // var conj = this.Conjunctions[i - 1];
// // result.Append(conj)
// }
//
// return result.ToString();
// }
// }
//
// internal class TemplatePart {
// internal string Template { get; }
// internal uint Variables { get; }
//
// internal TemplatePart(string template, uint variables) {
// this.Template = template;
// var count = 0;
// var lastIndex = -1;
// while (true) {
// lastIndex = this.Template.IndexOf("%s", lastIndex + 1, StringComparison.Ordinal);
// if (lastIndex == -1) {
// break;
// }
//
// count += 1;
// }
//
// this.Variables = count;
// }
//
// internal string Format(params object[] variables) {
// return string.Format(this.Template, variables);
// }
// }

446
client/elden-ring.yaml Normal file
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name: Elden Ring
id: 8169c792-3d7c-44eb-aeee-9823c8521ae6
templates:
- '{0} ahead'
- 'No {0} ahead'
- '{0} required ahead'
- 'Be wary of {0}'
- 'Try {0}'
- 'Likely {0}'
- 'First off, {0}'
- 'Seek {0}'
- 'Still no {0}...'
- 'Why is it always {0}?'
- 'If only I had a {0}...'
- 'Didn''t expect {0}...'
- 'Visions of {0}...'
- 'Could this be a {0}?'
- 'Time for {0}'
- '{0}, O {0}'
- 'Behold, {0}!'
- 'Offer {0}'
- 'Praise the {0}'
- 'Let there be {0}'
- 'Ahh, {0}...'
- '{0}'
- '{0}!'
- '{0}?'
- '{0}...'
conjunctions:
- 'and then'
- 'or'
- 'but'
- 'therefore'
- 'in short'
- 'except'
- 'by the way'
- 'so to speak'
- 'all the more'
- ','
words:
- name: Enemies
words:
- 'enemy'
- 'weak foe'
- 'strong foe'
- 'monster'
- 'dragon'
- 'boss'
- 'sentry'
- 'group'
- 'pack'
- 'decoy'
- 'undead'
- 'soldier'
- 'knight'
- 'cavalier'
- 'archer'
- 'sniper'
- 'mage'
- 'ordnance'
- 'monarch'
- 'lord'
- 'demi-human'
- 'outsider'
- 'giant'
- 'horse'
- 'dog'
- 'wolf'
- 'rat'
- 'beast'
- 'bird'
- 'raptor'
- 'snake'
- 'crab'
- 'prawn'
- 'octopus'
- 'bug'
- 'scarab'
- 'slug'
- 'wraith'
- 'skeleton'
- 'monstrosity'
- 'ill-omened creature'
- name: People
words:
- 'Tarnished'
- 'warrior'
- 'swordfighter'
- 'knight'
- 'samurai'
- 'sorcerer'
- 'cleric'
- 'sage'
- 'merchant'
- 'teacher'
- 'master'
- 'friend'
- 'lover'
- 'old dear'
- 'old codger'
- 'angel'
- 'fat coinpurse'
- 'pauper'
- 'good sort'
- 'wicked sort'
- 'plump sort'
- 'skinny sort'
- 'lovable sort'
- 'pathetic sort'
- 'strange sort'
- 'nimble sort'
- 'laggardly sort'
- 'invisible sort'
- 'unfathomable sort'
- 'giant sort'
- 'sinner'
- 'thief'
- 'liar'
- 'dastard'
- 'traitor'
- 'pair'
- 'trio'
- 'noble'
- 'aristocrat'
- 'hero'
- 'champion'
- 'monarch'
- 'lord'
- 'god'
- name: Things
words:
- 'item'
- 'necessary item'
- 'precious item'
- 'something'
- 'something incredible'
- 'treasure chest'
- 'corpse'
- 'coffin'
- 'trap'
- 'armament'
- 'shield'
- 'bow'
- 'projectile weapon'
- 'armor'
- 'talisman'
- 'skill'
- 'sorcery'
- 'incantation'
- 'map'
- 'material'
- 'flower'
- 'grass'
- 'tree'
- 'fruit'
- 'seed'
- 'mushroom'
- 'tear'
- 'crystal'
- 'butterfly'
- 'bug'
- 'dung'
- 'grace'
- 'door'
- 'key'
- 'ladder'
- 'lever'
- 'lift'
- 'spiritspring'
- 'sending gate'
- 'stone astrolabe'
- 'Birdseye Telescope'
- 'message'
- 'bloodstain'
- 'Erdtree'
- 'Elden Ring'
- name: Battle Tactics
words:
- 'close-quarters battle'
- 'ranged battle'
- 'horseback battle'
- 'luring out'
- 'defeating one-by-one'
- 'taking on all at once'
- 'rushing in'
- 'stealth'
- 'mimicry'
- 'confusion'
- 'pursuit'
- 'fleeing'
- 'summoning'
- 'circling around'
- 'jumping off'
- 'dashing through'
- 'brief respite'
- name: Actions
words:
- 'attacking'
- 'jump attack'
- 'running attack'
- 'critical hit'
- 'two-handing'
- 'blocking'
- 'parrying'
- 'guard counter'
- 'sorcery'
- 'incantation'
- 'skill'
- 'summoning'
- 'throwing'
- 'healing'
- 'running'
- 'rolling'
- 'backstepping'
- 'jumping'
- 'crouching'
- 'target lock'
- 'item crafting'
- 'gesturing'
- name: Situations
words:
- 'morning'
- 'noon'
- 'evening'
- 'night'
- 'clear sky'
- 'overcast'
- 'rain'
- 'storm'
- 'mist'
- 'snow'
- 'patrolling'
- 'procession'
- 'crowd'
- 'surprise attack'
- 'ambush'
- 'pincer attack'
- 'beating to a pulp'
- 'battle'
- 'reinforcements'
- 'ritual'
- 'explosion'
- 'high spot'
- 'defensible spot'
- 'climbable spot'
- 'bright spot'
- 'dark spot'
- 'open area'
- 'cramped area'
- 'hiding place'
- 'sniping spot'
- 'recon spot'
- 'safety'
- 'danger'
- 'gorgeous view'
- 'detour'
- 'hidden path'
- 'secret passage'
- 'shortcut'
- 'dead end'
- 'looking away'
- 'unnoticed'
- 'out of stamina'
- name: Places
words:
- 'high road'
- 'checkpoint'
- 'bridge'
- 'castle'
- 'fort'
- 'city'
- 'ruins'
- 'church'
- 'tower'
- 'camp site'
- 'house'
- 'cemetery'
- 'underground tomb'
- 'tunnel'
- 'cave'
- 'evergaol'
- 'great tree'
- 'cellar'
- 'surface'
- 'underground'
- 'forest'
- 'river'
- 'lake'
- 'bog'
- 'mountain'
- 'valley'
- 'cliff'
- 'waterside'
- 'nest'
- 'hole'
- name: Directions
words:
- 'east'
- 'west'
- 'south'
- 'north'
- 'ahead'
- 'behind'
- 'left'
- 'right'
- 'center'
- 'up'
- 'down'
- 'edge'
- name: Body Parts
words:
- 'head'
- 'stomach'
- 'back'
- 'arms'
- 'legs'
- 'rump'
- 'tail'
- 'core'
- 'fingers'
- name: Affinities
words:
- 'physical'
- 'standard'
- 'striking'
- 'slashing'
- 'piercing'
- 'fire'
- 'lightning'
- 'magic'
- 'holy'
- 'poison'
- 'toxic'
- 'scarlet rot'
- 'blood loss'
- 'frost'
- 'sleep'
- 'madness'
- 'death'
- name: Concepts
words:
- 'life'
- 'Death'
- 'light'
- 'dark'
- 'stars'
- 'fire'
- 'Order'
- 'chaos'
- 'joy'
- 'wrath'
- 'suffering'
- 'sadness'
- 'comfort'
- 'bliss'
- 'misfortune'
- 'good fortune'
- 'bad luck'
- 'hope'
- 'despair'
- 'victory'
- 'defeat'
- 'research'
- 'faith'
- 'abundance'
- 'rot'
- 'loyalty'
- 'injustice'
- 'secret'
- 'opportunity'
- 'pickle'
- 'clue'
- 'friendship'
- 'love'
- 'bravery'
- 'vigor'
- 'fortitude'
- 'confidence'
- 'distracted'
- 'unguarded'
- 'introspection'
- 'regret'
- 'resignation'
- 'futility'
- 'on the brink'
- 'betrayal'
- 'revenge'
- 'destruction'
- 'recklessness'
- 'calmness'
- 'vigilance'
- 'tranquility'
- 'sound'
- 'tears'
- 'sleep'
- 'depths'
- 'dregs'
- 'fear'
- 'sacrifice'
- 'ruin'
- name: Phrases
words:
- 'good luck'
- 'look carefully'
- 'listen carefully'
- 'think carefully'
- 'well done'
- 'I did it!'
- 'I''ve failed...'
- 'here!'
- 'not here!'
- 'don''t you dare!'
- 'do it!'
- 'I can''t take this...'
- 'don''t think'
- 'so lonely...'
- 'here again...'
- 'just getting started'
- 'stay calm'
- 'keep moving'
- 'turn back'
- 'give up'
- 'don''t give up'
- 'help me...'
- 'I don''t believe it...'
- 'too high up'
- 'I want to go home...'
- 'it''s like a dream...'
- 'seems familiar...'
- 'beautiful...'
- 'you don''t have the right'
- 'are you ready?'