├── .gitignore ├── preview.png ├── .gitattributes ├── Redirect ├── icon.png ├── Redirect.json ├── packages.lock.json ├── Redirection.cs ├── Configuration.cs ├── Redirect.csproj ├── Services.cs ├── Plugin.cs ├── Actions.cs ├── ExtensionMethods.cs ├── PluginUI.cs └── GameHooks.cs ├── Redirect.sln ├── README.md └── LICENSE /.gitignore: -------------------------------------------------------------------------------- 1 | obj/ 2 | .vs/ 3 | bin/ 4 | -------------------------------------------------------------------------------- /preview.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cairthenn/Redirect/HEAD/preview.png -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /Redirect/icon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cairthenn/Redirect/HEAD/Redirect/icon.png -------------------------------------------------------------------------------- /Redirect/Redirect.json: -------------------------------------------------------------------------------- 1 | { 2 | "ApplicableVersion": "any", 3 | "Author": "Cair", 4 | "Tags": [ 5 | "jobs", 6 | "utility" 7 | ], 8 | "Description": "Easily change the targeting priority for spells and abilities. Queue macros and ground-targeted actions! Type /redirect to configure.", 9 | "InternalName": "Redirect", 10 | "Name": "Redirect", 11 | "Punchline": "Simple mouseover and ground-targeting action integration", 12 | "RepoUrl": "https://github.com/cairthenn/Redirect" 13 | } 14 | -------------------------------------------------------------------------------- /Redirect/packages.lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": 1, 3 | "dependencies": { 4 | "net9.0-windows7.0": { 5 | "DalamudPackager": { 6 | "type": "Direct", 7 | "requested": "[13.0.0, )", 8 | "resolved": "13.0.0", 9 | "contentHash": "Mb3cUDSK/vDPQ8gQIeuCw03EMYrej1B4J44a1AvIJ9C759p9XeqdU9Hg4WgOmlnlPe0G7ILTD32PKSUpkQNa8w==" 10 | }, 11 | "DotNet.ReproducibleBuilds": { 12 | "type": "Direct", 13 | "requested": "[1.2.25, )", 14 | "resolved": "1.2.25", 15 | "contentHash": "xCXiw7BCxHJ8pF6wPepRUddlh2dlQlbr81gXA72hdk4FLHkKXas7EH/n+fk5UCA/YfMqG1Z6XaPiUjDbUNBUzg==" 16 | } 17 | } 18 | } 19 | } -------------------------------------------------------------------------------- /Redirect/Redirection.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Newtonsoft.Json; 4 | 5 | namespace Redirect { 6 | [Serializable] 7 | public class Redirection { 8 | public uint ID { get; init; } 9 | public List Priority { get; set; } = new(); 10 | 11 | [JsonIgnore] 12 | public int Count => Priority!.Count; 13 | 14 | [JsonIgnore] 15 | public string this[int i] { 16 | get { return Priority[i]; } 17 | set { Priority[i] = value; } 18 | } 19 | 20 | public void RemoveAt(int i) => Priority.RemoveAt(i); 21 | public void Add(string value) => Priority.Add(value); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Redirect/Configuration.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Dalamud.Configuration; 4 | 5 | namespace Redirect { 6 | 7 | [Serializable] 8 | public class Configuration : IPluginConfiguration { 9 | public int Version { get; set; } = 1; 10 | public bool DefaultMouseoverFriendly { get; set; } = false; 11 | public bool DefaultModelMouseoverFriendly { get; set; } = false; 12 | public bool DefaultMouseoverHostile { get; set; } = false; 13 | public bool DefaultModelMouseoverHostile { get; set; } = false; 14 | public bool DefaultMouseoverGround { get; set; } = false; 15 | public bool DefaultCursorMouseover { get; set; } = false; 16 | public bool EnableMacroQueueing { get; set; } = false; 17 | public bool QueueGroundActions { get; set; } = false; 18 | public bool IgnoreErrors { get; set; } = true; 19 | public string DefaultRedirection { get; set; } = "UI Mouseover"; 20 | public Dictionary Redirections { get; set; } = new(); 21 | 22 | public void Save() { 23 | Services.Interface.SavePluginConfig(this); 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Redirect/Redirect.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 1.2.5.1 7 | Action target switching plugin for Dalamud. 8 | Cair © 2021 - 2025 9 | https://github.com/cairthenn/Redirect 10 | 11 | 12 | 13 | net9.0-windows7.0 14 | x64 15 | enable 16 | latest 17 | true 18 | false 19 | false 20 | true 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | PreserveNewest 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | -------------------------------------------------------------------------------- /Redirect/Services.cs: -------------------------------------------------------------------------------- 1 | using Dalamud.Game; 2 | using Dalamud.Game.ClientState.Objects; 3 | using Dalamud.IoC; 4 | using Dalamud.Plugin; 5 | using Dalamud.Plugin.Services; 6 | 7 | namespace Redirect { 8 | public class Services { 9 | [PluginService] public static IDalamudPluginInterface Interface { get; private set; } = null!; 10 | 11 | [PluginService] public static IPluginLog PluginLog { get; private set; } = null!; 12 | 13 | [PluginService] public static ICommandManager CommandManager { get; private set; } = null!; 14 | 15 | [PluginService] public static IDataManager DataManager { get; private set; } = null!; 16 | 17 | [PluginService] public static IClientState ClientState { get; private set; } = null!; 18 | 19 | [PluginService] public static ITargetManager TargetManager { get; private set; } = null!; 20 | 21 | [PluginService] public static IObjectTable ObjectTable { get; private set; } = null!; 22 | 23 | [PluginService] public static IToastGui ToastGui { get; private set; } = null!; 24 | 25 | [PluginService] public static ITextureProvider TextureProvider { get; private set; } = null!; 26 | 27 | [PluginService] public static IGameInteropProvider InteropProvider { get; private set; } = null!; 28 | 29 | public static void Initialize(IDalamudPluginInterface i) { 30 | i.Create(); 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Redirect.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 17 4 | VisualStudioVersion = 17.0.32014.148 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Redirect", "Redirect\Redirect.csproj", "{83C1764B-3FA4-4245-8A63-CA46B1322D2F}" 7 | EndProject 8 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{8D3B3556-B8AC-43D3-8D78-B8F1327579BD}" 9 | ProjectSection(SolutionItems) = preProject 10 | LICENSE = LICENSE 11 | README.md = README.md 12 | EndProjectSection 13 | EndProject 14 | Global 15 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 16 | Debug|x64 = Debug|x64 17 | Release|x64 = Release|x64 18 | EndGlobalSection 19 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 20 | {83C1764B-3FA4-4245-8A63-CA46B1322D2F}.Debug|x64.ActiveCfg = Debug|x64 21 | {83C1764B-3FA4-4245-8A63-CA46B1322D2F}.Debug|x64.Build.0 = Debug|x64 22 | {83C1764B-3FA4-4245-8A63-CA46B1322D2F}.Release|x64.ActiveCfg = Release|x64 23 | {83C1764B-3FA4-4245-8A63-CA46B1322D2F}.Release|x64.Build.0 = Release|x64 24 | EndGlobalSection 25 | GlobalSection(SolutionProperties) = preSolution 26 | HideSolutionNode = FALSE 27 | EndGlobalSection 28 | GlobalSection(NestedProjects) = preSolution 29 | {83C1764B-3FA4-4245-8A63-CA46B1322D2F} = {8D3B3556-B8AC-43D3-8D78-B8F1327579BD} 30 | EndGlobalSection 31 | GlobalSection(ExtensibilityGlobals) = postSolution 32 | SolutionGuid = {C05528B2-2DF7-49B3-9A7D-10B0F25F5E7F} 33 | EndGlobalSection 34 | EndGlobal 35 | -------------------------------------------------------------------------------- /Redirect/Plugin.cs: -------------------------------------------------------------------------------- 1 | using Dalamud.Game.Command; 2 | using Dalamud.Plugin; 3 | using System; 4 | using Dalamud.Plugin.Services; 5 | 6 | namespace Redirect { 7 | public class Plugin : IDalamudPlugin, IDisposable { 8 | 9 | public string Name => "Redirect"; 10 | private const string CommandName = "/redirect"; 11 | private Configuration Configuration { get; set; } 12 | private PluginUI PluginUi { get; } = null!; 13 | private Actions Actions { get; } = null!; 14 | private GameHooks Hooks { get; } = null!; 15 | public static IDalamudPluginInterface Interface => Services.Interface; 16 | public static IDataManager DataManager => Services.DataManager; 17 | public static ICommandManager CommandManager => Services.CommandManager; 18 | 19 | 20 | public Plugin(IDalamudPluginInterface i) { 21 | Services.Initialize(i); 22 | 23 | try { 24 | Configuration = Interface.GetPluginConfig() as Configuration ?? new Configuration(); 25 | } 26 | catch (Exception) { 27 | Services.PluginLog.Error("Failed to load plugin configuration. A new configuration file has been created."); 28 | Configuration = new Configuration(); 29 | } 30 | 31 | Actions = new(); 32 | Hooks = new(Configuration, Actions); 33 | PluginUi = new(this, Configuration, Actions); 34 | 35 | CommandManager.AddHandler(CommandName, new CommandInfo(OnCommand) { 36 | HelpMessage = "Opens the configuration menu" 37 | }); 38 | } 39 | 40 | public void Dispose() { 41 | Hooks.Dispose(); 42 | PluginUi.Dispose(); 43 | Configuration.Save(); 44 | CommandManager.RemoveHandler(CommandName); 45 | } 46 | 47 | private void OnCommand(string command, string args) { 48 | PluginUi.MainWindowVisible = true; 49 | } 50 | 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Redirect/Actions.cs: -------------------------------------------------------------------------------- 1 | using Lumina; 2 | using Lumina.Data; 3 | using Lumina.Excel; 4 | using Lumina.Excel.Sheets; 5 | using System.Collections.Generic; 6 | using System.Linq; 7 | using System.Threading.Tasks; 8 | 9 | namespace Redirect { 10 | 11 | 12 | public class Actions { 13 | 14 | private ExcelSheet Sheet = null!; 15 | private ExcelSheet CJC = null!; 16 | private IEnumerable Role = null!; 17 | private List JobInfo = null!; 18 | private readonly Dictionary> Jobs = new(); 19 | private bool initialized = false; 20 | 21 | public List GetJobInfo() => initialized ? JobInfo : new List(); 22 | public IEnumerable GetJobActions(uint job) => initialized ? Jobs[job] : new List(); 23 | public IEnumerable GetRoleActions() => initialized ? Role : new List(); 24 | public Action GetRow(uint id) => Sheet.GetRow(id); 25 | 26 | public Actions() { 27 | Task.Factory.StartNew(this.Initialize); 28 | } 29 | 30 | private void Initialize() { 31 | Sheet = Services.DataManager.GetExcelSheet()!; 32 | Role = Sheet.Where(a => a.IsRoleAction && a.ClassJobLevel != 0 && a.HasOptionalTargeting()).ToList(); 33 | JobInfo = Services.DataManager.GetExcelSheet()!.Where(j => j.Role > 0 && j.ItemSoulCrystal.Value.RowId > 0).Select(j => j.RowId).ToList(); 34 | CJC = Services.DataManager.GetExcelSheet(name:"ClassJobCategory"); 35 | 36 | foreach (var job in JobInfo) { 37 | Jobs[job] = Sheet.Where(a => { 38 | 39 | if (a.IsGroundActionBlocked() || a.ClassJob.RowId + 1 == 0 || !a.IsPlayerAction || a.IsRoleAction) { 40 | return false; 41 | } 42 | 43 | var id = a.ClassJobCategory.RowId; 44 | var cjc = CJC.GetRow(id); 45 | 46 | return cjc.ReadBoolColumn((int) job + 1) && (a.HasOptionalTargeting() || a.IsActionAllowed()); 47 | 48 | }).ToList(); 49 | } 50 | initialized = true; 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Redirect/ExtensionMethods.cs: -------------------------------------------------------------------------------- 1 | using Lumina.Excel.Sheets; 2 | using System.Collections.Generic; 3 | using Dalamud.Game.ClientState.Objects.Types; 4 | using Dalamud.Game.ClientState.Objects.Enums; 5 | using FFXIVClientStructs.FFXIV.Client.Game; 6 | 7 | namespace Redirect { 8 | 9 | static class ExtensionMethods { 10 | 11 | private static readonly HashSet GroundActionBlocklist = new() { 12 | // Actions that are flagged with TargetArea that do not behave like normal ground targeted actions 13 | 3573, // "Ley Lines", 14 | 7419, // "Between the Lines", 15 | 24403, // "Regress", 16 | 34675, // "Starry Muse", 17 | }; 18 | 19 | private static readonly HashSet ActionAllowlist = new() { 20 | 25822, // "Astral Flow", 21 | 37019, // "Play I", 22 | 37020, // "Play II", 23 | 37021, // "Play III", 24 | }; 25 | 26 | /// 27 | /// For certain actions, only the upgraded version has optional targeting. This returns true for such actions. 28 | /// * Relies on a manually updated list (ActionAllowlist) 29 | /// 30 | /// 31 | /// 32 | public static bool IsActionAllowed(this Action a) => ActionAllowlist.Contains(a.RowId); 33 | 34 | /// 35 | /// Some actions are labeled with optional targetability, but break if tried to use in such a way. This returns true for such actions. 36 | /// * Relies on a manually updated list (ActionBlocklist) 37 | /// 38 | /// 39 | /// 40 | public static bool IsGroundActionBlocked(this Action a) => GroundActionBlocklist.Contains(a.RowId); 41 | 42 | public static bool HasOptionalTargeting(this Action a) => a.CanTargetAlly || a.CanTargetHostile || a.CanTargetParty || a.TargetArea; 43 | 44 | public static bool CanTargetFriendly(this Action a) => a.CanTargetAlly || a.CanTargetParty; 45 | 46 | public static bool TargetTypeValid(this Action a, IGameObject target) { 47 | 48 | if(a.TargetArea) { 49 | return true; 50 | } 51 | 52 | switch (target.ObjectKind) { 53 | case ObjectKind.BattleNpc: 54 | IBattleNpc npc = (IBattleNpc)target; 55 | return npc.BattleNpcKind == BattleNpcSubKind.Enemy ? a.CanTargetHostile : a.CanTargetFriendly(); 56 | case ObjectKind.EventNpc: 57 | case ObjectKind.Player: 58 | case ObjectKind.Companion: 59 | return a.CanTargetFriendly(); 60 | default: 61 | Services.PluginLog.Information($"{a.Name} cannot be used on {target.Name} with type {target.ObjectKind}"); 62 | return false; 63 | } 64 | } 65 | 66 | public static bool TargetInRangeAndLOS(this Action a, IGameObject target, out uint err) { 67 | if (Services.ClientState.LocalPlayer is not { } player) { 68 | err = 0; 69 | return false; 70 | } 71 | 72 | unsafe { 73 | var player_ptr = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)player.Address; 74 | var target_ptr = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)target.Address; 75 | err = ActionManager.MemberFunctionPointers.GetActionInRangeOrLoS(a.RowId, player_ptr, target_ptr); 76 | } 77 | 78 | // 0 success, 562 no LOS, 566 range, 565 not facing 79 | // TODO: Check "auto face" option instead of assuming it is on 80 | return err == 0 || err == 565; 81 | } 82 | } 83 | } 84 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Redirect 2 | 3 | Redirect is a [Dalamud](https://github.com/goatcorp/Dalamud) plugin for Final Fantasy XIV Online. 4 | 5 | The plugin enables seamless use of mouseover and focus target functionality by allowing you to change the base targeting priority of each action on your bars. 6 | 7 | ![Redirect preview](https://github.com/cairthenn/Redirect/blob/main/preview.png?raw=true) 8 | 9 | ### How do I install it? 10 | 11 | This plugin is currently available through the Dalamud plugin installer. 12 | 13 | ### Commands 14 | 15 | This plugin has a single command, `/redirect`, that opens the configuration. In addition to the standard configuration, there is an options menu that provides some additional features. 16 | 17 | ### Options menu 18 | 19 | These options let you control how Redirect handles target changing: 20 | 21 | * `Ignore range and target type errors` : Sometimes, the target selection process encounters a target that is out of range or otherwise invalid. This skips those instead of erroring. 22 | * `Treat all actions as mouseovers` : Treats all actions of the specified type as UI mouseover candidates by default 23 | * `Include target models` : Treats all actions of the specified type as model mouseover candidates as well 24 | * `Place all ground targets at the cursor` : All actions that use cursor placement (eg. Asylum, Earthly Star, Sacred Soil) will be instantly placed at the mouse cursor 25 | 26 | These options allow additional things to enter the combat queue, avoiding "clipping" the GCD: 27 | 28 | * `Ground targeted actions` : Lets you queue ground actions while casting. This must be used in conjunction with a target changing option -- the orange ground targeting circle will *not* appear 29 | * `Actions from macros` : Prevents GCD clipping from macro actions 30 | 31 | ## FAQ 32 | 33 | ### How do I setup a UI mouseover? 34 | 35 | Open the plugin configuration and select the job you are interested in setting up a mouseover for. Scroll through the action list, or use the search feature, to locate the action you wish to modify. If you cannot find the ability, it is not currently supported. 36 | 37 | Once you have located the action, click the + button next to it. Assuming the drop down box that appeared says "UI Mouseover", you are now done! If you mouseover a UI element while using that spell, it will cast there instead. If not, the default target for the action will be attempted. 38 | 39 | ### What target options are available? 40 | 41 | The following are currently supported options: 42 | 43 | * `Cursor`: Places the action at the mouse cursor location 44 | * `UI Mouseover`: Currently moused-over UI element 45 | * `Model Mouseover`: Currently moused-over game element, such as a character model or monster model 46 | * `Self`: The player 47 | * `Target`: Your current target 48 | * `Focus`: Your current focus target 49 | * `Target of Target`: Your target's target 50 | * `Chocobo`: Your chocobo companion 51 | * `<2>` through `<8>`: Party member 2-8 52 | 53 | ### Why can I add more than one target option to a single action? 54 | 55 | The final target is selected based on a priority system from top to bottom. Once a match is made, that target will be used and anything below it will be ignored. If no match is made, the default target for the action will be attempted. 56 | 57 | ### Why are lower level versions of spells listed? Can you combine them? 58 | 59 | This is primarily due to the way the action bar handles upgrading spells automatically for synced content. While it is technically possible to combine them, there may be situations where this behavior is undesirable and will be left as is for now. 60 | 61 | ### About macro queueing 62 | 63 | This plugin allows you to "queue" actions using macros as you normally would be able to via the action bar. This does not bypass the game's queue system or allow you to queue multiple things at the same time. It does, however, allow you to create priority-based macros or macros that use custom targeting without worrying about clipping. 64 | 65 | For example, you can create a Raise macro that will always try to use Swiftcast and then Raise your moused-over target: 66 | 67 | ``` 68 | /macroicon Raise 69 | /ac Swiftcast 70 | /ac Raise 71 | ``` 72 | 73 | Normally, if you try to use this macro while casting, nothing will happen. With macro queueing enabled, it will try to queue Swiftcast, and if it isn't available, it will try to queue Raise. 74 | 75 | Note that if you also have custom action targeting enabled in the configuration, it will override your macro's intended target. However, this system allows you to completely avoid the configuration step altogether and simply play using normal ingame macros that now work as though they were action bar abilities! 76 | 77 | **Notice**: This is not setup to allow you to create one-button macros that will play the game for you, and actually explicitly prevents it. If you use a macro that has multiple actions that can succeed while you are not casting, it will use the first one immediately *and* queue the second one. This is the intended behavior. 78 | 79 | 80 | ### I have a different problem / I want to suggest something! 81 | 82 | Please create an issue if one doesn't exist already. Keep in mind that requests aren't guaranteed to be fulfilled! 83 | -------------------------------------------------------------------------------- /Redirect/PluginUI.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Numerics; 3 | using Dalamud.Bindings.ImGui; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using Dalamud.Interface; 7 | using Dalamud.Interface.Textures; 8 | using Lumina.Excel.Sheets; 9 | 10 | namespace Redirect { 11 | class PluginUI : IDisposable { 12 | 13 | const uint ICON_SIZE = 32; 14 | const uint MAX_REDIRECTS = 12; 15 | 16 | private Plugin Plugin { get; } = null!; 17 | private Configuration Configuration { get; } = null!; 18 | private Actions Actions { get; } = null!; 19 | 20 | private List Jobs => Actions.GetJobInfo(); 21 | 22 | internal bool MainWindowVisible = false; 23 | private bool SelectedRoleActions = false; 24 | private uint SelectedJob; 25 | private string search = string.Empty; 26 | private readonly string[] TargetOptions = { "Cursor", "UI Mouseover", "Model Mouseover", "Target", "Focus", "Target of Target", "Self", "Soft Target", "Chocobo", "<2>", "<3>", "<4>", "<5>", "<6>", "<7>", "<8>" }; 27 | 28 | public PluginUI(Plugin plugin, Configuration config, Actions actions) { 29 | Plugin = plugin; 30 | Configuration = config; 31 | Actions = actions; 32 | Plugin.Interface.UiBuilder.Draw += Draw; 33 | Plugin.Interface.UiBuilder.OpenConfigUi += OnOpenConfig; 34 | } 35 | 36 | private void OnOpenConfig() { 37 | MainWindowVisible = true; 38 | } 39 | 40 | public void Dispose() { 41 | Plugin.Interface.UiBuilder.OpenConfigUi -= OnOpenConfig; 42 | Plugin.Interface.UiBuilder.Draw -= Draw; 43 | } 44 | 45 | public void Draw() { 46 | if (!MainWindowVisible) { 47 | return; 48 | } 49 | 50 | ImGui.SetNextWindowSize(new Vector2(450, 400), ImGuiCond.FirstUseEver); 51 | 52 | if (!ImGui.Begin(Plugin.Name, ref MainWindowVisible, ImGuiWindowFlags.MenuBar)) { 53 | ImGui.End(); 54 | return; 55 | } 56 | 57 | if (ImGui.BeginMenuBar()) { 58 | if (ImGui.BeginMenu("Options")) { 59 | 60 | ImGui.Text("Target redirection options:"); 61 | 62 | ImGui.Dummy(new Vector2(-1, 1)); 63 | 64 | bool ignore_errors = Configuration.IgnoreErrors; 65 | if (ImGui.Checkbox("Ignore range and target type errors", ref ignore_errors)) { 66 | Configuration.IgnoreErrors = ignore_errors; 67 | } 68 | 69 | bool friendly_mo = Configuration.DefaultMouseoverFriendly; 70 | if (ImGui.Checkbox("Treat all friendly actions as mouseovers", ref friendly_mo)) { 71 | Configuration.DefaultMouseoverFriendly = friendly_mo; 72 | } 73 | 74 | if (friendly_mo) { 75 | ImGui.Dummy(new Vector2(1, -1)); 76 | ImGui.SameLine(); 77 | bool friendly_mo_model = Configuration.DefaultModelMouseoverFriendly; 78 | if (ImGui.Checkbox("Include friendly target models", ref friendly_mo_model)) { 79 | Configuration.DefaultModelMouseoverFriendly = friendly_mo_model; 80 | } 81 | } 82 | 83 | bool hostile_mo = Configuration.DefaultMouseoverHostile; 84 | if (ImGui.Checkbox("Treat all hostile actions as mouseovers", ref hostile_mo)) { 85 | Configuration.DefaultMouseoverHostile = hostile_mo; 86 | } 87 | 88 | if (hostile_mo) { 89 | ImGui.Dummy(new Vector2(1, -1)); 90 | ImGui.SameLine(); 91 | bool hostile_mo_model = Configuration.DefaultModelMouseoverHostile; 92 | if (ImGui.Checkbox("Include hostile target models", ref hostile_mo_model)) { 93 | Configuration.DefaultModelMouseoverHostile = hostile_mo_model; 94 | } 95 | } 96 | 97 | bool ground_mo = Configuration.DefaultMouseoverGround; 98 | if (ImGui.Checkbox("Treat all ground-targeted actions as mouseovers", ref ground_mo)) { 99 | Configuration.DefaultMouseoverGround = ground_mo; 100 | } 101 | 102 | bool cursor_mo = Configuration.DefaultCursorMouseover; 103 | if (ImGui.Checkbox("Place all ground targets at the cursor", ref cursor_mo)) { 104 | Configuration.DefaultCursorMouseover = cursor_mo; 105 | } 106 | 107 | ImGui.Dummy(new Vector2(-1, 1)); 108 | 109 | ImGui.Text("Allow these actions to queue:"); 110 | 111 | ImGui.Dummy(new Vector2(-1, 1)); 112 | 113 | bool queue_ground = Configuration.QueueGroundActions; 114 | if (ImGui.Checkbox("Ground targeted actions", ref queue_ground)) { 115 | Configuration.QueueGroundActions = queue_ground; 116 | } 117 | 118 | bool macro_queue = Configuration.EnableMacroQueueing; 119 | if (ImGui.Checkbox("Actions from macros", ref macro_queue)) { 120 | Configuration.EnableMacroQueueing = macro_queue; 121 | } 122 | 123 | ImGui.EndMenu(); 124 | } 125 | 126 | ImGui.EndMenuBar(); 127 | } 128 | 129 | ImGui.Dummy(new Vector2(ImGui.GetContentRegionAvail().X * 0.05f, -1)); 130 | 131 | if (ImGui.BeginChild("abilities", new Vector2(ImGui.GetContentRegionAvail().X * 0.20f, -1))) { 132 | 133 | if (ImGui.Selectable(" Role Actions", SelectedRoleActions)) { 134 | SelectedRoleActions = true; 135 | SelectedJob = 0; 136 | } 137 | 138 | var cj_sheet = Services.DataManager.GetExcelSheet()!; 139 | 140 | foreach (var job in Jobs) { 141 | var job_row = cj_sheet.GetRow(job)!; 142 | if (ImGui.Selectable($" {job_row.Abbreviation}", SelectedJob == job)) { 143 | SelectedJob = job; 144 | SelectedRoleActions = false; 145 | } 146 | } 147 | 148 | ImGui.EndChild(); 149 | } 150 | 151 | ImGui.SameLine(); 152 | 153 | if (ImGui.BeginChild("ability-view", new Vector2(-1, -1))) { 154 | DrawActions(); 155 | ImGui.EndChild(); 156 | } 157 | 158 | ImGui.End(); 159 | } 160 | 161 | private void DrawIcon(ushort id, Vector2 size = default) { 162 | var icon = new GameIconLookup(id); 163 | var texture = Services.TextureProvider.GetFromGameIcon(icon); 164 | var wrap = texture.GetWrapOrDefault(); 165 | 166 | if (wrap is null) { 167 | return; 168 | } 169 | 170 | var drawsize = size == default ? new Vector2(wrap.Width, wrap.Height) : size; 171 | ImGui.Image(wrap.Handle, drawsize); 172 | } 173 | 174 | private void DrawActions() { 175 | 176 | if (!SelectedRoleActions && SelectedJob <= 0) { 177 | var region = ImGui.GetContentRegionAvail(); 178 | ImGui.Dummy(new Vector2(1, region.Y * .45f)); 179 | ImGui.Dummy(new Vector2(region.X * .30f, -1)); 180 | ImGui.SameLine(); 181 | ImGui.Text("Select a job to get started!"); 182 | return; 183 | } 184 | 185 | bool save = false; 186 | ImGui.PushItemWidth(ImGui.GetContentRegionAvail().X); 187 | ImGui.InputTextWithHint("##search", "Search", ref search, 250); 188 | ImGui.PopItemWidth(); 189 | 190 | if (ImGui.BeginTable("actions", 4, ImGuiTableFlags.BordersInnerH)) { 191 | ImGui.TableSetupColumn("##icon", ImGuiTableColumnFlags.WidthFixed); 192 | ImGui.TableSetupColumn("Action", ImGuiTableColumnFlags.WidthFixed); 193 | ImGui.TableSetupColumn("##plus-icons", ImGuiTableColumnFlags.WidthFixed); 194 | ImGui.TableSetupColumn("Priority"); 195 | ImGui.TableHeadersRow(); 196 | 197 | var actions = SelectedRoleActions ? Actions.GetRoleActions() : Actions.GetJobActions(SelectedJob); 198 | 199 | var filtered = actions.Where(x => { 200 | 201 | if (search.Length > 0 && !x.Name.ToString().ToLower().Contains(search.ToLower())) { 202 | return false; 203 | } 204 | 205 | if (x.IsPvP) { 206 | return false; 207 | } 208 | 209 | return true; 210 | }); 211 | 212 | 213 | foreach (var action in filtered) { 214 | 215 | var dims = new Vector2(ICON_SIZE); 216 | 217 | // ICON 218 | 219 | ImGui.TableNextColumn(); 220 | DrawIcon(action.Icon, dims); 221 | 222 | // ACTION NAME 223 | 224 | ImGui.TableNextColumn(); 225 | ImGui.AlignTextToFramePadding(); 226 | ImGui.TextUnformatted(action.Name.ToString()); 227 | 228 | // ADD REDIRECTION 229 | 230 | ImGui.TableNextColumn(); 231 | ImGui.Dummy(new Vector2(0, 2)); 232 | ImGui.PushFont(UiBuilder.IconFont); 233 | 234 | Configuration.Redirections.TryGetValue(action.RowId, out var redirection); 235 | 236 | redirection ??= new() { ID = action.RowId }; 237 | 238 | // TODO: Disable the button? Why isn't this possible 239 | 240 | if (ImGui.Button($"{FontAwesomeIcon.PlusCircle.ToIconString()}##-{action.RowId}")) { 241 | if (redirection.Count < MAX_REDIRECTS) { 242 | redirection.Priority.Add(Configuration.DefaultRedirection); 243 | save = true; 244 | } 245 | } 246 | 247 | ImGui.PopFont(); 248 | ImGui.TableNextColumn(); 249 | var remove = -1; 250 | 251 | for (var i = 0; i < redirection.Count; i++) { 252 | 253 | ImGui.Dummy(new Vector2(0, 2)); 254 | ImGui.PushItemWidth(125f); 255 | 256 | if (ImGui.BeginCombo($"##redirection-{action.RowId}-{i}", redirection[i])) { 257 | 258 | for (int j = 0; j < TargetOptions.Length; j++) { 259 | 260 | if (TargetOptions[j] == "Cursor" && !action.TargetArea) { 261 | continue; 262 | } 263 | 264 | bool is_selected = (TargetOptions[j] == redirection[i]); 265 | 266 | if (ImGui.Selectable(TargetOptions[j], is_selected)) { 267 | redirection[i] = TargetOptions[j]; 268 | save = true; 269 | } 270 | 271 | if (is_selected) { 272 | ImGui.SetItemDefaultFocus(); 273 | } 274 | } 275 | 276 | ImGui.EndCombo(); 277 | } 278 | 279 | ImGui.PopItemWidth(); 280 | ImGui.SameLine(); 281 | ImGui.PushFont(UiBuilder.IconFont); 282 | 283 | if (ImGui.Button($"{FontAwesomeIcon.Trash.ToIconString()}##-{action.RowId}-{i}")) { 284 | remove = i; 285 | save = true; 286 | 287 | } 288 | 289 | ImGui.PopFont(); 290 | } 291 | 292 | if (remove >= 0) { 293 | redirection.RemoveAt(remove); 294 | } 295 | 296 | if (redirection.Count > 0) { 297 | Configuration.Redirections[action.RowId] = redirection; 298 | 299 | } 300 | else { 301 | Configuration.Redirections.Remove(action.RowId); 302 | } 303 | 304 | if (save) { 305 | Configuration.Save(); 306 | } 307 | 308 | ImGui.Dummy(new Vector2(0, 2)); 309 | } 310 | 311 | ImGui.EndTable(); 312 | } 313 | } 314 | } 315 | } 316 | -------------------------------------------------------------------------------- /Redirect/GameHooks.cs: -------------------------------------------------------------------------------- 1 | using Dalamud.Game; 2 | using Dalamud.Game.ClientState.Objects; 3 | using Dalamud.Game.ClientState.Objects.Types; 4 | using Dalamud.Hooking; 5 | using FFXIVClientStructs.FFXIV.Client.Game; 6 | using System; 7 | using System.Numerics; 8 | using System.Runtime.InteropServices; 9 | using Dalamud.Plugin.Services; 10 | using FFXIVClientStructs.FFXIV.Client.UI.Misc; 11 | 12 | namespace Redirect { 13 | internal class GameHooks : IDisposable { 14 | 15 | private const uint DefaultTarget = 0xE0000000; 16 | private Configuration Configuration { get; } = null!; 17 | private Actions Actions { get; } = null!; 18 | private static ITargetManager TargetManager => Services.TargetManager; 19 | private static IToastGui ToastGui => Services.ToastGui; 20 | 21 | private unsafe delegate bool TryActionDelegate(IntPtr tp, ActionType t, uint id, ulong target, uint param, uint origin, uint unk, Vector3* l); 22 | private unsafe delegate bool UseActionDelegate(IntPtr tp, ActionType t, uint id, ulong target, Vector3* l, uint param = 0); 23 | private delegate void MouseoverEntityDelegate(IntPtr t, IntPtr entity); 24 | private readonly Hook UseActionHook = null!; 25 | private readonly UseActionDelegate UseAction = null!; 26 | 27 | private const byte AbilityActionCategory = 4; 28 | 29 | public GameHooks(Configuration config, Actions actions) { 30 | Configuration = config; 31 | Actions = actions; 32 | 33 | unsafe { 34 | UseActionHook = Services.InteropProvider.HookFromAddress((IntPtr)ActionManager.MemberFunctionPointers.UseAction, UseActionCallback); 35 | UseAction = Marshal.GetDelegateForFunctionPointer((IntPtr)ActionManager.MemberFunctionPointers.UseActionLocation); 36 | } 37 | 38 | UseActionHook.Enable(); 39 | } 40 | 41 | 42 | private static bool TryQueueAction(IntPtr action_manager, uint id, uint param, ActionType action_type, ulong target_id) { 43 | Dalamud.SafeMemory.Read(action_manager + 0x68, out int queue_full); 44 | 45 | if (queue_full > 0) { 46 | return false; 47 | } 48 | 49 | // This is how the game queues actions within the "UseAction" function 50 | // There is no separate function for it, it simply updates variables 51 | // within the ActionManager during the call 52 | 53 | Dalamud.SafeMemory.Write(action_manager + 0x68, 1); 54 | Dalamud.SafeMemory.Write(action_manager + 0x6C, (byte)action_type); 55 | Dalamud.SafeMemory.Write(action_manager + 0x70, id); 56 | Dalamud.SafeMemory.Write(action_manager + 0x78, target_id); 57 | Dalamud.SafeMemory.Write(action_manager + 0x80, 0); // "Origin", for whatever reason 58 | Dalamud.SafeMemory.Write(action_manager + 0x84, param); 59 | return true; 60 | } 61 | 62 | private unsafe IGameObject? ResolvePlaceholder(string ph) { 63 | try { 64 | var fw = FFXIVClientStructs.FFXIV.Client.System.Framework.Framework.Instance(); 65 | var ui = fw->UIModule; 66 | var pm = ui->GetPronounModule(); 67 | var p = (IntPtr)pm->ResolvePlaceholder(ph, 0, 0); 68 | return Services.ObjectTable.CreateObjectReference(p); 69 | } catch (Exception ex){ 70 | Services.PluginLog.Error($"Unable to resolve pronoun ({ph}): {ex.Message}"); 71 | return null; 72 | } 73 | } 74 | 75 | private unsafe IGameObject? GetCurrentUIMouseover() { 76 | var pm = PronounModule.Instance(); 77 | if (pm is null) { 78 | return null; 79 | } 80 | var obj = (IntPtr)pm->UiMouseOverTarget; 81 | return Services.ObjectTable.CreateObjectReference(obj); 82 | } 83 | 84 | public unsafe IGameObject? ResolveTarget(string target) { 85 | return target switch { 86 | "UI Mouseover" => GetCurrentUIMouseover(), 87 | "Model Mouseover" => TargetManager.MouseOverTarget, 88 | "Self" => Services.ClientState.LocalPlayer, 89 | "Target" => TargetManager.Target, 90 | "Focus" => TargetManager.FocusTarget, 91 | "Target of Target" => TargetManager.Target is { } ? TargetManager.Target.TargetObject : null, 92 | "Soft Target" => TargetManager.SoftTarget, 93 | "Chocobo" => ResolvePlaceholder(""), 94 | "<2>" => ResolvePlaceholder("<2>"), 95 | "<3>" => ResolvePlaceholder("<3>"), 96 | "<4>" => ResolvePlaceholder("<4>"), 97 | "<5>" => ResolvePlaceholder("<5>"), 98 | "<6>" => ResolvePlaceholder("<6>"), 99 | "<7>" => ResolvePlaceholder("<7>"), 100 | "<8>" => ResolvePlaceholder("<8>"), 101 | _ => null, 102 | }; 103 | } 104 | 105 | public float DistanceFromPlayer(Vector3 v) { 106 | 107 | var player = Services.ClientState.LocalPlayer; 108 | if (player is null) { 109 | return float.PositiveInfinity; 110 | } 111 | 112 | return Vector3.Distance(player.Position, v); 113 | } 114 | 115 | private unsafe bool UseActionCallback(IntPtr action_manager, ActionType type, uint id, ulong target, uint param, uint origin, uint unk, Vector3* location) { 116 | 117 | // This is NOT the same classification as the action's ActionCategory 118 | if (type != ActionType.Action) { 119 | return UseActionHook.Original(action_manager, type, id, target, param, origin, unk, location); 120 | } 121 | 122 | // The action row for the originating ID 123 | var original_row = Actions.GetRow(id); 124 | 125 | if (original_row.IsPvP) { 126 | return UseActionHook.Original(action_manager, type, id, target, param, origin, unk, location); 127 | } 128 | 129 | // Macro queueing 130 | // Known origins : 0 - bar, 1 - queue, 2 - macro 131 | origin = origin == 2 && Configuration.EnableMacroQueueing ? 0 : origin; 132 | 133 | // Actions placed on bars try to use their base action, so we need to get the upgraded version 134 | var adjusted_id = ActionManager.MemberFunctionPointers.GetAdjustedActionId((ActionManager*)action_manager, id); 135 | 136 | // The action id to match against what's stored in the user config 137 | var conf_id = original_row.RowId; 138 | 139 | // The actual action that will be used 140 | var adjusted_row = Actions.GetRow(adjusted_id); 141 | 142 | if (!adjusted_row.HasOptionalTargeting()) { 143 | return UseActionHook.Original(action_manager, type, id, target, param, origin, unk, location); 144 | } 145 | 146 | // Retain queued actions calculated target 147 | if (origin == 1) { 148 | if (adjusted_row.TargetArea && !adjusted_row.IsGroundActionBlocked()) { 149 | 150 | // Ground targeted actions should not normally reach the queue 151 | // Assume cursor placement is intended if no target is specified 152 | 153 | if(target == DefaultTarget) { 154 | Vector3 loc; 155 | var success = ActionManager.MemberFunctionPointers.GetGroundPositionForCursor((ActionManager*)action_manager, &loc); 156 | if(success) { 157 | return GroundActionAtCursor(action_manager, type, id, target, param, origin, unk, &loc); 158 | } 159 | } 160 | else { 161 | IGameObject target_obj = Services.ObjectTable.SearchById(target)!; 162 | return GroundActionAtTarget(action_manager, type, id, target_obj, param, origin, unk, location); 163 | } 164 | } 165 | 166 | return UseActionHook.Original(action_manager, type, id, target, param, origin, unk, location); 167 | } 168 | 169 | // Only actions where "IsPlayerAction" is true are allowed into the config 170 | if (adjusted_row.IsPlayerAction) { 171 | conf_id = adjusted_row!.RowId; 172 | } 173 | 174 | if (Configuration.Redirections.ContainsKey(conf_id)) { 175 | 176 | bool suppress_target_ring = false; 177 | 178 | foreach (var t in Configuration.Redirections[conf_id].Priority) { 179 | 180 | if (t == "Cursor" && adjusted_row.TargetArea) { 181 | suppress_target_ring = true; 182 | Vector3 loc; 183 | var success = ActionManager.MemberFunctionPointers.GetGroundPositionForCursor((ActionManager*)action_manager, &loc); 184 | if (success) { 185 | return GroundActionAtCursor(action_manager, type, id, target, param, origin, unk, &loc); 186 | } 187 | } 188 | else { 189 | IGameObject? nt = ResolveTarget(t); 190 | if (nt is not null) { 191 | bool ok = adjusted_row.TargetInRangeAndLOS(nt, out var err); 192 | bool tt_ok = adjusted_row.TargetTypeValid(nt); 193 | if (ok && tt_ok) { 194 | if (adjusted_row.TargetArea) { 195 | return GroundActionAtTarget(action_manager, type, id, nt, param, origin, unk, location); 196 | } 197 | return UseActionHook.Original(action_manager, type, id, nt.GameObjectId, param, origin, unk, location); 198 | } 199 | else if (!Configuration.IgnoreErrors) { 200 | switch (err) { 201 | case 566: 202 | ToastGui.ShowError("Target not in line of sight."); 203 | break; 204 | case 562: 205 | ToastGui.ShowError("Target is not in range."); 206 | break; 207 | default: 208 | ToastGui.ShowError("Invalid target."); 209 | break; 210 | } 211 | return false; 212 | } 213 | } 214 | } 215 | } 216 | 217 | if (adjusted_row.TargetArea && suppress_target_ring) { 218 | ToastGui.ShowError("Invalid target."); 219 | return false; 220 | } 221 | 222 | return UseActionHook.Original(action_manager, type, id, target, param, origin, unk, location); 223 | 224 | } 225 | else { 226 | IGameObject? nt = null; 227 | var friendly = adjusted_row.CanTargetFriendly(); 228 | var hostile = adjusted_row.CanTargetHostile && !friendly; 229 | var ground = adjusted_row.TargetArea && !adjusted_row.IsGroundActionBlocked(); 230 | var mo = ground ? Configuration.DefaultMouseoverGround : friendly ? Configuration.DefaultMouseoverFriendly : hostile && Configuration.DefaultMouseoverHostile; 231 | var model_mo = friendly && mo ? Configuration.DefaultModelMouseoverFriendly : hostile && mo && Configuration.DefaultModelMouseoverHostile; 232 | var current_mo = GetCurrentUIMouseover(); 233 | if (current_mo is not null && mo) { 234 | bool ok = adjusted_row.TargetInRangeAndLOS(current_mo, out var err); 235 | bool tt_ok = adjusted_row.TargetTypeValid(current_mo); 236 | if (ok && tt_ok) { 237 | nt = current_mo; 238 | } 239 | else if (!Configuration.IgnoreErrors) { 240 | ToastGui.ShowError(ok ? "Invalid target." : "Target is not in range."); 241 | return false; 242 | } 243 | } 244 | else if (TargetManager.MouseOverTarget is not null && model_mo) { 245 | bool ok = adjusted_row.TargetInRangeAndLOS(TargetManager.MouseOverTarget, out var err); 246 | bool tt_ok = adjusted_row.TargetTypeValid(TargetManager.MouseOverTarget); 247 | if (ok && tt_ok) { 248 | nt = TargetManager.MouseOverTarget; 249 | } 250 | else if (!Configuration.IgnoreErrors) { 251 | ToastGui.ShowError(ok ? "Invalid target." : "Target is not in range."); 252 | return false; 253 | } 254 | } 255 | 256 | if (nt is not null) { 257 | if (adjusted_row.TargetArea) { 258 | return GroundActionAtTarget(action_manager, type, id, nt, param, origin, unk, location); 259 | } 260 | 261 | return UseActionHook.Original(action_manager, type, id, nt.GameObjectId, param, origin, unk, location); 262 | } 263 | 264 | if (Configuration.DefaultCursorMouseover && ground) { 265 | Vector3 loc; 266 | var success = ActionManager.MemberFunctionPointers.GetGroundPositionForCursor((ActionManager*)action_manager, &loc); 267 | if (success) { 268 | return GroundActionAtCursor(action_manager, type, id, target, param, origin, unk, &loc); 269 | } 270 | 271 | ToastGui.ShowError("Invalid target."); 272 | return false; 273 | } 274 | } 275 | 276 | return UseActionHook.Original(action_manager, type, id, target, param, origin, unk, location); 277 | } 278 | 279 | private unsafe bool GroundActionAtCursor(IntPtr action_manager, ActionType type, uint action, ulong target, uint param, uint origin, uint unk, Vector3* location) { 280 | var status = ActionManager.MemberFunctionPointers.GetActionStatus((ActionManager*)action_manager, type, action, (uint)target, true, true, null); 281 | 282 | if (status != 0 && status != 0x244) { 283 | return UseActionHook.Original(action_manager, type, action, target, param, origin, unk, location); 284 | } 285 | 286 | Dalamud.SafeMemory.Read(action_manager + 0x08, out float animation_timer); 287 | var action_row = Actions.GetRow(action)!; 288 | 289 | if (status == 0x244 || animation_timer > 0) { 290 | if (!Configuration.QueueGroundActions || action_row.ActionCategory.Value.RowId != AbilityActionCategory) { 291 | ToastGui.ShowError("Cannot use while casting."); 292 | return false; 293 | } 294 | 295 | return TryQueueAction(action_manager, action, param, type, DefaultTarget); 296 | } 297 | 298 | var distance = DistanceFromPlayer(*location); 299 | 300 | if (distance > action_row.Range) { 301 | ToastGui.ShowError("Target is not in range."); 302 | return false; 303 | } 304 | 305 | return UseAction(action_manager, type, action, target, location, param); 306 | } 307 | 308 | private unsafe bool GroundActionAtTarget(IntPtr action_manager, ActionType type, uint action, IGameObject target, uint param, uint origin, uint unk, Vector3* location) { 309 | 310 | 311 | var status = ActionManager.MemberFunctionPointers.GetActionStatus((ActionManager*)action_manager, type, action, target.GameObjectId, true, true, null); 312 | 313 | if (status != 0 && status != 0x244) { 314 | return UseActionHook.Original(action_manager, type, action, target.GameObjectId, param, origin, unk, location); 315 | } 316 | 317 | Dalamud.SafeMemory.Read(action_manager + 0x08, out float animation_timer); 318 | var action_row = Actions.GetRow(action)!; 319 | 320 | if (status == 0x244 || animation_timer > 0) { 321 | 322 | if (!Configuration.QueueGroundActions || action_row.ActionCategory.Value.RowId != AbilityActionCategory) { 323 | ToastGui.ShowError("Cannot use while casting."); 324 | return false; 325 | } 326 | 327 | return TryQueueAction(action_manager, action, param, type, target.GameObjectId); 328 | } 329 | 330 | var new_location = target.Position; 331 | var distance = DistanceFromPlayer(new_location); 332 | 333 | if (distance > action_row.Range) { 334 | ToastGui.ShowError("Target is not in range."); 335 | return false; 336 | } 337 | 338 | return UseAction(action_manager, type, action, target.GameObjectId, &new_location); 339 | } 340 | 341 | public void Dispose() { 342 | UseActionHook?.Dispose(); 343 | } 344 | } 345 | } 346 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------