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https://github.com/Ottermandias/Glamourer.git
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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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@ -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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