Glamourer/Glamourer/State/StateManager.cs
2023-07-15 15:03:44 +02:00

437 lines
21 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Glamourer.Customization;
using Glamourer.Designs;
using Glamourer.Events;
using Glamourer.Interop;
using Glamourer.Interop.Structs;
using Glamourer.Services;
using Penumbra.GameData.Actors;
using Penumbra.GameData.Data;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.State;
public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
{
private readonly ActorService _actors;
private readonly ItemManager _items;
private readonly HumanModelList _humans;
private readonly StateChanged _event;
private readonly StateApplier _applier;
private readonly StateEditor _editor;
private readonly Dictionary<ActorIdentifier, ActorState> _states = new();
public StateManager(ActorService actors, ItemManager items, StateChanged @event, StateApplier applier, StateEditor editor,
HumanModelList humans)
{
_actors = actors;
_items = items;
_event = @event;
_applier = applier;
_editor = editor;
_humans = humans;
}
public IEnumerator<KeyValuePair<ActorIdentifier, ActorState>> GetEnumerator()
=> _states.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator()
=> GetEnumerator();
public int Count
=> _states.Count;
public bool ContainsKey(ActorIdentifier key)
=> _states.ContainsKey(key);
public bool TryGetValue(ActorIdentifier key, out ActorState value)
=> _states.TryGetValue(key, out value!);
public ActorState this[ActorIdentifier key]
=> _states[key];
public IEnumerable<ActorIdentifier> Keys
=> _states.Keys;
public IEnumerable<ActorState> Values
=> _states.Values;
/// <inheritdoc cref="GetOrCreate(ActorIdentifier, Actor, out ActorState?)"/>
public bool GetOrCreate(Actor actor, [NotNullWhen(true)] out ActorState? state)
=> GetOrCreate(actor.GetIdentifier(_actors.AwaitedService), actor, out state);
/// <summary> Try to obtain or create a new state for an existing actor. Returns false if no state could be created. </summary>
public unsafe bool GetOrCreate(ActorIdentifier identifier, Actor actor, [NotNullWhen(true)] out ActorState? state)
{
if (TryGetValue(identifier, out state))
return true;
try
{
// Initial Creation, use the actors data for the base data,
// 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),
};
// state.Identifier is owned.
_states.Add(state.Identifier, state);
return true;
}
catch (Exception ex)
{
Glamourer.Log.Error($"Could not create new actor data for {identifier}:\n{ex}");
return false;
}
}
/// <summary>
/// Create DesignData from a given actor.
/// This uses the draw object if available and where possible,
/// and the game object where necessary.
/// </summary>
public unsafe DesignData FromActor(Actor actor, bool useModel)
{
var ret = new DesignData();
// If the given actor is not a character, just return a default character.
if (!actor.IsCharacter)
{
ret.SetDefaultEquipment(_items);
return ret;
}
var model = actor.Model;
// Model ID is only unambiguously contained in the game object.
// The draw object only has the object type.
// TODO reverse search model data to get model id from model.
if (!_humans.IsHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId))
{
ret.LoadNonHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId, *(Customize*)&actor.AsCharacter->DrawData.CustomizeData,
(nint)(&actor.AsCharacter->DrawData.Head));
return ret;
}
CharacterWeapon main;
CharacterWeapon off;
// Hat visibility is only unambiguously contained in the game object.
// Set it first to know where to get head slot data from.
ret.SetHatVisible(!actor.AsCharacter->DrawData.IsHatHidden);
// Use the draw object if it is a human.
if (useModel && model.IsHuman)
{
// Customize can be obtained from the draw object.
ret.Customize = model.GetCustomize();
// We can not use the head slot data from the draw object if the hat is hidden.
var head = ret.IsHatVisible() ? model.GetArmor(EquipSlot.Head) : actor.GetArmor(EquipSlot.Head);
var headItem = _items.Identify(EquipSlot.Head, head.Set, head.Variant);
ret.SetItem(EquipSlot.Head, headItem);
ret.SetStain(EquipSlot.Head, head.Stain);
// The other slots can be used from the draw object.
foreach (var slot in EquipSlotExtensions.EqdpSlots.Skip(1))
{
var armor = model.GetArmor(slot);
var item = _items.Identify(slot, armor.Set, armor.Variant);
ret.SetItem(slot, item);
ret.SetStain(slot, armor.Stain);
}
// Weapons use the draw objects of the weapons, but require the game object either way.
(_, _, main, off) = model.GetWeapons(actor);
// Visor state is a flag on the game object, but we can see the actual state on the draw object.
ret.SetVisor(VisorService.GetVisorState(model));
}
else
{
// Obtain all data from the game object.
ret.Customize = actor.GetCustomize();
foreach (var slot in EquipSlotExtensions.EqdpSlots)
{
var armor = actor.GetArmor(slot);
var item = _items.Identify(slot, armor.Set, armor.Variant);
ret.SetItem(slot, item);
ret.SetStain(slot, armor.Stain);
}
main = actor.GetMainhand();
off = actor.GetOffhand();
ret.SetVisor(actor.AsCharacter->DrawData.IsVisorToggled);
}
// Set the weapons regardless of source.
var mainItem = _items.Identify(EquipSlot.MainHand, main.Set, main.Type, (byte)main.Variant);
var offItem = _items.Identify(EquipSlot.OffHand, off.Set, off.Type, (byte)off.Variant, mainItem.Type);
ret.SetItem(EquipSlot.MainHand, mainItem);
ret.SetStain(EquipSlot.MainHand, main.Stain);
ret.SetItem(EquipSlot.OffHand, offItem);
ret.SetStain(EquipSlot.OffHand, off.Stain);
// Wetness can technically only be set in GPose or via external tools.
// It is only available in the game object.
ret.SetIsWet(actor.AsCharacter->IsGPoseWet);
// Weapon visibility could technically be inferred from the weapon draw objects,
// but since we use hat visibility from the game object we can also use weapon visibility from it.
ret.SetWeaponVisible(!actor.AsCharacter->DrawData.IsWeaponHidden);
return ret;
}
#region Change Values
/// <summary> Turn an actor human. </summary>
public void TurnHuman(ActorState state, StateChanged.Source source, uint key = 0)
=> ChangeModelId(state, 0, Customize.Default, nint.Zero, source, key);
/// <summary> Turn an actor to. </summary>
public void ChangeModelId(ActorState state, uint modelId, Customize customize, nint equipData, StateChanged.Source source,
uint key = 0)
{
if (!_editor.ChangeModelId(state, modelId, customize, equipData, source, out var old, key))
return;
var actors = _applier.ForceRedraw(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set model id in state {state.Identifier.Incognito(null)} from {old} to {modelId}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Model, source, state, actors, (old, modelId));
}
/// <summary> Change a customization value. </summary>
public void ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeCustomize(state, idx, value, source, out var old, key))
return;
var actors = _applier.ChangeCustomize(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {idx.ToDefaultName()} customizations in state {state.Identifier.Incognito(null)} from {old.Value} to {value.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Customize, source, state, actors, (old, value, idx));
}
/// <summary> Change an entire customization array according to flags. </summary>
public void ChangeCustomize(ActorState state, in Customize customizeInput, CustomizeFlag apply, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeHumanCustomize(state, customizeInput, apply, source, out var old, out var applied, key))
return;
var actors = _applier.ChangeCustomize(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {applied} customizations in state {state.Identifier.Incognito(null)} from {old} to {customizeInput}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.EntireCustomize, source, state, actors, (old, applied));
}
/// <summary> Change a single piece of equipment without stain. </summary>
/// <remarks> Do not use this in the same frame as ChangeStain, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source,uint)"/> instead. </remarks>
public void ChangeItem(ActorState state, EquipSlot slot, EquipItem item, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeItem(state, slot, item, source, out var old, key))
return;
var type = slot.ToIndex() < 10 ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
var actors = type is StateChanged.Type.Equip
? _applier.ChangeArmor(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
: _applier.ChangeWeapon(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, actors, (old, item, slot));
}
/// <summary> Change a single piece of equipment including stain. </summary>
public void ChangeEquip(ActorState state, EquipSlot slot, EquipItem item, StainId stain, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeEquip(state, slot, item, stain, source, out var old, out var oldStain, key))
return;
var type = slot.ToIndex() < 10 ? StateChanged.Type.Equip : StateChanged.Type.Weapon;
var actors = type is StateChanged.Type.Equip
? _applier.ChangeArmor(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
: _applier.ChangeWeapon(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}) and its stain from {oldStain.Value} to {stain.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, actors, (old, item, slot));
_event.Invoke(StateChanged.Type.Stain, source, state, actors, (oldStain, stain, slot));
}
/// <summary> Change only the stain of an equipment piece. </summary>
/// <remarks> Do not use this in the same frame as ChangeEquip, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source,uint)"/> instead. </remarks>
public void ChangeStain(ActorState state, EquipSlot slot, StainId stain, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeStain(state, slot, stain, source, out var old, key))
return;
var actors = _applier.ChangeStain(state, slot, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old.Value} to {stain.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Stain, source, state, actors, (old, stain, slot));
}
/// <summary> Change hat visibility. </summary>
public void ChangeHatState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, value, source, out var old, key))
return;
var actors = _applier.ChangeHatState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set Head Gear Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.HatState));
}
/// <summary> Change weapon visibility. </summary>
public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, value, source, out var old, key))
return;
var actors = _applier.ChangeWeaponState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set Weapon Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.WeaponState));
}
/// <summary> Change visor state. </summary>
public void ChangeVisorState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, value, source, out var old, key))
return;
var actors = _applier.ChangeVisor(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
Glamourer.Log.Verbose(
$"Set Visor State in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.VisorState));
}
/// <summary> Set GPose Wetness. </summary>
public void ChangeWetness(ActorState state, bool value, StateChanged.Source source, uint key = 0)
{
if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, value, source, out var old, key))
return;
var actors = _applier.ChangeWetness(state, true);
Glamourer.Log.Verbose(
$"Set Wetness in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaIndex.Wetness], state, actors, (old, value, ActorState.MetaIndex.Wetness));
}
#endregion
public void ApplyDesign(DesignBase design, ActorState state, StateChanged.Source source, uint key = 0)
{
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),
};
}
if (!_editor.ChangeModelId(state, design.DesignData.ModelId, design.DesignData.Customize, design.DesignData.GetEquipmentPtr(), source,
out var oldModelId, key))
return;
var redraw = oldModelId != design.DesignData.ModelId || !design.DesignData.IsHuman;
if (design.DoApplyWetness())
_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, design.DesignData.IsWet(), source, out _, key);
if (state.ModelData.IsHuman)
{
if (design.DoApplyHatVisible())
_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, design.DesignData.IsHatVisible(), source, out _, key);
if (design.DoApplyWeaponVisible())
_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, design.DesignData.IsWeaponVisible(), source, out _, key);
if (design.DoApplyVisorToggle())
_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, design.DesignData.IsVisorToggled(), source, out _, key);
_editor.ChangeHumanCustomize(state, design.DesignData.Customize, design.ApplyCustomize, source, out _, out var applied, key);
redraw |= applied.RequiresRedraw();
foreach (var slot in EquipSlotExtensions.FullSlots)
HandleEquip(slot, design.DoApplyEquip(slot), design.DoApplyStain(slot));
}
var actors = ApplyAll(state, redraw);
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);
}
private ActorData ApplyAll(ActorState state, bool redraw)
{
var actors = _applier.ChangeWetness(state, true);
if (redraw)
{
_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.ModelData.IsHatVisible());
foreach (var slot in EquipSlotExtensions.WeaponSlots)
_applier.ChangeWeapon(actors, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
}
if (state.ModelData.IsHuman)
{
_applier.ChangeHatState(actors, state.ModelData.IsHatVisible());
_applier.ChangeWeaponState(actors, state.ModelData.IsWeaponVisible());
_applier.ChangeVisor(actors, state.ModelData.IsVisorToggled());
}
return actors;
}
public void ResetState(ActorState state, uint key = 0)
{
if (!state.Unlock(key))
return;
var redraw = state.ModelData.ModelId != state.BaseData.ModelId
|| !state.ModelData.IsHuman
|| Customize.Compare(state.ModelData.Customize, state.BaseData.Customize).RequiresRedraw();
state.ModelData = state.BaseData;
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;
var actors = ApplyAll(state, redraw);
Glamourer.Log.Verbose(
$"Reset entire state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Design, state[ActorState.MetaIndex.Wetness], state, actors, null);
}
public void ReapplyState(Actor actor)
{
if (!GetOrCreate(actor, out var state))
return;
ApplyAll(state, !actor.Model.IsHuman || Customize.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw());
}
public void DeleteState(ActorIdentifier identifier)
=> _states.Remove(identifier);
}