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https://github.com/Ottermandias/Glamourer.git
synced 2025-12-12 10:17:23 +01:00
Add option to apply entire weapon.
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parent
5fd4a83aa4
commit
b6549899e8
5 changed files with 92 additions and 35 deletions
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@ -41,6 +41,7 @@ public class Configuration : IPluginConfiguration, ISavable
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public bool UseFloatForColors { get; set; } = true;
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public bool UseRgbForColors { get; set; } = true;
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public bool ShowColorConfig { get; set; } = true;
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public bool ChangeEntireItem { get; set; } = false;
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public ModifiableHotkey ToggleQuickDesignBar { get; set; } = new(VirtualKey.NO_KEY);
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public DoubleModifier DeleteDesignModifier { get; set; } = new(ModifierHotkey.Control, ModifierHotkey.Shift);
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public ChangeLogDisplayType ChangeLogDisplayType { get; set; } = ChangeLogDisplayType.New;
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@ -4,7 +4,6 @@ using Glamourer.Events;
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using Glamourer.GameData;
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using Glamourer.Interop.Penumbra;
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using Glamourer.Services;
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using Glamourer.State;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using OtterGui;
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@ -17,6 +16,7 @@ namespace Glamourer.Designs;
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public class DesignManager
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{
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private readonly CustomizeService _customizations;
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private readonly Configuration _config;
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private readonly ItemManager _items;
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private readonly HumanModelList _humans;
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private readonly SaveService _saveService;
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@ -28,14 +28,15 @@ public class DesignManager
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=> _designs;
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public DesignManager(SaveService saveService, ItemManager items, CustomizeService customizations,
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DesignChanged @event, HumanModelList humans, DesignStorage storage, DesignLinkLoader designLinkLoader)
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DesignChanged @event, HumanModelList humans, DesignStorage storage, DesignLinkLoader designLinkLoader, Configuration config)
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{
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_designs = storage;
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_saveService = saveService;
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_items = items;
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_customizations = customizations;
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_event = @event;
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_humans = humans;
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_designs = storage;
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_config = config;
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_saveService = saveService;
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_items = items;
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_customizations = customizations;
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_event = @event;
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_humans = humans;
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LoadDesigns(designLinkLoader);
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CreateDesignFolder(saveService);
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@ -382,26 +383,18 @@ public class DesignManager
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switch (slot)
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{
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case EquipSlot.MainHand:
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var newOff = currentOff;
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if (!_items.IsItemValid(EquipSlot.MainHand, item.ItemId, out item))
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return;
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if (item.Type != currentMain.Type)
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{
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var defaultOffhand = _items.GetDefaultOffhand(item);
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if (!_items.IsOffhandValid(item, defaultOffhand.ItemId, out newOff))
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return;
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}
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if (!(design.GetDesignDataRef().SetItem(EquipSlot.MainHand, item)
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| design.GetDesignDataRef().SetItem(EquipSlot.OffHand, newOff)))
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if (!ChangeMainhandPeriphery(design, currentMain, currentOff, item, out var newOff, out var newGauntlets))
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return;
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design.LastEdit = DateTimeOffset.UtcNow;
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_saveService.QueueSave(design);
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Glamourer.Log.Debug(
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$"Set {EquipSlot.MainHand.ToName()} weapon in design {design.Identifier} from {currentMain.Name} ({currentMain.ItemId}) to {item.Name} ({item.ItemId}).");
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_event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, item, newOff));
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_event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, item, newOff, newGauntlets));
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return;
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case EquipSlot.OffHand:
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@ -415,7 +408,7 @@ public class DesignManager
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_saveService.QueueSave(design);
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Glamourer.Log.Debug(
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$"Set {EquipSlot.OffHand.ToName()} weapon in design {design.Identifier} from {currentOff.Name} ({currentOff.ItemId}) to {item.Name} ({item.ItemId}).");
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_event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, currentMain, item));
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_event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, currentMain, item, (EquipItem?)null));
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return;
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default: return;
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}
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@ -503,15 +496,7 @@ public class DesignManager
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/// <summary> Change the bool value of one of the meta flags. </summary>
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public void ChangeMeta(Design design, MetaIndex metaIndex, bool value)
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{
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var change = metaIndex switch
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{
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MetaIndex.Wetness => design.GetDesignDataRef().SetIsWet(value),
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MetaIndex.HatState => design.GetDesignDataRef().SetHatVisible(value),
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MetaIndex.VisorState => design.GetDesignDataRef().SetVisor(value),
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MetaIndex.WeaponState => design.GetDesignDataRef().SetWeaponVisible(value),
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_ => throw new ArgumentOutOfRangeException(nameof(metaIndex), metaIndex, null),
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};
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if (!change)
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if (!design.GetDesignDataRef().SetMeta(metaIndex, value))
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return;
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design.LastEdit = DateTimeOffset.UtcNow;
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@ -753,4 +738,46 @@ public class DesignManager
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return (actualName, path);
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}
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/// <summary> Change a mainhand weapon and either fix or apply appropriate offhand and potentially gauntlets. </summary>
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private bool ChangeMainhandPeriphery(Design design, EquipItem currentMain, EquipItem currentOff, EquipItem newMain, out EquipItem? newOff, out EquipItem? newGauntlets)
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{
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newOff = null;
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newGauntlets = null;
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if (newMain.Type != currentMain.Type)
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{
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var defaultOffhand = _items.GetDefaultOffhand(newMain);
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if (!_items.IsOffhandValid(newMain, defaultOffhand.ItemId, out var o))
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return false;
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newOff = o;
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}
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else if (_config.ChangeEntireItem)
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{
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var defaultOffhand = _items.GetDefaultOffhand(newMain);
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if (_items.IsOffhandValid(newMain, defaultOffhand.ItemId, out var o))
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newOff = o;
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if (newMain.Type is FullEquipType.Fists && _items.ItemData.Tertiary.TryGetValue(newMain.ItemId, out var g))
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newGauntlets = g;
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}
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if (!design.GetDesignDataRef().SetItem(EquipSlot.MainHand, newMain))
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return false;
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if (newOff.HasValue && !design.GetDesignDataRef().SetItem(EquipSlot.OffHand, newOff.Value))
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{
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design.GetDesignDataRef().SetItem(EquipSlot.MainHand, currentMain);
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return false;
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}
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if (newGauntlets.HasValue && !design.GetDesignDataRef().SetItem(EquipSlot.Hands, newGauntlets.Value))
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{
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design.GetDesignDataRef().SetItem(EquipSlot.MainHand, currentMain);
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design.GetDesignDataRef().SetItem(EquipSlot.OffHand, currentOff);
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return false;
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}
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return true;
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}
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}
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@ -59,7 +59,7 @@ public sealed class DesignChanged()
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/// <summary> An existing design had an equipment piece changed. Data is the old value, the new value and the slot [(EquipItem, EquipItem, EquipSlot)]. </summary>
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Equip,
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/// <summary> An existing design had its weapons changed. Data is the old mainhand, the old offhand, the new mainhand and the new offhand [(EquipItem, EquipItem, EquipItem, EquipItem)]. </summary>
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/// <summary> An existing design had its weapons changed. Data is the old mainhand, the old offhand, the new mainhand, the new offhand (if any) and the new gauntlets (if any). [(EquipItem, EquipItem, EquipItem, EquipItem?, EquipItem?)]. </summary>
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Weapon,
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/// <summary> An existing design had a stain changed. Data is the old stain id, the new stain id and the slot [(StainId, StainId, EquipSlot)]. </summary>
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@ -68,6 +68,9 @@ public class SettingsTab(
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if (!ImGui.CollapsingHeader("Glamourer Behavior"))
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return;
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Checkbox("Always Apply Entire Weapon for Mainhand",
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"When manually applying a mainhand item, will also apply a corresponding offhand and potentially gauntlets for certain fist weapons.",
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config.ChangeEntireItem, v => config.ChangeEntireItem = v);
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Checkbox("Use Replacement Gear for Gear Unavailable to Your Race or Gender",
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"Use different gender- and race-appropriate models as a substitute when detecting certain items not available for a characters current gender and race.",
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config.UseRestrictedGearProtection, v => config.UseRestrictedGearProtection = v);
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@ -20,7 +20,8 @@ public class StateManager(
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StateEditor _editor,
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HumanModelList _humans,
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ICondition _condition,
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IClientState _clientState)
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IClientState _clientState,
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Configuration _config)
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: IReadOnlyDictionary<ActorIdentifier, ActorState>
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{
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private readonly Dictionary<ActorIdentifier, ActorState> _states = [];
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@ -260,6 +261,10 @@ public class StateManager(
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? _applier.ChangeArmor(state, slot, source is StateSource.Manual or StateSource.Ipc)
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: _applier.ChangeWeapon(state, slot, source is StateSource.Manual or StateSource.Ipc,
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item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
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if (slot is EquipSlot.MainHand)
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ApplyMainhandPeriphery(state, item, source, key);
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(type, source, state, actors, (old, item, slot));
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@ -276,6 +281,10 @@ public class StateManager(
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? _applier.ChangeArmor(state, slot, source is StateSource.Manual or StateSource.Ipc)
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: _applier.ChangeWeapon(state, slot, source is StateSource.Manual or StateSource.Ipc,
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item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
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if (slot is EquipSlot.MainHand)
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ApplyMainhandPeriphery(state, item, source, key);
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}) and its stain from {oldStain.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(type, source, state, actors, (old, item, slot));
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@ -290,6 +299,7 @@ public class StateManager(
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return;
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var actors = _applier.ChangeStain(state, slot, source is StateSource.Manual or StateSource.Ipc);
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Stain, source, state, actors, (old, stain, slot));
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@ -430,9 +440,9 @@ public class StateManager(
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if (state.ModelData.IsHuman)
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{
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_applier.ChangeMetaState(actors, MetaIndex.HatState, state.ModelData.IsHatVisible());
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_applier.ChangeMetaState(actors, MetaIndex.HatState, state.ModelData.IsHatVisible());
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_applier.ChangeMetaState(actors, MetaIndex.WeaponState, state.ModelData.IsWeaponVisible());
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_applier.ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
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_applier.ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
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_applier.ChangeCrests(actors, state.ModelData.CrestVisibility);
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_applier.ChangeParameters(actors, state.OnlyChangedParameters(), state.ModelData.Parameters, state.IsLocked);
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}
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@ -503,7 +513,7 @@ public class StateManager(
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foreach (var index in Enum.GetValues<CustomizeIndex>().Where(i => state.Sources[i] is StateSource.Fixed))
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{
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state.Sources[index] = StateSource.Game;
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state.Sources[index] = StateSource.Game;
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state.ModelData.Customize[index] = state.BaseData.Customize[index];
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}
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@ -537,7 +547,7 @@ public class StateManager(
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{
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case StateSource.Fixed:
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case StateSource.Manual when !respectManualPalettes:
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state.Sources[flag] = StateSource.Game;
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state.Sources[flag] = StateSource.Game;
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state.ModelData.Parameters[flag] = state.BaseData.Parameters[flag];
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break;
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}
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@ -579,4 +589,20 @@ public class StateManager(
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public void DeleteState(ActorIdentifier identifier)
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=> _states.Remove(identifier);
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/// <summary> Apply offhand item and potentially gauntlets if configured. </summary>
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private void ApplyMainhandPeriphery(ActorState state, EquipItem? newMainhand, StateSource source, uint key = 0)
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{
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if (!_config.ChangeEntireItem || source is not StateSource.Manual)
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return;
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var mh = newMainhand ?? state.ModelData.Item(EquipSlot.MainHand);
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var offhand = newMainhand != null ? _items.GetDefaultOffhand(mh) : state.ModelData.Item(EquipSlot.OffHand);
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if (offhand.Valid)
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ChangeEquip(state, EquipSlot.OffHand, offhand, state.ModelData.Stain(EquipSlot.OffHand), source, key);
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if (mh is { Type: FullEquipType.Fists } && _items.ItemData.Tertiary.TryGetValue(mh.ItemId, out var gauntlets))
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ChangeEquip(state, EquipSlot.Hands, newMainhand != null ? gauntlets : state.ModelData.Item(EquipSlot.Hands),
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state.ModelData.Stain(EquipSlot.Hands), source, key);
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}
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}
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