Add an option to track territories to revert manual changes or outdated automations when changing zone.

This commit is contained in:
Ottermandias 2023-09-29 15:46:28 +02:00
parent 66596f8868
commit cfe306fc19
5 changed files with 47 additions and 15 deletions

View file

@ -1,5 +1,6 @@
using System;
using System.Diagnostics.CodeAnalysis;
using Dalamud.Plugin.Services;
using Glamourer.Customization;
using Glamourer.Designs;
using Glamourer.Events;
@ -31,6 +32,7 @@ public class AutoDesignApplier : IDisposable
private readonly ObjectManager _objects;
private readonly WeaponLoading _weapons;
private readonly HumanModelList _humans;
private readonly IClientState _clientState;
private ActorState? _jobChangeState;
private EquipItem _jobChangeMainhand;
@ -38,7 +40,7 @@ public class AutoDesignApplier : IDisposable
public AutoDesignApplier(Configuration config, AutoDesignManager manager, StateManager state, JobService jobs,
CustomizationService customizations, ActorService actors, ItemUnlockManager itemUnlocks, CustomizeUnlockManager customizeUnlocks,
AutomationChanged @event, ObjectManager objects, WeaponLoading weapons, HumanModelList humans)
AutomationChanged @event, ObjectManager objects, WeaponLoading weapons, HumanModelList humans, IClientState clientState)
{
_config = config;
_manager = manager;
@ -52,6 +54,7 @@ public class AutoDesignApplier : IDisposable
_objects = objects;
_weapons = weapons;
_humans = humans;
_clientState = clientState;
_jobs.JobChanged += OnJobChange;
_event.Subscribe(OnAutomationChange, AutomationChanged.Priority.AutoDesignApplier);
_weapons.Subscribe(OnWeaponLoading, WeaponLoading.Priority.AutoDesignApplier);
@ -227,10 +230,15 @@ public class AutoDesignApplier : IDisposable
}
else if (!GetPlayerSet(identifier, out set!))
{
if (state.UpdateTerritory(_clientState.TerritoryType) && _config.RevertManualChangesOnZoneChange)
_state.ResetState(state, StateChanged.Source.Game);
return true;
}
Reduce(actor, state, set, true, false);
var respectManual = !state.UpdateTerritory(_clientState.TerritoryType) || !_config.RevertManualChangesOnZoneChange;
if (!respectManual)
_state.ResetState(state, StateChanged.Source.Game);
Reduce(actor, state, set, respectManual, false);
return true;
}

View file

@ -34,6 +34,7 @@ public class Configuration : IPluginConfiguration, ISavable
public bool ShowAutomationSetEditing { get; set; } = true;
public bool ShowAllAutomatedApplicationRules { get; set; } = true;
public bool ShowUnlockedItemWarnings { get; set; } = true;
public bool RevertManualChangesOnZoneChange { get; set; } = false;
public MainWindow.TabType SelectedTab { get; set; } = MainWindow.TabType.Settings;
public DoubleModifier DeleteDesignModifier { get; set; } = new(ModifierHotkey.Control, ModifierHotkey.Shift);

View file

@ -82,6 +82,9 @@ public class SettingsTab : ITab
Checkbox("Auto-Reload Gear",
"Automatically reload equipment pieces on your own character when changing any mod options in Penumbra in their associated collection.",
_config.AutoRedrawEquipOnChanges, _autoRedraw.SetState);
Checkbox("Revert Manual Changes on Zone Change",
"Restores the old behaviour of reverting your character to its game or automation base whenever you change the zone.",
_config.RevertManualChangesOnZoneChange, v => _config.RevertManualChangesOnZoneChange = v);
ImGui.NewLine();
}

View file

@ -38,6 +38,9 @@ public class ActorState
/// <summary> The Lock-Key locking this state. </summary>
public uint Combination;
/// <summary> The territory the draw object was created last. </summary>
public ushort LastTerritory;
/// <summary> Whether the State is locked at all. </summary>
public bool IsLocked
=> Combination != 0;
@ -98,4 +101,13 @@ public class ActorState
_sources[i] = StateChanged.Source.Manual;
}
}
public bool UpdateTerritory(ushort territory)
{
if (territory == LastTerritory)
return false;
LastTerritory = territory;
return true;
}
}

View file

@ -3,7 +3,9 @@ using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Plugin.Services;
using Glamourer.Customization;
using Glamourer.Designs;
using Glamourer.Events;
@ -26,19 +28,21 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
private readonly StateApplier _applier;
private readonly StateEditor _editor;
private readonly Condition _condition;
private readonly IClientState _clientState;
private readonly Dictionary<ActorIdentifier, ActorState> _states = new();
public StateManager(ActorService actors, ItemManager items, StateChanged @event, StateApplier applier, StateEditor editor,
HumanModelList humans, Condition condition)
HumanModelList humans, Condition condition, IClientState clientState)
{
_actors = actors;
_items = items;
_event = @event;
_applier = applier;
_editor = editor;
_humans = humans;
_condition = condition;
_actors = actors;
_items = items;
_event = @event;
_applier = applier;
_editor = editor;
_humans = humans;
_condition = condition;
_clientState = clientState;
}
public IEnumerator<KeyValuePair<ActorIdentifier, ActorState>> GetEnumerator()
@ -81,9 +85,10 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// and the draw objects data for the model data (where possible).
state = new ActorState(identifier)
{
ModelData = FromActor(actor, true),
BaseData = FromActor(actor, false),
LastJob = (byte)(actor.IsCharacter ? actor.AsCharacter->CharacterData.ClassJob : 0),
ModelData = FromActor(actor, true),
BaseData = FromActor(actor, false),
LastJob = (byte)(actor.IsCharacter ? actor.AsCharacter->CharacterData.ClassJob : 0),
LastTerritory = _clientState.TerritoryType,
};
// state.Identifier is owned.
_states.Add(state.Identifier, state);
@ -381,7 +386,9 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
if (design.DoApplyVisorToggle())
_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, design.DesignData.IsVisorToggled(), source, out _, key);
var flags = state.AllowsRedraw(_condition) ? design.ApplyCustomize : design.ApplyCustomize & ~CustomizeFlagExtensions.RedrawRequired;
var flags = state.AllowsRedraw(_condition)
? design.ApplyCustomize
: design.ApplyCustomize & ~CustomizeFlagExtensions.RedrawRequired;
_editor.ChangeHumanCustomize(state, design.DesignData.Customize, flags, source, out _, out var applied, key);
redraw |= applied.RequiresRedraw();
@ -408,7 +415,8 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
{
_applier.ChangeCustomize(actors, state.ModelData.Customize);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc, state.ModelData.IsHatVisible());
_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc,
state.ModelData.IsHatVisible());
var mainhandActors = state.ModelData.MainhandType != state.BaseData.MainhandType ? actors.OnlyGPose() : actors;
_applier.ChangeMainhand(mainhandActors, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));
var offhandActors = state.ModelData.OffhandType != state.BaseData.OffhandType ? actors.OnlyGPose() : actors;