Glamourer/GlamourerOld/Fixed/FixedDesigns.cs
Ottermandias 2d6fd6015d .
2023-06-09 17:57:40 +02:00

315 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using Dalamud.Logging;
using System.Text;
using Dalamud.Utility;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Penumbra.GameData.Actors;
using Glamourer.Designs;
namespace Glamourer.Fixed;
public class FixedDesign
{
public const int CurrentVersion = 0;
public string Name { get; private set; }
public bool Enabled;
public List<ActorIdentifier> Actors;
public List<(FixedCondition, Design)> Customization;
public List<(FixedCondition, Design)> Equipment;
public List<(FixedCondition, Design)> Weapons;
public FixedDesign(string name)
{
Name = name;
Actors = new List<ActorIdentifier>();
Customization = new List<(FixedCondition, Design)>();
Equipment = new List<(FixedCondition, Design)>();
Weapons = new List<(FixedCondition, Design)>();
}
public static FixedDesign? Load(JObject j)
{
try
{
var name = j[nameof(Name)]?.Value<string>();
if (name.IsNullOrEmpty())
return null;
var version = j["Version"]?.Value<int>();
if (version == null)
return null;
return version switch
{
CurrentVersion => LoadCurrentVersion(j, name),
_ => null,
};
}
catch (Exception e)
{
PluginLog.Error($"Error loading fixed design:\n{e}");
return null;
}
}
private static FixedDesign? LoadCurrentVersion(JObject j, string name)
{
var enabled = j[nameof(Enabled)]?.Value<bool>() ?? false;
var ret = new FixedDesign(name)
{
Enabled = enabled,
};
var actors = j[nameof(Actors)];
//foreach(var pair in actors?.Children().)
return null;
}
public void Save(FileInfo file)
{
try
{
using var s = file.Exists ? file.Open(FileMode.Truncate) : file.Open(FileMode.CreateNew);
using var w = new StreamWriter(s, Encoding.UTF8);
using var j = new JsonTextWriter(w)
{
Formatting = Formatting.Indented,
};
j.WriteStartObject();
j.WritePropertyName(nameof(Name));
j.WriteValue(Name);
j.WritePropertyName("Version");
j.WriteValue(CurrentVersion);
j.WritePropertyName(nameof(Enabled));
j.WriteValue(Enabled);
j.WritePropertyName(nameof(Actors));
j.WriteStartArray();
foreach (var actor in Actors)
actor.ToJson().WriteTo(j);
j.WriteEndArray();
j.WritePropertyName(nameof(Customization));
j.WriteStartArray();
foreach (var (condition, design) in Customization)
{
j.WritePropertyName(condition.ToString());
j.WriteValue(design.Name);
}
j.WriteEndArray();
j.WritePropertyName(nameof(Equipment));
j.WriteStartArray();
foreach (var (condition, design) in Equipment)
{
j.WritePropertyName(condition.ToString());
j.WriteValue(design.Name);
}
j.WriteEndArray();
j.WritePropertyName(nameof(Weapons));
j.WriteStartArray();
foreach (var (condition, design) in Weapons)
{
j.WritePropertyName(condition.ToString());
j.WriteValue(design.Name);
}
j.WriteEndArray();
}
catch (Exception e)
{
PluginLog.Error($"Could not save collection {Name}:\n{e}");
}
}
public static bool Load(FileInfo path, [NotNullWhen(true)] out FixedDesign? result)
{
result = null!;
return true;
}
}
public class FixedDesigns : IDisposable
{
//public class FixedDesign
//{
// public string Name;
// public JobGroup Jobs;
// public Design Design;
// public bool Enabled;
//
// public GlamourerConfig.FixedDesign ToSave()
// => new()
// {
// Name = Name,
// Path = Design.FullName(),
// Enabled = Enabled,
// JobGroups = Jobs.Id,
// };
//
// public FixedDesign(string name, Design design, bool enabled, JobGroup jobs)
// {
// Name = name;
// Design = design;
// Enabled = enabled;
// Jobs = jobs;
// }
//}
//
//public List<FixedDesign> Data;
//public Dictionary<string, List<FixedDesign>> EnabledDesigns;
//public readonly IReadOnlyDictionary<ushort, JobGroup> JobGroups;
//
//public bool EnableDesign(FixedDesign design)
//{
// var changes = !design.Enabled;
//
// if (!EnabledDesigns.TryGetValue(design.Name, out var designs))
// {
// EnabledDesigns[design.Name] = new List<FixedDesign> { design };
// // TODO
// changes = true;
// }
// else if (!designs.Contains(design))
// {
// designs.Add(design);
// changes = true;
// }
//
// design.Enabled = true;
// // TODO
// //if (Glamourer.Config.ApplyFixedDesigns)
// //{
// // var character =
// // CharacterFactory.Convert(Dalamud.Objects.FirstOrDefault(o
// // => o.ObjectKind == ObjectKind.Player && o.Name.ToString() == design.Name));
// // if (character != null)
// // OnPlayerChange(character);
// //}
//
// return changes;
//}
//
//public bool DisableDesign(FixedDesign design)
//{
// if (!design.Enabled)
// return false;
//
// design.Enabled = false;
// if (!EnabledDesigns.TryGetValue(design.Name, out var designs))
// return false;
// if (!designs.Remove(design))
// return false;
//
// if (designs.Count == 0)
// {
// EnabledDesigns.Remove(design.Name);
// // TODO
// }
//
// return true;
//}
//
//public FixedDesigns(DesignManager designs)
//{
// JobGroups = GameData.JobGroups(Dalamud.GameData);
// Data = new List<FixedDesign>(Glamourer.Config.FixedDesigns.Count);
// EnabledDesigns = new Dictionary<string, List<FixedDesign>>(Glamourer.Config.FixedDesigns.Count);
// var changes = false;
// for (var i = 0; i < Glamourer.Config.FixedDesigns.Count; ++i)
// {
// var save = Glamourer.Config.FixedDesigns[i];
// if (designs.FileSystem.Find(save.Path, out var d) && d is Design design)
// {
// if (!JobGroups.TryGetValue((ushort)save.JobGroups, out var jobGroup))
// jobGroup = JobGroups[1];
// Data.Add(new FixedDesign(save.Name, design, save.Enabled, jobGroup));
// if (save.Enabled)
// changes |= EnableDesign(Data.Last());
// }
// else
// {
// PluginLog.Warning($"{save.Path} does not exist anymore, removing {save.Name} from fixed designs.");
// Glamourer.Config.FixedDesigns.RemoveAt(i--);
// changes = true;
// }
// }
//
// if (changes)
// Glamourer.Config.Save();
//}
//
//private void OnPlayerChange(Character character)
//{
// //var name = character.Name.ToString();
// //if (!EnabledDesigns.TryGetValue(name, out var designs))
// // return;
// //
// //var design = designs.OrderBy(d => d.Jobs.Count).FirstOrDefault(d => d.Jobs.Fits(character.ClassJob.Id));
// //if (design == null)
// // return;
// //
// //PluginLog.Debug("Redrawing {CharacterName} with {DesignName} for job {JobGroup}.", name, design.Design.FullName(),
// // design.Jobs.Name);
// //design.Design.Data.Apply(character);
// //Glamourer.PlayerWatcher.UpdatePlayerWithoutEvent(character);
// //Glamourer.Penumbra.RedrawObject(character, RedrawType.Redraw, false);
//}
//
//public void Add(string name, Design design, JobGroup group, bool enabled = false)
//{
// Data.Add(new FixedDesign(name, design, enabled, group));
// Glamourer.Config.FixedDesigns.Add(Data.Last().ToSave());
//
// if (enabled)
// EnableDesign(Data.Last());
//
// Glamourer.Config.Save();
//}
//
//public void Remove(FixedDesign design)
//{
// var idx = Data.IndexOf(design);
// if (idx < 0)
// return;
//
// Data.RemoveAt(idx);
// Glamourer.Config.FixedDesigns.RemoveAt(idx);
// if (design.Enabled)
// {
// EnabledDesigns.Remove(design.Name);
// // TODO
// }
//
// Glamourer.Config.Save();
//}
//
//public void Move(FixedDesign design, int newIdx)
//{
// if (newIdx < 0)
// newIdx = 0;
// if (newIdx >= Data.Count)
// newIdx = Data.Count - 1;
//
// var idx = Data.IndexOf(design);
// if (idx < 0 || idx == newIdx)
// return;
//
// Data.RemoveAt(idx);
// Data.Insert(newIdx, design);
// Glamourer.Config.FixedDesigns.RemoveAt(idx);
// Glamourer.Config.FixedDesigns.Insert(newIdx, design.ToSave());
// Glamourer.Config.Save();
//}
//
public void Dispose()
{
//Glamourer.Config.FixedDesigns = Data.Select(d => d.ToSave()).ToList();
//Glamourer.Config.Save();
}
}