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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
6d5503b3bc
6 changed files with 201 additions and 35 deletions
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@ -11,6 +11,8 @@ namespace Glamourer
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{
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private static Dictionary<byte, Stain>? _stains;
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private static Dictionary<EquipSlot, List<Item>>? _itemsBySlot;
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private static Dictionary<byte, Job>? _jobs;
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private static Dictionary<ushort, JobGroup>? _jobGroups;
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private static SortedList<uint, ModelChara>? _models;
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public static IReadOnlyDictionary<uint, ModelChara> Models(DataManager dataManager)
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@ -84,5 +86,53 @@ namespace Glamourer
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_itemsBySlot[EquipSlot.LFinger] = _itemsBySlot[EquipSlot.RFinger];
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return _itemsBySlot;
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}
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public static IReadOnlyDictionary<byte, Job> Jobs(DataManager dataManager)
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{
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if (_jobs != null)
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return _jobs;
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var sheet = dataManager.GetExcelSheet<ClassJob>()!;
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_jobs = sheet.ToDictionary(j => (byte)j.RowId, j => new Job(j));
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return _jobs;
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}
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public static IReadOnlyDictionary<ushort, JobGroup> JobGroups(DataManager dataManager)
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{
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if (_jobGroups != null)
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return _jobGroups;
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var sheet = dataManager.GetExcelSheet<ClassJobCategory>()!;
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var jobs = dataManager.GetExcelSheet<ClassJob>()!;
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static bool ValidIndex(uint idx)
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{
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if (idx > 0 && idx < 36)
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return true;
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return idx switch
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{
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91 => true,
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92 => true,
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96 => true,
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98 => true,
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99 => true,
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111 => true,
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112 => true,
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129 => true,
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149 => true,
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150 => true,
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156 => true,
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157 => true,
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158 => true,
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159 => true,
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_ => false,
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};
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}
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_jobGroups = sheet.Where(j => ValidIndex(j.RowId))
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.ToDictionary(j => (ushort) j.RowId, j => new JobGroup(j, jobs));
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return _jobGroups;
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}
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}
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}
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21
Glamourer.GameData/Job.cs
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21
Glamourer.GameData/Job.cs
Normal file
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@ -0,0 +1,21 @@
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using Lumina.Excel.GeneratedSheets;
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namespace Glamourer
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{
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public readonly struct Job
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{
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public readonly string Name;
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public readonly string Abbreviation;
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public readonly ClassJob Base;
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public uint Id
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=> Base.RowId;
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public Job(ClassJob job)
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{
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Base = job;
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Name = job.Name.ToString();
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Abbreviation = job.Abbreviation.ToString();
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}
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}
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}
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50
Glamourer.GameData/JobGroup.cs
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50
Glamourer.GameData/JobGroup.cs
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@ -0,0 +1,50 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using Lumina.Excel;
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using Lumina.Excel.GeneratedSheets;
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namespace Glamourer
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{
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public readonly struct JobGroup
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{
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public readonly string Name;
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private readonly ulong _flags;
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public readonly int Count;
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public readonly uint Id;
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public JobGroup(ClassJobCategory group, ExcelSheet<ClassJob> jobs)
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{
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Count = 0;
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_flags = 0ul;
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Id = group.RowId;
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Name = group.Name.ToString();
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Debug.Assert(jobs.RowCount < 64);
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foreach (var job in jobs)
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{
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var abbr = job.Abbreviation.ToString();
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if (!abbr.Any())
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continue;
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var prop = group.GetType().GetProperty(abbr);
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Debug.Assert(prop != null);
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if (!(bool) prop.GetValue(group)!)
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continue;
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++Count;
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_flags |= 1ul << (int) job.RowId;
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}
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}
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public bool Fits(Job job)
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=> Fits(job.Id);
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public bool Fits(uint jobId)
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{
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var flag = 1ul << (int)jobId;
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return (flag & _flags) != 0;
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}
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}
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}
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