Glamourer/Glamourer/State/StateApplier.cs

421 lines
16 KiB
C#

using Glamourer.Designs;
using Glamourer.GameData;
using Glamourer.Interop;
using Glamourer.Interop.Material;
using Glamourer.Interop.Penumbra;
using Glamourer.Interop.Structs;
using Glamourer.Services;
using Penumbra.Api.Enums;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.State;
/// <summary>
/// This class applies changes made to state to actual objects in the game.
/// It handles applying those changes as well as redrawing the actor if necessary.
/// </summary>
public class StateApplier(
UpdateSlotService _updateSlot,
VisorService _visor,
WeaponService _weapon,
ChangeCustomizeService _changeCustomize,
ItemManager _items,
PenumbraService _penumbra,
MetaService _metaService,
ObjectManager _objects,
CrestService _crests,
Configuration _config,
DirectXService _directX)
{
/// <summary> Simply force a redraw regardless of conditions. </summary>
public void ForceRedraw(ActorData data)
{
foreach (var actor in data.Objects)
_penumbra.RedrawObject(actor, RedrawType.Redraw);
}
/// <inheritdoc cref="ForceRedraw(ActorData)"/>
public ActorData ForceRedraw(ActorState state, bool apply)
{
var data = GetData(state);
if (apply)
ForceRedraw(data);
return data;
}
/// <summary>
/// Change the customization values of actors either by applying them via update or redrawing,
/// this depends on whether the changes include changes to Race, Gender, Body Type or Face.
/// </summary>
public unsafe void ChangeCustomize(ActorData data, in CustomizeArray customize, ActorState? _ = null)
{
foreach (var actor in data.Objects)
{
var mdl = actor.Model;
if (!mdl.IsCharacterBase)
continue;
var flags = CustomizeArray.Compare(mdl.GetCustomize(), customize);
if (!flags.RequiresRedraw() || !mdl.IsHuman)
{
_changeCustomize.UpdateCustomize(mdl, customize);
}
else if (data.Objects.Count > 1 && _objects.IsInGPose && !actor.IsGPoseOrCutscene)
{
var mdlCustomize = (CustomizeArray*)&mdl.AsHuman->Customize;
*mdlCustomize = customize;
_penumbra.RedrawObject(actor, RedrawType.AfterGPose);
}
else
{
_penumbra.RedrawObject(actor, RedrawType.Redraw);
}
}
}
/// <inheritdoc cref="ChangeCustomize(ActorData,in CustomizeArray,ActorState?)"/>
public ActorData ChangeCustomize(ActorState state, bool apply)
{
var data = GetData(state);
if (apply)
ChangeCustomize(data, state.ModelData.Customize, state);
return data;
}
/// <summary>
/// Change a single piece of armor and/or stain depending on slot.
/// This uses the current customization of the model to potentially prevent restricted gear types from appearing.
/// This never requires redrawing.
/// </summary>
public void ChangeArmor(ActorData data, EquipSlot slot, CharacterArmor armor, bool checkRestrictions, bool isHatVisible = true)
{
if (slot is EquipSlot.Head && !isHatVisible)
return;
foreach (var actor in data.Objects.Where(a => a.IsCharacter))
{
var mdl = actor.Model;
if (!mdl.IsHuman)
continue;
if (checkRestrictions)
{
var customize = mdl.GetCustomize();
var (_, resolvedItem) = _items.ResolveRestrictedGear(armor, slot, customize.Race, customize.Gender);
_updateSlot.UpdateEquipSlot(actor.Model, slot, resolvedItem);
}
else
{
_updateSlot.UpdateEquipSlot(actor.Model, slot, armor);
}
}
}
/// <inheritdoc cref="ChangeArmor(ActorData,EquipSlot,CharacterArmor,bool,bool)"/>
public ActorData ChangeArmor(ActorState state, EquipSlot slot, bool apply)
{
// If the source is not IPC we do not want to apply restrictions.
var data = GetData(state);
if (apply)
ChangeArmor(data, slot, state.ModelData.Armor(slot), !state.Sources[slot, false].IsIpc(), state.ModelData.IsHatVisible());
return data;
}
public void ChangeBonusItem(ActorData data, BonusItemFlag slot, PrimaryId id, Variant variant)
{
var item = new CharacterArmor(id, variant, StainIds.None);
foreach (var actor in data.Objects.Where(a => a.IsCharacter))
{
var mdl = actor.Model;
if (!mdl.IsHuman)
continue;
_updateSlot.UpdateBonusSlot(actor.Model, slot, item);
}
}
/// <inheritdoc cref="ChangeBonusItem(ActorData,BonusItemFlag,PrimaryId,Variant)"/>
public ActorData ChangeBonusItem(ActorState state, BonusItemFlag slot, bool apply)
{
// If the source is not IPC we do not want to apply restrictions.
var data = GetData(state);
if (apply)
{
var item = state.ModelData.BonusItem(slot);
ChangeBonusItem(data, slot, item.ModelId, item.Variant);
}
return data;
}
/// <summary>
/// Change the stain of a single piece of armor or weapon.
/// If the offhand is empty, the stain will be fixed to 0 to prevent crashes.
/// </summary>
public void ChangeStain(ActorData data, EquipSlot slot, StainIds stains)
{
var idx = slot.ToIndex();
switch (idx)
{
case < 10:
foreach (var actor in data.Objects.Where(a => a.Model.IsHuman))
_updateSlot.UpdateStain(actor.Model, slot, stains);
break;
case 10:
foreach (var actor in data.Objects.Where(a => a.Model.IsHuman))
_weapon.LoadStain(actor, EquipSlot.MainHand, stains);
break;
case 11:
foreach (var actor in data.Objects.Where(a => a.Model.IsHuman))
_weapon.LoadStain(actor, EquipSlot.OffHand, stains);
break;
}
}
/// <inheritdoc cref="ChangeStain(ActorData,EquipSlot,StainIds)"/>
public ActorData ChangeStain(ActorState state, EquipSlot slot, bool apply)
{
var data = GetData(state);
if (apply)
ChangeStain(data, slot, state.ModelData.Stain(slot));
return data;
}
/// <summary> Apply a weapon to the appropriate slot. </summary>
public void ChangeWeapon(ActorData data, EquipSlot slot, EquipItem item, StainIds stains)
{
if (slot is EquipSlot.MainHand)
ChangeMainhand(data, item, stains);
else
ChangeOffhand(data, item, stains);
}
/// <inheritdoc cref="ChangeWeapon(ActorData,EquipSlot,EquipItem,StainIds)"/>
public ActorData ChangeWeapon(ActorState state, EquipSlot slot, bool apply, bool onlyGPose)
{
var data = GetData(state);
if (onlyGPose)
data = data.OnlyGPose();
if (apply)
ChangeWeapon(data, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
return data;
}
/// <summary>
/// Apply a weapon to the mainhand. If the weapon type has no associated offhand type, apply both.
/// </summary>
public void ChangeMainhand(ActorData data, EquipItem weapon, StainIds stains)
{
var slot = weapon.Type.ValidOffhand() == FullEquipType.Unknown ? EquipSlot.BothHand : EquipSlot.MainHand;
foreach (var actor in data.Objects.Where(a => a.Model.IsHuman))
_weapon.LoadWeapon(actor, slot, weapon.Weapon().With(stains));
}
/// <summary> Apply a weapon to the offhand. </summary>
public void ChangeOffhand(ActorData data, EquipItem weapon, StainIds stains)
{
stains = weapon.PrimaryId.Id == 0 ? StainIds.None : stains;
foreach (var actor in data.Objects.Where(a => a.Model.IsHuman))
_weapon.LoadWeapon(actor, EquipSlot.OffHand, weapon.Weapon().With(stains));
}
/// <summary> Change a meta state. </summary>
public void ChangeMetaState(ActorData data, MetaIndex index, bool value)
{
switch (index)
{
case MetaIndex.Wetness:
{
foreach (var actor in data.Objects.Where(a => a.IsCharacter))
actor.IsGPoseWet = value;
return;
}
case MetaIndex.HatState:
{
foreach (var actor in data.Objects.Where(a => a.IsCharacter))
_metaService.SetHatState(actor, value);
return;
}
case MetaIndex.WeaponState:
{
// Only apply to the GPose character because otherwise we get some weird incompatibility when leaving GPose.
if (_objects.IsInGPose)
foreach (var actor in data.Objects.Where(a => a.IsGPoseOrCutscene))
_metaService.SetWeaponState(actor, value);
else
foreach (var actor in data.Objects.Where(a => a.IsCharacter))
_metaService.SetWeaponState(actor, value);
return;
}
case MetaIndex.VisorState:
{
foreach (var actor in data.Objects.Where(a => a.Model.IsHuman))
_visor.SetVisorState(actor.Model, value);
return;
}
}
}
/// <inheritdoc cref="ChangeMetaState(ActorData, MetaIndex, bool)"/>
public ActorData ChangeMetaState(ActorState state, MetaIndex index, bool apply)
{
var data = GetData(state);
if (apply)
ChangeMetaState(data, index, state.ModelData.GetMeta(index));
return data;
}
/// <summary> Change the crest state on actors. </summary>
public void ChangeCrests(ActorData data, CrestFlag flags)
{
foreach (var actor in data.Objects.Where(a => a.IsCharacter))
_crests.UpdateCrests(actor, flags);
}
/// <inheritdoc cref="ChangeCrests(ActorData, CrestFlag)"/>
public ActorData ChangeCrests(ActorState state, bool apply)
{
var data = GetData(state);
if (apply)
ChangeCrests(data, state.ModelData.CrestVisibility);
return data;
}
/// <summary> Change the customize parameters on models. Can change multiple at once. </summary>
public void ChangeParameters(ActorData data, CustomizeParameterFlag flags, in CustomizeParameterData values, bool force)
{
if (!force && !_config.UseAdvancedParameters || flags == 0)
return;
foreach (var actor in data.Objects.Where(a => a is { IsCharacter: true, Model.IsHuman: true }))
actor.Model.ApplyParameterData(flags, values);
}
/// <inheritdoc cref="ChangeParameters(ActorData,CustomizeParameterFlag,in CustomizeParameterData,bool)"/>
public ActorData ChangeParameters(ActorState state, CustomizeParameterFlag flags, bool apply)
{
var data = GetData(state);
if (apply)
ChangeParameters(data, flags, state.ModelData.Parameters, state.IsLocked);
return data;
}
public unsafe void ChangeMaterialValue(ActorData data, MaterialValueIndex index, ColorRow? value, bool force)
{
if (!force && !_config.UseAdvancedDyes)
return;
foreach (var actor in data.Objects.Where(a => a is { IsCharacter: true, Model.IsHuman: true }))
{
if (!index.TryGetTexture(actor, out var texture, out var mode))
continue;
if (!_directX.TryGetColorTable(*texture, out var table))
continue;
if (value.HasValue)
value.Value.Apply(ref table[index.RowIndex], mode);
else if (PrepareColorSet.TryGetColorTable(actor, index, out var baseTable, out _))
table[index.RowIndex] = baseTable[index.RowIndex];
else
continue;
_directX.ReplaceColorTable(texture, table);
}
}
public ActorData ChangeMaterialValue(ActorState state, MaterialValueIndex index, bool apply)
{
var data = GetData(state);
if (apply)
ChangeMaterialValue(data, index, state.Materials.TryGetValue(index, out var v) ? v.Model : null, state.IsLocked);
return data;
}
public unsafe void ChangeMaterialValues(ActorData data, in StateMaterialManager materials, bool force)
{
if (!force && !_config.UseAdvancedDyes)
return;
var groupedMaterialValues = materials.Values.Select(p => (MaterialValueIndex.FromKey(p.Key), p.Value))
.GroupBy(p => (p.Item1.DrawObject, p.Item1.SlotIndex, p.Item1.MaterialIndex));
foreach (var group in groupedMaterialValues)
{
var values = group.ToList();
var mainKey = values[0].Item1;
foreach (var actor in data.Objects.Where(a => a is { IsCharacter: true, Model.IsHuman: true }))
{
if (!mainKey.TryGetTexture(actor, out var texture))
continue;
if (!PrepareColorSet.TryGetColorTable(actor, mainKey, out var table, out var mode))
continue;
foreach (var (key, value) in values)
value.Model.Apply(ref table[key.RowIndex], mode);
_directX.ReplaceColorTable(texture, table);
}
}
}
/// <summary> Apply the entire state of an actor to all relevant actors, either via immediate redraw or piecewise. </summary>
/// <param name="state"> The state to apply. </param>
/// <param name="redraw"> Whether a redraw should be forced. </param>
/// <param name="withLock"> Whether a temporary lock should be applied for the redraw. </param>
/// <returns> The actor data for the actors who got changed. </returns>
public ActorData ApplyAll(ActorState state, bool redraw, bool withLock)
{
var actors = ChangeMetaState(state, MetaIndex.Wetness, true);
if (redraw)
{
if (withLock)
state.TempLock();
ForceRedraw(actors);
}
else
{
ChangeCustomize(actors, state.ModelData.Customize);
foreach (var slot in EquipSlotExtensions.EqdpSlots)
ChangeArmor(actors, slot, state.ModelData.Armor(slot), !state.Sources[slot, false].IsIpc(), state.ModelData.IsHatVisible());
foreach (var slot in BonusExtensions.AllFlags)
{
var item = state.ModelData.BonusItem(slot);
ChangeBonusItem(actors, slot, item.ModelId, item.Variant);
}
var mainhandActors = state.ModelData.MainhandType != state.BaseData.MainhandType ? actors.OnlyGPose() : actors;
ChangeMainhand(mainhandActors, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));
var offhandActors = state.ModelData.OffhandType != state.BaseData.OffhandType ? actors.OnlyGPose() : actors;
ChangeOffhand(offhandActors, state.ModelData.Item(EquipSlot.OffHand), state.ModelData.Stain(EquipSlot.OffHand));
if (state.ModelData.IsHuman)
{
ChangeMetaState(actors, MetaIndex.HatState, state.ModelData.IsHatVisible());
ChangeMetaState(actors, MetaIndex.WeaponState, state.ModelData.IsWeaponVisible());
ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
ChangeCrests(actors, state.ModelData.CrestVisibility);
ChangeParameters(actors, state.OnlyChangedParameters(), state.ModelData.Parameters, state.IsLocked);
ChangeMaterialValues(actors, state.Materials, state.IsLocked);
}
}
return actors;
}
private ActorData GetData(ActorState state)
{
_objects.Update();
return _objects.TryGetValue(state.Identifier, out var data) ? data : ActorData.Invalid;
}
}