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https://github.com/Ottermandias/Glamourer.git
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Allow multiple fixed designs for a single character to be active, and check jobs. Use the job-group with fewer entries if they are overlapping, and the first added if they have the same number of entries.
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parent
9dafc65975
commit
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6 changed files with 201 additions and 35 deletions
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@ -13,44 +13,50 @@ namespace Glamourer.Designs
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{
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public class FixedDesign
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{
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public string Name;
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public Design Design;
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public bool Enabled;
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public string Name;
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public JobGroup Jobs;
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public Design Design;
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public bool Enabled;
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public GlamourerConfig.FixedDesign ToSave()
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=> new()
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{
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Name = Name,
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Path = Design.FullName(),
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Enabled = Enabled,
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Name = Name,
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Path = Design.FullName(),
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Enabled = Enabled,
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JobGroups = Jobs.Id,
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};
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public FixedDesign(string name, Design design, bool enabled)
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public FixedDesign(string name, Design design, bool enabled, JobGroup jobs)
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{
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Name = name;
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Design = design;
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Enabled = enabled;
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Jobs = jobs;
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}
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}
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public List<FixedDesign> Data;
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public Dictionary<string, FixedDesign> EnabledDesigns;
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public List<FixedDesign> Data;
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public Dictionary<string, List<FixedDesign>> EnabledDesigns;
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public readonly IReadOnlyDictionary<ushort, JobGroup> JobGroups;
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public bool EnableDesign(FixedDesign design)
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{
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var changes = !design.Enabled;
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if (EnabledDesigns.TryGetValue(design.Name, out var oldDesign))
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{
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oldDesign.Enabled = false;
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changes = true;
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}
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else
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if (!EnabledDesigns.TryGetValue(design.Name, out var designs))
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{
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EnabledDesigns[design.Name] = new List<FixedDesign> { design };
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Glamourer.PlayerWatcher.AddPlayerToWatch(design.Name);
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changes = true;
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}
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else if (!designs.Contains(design))
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{
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designs.Add(design);
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changes = true;
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}
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EnabledDesigns[design.Name] = design;
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design.Enabled = true;
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design.Enabled = true;
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if (Dalamud.Objects.FirstOrDefault(o => o.ObjectKind == ObjectKind.Player && o.Name.ToString() == design.Name)
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is Character character)
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OnPlayerChange(character);
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@ -63,15 +69,25 @@ namespace Glamourer.Designs
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return false;
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design.Enabled = false;
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EnabledDesigns.Remove(design.Name);
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Glamourer.PlayerWatcher.RemovePlayerFromWatch(design.Name);
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if (!EnabledDesigns.TryGetValue(design.Name, out var designs))
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return false;
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if (!designs.Remove(design))
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return false;
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if (designs.Count == 0)
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{
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EnabledDesigns.Remove(design.Name);
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Glamourer.PlayerWatcher.RemovePlayerFromWatch(design.Name);
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}
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return true;
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}
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public FixedDesigns(DesignManager designs)
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{
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JobGroups = GameData.JobGroups(Dalamud.GameData);
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Data = new List<FixedDesign>(Glamourer.Config.FixedDesigns.Count);
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EnabledDesigns = new Dictionary<string, FixedDesign>(Glamourer.Config.FixedDesigns.Count);
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EnabledDesigns = new Dictionary<string, List<FixedDesign>>(Glamourer.Config.FixedDesigns.Count);
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Glamourer.PlayerWatcher.PlayerChanged += OnPlayerChange;
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var changes = false;
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for (var i = 0; i < Glamourer.Config.FixedDesigns.Count; ++i)
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@ -79,7 +95,9 @@ namespace Glamourer.Designs
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var save = Glamourer.Config.FixedDesigns[i];
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if (designs.FileSystem.Find(save.Path, out var d) && d is Design design)
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{
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Data.Add(new FixedDesign(save.Name, design, save.Enabled));
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if (!JobGroups.TryGetValue((ushort) save.JobGroups, out var jobGroup))
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jobGroup = JobGroups[1];
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Data.Add(new FixedDesign(save.Name, design, save.Enabled, jobGroup));
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if (save.Enabled)
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changes |= EnableDesign(Data.Last());
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}
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@ -98,18 +116,23 @@ namespace Glamourer.Designs
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private void OnPlayerChange(Character character)
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{
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var name = character.Name.ToString();
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if (EnabledDesigns.TryGetValue(name, out var design))
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{
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PluginLog.Debug("Redrawing {CharacterName} with {DesignName}.", name, design.Design.FullName());
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design.Design.Data.Apply(character);
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Glamourer.PlayerWatcher.UpdatePlayerWithoutEvent(character);
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Glamourer.Penumbra.RedrawObject(character, RedrawType.WithSettings, false);
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}
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if (!EnabledDesigns.TryGetValue(name, out var designs))
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return;
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var design = designs.OrderBy(d => d.Jobs.Count).FirstOrDefault(d => d.Jobs.Fits(character.ClassJob.Id));
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if (design == null)
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return;
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PluginLog.Debug("Redrawing {CharacterName} with {DesignName} for job {JobGroup}.", name, design.Design.FullName(),
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design.Jobs.Name);
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design.Design.Data.Apply(character);
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Glamourer.PlayerWatcher.UpdatePlayerWithoutEvent(character);
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Glamourer.Penumbra.RedrawObject(character, RedrawType.WithSettings, false);
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}
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public void Add(string name, Design design, bool enabled = false)
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public void Add(string name, Design design, JobGroup group, bool enabled = false)
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{
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Data.Add(new FixedDesign(name, design, enabled));
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Data.Add(new FixedDesign(name, design, enabled, group));
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Glamourer.Config.FixedDesigns.Add(Data.Last().ToSave());
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if (enabled)
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