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17 changed files with 877 additions and 535 deletions
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using System.Linq;
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using System;
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using System.Linq;
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using Glamourer.Customization;
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using Glamourer.Interop;
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using Glamourer.Interop.Penumbra;
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using Glamourer.Interop.Structs;
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using Glamourer.Events;
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using Glamourer.Services;
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using Penumbra.Api.Enums;
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using Penumbra.GameData.Data;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer.State;
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/// <summary>
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/// This class applies changes made to state to actual objects in the game.
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/// It handles applying those changes as well as redrawing the actor if necessary.
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/// </summary>
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public class StateEditor
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{
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private readonly PenumbraService _penumbra;
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private readonly UpdateSlotService _updateSlot;
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private readonly VisorService _visor;
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private readonly WeaponService _weapon;
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private readonly MetaService _metaService;
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private readonly ChangeCustomizeService _changeCustomize;
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private readonly ItemManager _items;
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private readonly ItemManager _items;
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private readonly CustomizationService _customizations;
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private readonly HumanModelList _humans;
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public StateEditor(UpdateSlotService updateSlot, VisorService visor, WeaponService weapon, ChangeCustomizeService changeCustomize,
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ItemManager items, PenumbraService penumbra, MetaService metaService)
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public StateEditor(CustomizationService customizations, HumanModelList humans, ItemManager items)
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{
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_updateSlot = updateSlot;
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_visor = visor;
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_weapon = weapon;
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_changeCustomize = changeCustomize;
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_items = items;
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_penumbra = penumbra;
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_metaService = metaService;
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_customizations = customizations;
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_humans = humans;
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_items = items;
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}
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/// <summary> Changing the model ID simply requires guaranteed redrawing. </summary>
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public void ChangeModelId(ActorData data, uint modelId)
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/// <summary> Change the model id. If the actor is changed from a human to another human, customize and equipData are unused. </summary>
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public bool ChangeModelId(ActorState state, uint modelId, in Customize customize, nint equipData, StateChanged.Source source,
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out uint oldModelId, uint key = 0)
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{
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foreach (var actor in data.Objects)
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_penumbra.RedrawObject(actor, RedrawType.Redraw);
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}
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oldModelId = state.ModelData.ModelId;
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if (!state.CanUnlock(key))
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return false;
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/// <summary>
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/// Change the customization values of actors either by applying them via update or redrawing,
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/// this depends on whether the changes include changes to Race, Gender, Body Type or Face.
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/// </summary>
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public void ChangeCustomize(ActorData data, Customize customize)
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{
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foreach (var actor in data.Objects)
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var oldIsHuman = state.ModelData.IsHuman;
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state.ModelData.IsHuman = _humans.IsHuman(modelId);
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if (state.ModelData.IsHuman)
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{
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var mdl = actor.Model;
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if (!mdl.IsHuman)
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continue;
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if (oldModelId == modelId)
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return true;
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var flags = Customize.Compare(mdl.GetCustomize(), customize);
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if (!flags.RequiresRedraw())
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_changeCustomize.UpdateCustomize(mdl, customize.Data);
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else
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_penumbra.RedrawObject(actor, RedrawType.Redraw);
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state.ModelData.ModelId = modelId;
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if (oldIsHuman)
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return true;
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// Fix up everything else to make sure the result is a valid human.
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state.ModelData.Customize = Customize.Default;
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state.ModelData.SetDefaultEquipment(_items);
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state.ModelData.SetHatVisible(true);
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state.ModelData.SetWeaponVisible(true);
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state.ModelData.SetVisor(false);
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state[ActorState.MetaIndex.ModelId] = source;
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state[ActorState.MetaIndex.HatState] = source;
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state[ActorState.MetaIndex.WeaponState] = source;
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state[ActorState.MetaIndex.VisorState] = source;
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foreach (var slot in EquipSlotExtensions.FullSlots)
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{
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state[slot, true] = source;
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state[slot, false] = source;
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}
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state[CustomizeIndex.Clan] = source;
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state[CustomizeIndex.Gender] = source;
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var set = _customizations.AwaitedService.GetList(state.ModelData.Customize.Clan, state.ModelData.Customize.Gender);
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foreach (var index in Enum.GetValues<CustomizeIndex>().Where(set.IsAvailable))
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state[index] = source;
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}
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}
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/// <summary>
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/// Change a single piece of armor and/or stain depending on slot.
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/// This uses the current customization of the model to potentially prevent restricted gear types from appearing.
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/// This never requires redrawing.
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/// </summary>
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public void ChangeArmor(ActorData data, EquipSlot slot, CharacterArmor armor)
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{
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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{
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var mdl = actor.Model;
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var customize = mdl.IsHuman ? mdl.GetCustomize() : actor.GetCustomize();
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var (_, resolvedItem) = _items.ResolveRestrictedGear(armor, slot, customize.Race, customize.Gender);
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_updateSlot.UpdateSlot(actor.Model, slot, resolvedItem);
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}
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}
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/// <summary>
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/// Change the stain of a single piece of armor or weapon.
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/// If the offhand is empty, the stain will be fixed to 0 to prevent crashes.
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/// </summary>
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public void ChangeStain(ActorData data, EquipSlot slot, StainId stain)
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{
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var idx = slot.ToIndex();
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switch (idx)
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{
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case < 10:
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_updateSlot.UpdateStain(actor.Model, slot, stain);
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break;
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case 10:
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_weapon.LoadStain(actor, EquipSlot.MainHand, stain);
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break;
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case 11:
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_weapon.LoadStain(actor, EquipSlot.OffHand, stain);
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break;
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}
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}
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/// <summary> Apply a weapon to the appropriate slot. </summary>
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public void ChangeWeapon(ActorData data, EquipSlot slot, EquipItem item, StainId stain)
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{
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if (slot is EquipSlot.MainHand)
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ChangeMainhand(data, item, stain);
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else
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ChangeOffhand(data, item, stain);
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}
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/// <summary>
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/// Apply a weapon to the mainhand. If the weapon type has no associated offhand type, apply both.
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/// </summary>
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public void ChangeMainhand(ActorData data, EquipItem weapon, StainId stain)
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{
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var slot = weapon.Type.Offhand() == FullEquipType.Unknown ? EquipSlot.BothHand : EquipSlot.MainHand;
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_weapon.LoadWeapon(actor, slot, weapon.Weapon().With(stain));
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}
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/// <summary> Apply a weapon to the offhand. </summary>
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public void ChangeOffhand(ActorData data, EquipItem weapon, StainId stain)
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{
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stain = weapon.ModelId.Value == 0 ? 0 : stain;
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_weapon.LoadWeapon(actor, EquipSlot.OffHand, weapon.Weapon().With(stain));
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}
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/// <summary> Change the visor state of actors only on the draw object. </summary>
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public void ChangeVisor(ActorData data, bool value)
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{
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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{
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var mdl = actor.Model;
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if (!mdl.IsHuman)
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continue;
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_visor.SetVisorState(mdl, value);
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unsafe
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{
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state.ModelData.LoadNonHuman(modelId, customize, (byte*)equipData);
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state[ActorState.MetaIndex.ModelId] = source;
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}
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}
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return true;
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}
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/// <summary> Change the forced wetness state on actors. </summary>
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public unsafe void ChangeWetness(ActorData data, bool value)
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/// <summary> Change a customization value. </summary>
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public bool ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source,
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out CustomizeValue old, uint key = 0)
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{
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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actor.AsCharacter->IsGPoseWet = value;
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old = state.ModelData.Customize[idx];
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if (!state.CanUnlock(key))
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return false;
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state.ModelData.Customize[idx] = value;
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state[idx] = source;
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return true;
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}
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/// <summary> Change the hat-visibility state on actors. </summary>
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public unsafe void ChangeHatState(ActorData data, bool value)
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/// <summary> Change an entire customization array according to flags. </summary>
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public bool ChangeHumanCustomize(ActorState state, in Customize customizeInput, CustomizeFlag applyWhich, StateChanged.Source source,
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out Customize old, out CustomizeFlag changed, uint key = 0)
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{
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_metaService.SetHatState(actor, value);
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old = state.ModelData.Customize;
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changed = 0;
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if (!state.CanUnlock(key))
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return false;
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(var customize, var applied, changed) = _customizations.Combine(state.ModelData.Customize, customizeInput, applyWhich);
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if (changed == 0)
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return false;
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state.ModelData.Customize = customize;
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applied |= changed;
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foreach (var type in Enum.GetValues<CustomizeIndex>())
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{
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if (applied.HasFlag(type.ToFlag()))
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state[type] = source;
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}
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return true;
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}
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/// <summary> Change the weapon-visibility state on actors. </summary>
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public unsafe void ChangeWeaponState(ActorData data, bool value)
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/// <summary> Change a single piece of equipment without stain. </summary>
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public bool ChangeItem(ActorState state, EquipSlot slot, EquipItem item, StateChanged.Source source, out EquipItem oldItem, uint key = 0)
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{
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foreach (var actor in data.Objects.Where(a => a.IsCharacter))
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_metaService.SetWeaponState(actor, value);
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oldItem = state.ModelData.Item(slot);
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if (!state.CanUnlock(key))
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return false;
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state.ModelData.SetItem(slot, item);
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state[slot, false] = source;
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return true;
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}
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/// <summary> Change a single piece of equipment including stain. </summary>
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public bool ChangeEquip(ActorState state, EquipSlot slot, EquipItem item, StainId stain, StateChanged.Source source, out EquipItem oldItem,
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out StainId oldStain, uint key = 0)
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{
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oldItem = state.ModelData.Item(slot);
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oldStain = state.ModelData.Stain(slot);
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if (!state.CanUnlock(key))
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return false;
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state.ModelData.SetItem(slot, item);
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state.ModelData.SetStain(slot, stain);
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state[slot, false] = source;
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state[slot, true] = source;
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return true;
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}
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/// <summary> Change only the stain of an equipment piece. </summary>
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public bool ChangeStain(ActorState state, EquipSlot slot, StainId stain, StateChanged.Source source, out StainId oldStain, uint key = 0)
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{
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oldStain = state.ModelData.Stain(slot);
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if (!state.CanUnlock(key))
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return false;
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state.ModelData.SetStain(slot, stain);
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state[slot, true] = source;
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return true;
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}
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public bool ChangeMetaState(ActorState state, ActorState.MetaIndex index, bool value, StateChanged.Source source, out bool oldValue,
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uint key = 0)
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{
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(var setter, oldValue) = index switch
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{
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ActorState.MetaIndex.Wetness => ((Func<bool, bool>)state.ModelData.SetIsWet, state.ModelData.IsWet()),
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ActorState.MetaIndex.HatState => ((Func<bool, bool>)state.ModelData.SetHatVisible, state.ModelData.IsHatVisible()),
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ActorState.MetaIndex.VisorState => ((Func<bool, bool>)state.ModelData.SetVisor, state.ModelData.IsVisorToggled()),
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ActorState.MetaIndex.WeaponState => ((Func<bool, bool>)state.ModelData.SetWeaponVisible, state.ModelData.IsWeaponVisible()),
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_ => throw new Exception("Invalid MetaIndex."),
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};
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if (!state.CanUnlock(key))
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return false;
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setter(value);
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state[index] = source;
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return true;
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}
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}
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