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Add support for Titles to IUnlockState
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parent
907b585b75
commit
1ba18e54bf
2 changed files with 58 additions and 3 deletions
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@ -50,6 +50,7 @@ internal unsafe class UnlockState : IInternalDisposableService, IUnlockState
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private readonly ConcurrentDictionary<Type, HashSet<uint>> cachedUnlockedRowIds = [];
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private readonly Hook<SetAchievementCompletedDelegate> setAchievementCompletedHook;
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private readonly Hook<SetTitleUnlockedDelegate> setTitleUnlockedHook;
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[ServiceManager.ServiceConstructor]
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private UnlockState()
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@ -62,17 +63,27 @@ internal unsafe class UnlockState : IInternalDisposableService, IUnlockState
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this.sigScanner.ScanText("81 FA ?? ?? ?? ?? 0F 87 ?? ?? ?? ?? 53"),
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this.SetAchievementCompletedDetour);
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this.setTitleUnlockedHook = Hook<SetTitleUnlockedDelegate>.FromAddress(
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this.sigScanner.ScanText("B8 ?? ?? ?? ?? 66 3B D0 73 ?? 44 0F B7 C2 49 C1 E8 ?? 4C 03 C1 0F B7 C2 83 E0 ?? 41 0F B6 48 ?? 0F AB C1"),
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this.SetTitleUnlockedDetour);
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this.setAchievementCompletedHook.Enable();
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this.setTitleUnlockedHook.Enable();
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}
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private delegate void SetAchievementCompletedDelegate(CSAchievement* thisPtr, uint id);
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private delegate void SetTitleUnlockedDelegate(TitleList* thisPtr, ushort id);
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/// <inheritdoc/>
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public event IUnlockState.UnlockDelegate Unlock;
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/// <inheritdoc/>
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public bool IsAchievementListLoaded => CSAchievement.Instance()->IsLoaded();
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/// <inheritdoc/>
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public bool IsTitleListLoaded => UIState.Instance()->TitleList.DataReceived;
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private bool IsLoaded => PlayerState.Instance()->IsLoaded;
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/// <inheritdoc/>
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@ -448,6 +459,19 @@ internal unsafe class UnlockState : IInternalDisposableService, IUnlockState
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return PlayerState.Instance()->IsSecretRecipeBookUnlocked(row.RowId);
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}
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/// <inheritdoc/>
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public bool IsTitleUnlocked(Title row)
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{
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// Only check for login state here as individual Titles
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// may be flagged as complete when you unlock them, regardless
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// of whether the full Titles list was loaded or not.
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if (!this.IsLoaded)
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return false;
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return UIState.Instance()->TitleList.IsTitleUnlocked((ushort)row.RowId);
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}
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/// <inheritdoc/>
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public bool IsTraitUnlocked(Trait row)
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{
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@ -608,6 +632,9 @@ internal unsafe class UnlockState : IInternalDisposableService, IUnlockState
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if (rowRef.TryGetValue<SecretRecipeBook>(out var secretRecipeBookRow))
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return this.IsSecretRecipeBookUnlocked(secretRecipeBookRow);
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if (rowRef.TryGetValue<Title>(out var titleRow))
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return this.IsTitleUnlocked(titleRow);
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if (rowRef.TryGetValue<Trait>(out var traitRow))
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return this.IsTraitUnlocked(traitRow);
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@ -667,14 +694,24 @@ internal unsafe class UnlockState : IInternalDisposableService, IUnlockState
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this.RaiseUnlockSafely((RowRef)LuminaUtils.CreateRef<AchievementSheet>(id));
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}
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private void SetTitleUnlockedDetour(TitleList* thisPtr, ushort id)
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{
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this.setTitleUnlockedHook.Original(thisPtr, id);
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if (!this.IsLoaded)
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return;
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this.RaiseUnlockSafely((RowRef)LuminaUtils.CreateRef<Title>(id));
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}
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private void Update()
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{
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if (!this.IsLoaded)
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return;
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Log.Verbose("Checking for new unlocks...");
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// Do not check for Achievements here!
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// Do not check for Achievements or Titles here!
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this.UpdateUnlocksForSheet<ActionSheet>();
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this.UpdateUnlocksForSheet<AetherCurrent>();
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@ -736,7 +773,6 @@ internal unsafe class UnlockState : IInternalDisposableService, IUnlockState
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// - EmjCostume
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// Probably not happening, because it requires fetching data from server:
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// - Titles
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// - Bozjan Field Notes
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// - Support/Phantom Jobs, which require to be in Occult Crescent, because it checks the jobs level for != 0
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}
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@ -806,6 +842,9 @@ internal class UnlockStatePluginScoped : IInternalDisposableService, IUnlockStat
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/// <inheritdoc/>
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public bool IsAchievementListLoaded => this.unlockStateService.IsAchievementListLoaded;
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/// <inheritdoc/>
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public bool IsTitleListLoaded => this.unlockStateService.IsTitleListLoaded;
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/// <inheritdoc/>
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public bool IsAchievementComplete(AchievementSheet row) => this.unlockStateService.IsAchievementComplete(row);
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@ -932,6 +971,9 @@ internal class UnlockStatePluginScoped : IInternalDisposableService, IUnlockStat
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/// <inheritdoc/>
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public bool IsSecretRecipeBookUnlocked(SecretRecipeBook row) => this.unlockStateService.IsSecretRecipeBookUnlocked(row);
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/// <inheritdoc/>
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public bool IsTitleUnlocked(Title row) => this.unlockStateService.IsTitleUnlocked(row);
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/// <inheritdoc/>
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public bool IsTraitUnlocked(Trait row) => this.unlockStateService.IsTraitUnlocked(row);
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@ -26,6 +26,11 @@ public interface IUnlockState : IDalamudService
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/// </summary>
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bool IsAchievementListLoaded { get; }
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/// <summary>
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/// Gets a value indicating whether the full Titles list was received.
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/// </summary>
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bool IsTitleListLoaded { get; }
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/// <summary>
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/// Determines whether the specified Achievement is completed.<br/>
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/// Requires that the player requested the Achievements list (can be chcked with <see cref="IsAchievementListLoaded"/>).
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@ -322,6 +327,14 @@ public interface IUnlockState : IDalamudService
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/// <returns><see langword="true"/> if unlocked; otherwise, <see langword="false"/>.</returns>
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bool IsSecretRecipeBookUnlocked(SecretRecipeBook row);
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/// <summary>
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/// Determines whether the specified Title is unlocked.<br/>
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/// Requires that the player requested the Titles list (can be chcked with <see cref="IsTitleListLoaded"/>).
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/// </summary>
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/// <param name="row">The Title row to check.</param>
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/// <returns><see langword="true"/> if unlocked; otherwise, <see langword="false"/>.</returns>
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bool IsTitleUnlocked(Title row);
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/// <summary>
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/// Determines whether the specified Trait is unlocked.
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/// </summary>
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