This commit is contained in:
Ottermandias 2023-07-08 21:40:22 +02:00
parent 8526ce4f33
commit 0b22dd9760
17 changed files with 877 additions and 535 deletions

View file

@ -10,6 +10,7 @@ using Glamourer.Interop;
using Glamourer.Interop.Structs;
using Glamourer.Services;
using Penumbra.GameData.Actors;
using Penumbra.GameData.Data;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
@ -17,26 +18,24 @@ namespace Glamourer.State;
public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
{
private readonly ActorService _actors;
private readonly ItemManager _items;
private readonly CustomizationService _customizations;
private readonly VisorService _visor;
private readonly StateChanged _event;
private readonly ObjectManager _objects;
private readonly StateEditor _editor;
private readonly ActorService _actors;
private readonly ItemManager _items;
private readonly HumanModelList _humans;
private readonly StateChanged _event;
private readonly StateApplier _applier;
private readonly StateEditor _editor;
private readonly Dictionary<ActorIdentifier, ActorState> _states = new();
public StateManager(ActorService actors, ItemManager items, CustomizationService customizations, VisorService visor, StateChanged @event,
ObjectManager objects, StateEditor editor)
public StateManager(ActorService actors, ItemManager items, StateChanged @event, StateApplier applier, StateEditor editor,
HumanModelList humans)
{
_actors = actors;
_items = items;
_customizations = customizations;
_visor = visor;
_event = @event;
_objects = objects;
_editor = editor;
_actors = actors;
_items = items;
_event = @event;
_applier = applier;
_editor = editor;
_humans = humans;
}
public IEnumerator<KeyValuePair<ActorIdentifier, ActorState>> GetEnumerator()
@ -109,17 +108,18 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
return ret;
}
var model = actor.Model;
// Model ID is only unambiguously contained in the game object.
// The draw object only has the object type.
// TODO reverse search model data to get model id from model.
if (actor.AsCharacter->CharacterData.ModelCharaId != 0)
if (!_humans.IsHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId))
{
ret.LoadNonHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId, *(Customize*)&actor.AsCharacter->DrawData.CustomizeData,
(byte*)&actor.AsCharacter->DrawData.Head);
return ret;
}
var model = actor.Model;
CharacterWeapon main;
CharacterWeapon off;
@ -152,7 +152,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
(_, _, main, off) = model.GetWeapons(actor);
// Visor state is a flag on the game object, but we can see the actual state on the draw object.
ret.SetVisor(_visor.GetVisorState(model));
ret.SetVisor(VisorService.GetVisorState(model));
}
else
{
@ -192,304 +192,228 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
#region Change Values
/// <summary> Turn a non-human actor human. </summary>
public void TurnHuman(ActorState state, StateChanged.Source source)
/// <summary> Turn an actor human. </summary>
public void TurnHuman(ActorState state, StateChanged.Source source, uint key = 0)
=> ChangeModelId(state, 0, Customize.Default, nint.Zero, source, key);
/// <summary> Turn an actor to. </summary>
public void ChangeModelId(ActorState state, uint modelId, Customize customize, nint equipData, StateChanged.Source source,
uint key = 0)
{
if (state.ModelData.ModelId == 0)
if (!_editor.ChangeModelId(state, modelId, customize, equipData, source, out var old, key))
return;
state.ModelData.ModelId = 0;
state[ActorState.MetaIndex.ModelId] = source;
ChangeCustomize(state, Customize.Default, CustomizeFlagExtensions.All, source);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
ChangeEquip(state, slot, ItemManager.NothingItem(slot), 0, source);
ChangeEquip(state, EquipSlot.MainHand, _items.DefaultSword, 0, source);
ChangeEquip(state, EquipSlot.OffHand, ItemManager.NothingItem(FullEquipType.Shield), 0, source);
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
_editor.ChangeModelId(objects, 0);
var actors = _applier.ForceRedraw(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set model id in state {state.Identifier.Incognito(null)} from {old} to {modelId}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Model, source, state, actors, (old, modelId));
}
/// <summary> Change a customization value. </summary>
public void ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source)
public void ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.Customize[idx];
state.ModelData.Customize[idx] = value;
state[idx] = source;
if (!_editor.ChangeCustomize(state, idx, value, source, out var old, key))
return;
// Update draw objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeCustomize(objects, state.ModelData.Customize);
// Meta.
var actors = _applier.ChangeCustomize(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {idx.ToDefaultName()} customizations in state {state.Identifier} from {old.Value} to {value.Value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Customize, source, state, objects, (old, value, idx));
$"Set {idx.ToDefaultName()} customizations in state {state.Identifier.Incognito(null)} from {old.Value} to {value.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Customize, source, state, actors, (old, value, idx));
}
/// <summary> Change an entire customization array according to flags. </summary>
public void ChangeCustomize(ActorState state, in Customize customizeInput, CustomizeFlag apply, StateChanged.Source source)
public void ChangeCustomize(ActorState state, in Customize customizeInput, CustomizeFlag apply, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.Customize;
var (customize, applied) = _customizations.Combine(state.ModelData.Customize, customizeInput, apply);
if (applied == 0)
if (!_editor.ChangeHumanCustomize(state, customizeInput, apply, source, out var old, out var applied, key))
return;
state.ModelData.Customize = customize;
foreach (var type in Enum.GetValues<CustomizeIndex>())
{
var flag = type.ToFlag();
if (applied.HasFlag(flag))
state[type] = source;
}
// Update draw objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeCustomize(objects, state.ModelData.Customize);
// Meta.
var actors = _applier.ChangeCustomize(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {applied} customizations in state {state.Identifier} from {old} to {customize}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Customize, source, state, objects, (old, customize, applied));
$"Set {applied} customizations in state {state.Identifier.Incognito(null)} from {old} to {customizeInput}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.EntireCustomize, source, state, actors, (old, applied));
}
/// <summary> Change a single piece of equipment without stain. </summary>
/// <remarks> Do not use this in the same frame as ChangeStain, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source)"/> instead. </remarks>
public void ChangeItem(ActorState state, EquipSlot slot, EquipItem item, StateChanged.Source source)
/// <remarks> Do not use this in the same frame as ChangeStain, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source,uint)"/> instead. </remarks>
public void ChangeItem(ActorState state, EquipSlot slot, EquipItem item, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.Item(slot);
state.ModelData.SetItem(slot, item);
state[slot, false] = source;
var type = slot is EquipSlot.MainHand or EquipSlot.OffHand ? StateChanged.Type.Weapon : StateChanged.Type.Equip;
if (!_editor.ChangeItem(state, slot, item, source, out var old, key))
return;
// Update draw objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
if (type == StateChanged.Type.Equip)
{
if (slot is not EquipSlot.Head || state.ModelData.IsHatVisible())
_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
}
else
{
_editor.ChangeWeapon(objects, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
}
// Meta.
var type = slot.IsEquipmentPiece() ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
var actors = type is StateChanged.Type.Equip
? _applier.ChangeArmor(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
: _applier.ChangeWeapon(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {slot.ToName()} in state {state.Identifier} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, objects, (old, item, slot));
$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, actors, (old, item, slot));
}
/// <summary> Change a single piece of equipment including stain. </summary>
public void ChangeEquip(ActorState state, EquipSlot slot, EquipItem item, StainId stain, StateChanged.Source source)
public void ChangeEquip(ActorState state, EquipSlot slot, EquipItem item, StainId stain, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.Item(slot);
var oldStain = state.ModelData.Stain(slot);
state.ModelData.SetItem(slot, item);
state.ModelData.SetStain(slot, stain);
state[slot, false] = source;
state[slot, true] = source;
var type = slot is EquipSlot.MainHand or EquipSlot.OffHand ? StateChanged.Type.Weapon : StateChanged.Type.Equip;
if (!_editor.ChangeEquip(state, slot, item, stain, source, out var old, out var oldStain, key))
return;
// Update draw objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
if (type == StateChanged.Type.Equip)
{
if (slot is not EquipSlot.Head || state.ModelData.IsHatVisible())
_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
}
else
{
_editor.ChangeWeapon(objects, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
}
// Meta.
var type = slot.IsEquipmentPiece() ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
var actors = type is StateChanged.Type.Equip
? _applier.ChangeArmor(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
: _applier.ChangeWeapon(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {slot.ToName()} in state {state.Identifier} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}) and its stain from {oldStain.Value} to {stain.Value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, objects, (old, item, slot));
_event.Invoke(StateChanged.Type.Stain, source, state, objects, (oldStain, stain, slot));
$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}) and its stain from {oldStain.Value} to {stain.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, actors, (old, item, slot));
_event.Invoke(StateChanged.Type.Stain, source, state, actors, (oldStain, stain, slot));
}
/// <summary> Change only the stain of an equipment piece. </summary>
/// <remarks>
/// Do not use this in the same frame as ChangeEquip, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source)"/> instead. </remarks>
public void ChangeStain(ActorState state, EquipSlot slot, StainId stain, StateChanged.Source source)
/// <remarks> Do not use this in the same frame as ChangeEquip, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source,uint)"/> instead. </remarks>
public void ChangeStain(ActorState state, EquipSlot slot, StainId stain, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.Stain(slot);
state.ModelData.SetStain(slot, stain);
state[slot, true] = source;
if (!_editor.ChangeStain(state, slot, stain, source, out var old, key))
return;
// Update draw objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeStain(objects, slot, stain);
// Meta.
var actors = _applier.ChangeStain(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {slot.ToName()} stain in state {state.Identifier} from {old.Value} to {stain.Value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Stain, source, state, objects, (old, stain, slot));
$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old.Value} to {stain.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Stain, source, state, actors, (old, stain, slot));
}
/// <summary> Change hat visibility. </summary>
public void ChangeHatState(ActorState state, bool value, StateChanged.Source source)
public void ChangeHatState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.IsHatVisible();
state.ModelData.SetHatVisible(value);
state[ActorState.MetaIndex.HatState] = source;
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, value, source, out var old, key))
return;
// Update draw objects / game objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeHatState(objects, value);
// Meta.
var actors = _applier.ChangeHatState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set Head Gear Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaIndex.HatState));
$"Set Head Gear Visibility in state {state.Identifier} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.HatState));
}
/// <summary> Change weapon visibility. </summary>
public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source)
public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.IsWeaponVisible();
state.ModelData.SetWeaponVisible(value);
state[ActorState.MetaIndex.WeaponState] = source;
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, value, source, out var old, key))
return;
// Update draw objects / game objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeWeaponState(objects, value);
// Meta.
var actors = _applier.ChangeWeaponState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set Weapon Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaIndex.WeaponState));
$"Set Weapon Visibility in state {state.Identifier} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.WeaponState));
}
/// <summary> Change visor state. </summary>
public void ChangeVisorState(ActorState state, bool value, StateChanged.Source source)
public void ChangeVisorState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.IsVisorToggled();
state.ModelData.SetVisor(value);
state[ActorState.MetaIndex.VisorState] = source;
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, value, source, out var old, key))
return;
// Update draw objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
_editor.ChangeVisor(objects, value);
// Meta.
var actors = _applier.ChangeVisor(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set Visor State in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaIndex.VisorState));
$"Set Visor State in state {state.Identifier} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.VisorState));
}
/// <summary> Set GPose Wetness. </summary>
public void ChangeWetness(ActorState state, bool value, StateChanged.Source source)
public void ChangeWetness(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
// Update state data.
var old = state.ModelData.IsWet();
state.ModelData.SetIsWet(value);
state[ActorState.MetaIndex.Wetness] = source;
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, value, source, out var old, key))
return;
// Update draw objects / game objects.
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
_editor.ChangeWetness(objects, value);
// Meta.
var actors = _applier.ChangeVisor(state, true);
Glamourer.Log.Verbose(
$"Set Wetness in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaIndex.Wetness], state, objects, (old, value, ActorState.MetaIndex.Wetness));
$"Set Wetness in state {state.Identifier} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaIndex.Wetness], state, actors, (old, value, ActorState.MetaIndex.Wetness));
}
#endregion
public void ApplyDesign(DesignBase design, ActorState state)
public void ApplyDesign(DesignBase design, ActorState state, StateChanged.Source source, uint key = 0)
{
void HandleEquip(EquipSlot slot, bool applyPiece, bool applyStain)
{
switch (applyPiece, applyStain)
var unused = (applyPiece, applyStain) switch
{
case (false, false): break;
case (true, false):
ChangeItem(state, slot, design.DesignData.Item(slot), StateChanged.Source.Manual);
break;
case (false, true):
ChangeStain(state, slot, design.DesignData.Stain(slot), StateChanged.Source.Manual);
break;
case (true, true):
ChangeEquip(state, slot, design.DesignData.Item(slot), design.DesignData.Stain(slot), StateChanged.Source.Manual);
break;
}
(false, false) => false,
(true, false) => _editor.ChangeItem(state, slot, design.DesignData.Item(slot), source, out _, key),
(false, true) => _editor.ChangeStain(state, slot, design.DesignData.Stain(slot), source, out _, key),
(true, true) => _editor.ChangeEquip(state, slot, design.DesignData.Item(slot), design.DesignData.Stain(slot), source, out _,
out _, key),
};
}
if (state.ModelData.ModelId != 0 && design.DesignData.ModelId == 0)
TurnHuman(state, StateChanged.Source.Manual);
if (!_editor.ChangeModelId(state, design.DesignData.ModelId, design.DesignData.Customize, design.DesignData.GetEquipmentPtr(), source,
out var oldModelId, key))
return;
if (design.DoApplyHatVisible())
ChangeHatState(state, design.DesignData.IsHatVisible(), StateChanged.Source.Manual);
if (design.DoApplyWeaponVisible())
ChangeWeaponState(state, design.DesignData.IsWeaponVisible(), StateChanged.Source.Manual);
if (design.DoApplyVisorToggle())
ChangeVisorState(state, design.DesignData.IsVisorToggled(), StateChanged.Source.Manual);
var redraw = oldModelId != design.DesignData.ModelId || !design.DesignData.IsHuman;
if (design.DoApplyWetness())
ChangeWetness(state, design.DesignData.IsWet(), StateChanged.Source.Manual);
_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, design.DesignData.IsWet(), source, out _, key);
ChangeCustomize(state, design.DesignData.Customize, design.ApplyCustomize, StateChanged.Source.Manual);
if (state.ModelData.IsHuman)
{
if (design.DoApplyHatVisible())
_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, design.DesignData.IsHatVisible(), source, out _, key);
if (design.DoApplyWeaponVisible())
_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, design.DesignData.IsWeaponVisible(), source, out _, key);
if (design.DoApplyVisorToggle())
_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, design.DesignData.IsVisorToggled(), source, out _, key);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
HandleEquip(slot, design.DoApplyEquip(slot), design.DoApplyStain(slot));
_editor.ChangeHumanCustomize(state, design.DesignData.Customize, design.ApplyCustomize, source, out _, out var applied, key);
redraw |= applied.RequiresRedraw();
HandleEquip(EquipSlot.MainHand,
design.DoApplyEquip(EquipSlot.MainHand)
&& design.DesignData.Item(EquipSlot.MainHand).Type == state.BaseData.Item(EquipSlot.MainHand).Type,
design.DoApplyStain(EquipSlot.MainHand));
HandleEquip(EquipSlot.OffHand,
design.DoApplyEquip(EquipSlot.OffHand)
&& design.DesignData.Item(EquipSlot.OffHand).Type == state.BaseData.Item(EquipSlot.OffHand).Type,
design.DoApplyStain(EquipSlot.OffHand));
foreach (var slot in EquipSlotExtensions.FullSlots)
HandleEquip(slot, design.DoApplyEquip(slot), design.DoApplyStain(slot));
}
var actors = ApplyAll(state, redraw);
Glamourer.Log.Verbose(
$"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Design, state[ActorState.MetaIndex.Wetness], state, actors, design);
}
private ActorData ApplyAll(ActorState state, bool redraw)
{
var actors = _applier.ChangeWetness(state, true);
if (redraw)
{
_applier.ForceRedraw(actors);
}
else
{
_applier.ChangeCustomize(actors, state.ModelData.Customize);
_applier.ChangeHatState(actors, state.ModelData.IsHatVisible());
_applier.ChangeWeaponState(actors, state.ModelData.IsWeaponVisible());
_applier.ChangeVisor(actors, state.ModelData.IsVisorToggled());
foreach (var slot in EquipSlotExtensions.EqdpSlots)
_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state.ModelData.IsHatVisible());
foreach (var slot in EquipSlotExtensions.WeaponSlots)
_applier.ChangeWeapon(actors, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
}
return actors;
}
public void ResetState(ActorState state)
{
ChangeHatState(state, state.BaseData.IsHatVisible(), StateChanged.Source.Game);
ChangeVisorState(state, state.BaseData.IsVisorToggled(), StateChanged.Source.Game);
ChangeWeaponState(state, state.BaseData.IsWeaponVisible(), StateChanged.Source.Game);
ChangeWetness(state, false, StateChanged.Source.Game);
ChangeCustomize(state, state.BaseData.Customize, CustomizeFlagExtensions.All, StateChanged.Source.Game);
var redraw = state.ModelData.ModelId != state.BaseData.ModelId || !state.ModelData.IsHuman
|| Customize.Compare(state.ModelData.Customize, state.BaseData.Customize).RequiresRedraw();
state.ModelData = state.BaseData;
foreach (var index in Enum.GetValues<CustomizeIndex>())
state[index] = StateChanged.Source.Game;
foreach (var slot in EquipSlotExtensions.FullSlots)
{
state[slot, true] = StateChanged.Source.Game;
state[slot, false] = StateChanged.Source.Game;
}
foreach (var slot in EquipSlotExtensions.EqdpSlots)
ChangeEquip(state, slot, state.BaseData.Item(slot), state.BaseData.Stain(slot), StateChanged.Source.Game);
foreach (var type in Enum.GetValues<ActorState.MetaIndex>())
state[type] = StateChanged.Source.Game;
ChangeEquip(state, EquipSlot.MainHand, state.BaseData.Item(EquipSlot.MainHand), state.BaseData.Stain(EquipSlot.MainHand),
StateChanged.Source.Game);
ChangeEquip(state, EquipSlot.OffHand, state.BaseData.Item(EquipSlot.OffHand), state.BaseData.Stain(EquipSlot.OffHand),
StateChanged.Source.Game);
_objects.Update();
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
foreach (var actor in objects.Objects)
ReapplyState(actor);
var actors = ApplyAll(state, redraw);
Glamourer.Log.Verbose(
$"Reset entire state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Design, state[ActorState.MetaIndex.Wetness], state, actors, null);
}
public void ReapplyState(Actor actor)
@ -497,28 +421,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
if (!GetOrCreate(actor, out var state))
return;
var mdl = actor.Model;
if (!mdl.IsHuman)
return;
var data = new ActorData(actor, string.Empty);
var customizeFlags = Customize.Compare(mdl.GetCustomize(), state.ModelData.Customize);
_editor.ChangeHatState(data, state.ModelData.IsHatVisible());
_editor.ChangeWetness(data, false);
_editor.ChangeWeaponState(data, state.ModelData.IsWeaponVisible());
_editor.ChangeVisor(data, state.ModelData.IsVisorToggled());
_editor.ChangeCustomize(data, state.ModelData.Customize);
if (customizeFlags.RequiresRedraw())
return;
if (state.ModelData.IsHatVisible())
_editor.ChangeArmor(data, EquipSlot.Head, state.ModelData.Armor(EquipSlot.Head));
foreach (var slot in EquipSlotExtensions.EqdpSlots.Skip(1))
_editor.ChangeArmor(data, slot, state.ModelData.Armor(slot));
_editor.ChangeMainhand(data, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));
_editor.ChangeOffhand(data, state.ModelData.Item(EquipSlot.OffHand), state.ModelData.Stain(EquipSlot.OffHand));
ApplyAll(state, !actor.Model.IsHuman || Customize.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw());
}
public void DeleteState(ActorIdentifier identifier)