Glamourer/Glamourer/Designs/DesignBase.cs
Ottermandias 4cf082aa19 .
2023-02-09 18:52:53 +01:00

332 lines
15 KiB
C#

using System;
using Glamourer.Customization;
using Glamourer.Util;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.Designs;
public class DesignBase
{
protected CharacterData CharacterData = CharacterData.Default;
public FullEquipType MainhandType { get; protected set; }
public uint Head { get; protected set; } = ItemManager.NothingId(EquipSlot.Head);
public uint Body { get; protected set; } = ItemManager.NothingId(EquipSlot.Body);
public uint Hands { get; protected set; } = ItemManager.NothingId(EquipSlot.Hands);
public uint Legs { get; protected set; } = ItemManager.NothingId(EquipSlot.Legs);
public uint Feet { get; protected set; } = ItemManager.NothingId(EquipSlot.Feet);
public uint Ears { get; protected set; } = ItemManager.NothingId(EquipSlot.Ears);
public uint Neck { get; protected set; } = ItemManager.NothingId(EquipSlot.Neck);
public uint Wrists { get; protected set; } = ItemManager.NothingId(EquipSlot.Wrists);
public uint RFinger { get; protected set; } = ItemManager.NothingId(EquipSlot.RFinger);
public uint LFinger { get; protected set; } = ItemManager.NothingId(EquipSlot.RFinger);
public uint MainHand { get; protected set; }
public uint OffHand { get; protected set; }
public string HeadName { get; protected set; } = ItemManager.Nothing;
public string BodyName { get; protected set; } = ItemManager.Nothing;
public string HandsName { get; protected set; } = ItemManager.Nothing;
public string LegsName { get; protected set; } = ItemManager.Nothing;
public string FeetName { get; protected set; } = ItemManager.Nothing;
public string EarsName { get; protected set; } = ItemManager.Nothing;
public string NeckName { get; protected set; } = ItemManager.Nothing;
public string WristsName { get; protected set; } = ItemManager.Nothing;
public string RFingerName { get; protected set; } = ItemManager.Nothing;
public string LFingerName { get; protected set; } = ItemManager.Nothing;
public string MainhandName { get; protected set; }
public string OffhandName { get; protected set; }
public Customize Customize()
=> CharacterData.Customize;
public CharacterEquip Equipment()
=> CharacterData.Equipment;
public DesignBase()
{
MainHand = Glamourer.Items.DefaultSword.RowId;
(_, CharacterData.MainHand.Set, CharacterData.MainHand.Type, CharacterData.MainHand.Variant, MainhandName, MainhandType) =
Glamourer.Items.Resolve(MainHand, Glamourer.Items.DefaultSword);
OffHand = ItemManager.NothingId(MainhandType.Offhand());
(_, CharacterData.OffHand.Set, CharacterData.OffHand.Type, CharacterData.OffHand.Variant, OffhandName, _) =
Glamourer.Items.Resolve(OffHand, MainhandType);
}
public uint ModelId
=> CharacterData.ModelId;
public Item Armor(EquipSlot slot)
{
return slot switch
{
EquipSlot.Head => new Item(HeadName, Head, CharacterData.Head),
EquipSlot.Body => new Item(BodyName, Body, CharacterData.Body),
EquipSlot.Hands => new Item(HandsName, Hands, CharacterData.Hands),
EquipSlot.Legs => new Item(LegsName, Legs, CharacterData.Legs),
EquipSlot.Feet => new Item(FeetName, Feet, CharacterData.Feet),
EquipSlot.Ears => new Item(EarsName, Ears, CharacterData.Ears),
EquipSlot.Neck => new Item(NeckName, Neck, CharacterData.Neck),
EquipSlot.Wrists => new Item(WristsName, Wrists, CharacterData.Wrists),
EquipSlot.RFinger => new Item(RFingerName, RFinger, CharacterData.RFinger),
EquipSlot.LFinger => new Item(LFingerName, LFinger, CharacterData.LFinger),
_ => throw new Exception("Invalid equip slot for item."),
};
}
public Weapon WeaponMain
=> new(MainhandName, MainHand, CharacterData.MainHand, MainhandType);
public Weapon WeaponOff
=> Designs.Weapon.Offhand(OffhandName, OffHand, CharacterData.OffHand, MainhandType);
public CustomizeValue GetCustomize(CustomizeIndex idx)
=> Customize()[idx];
protected bool SetCustomize(CustomizeIndex idx, CustomizeValue value)
{
var c = Customize();
if (c[idx] == value)
return false;
c[idx] = value;
return true;
}
protected bool SetArmor(EquipSlot slot, uint itemId, Lumina.Excel.GeneratedSheets.Item? item = null)
{
var (valid, set, variant, name) = Glamourer.Items.Resolve(slot, itemId, item);
if (!valid)
return false;
return SetArmor(slot, set, variant, name, itemId);
}
protected bool SetArmor(EquipSlot slot, Item item)
=> SetArmor(slot, item.ModelBase, item.Variant, item.Name, item.ItemId);
protected bool UpdateArmor(EquipSlot slot, CharacterArmor armor, bool force)
{
if (!force)
{
switch (slot)
{
case EquipSlot.Head when CharacterData.Head.Value == armor.Value: return false;
case EquipSlot.Body when CharacterData.Body.Value == armor.Value: return false;
case EquipSlot.Hands when CharacterData.Hands.Value == armor.Value: return false;
case EquipSlot.Legs when CharacterData.Legs.Value == armor.Value: return false;
case EquipSlot.Feet when CharacterData.Feet.Value == armor.Value: return false;
case EquipSlot.Ears when CharacterData.Ears.Value == armor.Value: return false;
case EquipSlot.Neck when CharacterData.Neck.Value == armor.Value: return false;
case EquipSlot.Wrists when CharacterData.Wrists.Value == armor.Value: return false;
case EquipSlot.RFinger when CharacterData.RFinger.Value == armor.Value: return false;
case EquipSlot.LFinger when CharacterData.LFinger.Value == armor.Value: return false;
}
}
var (valid, id, name) = Glamourer.Items.Identify(slot, armor.Set, armor.Variant);
if (!valid)
return false;
return SetArmor(slot, armor.Set, armor.Variant, name, id);
}
protected bool SetMainhand(uint mainId, Lumina.Excel.GeneratedSheets.Item? main = null)
{
if (mainId == MainHand)
return false;
var (valid, set, weapon, variant, name, type) = Glamourer.Items.Resolve(mainId, main);
if (!valid)
return false;
var fixOffhand = type.Offhand() != MainhandType.Offhand();
MainHand = mainId;
MainhandName = name;
MainhandType = type;
CharacterData.MainHand.Set = set;
CharacterData.MainHand.Type = weapon;
CharacterData.MainHand.Variant = variant;
if (fixOffhand)
SetOffhand(ItemManager.NothingId(type.Offhand()));
return true;
}
protected bool SetOffhand(uint offId, Lumina.Excel.GeneratedSheets.Item? off = null)
{
if (offId == OffHand)
return false;
var (valid, set, weapon, variant, name, type) = Glamourer.Items.Resolve(offId, MainhandType, off);
if (!valid)
return false;
OffHand = offId;
OffhandName = name;
CharacterData.OffHand.Set = set;
CharacterData.OffHand.Type = weapon;
CharacterData.OffHand.Variant = variant;
return true;
}
protected bool UpdateMainhand(CharacterWeapon weapon)
{
if (weapon.Value == CharacterData.MainHand.Value)
return false;
var (valid, id, name, type) = Glamourer.Items.Identify(EquipSlot.MainHand, weapon.Set, weapon.Type, (byte)weapon.Variant);
if (!valid || id == MainHand)
return false;
var fixOffhand = type.Offhand() != MainhandType.Offhand();
MainHand = id;
MainhandName = name;
MainhandType = type;
CharacterData.MainHand.Set = weapon.Set;
CharacterData.MainHand.Type = weapon.Type;
CharacterData.MainHand.Variant = weapon.Variant;
CharacterData.MainHand.Stain = weapon.Stain;
if (fixOffhand)
SetOffhand(ItemManager.NothingId(type.Offhand()));
return true;
}
protected bool UpdateOffhand(CharacterWeapon weapon)
{
if (weapon.Value == CharacterData.OffHand.Value)
return false;
var (valid, id, name, _) = Glamourer.Items.Identify(EquipSlot.OffHand, weapon.Set, weapon.Type, (byte)weapon.Variant, MainhandType);
if (!valid || id == OffHand)
return false;
OffHand = id;
OffhandName = name;
CharacterData.OffHand.Set = weapon.Set;
CharacterData.OffHand.Type = weapon.Type;
CharacterData.OffHand.Variant = weapon.Variant;
CharacterData.OffHand.Stain = weapon.Stain;
return true;
}
protected bool SetStain(EquipSlot slot, StainId id)
{
return slot switch
{
EquipSlot.MainHand => SetIfDifferent(ref CharacterData.MainHand.Stain, id),
EquipSlot.OffHand => SetIfDifferent(ref CharacterData.OffHand.Stain, id),
EquipSlot.Head => SetIfDifferent(ref CharacterData.Head.Stain, id),
EquipSlot.Body => SetIfDifferent(ref CharacterData.Body.Stain, id),
EquipSlot.Hands => SetIfDifferent(ref CharacterData.Hands.Stain, id),
EquipSlot.Legs => SetIfDifferent(ref CharacterData.Legs.Stain, id),
EquipSlot.Feet => SetIfDifferent(ref CharacterData.Feet.Stain, id),
EquipSlot.Ears => SetIfDifferent(ref CharacterData.Ears.Stain, id),
EquipSlot.Neck => SetIfDifferent(ref CharacterData.Neck.Stain, id),
EquipSlot.Wrists => SetIfDifferent(ref CharacterData.Wrists.Stain, id),
EquipSlot.RFinger => SetIfDifferent(ref CharacterData.RFinger.Stain, id),
EquipSlot.LFinger => SetIfDifferent(ref CharacterData.LFinger.Stain, id),
_ => false,
};
}
protected static bool SetIfDifferent<T>(ref T old, T value) where T : IEquatable<T>
{
if (old.Equals(value))
return false;
old = value;
return true;
}
private bool SetArmor(EquipSlot slot, SetId set, byte variant, string name, uint id)
{
var changes = false;
switch (slot)
{
case EquipSlot.Head:
changes |= SetIfDifferent(ref CharacterData.Head.Set, set);
changes |= SetIfDifferent(ref CharacterData.Head.Variant, variant);
changes |= HeadName != name;
HeadName = name;
changes |= Head != id;
Head = id;
return changes;
case EquipSlot.Body:
changes |= SetIfDifferent(ref CharacterData.Body.Set, set);
changes |= SetIfDifferent(ref CharacterData.Body.Variant, variant);
changes |= BodyName != name;
BodyName = name;
changes |= Body != id;
Body = id;
return changes;
case EquipSlot.Hands:
changes |= SetIfDifferent(ref CharacterData.Hands.Set, set);
changes |= SetIfDifferent(ref CharacterData.Hands.Variant, variant);
changes |= HandsName != name;
HandsName = name;
changes |= Hands != id;
Hands = id;
return changes;
case EquipSlot.Legs:
changes |= SetIfDifferent(ref CharacterData.Legs.Set, set);
changes |= SetIfDifferent(ref CharacterData.Legs.Variant, variant);
changes |= LegsName != name;
LegsName = name;
changes |= Legs != id;
Legs = id;
return changes;
case EquipSlot.Feet:
changes |= SetIfDifferent(ref CharacterData.Feet.Set, set);
changes |= SetIfDifferent(ref CharacterData.Feet.Variant, variant);
changes |= FeetName != name;
FeetName = name;
changes |= Feet != id;
Feet = id;
return changes;
case EquipSlot.Ears:
changes |= SetIfDifferent(ref CharacterData.Ears.Set, set);
changes |= SetIfDifferent(ref CharacterData.Ears.Variant, variant);
changes |= EarsName != name;
EarsName = name;
changes |= Ears != id;
Ears = id;
return changes;
case EquipSlot.Neck:
changes |= SetIfDifferent(ref CharacterData.Neck.Set, set);
changes |= SetIfDifferent(ref CharacterData.Neck.Variant, variant);
changes |= NeckName != name;
NeckName = name;
changes |= Neck != id;
Neck = id;
return changes;
case EquipSlot.Wrists:
changes |= SetIfDifferent(ref CharacterData.Wrists.Set, set);
changes |= SetIfDifferent(ref CharacterData.Wrists.Variant, variant);
changes |= WristsName != name;
WristsName = name;
changes |= Wrists != id;
Wrists = id;
return changes;
case EquipSlot.RFinger:
changes |= SetIfDifferent(ref CharacterData.RFinger.Set, set);
changes |= SetIfDifferent(ref CharacterData.RFinger.Variant, variant);
changes |= RFingerName != name;
RFingerName = name;
changes |= RFinger != id;
RFinger = id;
return changes;
case EquipSlot.LFinger:
changes |= SetIfDifferent(ref CharacterData.LFinger.Set, set);
changes |= SetIfDifferent(ref CharacterData.LFinger.Variant, variant);
changes |= LFingerName != name;
LFingerName = name;
changes |= LFinger != id;
LFinger = id;
return changes;
default: return false;
}
}
}