Do a bunch of refactoring regarding available application options.

This commit is contained in:
Ottermandias 2023-11-16 17:32:55 +01:00
parent f55d25b088
commit 68327d3563
12 changed files with 168 additions and 150 deletions

View file

@ -31,7 +31,7 @@ public class AutoDesign
public string Name(bool incognito)
=> Revert ? RevertName : incognito ? Design!.Incognito : Design!.Name.Text;
public ref DesignData GetDesignData(ActorState state)
public ref readonly DesignData GetDesignData(ActorState state)
=> ref Design == null ? ref state.BaseData : ref Design.DesignData;
public bool Revert

View file

@ -89,7 +89,8 @@ public class AutoDesignApplier : IDisposable
{
if (_jobChangeMainhand.TryGetValue(current.Type, out var data))
{
Glamourer.Log.Verbose($"Changing Mainhand from {_jobChangeState.ModelData.Weapon(EquipSlot.MainHand)} | {_jobChangeState.BaseData.Weapon(EquipSlot.MainHand)} to {data.Item1} for 0x{actor.Address:X}.");
Glamourer.Log.Verbose(
$"Changing Mainhand from {_jobChangeState.ModelData.Weapon(EquipSlot.MainHand)} | {_jobChangeState.BaseData.Weapon(EquipSlot.MainHand)} to {data.Item1} for 0x{actor.Address:X}.");
_state.ChangeItem(_jobChangeState, EquipSlot.MainHand, data.Item1, data.Item2);
weapon.Value = _jobChangeState.ModelData.Weapon(EquipSlot.MainHand);
}
@ -98,7 +99,8 @@ public class AutoDesignApplier : IDisposable
{
if (_jobChangeOffhand.TryGetValue(current.Type, out var data))
{
Glamourer.Log.Verbose($"Changing Offhand from {_jobChangeState.ModelData.Weapon(EquipSlot.OffHand)} | {_jobChangeState.BaseData.Weapon(EquipSlot.OffHand)} to {data.Item1} for 0x{actor.Address:X}.");
Glamourer.Log.Verbose(
$"Changing Offhand from {_jobChangeState.ModelData.Weapon(EquipSlot.OffHand)} | {_jobChangeState.BaseData.Weapon(EquipSlot.OffHand)} to {data.Item1} for 0x{actor.Address:X}.");
_state.ChangeItem(_jobChangeState, EquipSlot.OffHand, data.Item1, data.Item2);
weapon.Value = _jobChangeState.ModelData.Weapon(EquipSlot.OffHand);
}
@ -277,8 +279,8 @@ public class AutoDesignApplier : IDisposable
if (design.ApplicationType is 0)
continue;
ref var data = ref design.GetDesignData(state);
var source = design.Revert ? StateChanged.Source.Game : StateChanged.Source.Fixed;
ref readonly var data = ref design.GetDesignData(state);
var source = design.Revert ? StateChanged.Source.Game : StateChanged.Source.Fixed;
if (!data.IsHuman)
continue;