This commit is contained in:
Ottermandias 2023-07-07 20:24:44 +02:00
parent 5c003d8cd4
commit f8e9cc8988
43 changed files with 2215 additions and 668 deletions

View file

@ -81,7 +81,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
{
ModelData = FromActor(actor, true),
BaseData = FromActor(actor, false),
LastJob = (byte) (actor.IsCharacter ? actor.AsCharacter->CharacterData.ClassJob : 0),
LastJob = (byte)(actor.IsCharacter ? actor.AsCharacter->CharacterData.ClassJob : 0),
};
// state.Identifier is owned.
_states.Add(state.Identifier, state);
@ -192,6 +192,21 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
#region Change Values
/// <summary> Turn a non-human actor human. </summary>
public void TurnHuman(ActorState state, StateChanged.Source source)
{
if (state.ModelData.ModelId == 0)
return;
state.ModelData.ModelId = 0;
state[ActorState.MetaIndex.ModelId] = source;
ChangeCustomize(state, Customize.Default, CustomizeFlagExtensions.All, source);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
ChangeEquip(state, slot, ItemManager.NothingItem(slot), 0, source);
ChangeEquip(state, EquipSlot.MainHand, _items.DefaultSword, 0, source);
ChangeEquip(state, EquipSlot.OffHand, ItemManager.NothingItem(FullEquipType.Shield), 0, source);
}
/// <summary> Change a customization value. </summary>
public void ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source)
{
@ -256,9 +271,14 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
if (type == StateChanged.Type.Equip)
_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
{
if (slot is not EquipSlot.Head || state.ModelData.IsHatVisible())
_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
}
else
{
_editor.ChangeWeapon(objects, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
}
// Meta.
Glamourer.Log.Verbose(
@ -283,9 +303,14 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
if (source is StateChanged.Source.Manual)
if (type == StateChanged.Type.Equip)
_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
{
if (slot is not EquipSlot.Head || state.ModelData.IsHatVisible())
_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
}
else
{
_editor.ChangeWeapon(objects, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
}
// Meta.
Glamourer.Log.Verbose(
@ -322,7 +347,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Update state data.
var old = state.ModelData.IsHatVisible();
state.ModelData.SetHatVisible(value);
state[ActorState.MetaFlag.HatState] = source;
state[ActorState.MetaIndex.HatState] = source;
// Update draw objects / game objects.
_objects.Update();
@ -333,7 +358,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Meta.
Glamourer.Log.Verbose(
$"Set Head Gear Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.HatState));
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaIndex.HatState));
}
/// <summary> Change weapon visibility. </summary>
@ -342,7 +367,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Update state data.
var old = state.ModelData.IsWeaponVisible();
state.ModelData.SetWeaponVisible(value);
state[ActorState.MetaFlag.WeaponState] = source;
state[ActorState.MetaIndex.WeaponState] = source;
// Update draw objects / game objects.
_objects.Update();
@ -353,7 +378,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Meta.
Glamourer.Log.Verbose(
$"Set Weapon Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.WeaponState));
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaIndex.WeaponState));
}
/// <summary> Change visor state. </summary>
@ -362,7 +387,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Update state data.
var old = state.ModelData.IsVisorToggled();
state.ModelData.SetVisor(value);
state[ActorState.MetaFlag.VisorState] = source;
state[ActorState.MetaIndex.VisorState] = source;
// Update draw objects.
_objects.Update();
@ -373,7 +398,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Meta.
Glamourer.Log.Verbose(
$"Set Visor State in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.VisorState));
_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaIndex.VisorState));
}
/// <summary> Set GPose Wetness. </summary>
@ -382,7 +407,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Update state data.
var old = state.ModelData.IsWet();
state.ModelData.SetIsWet(value);
state[ActorState.MetaFlag.Wetness] = source;
state[ActorState.MetaIndex.Wetness] = source;
// Update draw objects / game objects.
_objects.Update();
@ -392,12 +417,12 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
// Meta.
Glamourer.Log.Verbose(
$"Set Wetness in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaFlag.Wetness], state, objects, (old, value, ActorState.MetaFlag.Wetness));
_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaIndex.Wetness], state, objects, (old, value, ActorState.MetaIndex.Wetness));
}
#endregion
public void ApplyDesign(Design design, ActorState state)
public void ApplyDesign(DesignBase design, ActorState state)
{
void HandleEquip(EquipSlot slot, bool applyPiece, bool applyStain)
{
@ -416,6 +441,12 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
}
}
if (state.ModelData.ModelId != 0 && design.DesignData.ModelId == 0)
TurnHuman(state, StateChanged.Source.Manual);
if (design.DoApplyHatVisible())
ChangeHatState(state, design.DesignData.IsHatVisible(), StateChanged.Source.Manual);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
HandleEquip(slot, design.DoApplyEquip(slot), design.DoApplyStain(slot));
@ -428,8 +459,6 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
&& design.DesignData.Item(EquipSlot.OffHand).Type == state.BaseData.Item(EquipSlot.OffHand).Type,
design.DoApplyStain(EquipSlot.OffHand));
if (design.DoApplyHatVisible())
ChangeHatState(state, design.DesignData.IsHatVisible(), StateChanged.Source.Manual);
if (design.DoApplyWeaponVisible())
ChangeWeaponState(state, design.DesignData.IsWeaponVisible(), StateChanged.Source.Manual);
if (design.DoApplyVisorToggle())