Documentation ¶
Index ¶
- Constants
- func ReadUIntFromBuffer(bytes []byte, offset uint, size IntType) uint
- type GameReader
- func (gd *GameReader) Corpses(playerPosition data.Position, hover data.HoverData) data.Monsters
- func (gd *GameReader) FPS() int
- func (gd *GameReader) GetData() data.Data
- func (gd *GameReader) GetKeyBindings() data.KeyBindings
- func (gd *GameReader) GetPlayerUnit(mainPlayerUnit RawPlayerUnit) data.PlayerUnit
- func (gd *GameReader) GetRawPlayerUnits() RawPlayerUnits
- func (gd *GameReader) GetSelectedCharacterName() string
- func (gd *GameReader) GetStates(statsListExPtr uintptr) state.States
- func (gd *GameReader) InCharacterSelectionScreen() bool
- func (gd *GameReader) InGame() bool
- func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverData) data.Inventory
- func (gd *GameReader) IsInCharacterCreationScreen() bool
- func (gd *GameReader) IsInCharacterSelectionScreen() bool
- func (gd *GameReader) IsInLobby() bool
- func (gd *GameReader) IsIngame() bool
- func (gd *GameReader) IsOnline() bool
- func (gd *GameReader) IsWidgetVisible(widgetName string) (bool, error)
- func (gd *GameReader) LastGameName() string
- func (gd *GameReader) LastGamePass() string
- func (gd *GameReader) LegacyGraphics() bool
- func (gd *GameReader) Monsters(playerPosition data.Position, hover data.HoverData) data.Monsters
- func (gd *GameReader) Objects(playerPosition data.Position, hover data.HoverData) []data.Object
- func (gd *GameReader) TerrorZones() (areas []area.ID)
- func (gd *GameReader) UpdateWidgets() map[string]map[string]interface{}
- type IntType
- type ModuleInfo
- type Offset
- type Process
- func (p Process) Close() error
- func (p Process) FindPattern(memory []byte, pattern, mask string) uintptr
- func (p Process) FindPatternByOperand(memory []byte, pattern, mask string) uintptr
- func (p Process) GetPID() uint32
- func (p Process) ReadBytesFromMemory(address uintptr, size uint) []byte
- func (p *Process) ReadPointer(address uintptr, size int) (uintptr, error)
- func (p Process) ReadStringFromMemory(address uintptr, size uint) string
- func (p Process) ReadUInt(address uintptr, size IntType) uint
- func (p *Process) ReadWidgetContainer(address uintptr, full bool) (map[string]interface{}, error)
- func (p *Process) ReadWidgetList(listPointer uintptr, listSize int) (map[string]map[string]interface{}, error)
- type RawPlayerUnit
- type RawPlayerUnits
Constants ¶
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const ( Uint8 = 1 Uint16 = 2 Uint32 = 4 Uint64 = 8 )
Variables ¶
This section is empty.
Functions ¶
Types ¶
type GameReader ¶
type GameReader struct { Process // contains filtered or unexported fields }
func NewGameReader ¶
func NewGameReader(process Process) *GameReader
func (*GameReader) FPS ¶
func (gd *GameReader) FPS() int
func (*GameReader) GetData ¶
func (gd *GameReader) GetData() data.Data
func (*GameReader) GetKeyBindings ¶
func (gd *GameReader) GetKeyBindings() data.KeyBindings
func (*GameReader) GetPlayerUnit ¶
func (gd *GameReader) GetPlayerUnit(mainPlayerUnit RawPlayerUnit) data.PlayerUnit
func (*GameReader) GetRawPlayerUnits ¶
func (gd *GameReader) GetRawPlayerUnits() RawPlayerUnits
func (*GameReader) GetSelectedCharacterName ¶
func (gd *GameReader) GetSelectedCharacterName() string
func (*GameReader) InCharacterSelectionScreen ¶
func (gd *GameReader) InCharacterSelectionScreen() bool
TODO: Take a look to better ways to get this data, now it's very flakky, is just a random memory position + not in game
func (*GameReader) InGame ¶
func (gd *GameReader) InGame() bool
func (*GameReader) Inventory ¶
func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverData) data.Inventory
func (*GameReader) IsInCharacterCreationScreen ¶
func (gd *GameReader) IsInCharacterCreationScreen() bool
func (*GameReader) IsInCharacterSelectionScreen ¶
func (gd *GameReader) IsInCharacterSelectionScreen() bool
func (*GameReader) IsInLobby ¶
func (gd *GameReader) IsInLobby() bool
func (*GameReader) IsIngame ¶
func (gd *GameReader) IsIngame() bool
func (*GameReader) IsOnline ¶
func (gd *GameReader) IsOnline() bool
func (*GameReader) IsWidgetVisible ¶
func (gd *GameReader) IsWidgetVisible(widgetName string) (bool, error)
IsWidgetVisible checks if any child widget on the PanelManager has the same name and has the Active and Visible booleans on.
func (*GameReader) LastGameName ¶
func (gd *GameReader) LastGameName() string
func (*GameReader) LastGamePass ¶
func (gd *GameReader) LastGamePass() string
func (*GameReader) LegacyGraphics ¶
func (gd *GameReader) LegacyGraphics() bool
func (*GameReader) TerrorZones ¶
func (gd *GameReader) TerrorZones() (areas []area.ID)
func (*GameReader) UpdateWidgets ¶
func (gd *GameReader) UpdateWidgets() map[string]map[string]interface{}
type ModuleInfo ¶
type ModuleInfo struct { ProcessID uint32 ModuleBaseAddress uintptr ModuleBaseSize uint32 ModuleHandle syscall.Handle ModuleName string }
func GetProcessModules ¶
func GetProcessModules(processID uint32) ([]ModuleInfo, error)
type Process ¶
type Process struct {
// contains filtered or unexported fields
}
func NewProcess ¶
func NewProcessForPID ¶
func (Process) FindPattern ¶
func (Process) FindPatternByOperand ¶
func (Process) ReadBytesFromMemory ¶
func (*Process) ReadPointer ¶
ReadPointer reads a pointer from the specified memory address.
func (Process) ReadStringFromMemory ¶
func (*Process) ReadWidgetContainer ¶
ReadWidgetContainer reads the WidgetContainer structure.
type RawPlayerUnit ¶
type RawPlayerUnits ¶
type RawPlayerUnits []RawPlayerUnit
func (RawPlayerUnits) GetCorpse ¶
func (pu RawPlayerUnits) GetCorpse() RawPlayerUnit
func (RawPlayerUnits) GetMainPlayer ¶
func (pu RawPlayerUnits) GetMainPlayer() RawPlayerUnit
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