mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-15 05:04:16 +01:00
590 lines
28 KiB
C#
590 lines
28 KiB
C#
using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Shader;
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using Glamourer.Designs;
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using Glamourer.Events;
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using Glamourer.GameData;
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using Glamourer.Interop;
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using Glamourer.Interop.Structs;
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using Glamourer.Services;
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using Penumbra.GameData.Actors;
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using Penumbra.GameData.DataContainers;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer.State;
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public class StateManager(
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ActorManager _actors,
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ItemManager _items,
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StateChanged _event,
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StateApplier _applier,
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StateEditor _editor,
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HumanModelList _humans,
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ICondition _condition,
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IClientState _clientState)
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: IReadOnlyDictionary<ActorIdentifier, ActorState>
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{
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private readonly Dictionary<ActorIdentifier, ActorState> _states = [];
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public IEnumerator<KeyValuePair<ActorIdentifier, ActorState>> GetEnumerator()
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=> _states.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator()
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=> GetEnumerator();
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public int Count
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=> _states.Count;
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public bool ContainsKey(ActorIdentifier key)
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=> _states.ContainsKey(key);
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public bool TryGetValue(ActorIdentifier key, out ActorState value)
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=> _states.TryGetValue(key, out value!);
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public ActorState this[ActorIdentifier key]
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=> _states[key];
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public IEnumerable<ActorIdentifier> Keys
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=> _states.Keys;
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public IEnumerable<ActorState> Values
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=> _states.Values;
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/// <inheritdoc cref="GetOrCreate(ActorIdentifier, Actor, out ActorState?)"/>
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public bool GetOrCreate(Actor actor, [NotNullWhen(true)] out ActorState? state)
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=> GetOrCreate(actor.GetIdentifier(_actors), actor, out state);
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/// <summary> Try to obtain or create a new state for an existing actor. Returns false if no state could be created. </summary>
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public unsafe bool GetOrCreate(ActorIdentifier identifier, Actor actor, [NotNullWhen(true)] out ActorState? state)
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{
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if (TryGetValue(identifier, out state))
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return true;
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try
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{
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// Initial Creation, use the actors data for the base data,
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// and the draw objects data for the model data (where possible).
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state = new ActorState(identifier)
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{
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ModelData = FromActor(actor, true, false),
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BaseData = FromActor(actor, false, false),
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LastJob = (byte)(actor.IsCharacter ? actor.AsCharacter->CharacterData.ClassJob : 0),
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LastTerritory = _clientState.TerritoryType,
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};
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// state.Identifier is owned.
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_states.Add(state.Identifier, state);
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return true;
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}
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catch (Exception ex)
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{
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Glamourer.Log.Error($"Could not create new actor data for {identifier}:\n{ex}");
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return false;
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}
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}
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/// <summary>
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/// Create DesignData from a given actor.
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/// This uses the draw object if available and where possible,
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/// and the game object where necessary.
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/// </summary>
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public unsafe DesignData FromActor(Actor actor, bool useModel, bool ignoreHatState)
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{
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var ret = new DesignData();
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// If the given actor is not a character, just return a default character.
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if (!actor.IsCharacter)
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{
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ret.SetDefaultEquipment(_items);
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return ret;
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}
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var model = actor.Model;
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// Model ID is only unambiguously contained in the game object.
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// The draw object only has the object type.
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// TODO reverse search model data to get model id from model.
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if (!_humans.IsHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId))
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{
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ret.LoadNonHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId, *(CustomizeArray*)&actor.AsCharacter->DrawData.CustomizeData,
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(nint)(&actor.AsCharacter->DrawData.Head));
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return ret;
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}
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ret.ModelId = (uint)actor.AsCharacter->CharacterData.ModelCharaId;
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ret.IsHuman = true;
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CharacterWeapon main;
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CharacterWeapon off;
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// Hat visibility is only unambiguously contained in the game object.
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// Set it first to know where to get head slot data from.
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ret.SetHatVisible(!actor.AsCharacter->DrawData.IsHatHidden);
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// Use the draw object if it is a human.
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if (useModel && model.IsHuman)
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{
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// Customize can be obtained from the draw object.
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ret.Customize = model.GetCustomize();
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// We can not use the head slot data from the draw object if the hat is hidden.
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var head = ret.IsHatVisible() || ignoreHatState ? model.GetArmor(EquipSlot.Head) : actor.GetArmor(EquipSlot.Head);
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var headItem = _items.Identify(EquipSlot.Head, head.Set, head.Variant);
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ret.SetItem(EquipSlot.Head, headItem);
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ret.SetStain(EquipSlot.Head, head.Stain);
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// The other slots can be used from the draw object.
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foreach (var slot in EquipSlotExtensions.EqdpSlots.Skip(1))
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{
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var armor = model.GetArmor(slot);
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var item = _items.Identify(slot, armor.Set, armor.Variant);
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ret.SetItem(slot, item);
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ret.SetStain(slot, armor.Stain);
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}
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// Weapons use the draw objects of the weapons, but require the game object either way.
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(_, _, main, off) = model.GetWeapons(actor);
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// Visor state is a flag on the game object, but we can see the actual state on the draw object.
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ret.SetVisor(VisorService.GetVisorState(model));
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foreach (var slot in CrestExtensions.AllRelevantSet)
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ret.SetCrest(slot, CrestService.GetModelCrest(actor, slot));
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}
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else
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{
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// Obtain all data from the game object.
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ret.Customize = actor.GetCustomize();
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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{
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var armor = actor.GetArmor(slot);
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var item = _items.Identify(slot, armor.Set, armor.Variant);
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ret.SetItem(slot, item);
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ret.SetStain(slot, armor.Stain);
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}
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main = actor.GetMainhand();
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off = actor.GetOffhand();
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FistWeaponHack(ref ret, ref main, ref off);
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ret.SetVisor(actor.AsCharacter->DrawData.IsVisorToggled);
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foreach (var slot in CrestExtensions.AllRelevantSet)
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ret.SetCrest(slot, actor.GetCrest(slot));
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}
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// Set the weapons regardless of source.
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var mainItem = _items.Identify(EquipSlot.MainHand, main.Skeleton, main.Weapon, main.Variant);
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var offItem = _items.Identify(EquipSlot.OffHand, off.Skeleton, off.Weapon, off.Variant, mainItem.Type);
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ret.SetItem(EquipSlot.MainHand, mainItem);
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ret.SetStain(EquipSlot.MainHand, main.Stain);
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ret.SetItem(EquipSlot.OffHand, offItem);
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ret.SetStain(EquipSlot.OffHand, off.Stain);
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// Wetness can technically only be set in GPose or via external tools.
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// It is only available in the game object.
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ret.SetIsWet(actor.AsCharacter->IsGPoseWet);
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// Weapon visibility could technically be inferred from the weapon draw objects,
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// but since we use hat visibility from the game object we can also use weapon visibility from it.
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ret.SetWeaponVisible(!actor.AsCharacter->DrawData.IsWeaponHidden);
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ret.Parameters = model.GetParameterData();
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return ret;
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}
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/// <summary> This is hardcoded in the game. </summary>
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private void FistWeaponHack(ref DesignData ret, ref CharacterWeapon mainhand, ref CharacterWeapon offhand)
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{
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if (mainhand.Skeleton.Id is < 1601 or >= 1651)
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return;
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var gauntlets = _items.Identify(EquipSlot.Hands, offhand.Skeleton, (Variant)offhand.Weapon.Id);
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offhand.Skeleton = (PrimaryId)(mainhand.Skeleton.Id + 50);
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offhand.Variant = mainhand.Variant;
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offhand.Weapon = mainhand.Weapon;
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ret.SetItem(EquipSlot.Hands, gauntlets);
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ret.SetStain(EquipSlot.Hands, mainhand.Stain);
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}
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#region Change Values
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/// <summary> Turn an actor human. </summary>
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public void TurnHuman(ActorState state, StateChanged.Source source, uint key = 0)
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=> ChangeModelId(state, 0, CustomizeArray.Default, nint.Zero, source, key);
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/// <summary> Turn an actor to. </summary>
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public void ChangeModelId(ActorState state, uint modelId, CustomizeArray customize, nint equipData, StateChanged.Source source,
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uint key = 0)
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{
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if (!_editor.ChangeModelId(state, modelId, customize, equipData, source, out var old, key))
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return;
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var actors = _applier.ForceRedraw(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set model id in state {state.Identifier.Incognito(null)} from {old} to {modelId}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Model, source, state, actors, (old, modelId));
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}
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/// <summary> Change a customization value. </summary>
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public void ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeCustomize(state, idx, value, source, out var old, key))
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return;
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var actors = _applier.ChangeCustomize(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set {idx.ToDefaultName()} customizations in state {state.Identifier.Incognito(null)} from {old.Value} to {value.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Customize, source, state, actors, (old, value, idx));
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}
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/// <summary> Change an entire customization array according to flags. </summary>
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public void ChangeCustomize(ActorState state, in CustomizeArray customizeInput, CustomizeFlag apply, StateChanged.Source source,
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uint key = 0)
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{
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if (!_editor.ChangeHumanCustomize(state, customizeInput, apply, source, out var old, out var applied, key))
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return;
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var actors = _applier.ChangeCustomize(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set {applied} customizations in state {state.Identifier.Incognito(null)} from {old} to {customizeInput}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.EntireCustomize, source, state, actors, (old, applied));
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}
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/// <summary> Change a single piece of equipment without stain. </summary>
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/// <remarks> Do not use this in the same frame as ChangeStain, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source,uint)"/> instead. </remarks>
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public void ChangeItem(ActorState state, EquipSlot slot, EquipItem item, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeItem(state, slot, item, source, out var old, key))
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return;
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var type = slot.ToIndex() < 10 ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
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var actors = type is StateChanged.Type.Equip
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? _applier.ChangeArmor(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
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: _applier.ChangeWeapon(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc,
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item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(type, source, state, actors, (old, item, slot));
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}
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/// <summary> Change a single piece of equipment including stain. </summary>
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public void ChangeEquip(ActorState state, EquipSlot slot, EquipItem item, StainId stain, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeEquip(state, slot, item, stain, source, out var old, out var oldStain, key))
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return;
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var type = slot.ToIndex() < 10 ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
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var actors = type is StateChanged.Type.Equip
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? _applier.ChangeArmor(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
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: _applier.ChangeWeapon(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc,
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item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}) and its stain from {oldStain.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(type, source, state, actors, (old, item, slot));
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_event.Invoke(StateChanged.Type.Stain, source, state, actors, (oldStain, stain, slot));
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}
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/// <summary> Change only the stain of an equipment piece. </summary>
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/// <remarks> Do not use this in the same frame as ChangeEquip, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source,uint)"/> instead. </remarks>
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public void ChangeStain(ActorState state, EquipSlot slot, StainId stain, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeStain(state, slot, stain, source, out var old, key))
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return;
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var actors = _applier.ChangeStain(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Stain, source, state, actors, (old, stain, slot));
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}
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/// <summary> Change the crest of an equipment piece. </summary>
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public void ChangeCrest(ActorState state, CrestFlag slot, bool crest, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeCrest(state, slot, crest, source, out var old, key))
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return;
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var actors = _applier.ChangeCrests(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set {slot.ToLabel()} crest in state {state.Identifier.Incognito(null)} from {old} to {crest}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Crest, source, state, actors, (old, crest, slot));
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}
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/// <summary> Change the crest of an equipment piece. </summary>
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public void ChangeCustomizeParameter(ActorState state, CustomizeParameterFlag flag, CustomizeParameterValue value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeParameter(state, flag, value, source, out var old, key))
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return;
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var @new = state.ModelData.Parameters[flag];
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var actors = _applier.ChangeParameters(state, flag, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set {flag} crest in state {state.Identifier.Incognito(null)} from {old} to {@new}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Parameter, source, state, actors, (old, @new, flag));
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}
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/// <summary> Change hat visibility. </summary>
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public void ChangeHatState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, value, source, out var old, key))
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return;
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var actors = _applier.ChangeHatState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set Head Gear Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.HatState));
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}
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/// <summary> Change weapon visibility. </summary>
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public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, value, source, out var old, key))
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return;
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var actors = _applier.ChangeWeaponState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set Weapon Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.WeaponState));
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}
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/// <summary> Change visor state. </summary>
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public void ChangeVisorState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, value, source, out var old, key))
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return;
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var actors = _applier.ChangeVisor(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set Visor State in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.VisorState));
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}
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/// <summary> Set GPose Wetness. </summary>
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public void ChangeWetness(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, value, source, out var old, key))
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return;
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var actors = _applier.ChangeWetness(state, true);
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Glamourer.Log.Verbose(
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$"Set Wetness in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaIndex.Wetness], state, actors, (old, value, ActorState.MetaIndex.Wetness));
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}
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#endregion
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public void ApplyDesign(DesignBase design, ActorState state, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeModelId(state, design.DesignData.ModelId, design.DesignData.Customize, design.GetDesignDataRef().GetEquipmentPtr(),
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source,
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out var oldModelId, key))
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return;
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var redraw = oldModelId != design.DesignData.ModelId || !design.DesignData.IsHuman;
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if (design.DoApplyWetness())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, design.DesignData.IsWet(), source, out _, key);
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if (state.ModelData.IsHuman)
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{
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if (design.DoApplyHatVisible())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, design.DesignData.IsHatVisible(), source, out _, key);
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if (design.DoApplyWeaponVisible())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, design.DesignData.IsWeaponVisible(), source, out _, key);
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if (design.DoApplyVisorToggle())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, design.DesignData.IsVisorToggled(), source, out _, key);
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var flags = state.AllowsRedraw(_condition)
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? design.ApplyCustomize
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: design.ApplyCustomize & ~CustomizeFlagExtensions.RedrawRequired;
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_editor.ChangeHumanCustomize(state, design.DesignData.Customize, flags, source, out _, out var applied, key);
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redraw |= applied.RequiresRedraw();
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foreach (var slot in EquipSlotExtensions.FullSlots)
|
|
HandleEquip(slot, design.DoApplyEquip(slot), design.DoApplyStain(slot));
|
|
|
|
foreach (var slot in CrestExtensions.AllRelevantSet.Where(design.DoApplyCrest))
|
|
_editor.ChangeCrest(state, slot, design.DesignData.Crest(slot), source, out _, key);
|
|
|
|
var paramSource = source is StateChanged.Source.Manual && redraw
|
|
? StateChanged.Source.Outstanding
|
|
: source;
|
|
|
|
foreach (var flag in CustomizeParameterExtensions.AllFlags.Where(design.DoApplyParameter))
|
|
_editor.ChangeParameter(state, flag, design.DesignData.Parameters[flag], paramSource, out _, key);
|
|
}
|
|
|
|
var actors = ApplyAll(state, redraw, false);
|
|
Glamourer.Log.Verbose(
|
|
$"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
|
|
_event.Invoke(StateChanged.Type.Design, state[ActorState.MetaIndex.Wetness], state, actors, design);
|
|
return;
|
|
|
|
void HandleEquip(EquipSlot slot, bool applyPiece, bool applyStain)
|
|
{
|
|
var unused = (applyPiece, applyStain) switch
|
|
{
|
|
(false, false) => false,
|
|
(true, false) => _editor.ChangeItem(state, slot, design.DesignData.Item(slot), source, out _, key),
|
|
(false, true) => _editor.ChangeStain(state, slot, design.DesignData.Stain(slot), source, out _, key),
|
|
(true, true) => _editor.ChangeEquip(state, slot, design.DesignData.Item(slot), design.DesignData.Stain(slot), source, out _,
|
|
out _, key),
|
|
};
|
|
}
|
|
}
|
|
|
|
private ActorData ApplyAll(ActorState state, bool redraw, bool withLock)
|
|
{
|
|
var actors = _applier.ChangeWetness(state, true);
|
|
if (redraw)
|
|
{
|
|
if (withLock)
|
|
state.TempLock();
|
|
_applier.ForceRedraw(actors);
|
|
}
|
|
else
|
|
{
|
|
_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());
|
|
}
|
|
|
|
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;
|
|
_applier.ChangeOffhand(offhandActors, state.ModelData.Item(EquipSlot.OffHand), state.ModelData.Stain(EquipSlot.OffHand));
|
|
}
|
|
|
|
if (state.ModelData.IsHuman)
|
|
{
|
|
_applier.ChangeHatState(actors, state.ModelData.IsHatVisible());
|
|
_applier.ChangeWeaponState(actors, state.ModelData.IsWeaponVisible());
|
|
_applier.ChangeVisor(actors, state.ModelData.IsVisorToggled());
|
|
_applier.ChangeCrests(actors, state.ModelData.CrestVisibility);
|
|
_applier.ChangeParameters(actors, state.OnlyChangedParameters(), state.ModelData.Parameters, state.IsLocked);
|
|
}
|
|
|
|
return actors;
|
|
}
|
|
|
|
public void ResetState(ActorState state, StateChanged.Source source, uint key = 0)
|
|
{
|
|
if (!state.Unlock(key))
|
|
return;
|
|
|
|
var redraw = state.ModelData.ModelId != state.BaseData.ModelId
|
|
|| !state.ModelData.IsHuman
|
|
|| CustomizeArray.Compare(state.ModelData.Customize, state.BaseData.Customize).RequiresRedraw();
|
|
|
|
state.ModelData = state.BaseData;
|
|
state.ModelData.SetIsWet(false);
|
|
foreach (var index in Enum.GetValues<CustomizeIndex>())
|
|
state[index] = StateChanged.Source.Game;
|
|
|
|
foreach (var slot in EquipSlotExtensions.FullSlots)
|
|
{
|
|
state[slot, true] = StateChanged.Source.Game;
|
|
state[slot, false] = StateChanged.Source.Game;
|
|
}
|
|
|
|
foreach (var type in Enum.GetValues<ActorState.MetaIndex>())
|
|
state[type] = StateChanged.Source.Game;
|
|
|
|
foreach (var slot in CrestExtensions.AllRelevantSet)
|
|
state[slot] = StateChanged.Source.Game;
|
|
|
|
foreach (var flag in CustomizeParameterExtensions.AllFlags)
|
|
state[flag] = StateChanged.Source.Game;
|
|
|
|
var actors = ActorData.Invalid;
|
|
if (source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
|
|
actors = ApplyAll(state, redraw, true);
|
|
|
|
Glamourer.Log.Verbose(
|
|
$"Reset entire state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
|
|
_event.Invoke(StateChanged.Type.Reset, StateChanged.Source.Manual, state, actors, null);
|
|
}
|
|
|
|
public void ResetStateFixed(ActorState state, bool respectManualPalettes, uint key = 0)
|
|
{
|
|
if (!state.Unlock(key))
|
|
return;
|
|
|
|
foreach (var index in Enum.GetValues<CustomizeIndex>().Where(i => state[i] is StateChanged.Source.Fixed))
|
|
{
|
|
state[index] = StateChanged.Source.Game;
|
|
state.ModelData.Customize[index] = state.BaseData.Customize[index];
|
|
}
|
|
|
|
foreach (var slot in EquipSlotExtensions.FullSlots)
|
|
{
|
|
if (state[slot, true] is StateChanged.Source.Fixed)
|
|
{
|
|
state[slot, true] = StateChanged.Source.Game;
|
|
state.ModelData.SetStain(slot, state.BaseData.Stain(slot));
|
|
}
|
|
|
|
if (state[slot, false] is StateChanged.Source.Fixed)
|
|
{
|
|
state[slot, false] = StateChanged.Source.Game;
|
|
state.ModelData.SetItem(slot, state.BaseData.Item(slot));
|
|
}
|
|
}
|
|
|
|
foreach (var slot in CrestExtensions.AllRelevantSet)
|
|
{
|
|
if (state[slot] is StateChanged.Source.Fixed)
|
|
{
|
|
state[slot] = StateChanged.Source.Game;
|
|
state.ModelData.SetCrest(slot, state.BaseData.Crest(slot));
|
|
}
|
|
}
|
|
|
|
foreach (var flag in CustomizeParameterExtensions.AllFlags)
|
|
{
|
|
switch (state[flag])
|
|
{
|
|
case StateChanged.Source.Fixed:
|
|
case StateChanged.Source.Manual when !respectManualPalettes:
|
|
state[flag] = StateChanged.Source.Game;
|
|
state.ModelData.Parameters[flag] = state.BaseData.Parameters[flag];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (state[ActorState.MetaIndex.HatState] is StateChanged.Source.Fixed)
|
|
{
|
|
state[ActorState.MetaIndex.HatState] = StateChanged.Source.Game;
|
|
state.ModelData.SetHatVisible(state.BaseData.IsHatVisible());
|
|
}
|
|
|
|
if (state[ActorState.MetaIndex.VisorState] is StateChanged.Source.Fixed)
|
|
{
|
|
state[ActorState.MetaIndex.VisorState] = StateChanged.Source.Game;
|
|
state.ModelData.SetVisor(state.BaseData.IsVisorToggled());
|
|
}
|
|
|
|
if (state[ActorState.MetaIndex.WeaponState] is StateChanged.Source.Fixed)
|
|
{
|
|
state[ActorState.MetaIndex.WeaponState] = StateChanged.Source.Game;
|
|
state.ModelData.SetWeaponVisible(state.BaseData.IsWeaponVisible());
|
|
}
|
|
|
|
if (state[ActorState.MetaIndex.Wetness] is StateChanged.Source.Fixed)
|
|
{
|
|
state[ActorState.MetaIndex.Wetness] = StateChanged.Source.Game;
|
|
state.ModelData.SetIsWet(state.BaseData.IsWet());
|
|
}
|
|
}
|
|
|
|
public void ReapplyState(Actor actor)
|
|
{
|
|
if (!GetOrCreate(actor, out var state))
|
|
return;
|
|
|
|
ApplyAll(state, !actor.Model.IsHuman || CustomizeArray.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw(),
|
|
false);
|
|
}
|
|
|
|
public void DeleteState(ActorIdentifier identifier)
|
|
=> _states.Remove(identifier);
|
|
}
|