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helpers.py
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helpers.py
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"""
@Author https://github.com/DougTheDruid
@Source https://github.com/DougTheDruid/SoT-ESP-Framework
"""
import math
import json
import logging
from base64 import b64decode
import win32gui
from pyglet.graphics import Batch
from pyglet.text import Label
# True=Enabled & False=Disabled for each relevant config items
CONFIG = {
"CREWS_ENABLED": True,
"SHIPS_ENABLED": False
}
# Used to track unique crews
crew_tracker = {}
version = "1.6.0"
# Config specification for logging file
logging.basicConfig(filename='DougsESP.log', level=logging.DEBUG,
format='%(asctime)s %(levelname)s %(message)s', filemode="w")
logger = logging.getLogger()
# Offset values for the text labels from the circles we draw to the screen
TEXT_OFFSET_X = 13
TEXT_OFFSET_Y = -5
# Information on SoT height and width. Used here and in main.py to display
# data to the screen. May need to manually override if wonky
try:
window = win32gui.FindWindow(None, "Sea of Thieves")
SOT_WINDOW = win32gui.GetWindowRect(window) # (x1, y1, x2, y2)
SOT_WINDOW_H = SOT_WINDOW[3] - SOT_WINDOW[1]
SOT_WINDOW_W = SOT_WINDOW[2] - SOT_WINDOW[0]
except Exception as e:
logger.error("Unable to find SoT window; exiting.")
exit(-1)
# Creates a pyglet "Batch" that we draw our information to. Effectively serves
# as a piece of paper, so we save render cost because its 2D
main_batch = Batch()
# Load our offset json file
with open("offsets.json") as infile:
OFFSETS = json.load(infile)
def dot(array_1: tuple, array_2: tuple) -> float:
"""
Python-converted version of Gummy's External SoT v2 vMatrix Dot method (No
Longer Avail). Takes two lists and multiplies the same index across both
lists, and adds them together. (Need Source)
:param tuple array_1: Presumably some array about our player position
:param tuple array_2: Presumably some array about the dest actor position
:rtype: float
:return: The result of a math equation between those two arrays
"""
if array_2[0] == 0 and array_2[1] == 0 and array_2[2] == 0:
return 0.0
return array_1[0] * array_2[0] + array_1[1] \
* array_2[1] + array_1[2] * array_2[2]
def object_to_screen(player: dict, actor: dict) -> tuple:
"""
Using the player and an actors coordinates, determine where on the screen
an object should be displayed. Assumes your screen is 2560x1440
Python-converted version of Gummy's External SoT v2 WorldToScreen method:
(No Longer Avail; Need Source)
:param player: The player coordinate dictionary
:param actor: An actor coordinate dictionary
:rtype: tuple
:return: tuple of x and y screen coordinates to display where the actor is
on screen
"""
try:
player_camera = (player.get("cam_x"), player.get("cam_y"),
player.get("cam_z"))
temp = make_v_matrix(player_camera)
v_axis_x = (temp[0][0], temp[0][1], temp[0][2])
v_axis_y = (temp[1][0], temp[1][1], temp[1][2])
v_axis_z = (temp[2][0], temp[2][1], temp[2][2])
v_delta = (actor.get("x") - player.get("x"),
actor.get("y") - player.get("y"),
actor.get("z") - player.get("z"))
v_transformed = [dot(v_delta, v_axis_y),
dot(v_delta, v_axis_z),
dot(v_delta, v_axis_x)]
# Credit https://github.com/AlexBurneikis
# No valid screen coordinates if its behind us
if v_transformed[2] < 1.0:
return False
fov = player.get("fov")
screen_center_x = SOT_WINDOW_W / 2
screen_center_y = SOT_WINDOW_H / 2
tmp_fov = math.tan(fov * math.pi / 360)
x = screen_center_x + v_transformed[0] * (screen_center_x / tmp_fov) \
/ v_transformed[2]
if x > SOT_WINDOW_W or x < 0:
return False
y = screen_center_y - v_transformed[1] * \
(screen_center_x / tmp_fov) \
/ v_transformed[2]
if y > SOT_WINDOW_H or y < 0:
return False
return int(x), int(SOT_WINDOW_H - y)
except Exception as w2s_error:
logger.error(f"Couldn't generate screen coordinates for entity: {w2s_error}")
def make_v_matrix(rot: tuple) -> list:
"""
Builds data around how the camera is currently rotated.
Python-converted version of Gummy's External SoT v2 Matrix method:
(No Longer Avail; Need Source)
:param rot: The player objects camera rotation information
:rtype: list
:return: A list of lists containing data about the rotation of our actor
"""
rad_pitch = (rot[0] * math.pi / 180)
rad_yaw = (rot[1] * math.pi / 180)
rad_roll = (rot[2] * math.pi / 180)
sin_pitch = math.sin(rad_pitch)
cos_pitch = math.cos(rad_pitch)
sin_yaw = math.sin(rad_yaw)
cos_yaw = math.cos(rad_yaw)
sin_roll = math.sin(rad_roll)
cos_roll = math.cos(rad_roll)
matrix = [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.0, 0.0, 0.0]]
matrix[0][0] = cos_pitch * cos_yaw
matrix[0][1] = cos_pitch * sin_yaw
matrix[0][2] = sin_pitch
matrix[1][0] = sin_roll * sin_pitch * cos_yaw - cos_roll * sin_yaw
matrix[1][1] = sin_roll * sin_pitch * sin_yaw + cos_roll * cos_yaw
matrix[1][2] = -sin_roll * cos_pitch
matrix[2][0] = -(cos_roll * sin_pitch * cos_yaw + sin_roll * sin_yaw)
matrix[2][1] = cos_yaw * sin_roll - cos_roll * sin_pitch * sin_yaw
matrix[2][2] = cos_roll * cos_pitch
return matrix
def calculate_distance(obj_to: dict, obj_from: dict) -> int:
"""
Determines the distances From one object To another in meters, rounding
to whatever degree of precision you request
(**2 == ^2)
Note: Can convert the int() to a round() if you want more precision
:param obj_to: A coordinate dict for the destination object
:param obj_from: A coordinate dict for the origin object
:rtype: int
:return: the distance in meters from obj_from to obj_to
"""
return int(math.sqrt((obj_to.get("x") - obj_from.get("x")) ** 2 +
(obj_to.get("y") - obj_from.get("y")) ** 2 +
(obj_to.get("z") - obj_from.get("z")) ** 2))
def initialize_window():
"""
Initializes our window with a given label
"""
b_label = Label(b64decode('RG91Z1RoZURydWlkJ3MgRVNQIEZyYW1ld29yaw==').decode("utf-8"),
x=SOT_WINDOW_W - 537, y=10, font_size=24, bold=True,
color=(127, 127, 127, 65), batch=main_batch)
return b_label