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synced 2026-02-21 23:17:43 +01:00
Remove Artisan code.
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parent
a7c5d513d4
commit
fc6604fd5a
3 changed files with 2 additions and 152 deletions
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@ -27,7 +27,6 @@ public class EquipmentDrawer
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private readonly ItemCombo[] _itemCombo;
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private readonly BonusItemCombo[] _bonusItemCombo;
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private readonly Dictionary<FullEquipType, WeaponCombo> _weaponCombo;
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private readonly CodeService _codes;
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private readonly TextureService _textures;
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private readonly Configuration _config;
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private readonly GPoseService _gPose;
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@ -38,11 +37,10 @@ public class EquipmentDrawer
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private Stain? _draggedStain;
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public EquipmentDrawer(FavoriteManager favorites, IDataManager gameData, ItemManager items, CodeService codes, TextureService textures,
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public EquipmentDrawer(FavoriteManager favorites, IDataManager gameData, ItemManager items, TextureService textures,
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Configuration config, GPoseService gPose, AdvancedDyePopup advancedDyes)
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{
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_items = items;
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_codes = codes;
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_textures = textures;
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_config = config;
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_gPose = gPose;
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@ -99,8 +97,6 @@ public class EquipmentDrawer
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if (_config.SmallEquip)
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DrawEquipSmall(equipDrawData);
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else if (!equipDrawData.Locked && _codes.Enabled(CodeService.CodeFlag.Artisan))
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DrawEquipArtisan(equipDrawData);
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else
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DrawEquipNormal(equipDrawData);
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}
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@ -137,8 +133,6 @@ public class EquipmentDrawer
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if (_config.SmallEquip)
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DrawWeaponsSmall(mainhand, offhand, allWeapons);
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else if (!mainhand.Locked && _codes.Enabled(CodeService.CodeFlag.Artisan))
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DrawWeaponsArtisan(mainhand, offhand);
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else
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DrawWeaponsNormal(mainhand, offhand, allWeapons);
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}
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@ -186,116 +180,6 @@ public class EquipmentDrawer
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return change;
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}
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#region Artisan
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private void DrawEquipArtisan(EquipDrawData data)
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{
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DrawStainArtisan(data);
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ImGui.SameLine();
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DrawArmorArtisan(data);
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if (!data.DisplayApplication)
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return;
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ImGui.SameLine();
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DrawApply(data);
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ImGui.SameLine();
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DrawApplyStain(data);
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}
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private void DrawWeaponsArtisan(in EquipDrawData mainhand, in EquipDrawData offhand)
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{
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using (var _ = ImRaii.PushId(0))
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{
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DrawStainArtisan(mainhand);
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ImGui.SameLine();
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DrawWeapon(mainhand);
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}
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using (var _ = ImRaii.PushId(1))
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{
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DrawStainArtisan(offhand);
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ImGui.SameLine();
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DrawWeapon(offhand);
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}
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return;
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void DrawWeapon(in EquipDrawData current)
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{
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int setId = current.CurrentItem.PrimaryId.Id;
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int type = current.CurrentItem.SecondaryId.Id;
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int variant = current.CurrentItem.Variant.Id;
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ImGui.SetNextItemWidth(80 * ImGuiHelpers.GlobalScale);
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if (ImGui.InputInt("##setId", ref setId, 0, 0))
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{
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var newSetId = (PrimaryId)Math.Clamp(setId, 0, ushort.MaxValue);
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if (newSetId.Id != current.CurrentItem.PrimaryId.Id)
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current.SetItem(_items.Identify(current.Slot, newSetId, current.CurrentItem.SecondaryId, current.CurrentItem.Variant));
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}
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ImGui.SameLine();
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ImGui.SetNextItemWidth(80 * ImGuiHelpers.GlobalScale);
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if (ImGui.InputInt("##type", ref type, 0, 0))
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{
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var newType = (SecondaryId)Math.Clamp(type, 0, ushort.MaxValue);
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if (newType.Id != current.CurrentItem.SecondaryId.Id)
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current.SetItem(_items.Identify(current.Slot, current.CurrentItem.PrimaryId, newType, current.CurrentItem.Variant));
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}
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ImGui.SameLine();
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ImGui.SetNextItemWidth(40 * ImGuiHelpers.GlobalScale);
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if (ImGui.InputInt("##variant", ref variant, 0, 0))
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{
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var newVariant = (Variant)Math.Clamp(variant, 0, byte.MaxValue);
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if (newVariant.Id != current.CurrentItem.Variant.Id)
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current.SetItem(_items.Identify(current.Slot, current.CurrentItem.PrimaryId, current.CurrentItem.SecondaryId,
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newVariant));
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}
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}
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}
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/// <summary> Draw an input for stain that can set arbitrary values instead of choosing valid stains. </summary>
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private static void DrawStainArtisan(EquipDrawData data)
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{
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foreach (var (stain, index) in data.CurrentStains.WithIndex())
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{
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using var id = ImUtf8.PushId(index);
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int stainId = stain.Id;
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ImGui.SetNextItemWidth(40 * ImGuiHelpers.GlobalScale);
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if (!ImGui.InputInt("##stain", ref stainId, 0, 0))
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return;
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var newStainId = (StainId)Math.Clamp(stainId, 0, byte.MaxValue);
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if (newStainId != stain.Id)
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data.SetStains(data.CurrentStains.With(index, newStainId));
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}
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}
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/// <summary> Draw an input for armor that can set arbitrary values instead of choosing items. </summary>
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private void DrawArmorArtisan(EquipDrawData data)
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{
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int setId = data.CurrentItem.PrimaryId.Id;
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int variant = data.CurrentItem.Variant.Id;
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ImGui.SetNextItemWidth(80 * ImGuiHelpers.GlobalScale);
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if (ImGui.InputInt("##setId", ref setId, 0, 0))
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{
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var newSetId = (PrimaryId)Math.Clamp(setId, 0, ushort.MaxValue);
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if (newSetId.Id != data.CurrentItem.PrimaryId.Id)
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data.SetItem(_items.Identify(data.Slot, newSetId, data.CurrentItem.Variant));
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}
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ImGui.SameLine();
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ImGui.SetNextItemWidth(40 * ImGuiHelpers.GlobalScale);
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if (ImGui.InputInt("##variant", ref variant, 0, 0))
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{
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var newVariant = (byte)Math.Clamp(variant, 0, byte.MaxValue);
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if (newVariant != data.CurrentItem.Variant)
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data.SetItem(_items.Identify(data.Slot, data.CurrentItem.PrimaryId, newVariant));
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}
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}
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#endregion
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#region Small
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private void DrawEquipSmall(in EquipDrawData equipDrawData)
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