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9 changed files with 201 additions and 63 deletions
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@ -51,7 +51,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeCustomize(state, settings.Source.RequiresChange());
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Glamourer.Log.Verbose(
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Glamourer.Log.Information(
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$"Set {idx.ToDefaultName()} customizations in state {state.Identifier.Incognito(null)} from {old.Value} to {value.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Customize, settings.Source, state, actors, new CustomizeTransaction(idx, old, value));
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}
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@ -64,7 +64,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeCustomize(state, settings.Source.RequiresChange());
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Glamourer.Log.Verbose(
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Glamourer.Log.Information(
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$"Set {applied} customizations in state {state.Identifier.Incognito(null)} from {old} to {customizeInput}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.EntireCustomize, settings.Source, state, actors,
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new EntireCustomizeTransaction(applied, old, customizeInput));
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@ -75,7 +75,10 @@ public class StateEditor(
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{
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var state = (ActorState)data;
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if (!Editor.ChangeItem(state, slot, item, settings.Source, out var old, settings.Key))
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{
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Glamourer.Log.Information("Not Setting State or invoking, Editor requested us not to change it!");
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return;
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}
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var type = slot.ToIndex() < 10 ? StateChangeType.Equip : StateChangeType.Weapon;
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var actors = type is StateChangeType.Equip
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@ -86,8 +89,8 @@ public class StateEditor(
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if (slot is EquipSlot.MainHand)
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ApplyMainhandPeriphery(state, item, null, settings);
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Debug(
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$"[ChangeItem] 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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if (type is StateChangeType.Equip)
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{
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@ -116,8 +119,8 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeBonusItem(state, slot, settings.Source.RequiresChange());
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Debug(
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$"[ChangeBonus] Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.BonusItem, settings.Source, state, actors, new BonusItemTransaction(slot, old, item));
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}
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@ -149,8 +152,8 @@ public class StateEditor(
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if (slot is EquipSlot.MainHand)
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ApplyMainhandPeriphery(state, item, stains, settings);
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item!.Value.Name} ({item.Value.ItemId}) and its stain from {oldStains} to {stains!.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Debug(
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$"[ChangeEquip] Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item!.Value.Name} ({item.Value.ItemId}) and its stain from {oldStains} to {stains!.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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if (type is StateChangeType.Equip)
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{
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StateChanged.Invoke(type, settings.Source, state, actors, new EquipTransaction(slot, old, item!.Value));
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@ -181,7 +184,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeStain(state, slot, settings.Source.RequiresChange());
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Glamourer.Log.Verbose(
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Glamourer.Log.Debug(
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$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old} to {stains}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Stains, settings.Source, state, actors, new StainTransaction(slot, old, stains));
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}
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@ -250,7 +253,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeMetaState(state, index, settings.Source.RequiresChange());
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Glamourer.Log.Verbose(
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Glamourer.Log.Debug(
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$"Set {index.ToName()} in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Other, settings.Source, state, actors, new MetaTransaction(index, old, value));
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}
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@ -414,8 +417,7 @@ public class StateEditor(
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? Applier.ApplyAll(state, requiresRedraw, false)
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: ActorData.Invalid;
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Glamourer.Log.Verbose(
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$"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Debug($"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Design, state.Sources[MetaIndex.Wetness], state, actors, null); // FIXME: maybe later
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return;
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@ -216,8 +216,7 @@ public class StateListener : IDisposable
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// then we do not want to use our restricted gear protection
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// since we assume the player has that gear modded to availability.
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var locked = false;
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if (actor.Identifier(_actors, out var identifier)
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&& _manager.TryGetValue(identifier, out var state))
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if (actor.Identifier(_actors, out var identifier) && _manager.TryGetValue(identifier, out var state))
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{
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HandleEquipSlot(actor, state, slot, ref armor);
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locked = state.Sources[slot, false] is StateSource.IpcFixed;
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@ -383,7 +382,7 @@ public class StateListener : IDisposable
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lastFistOffhand = new CharacterWeapon((PrimaryId)(weapon.Skeleton.Id + 50), weapon.Weapon, weapon.Variant,
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weapon.Stains);
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_fistOffhands[actor] = lastFistOffhand;
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Glamourer.Log.Excessive($"Storing fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}.");
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Glamourer.Log.Verbose($"Storing fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}.");
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}
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_funModule.ApplyFunToWeapon(actor, ref weapon, slot);
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@ -273,7 +273,7 @@ public sealed class StateManager(
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if (source is not StateSource.Game)
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actors = Applier.ApplyAll(state, redraw, true);
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Glamourer.Log.Verbose(
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Glamourer.Log.Debug(
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$"Reset entire state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Reset, source, state, actors, null);
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}
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@ -298,7 +298,7 @@ public sealed class StateManager(
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state.Materials.Clear();
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Glamourer.Log.Verbose(
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Glamourer.Log.Debug(
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$"Reset advanced customization and dye state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Reset, source, state, actors, null);
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}
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