mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-29 03:49:22 +01:00
Use IndividualCollections in PathResolver.
This commit is contained in:
parent
f8c0702432
commit
6a6eac1c3b
10 changed files with 128 additions and 245 deletions
|
|
@ -1,141 +1,21 @@
|
|||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Dalamud.Utility.Signatures;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Character;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Object;
|
||||
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
|
||||
using FFXIVClientStructs.FFXIV.Component.GUI;
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using Dalamud.Data;
|
||||
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
|
||||
using Lumina.Excel.GeneratedSheets;
|
||||
using OtterGui;
|
||||
using Penumbra.Collections;
|
||||
using Penumbra.GameData.Actors;
|
||||
using Penumbra.GameData.Enums;
|
||||
using Penumbra.String;
|
||||
using CustomizeData = Penumbra.GameData.Structs.CustomizeData;
|
||||
using Character = FFXIVClientStructs.FFXIV.Client.Game.Character.Character;
|
||||
using GameObject = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject;
|
||||
using ObjectKind = Dalamud.Game.ClientState.Objects.Enums.ObjectKind;
|
||||
|
||||
namespace Penumbra.Interop.Resolver;
|
||||
|
||||
public unsafe partial class PathResolver
|
||||
{
|
||||
[Signature( "0F B7 0D ?? ?? ?? ?? C7 85", ScanType = ScanType.StaticAddress )]
|
||||
private static ushort* _inspectTitleId = null!;
|
||||
|
||||
// Obtain the name of the current player, if one exists.
|
||||
private static string? GetPlayerName()
|
||||
=> Dalamud.Objects[ 0 ]?.Name.ToString();
|
||||
|
||||
// Obtain the name of the inspect target from its window, if it exists.
|
||||
private static string? GetInspectName()
|
||||
{
|
||||
if( !Penumbra.Config.UseCharacterCollectionInInspect )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var addon = Dalamud.GameGui.GetAddonByName( "CharacterInspect", 1 );
|
||||
if( addon == IntPtr.Zero )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var ui = ( AtkUnitBase* )addon;
|
||||
var nodeId = Dalamud.GameData.GetExcelSheet< Title >()?.GetRow( *_inspectTitleId )?.IsPrefix == true ? 7u : 6u;
|
||||
|
||||
var text = ( AtkTextNode* )ui->UldManager.SearchNodeById( nodeId );
|
||||
return text != null && text->AtkResNode.Type == NodeType.Text ? text->NodeText.ToString() : null;
|
||||
}
|
||||
|
||||
// Obtain the name displayed in the Character Card from the agent.
|
||||
private static string? GetCardName()
|
||||
{
|
||||
// TODO: Update to ClientStructs when merged.
|
||||
if( !Penumbra.Config.UseCharacterCollectionsInCards )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var agent = AgentCharaCard.Instance();
|
||||
if( agent == null )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var data = *( byte** )( ( byte* )agent + 0x28 );
|
||||
if( data == null )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var block = data + 0x7A;
|
||||
return new ByteString( block ).ToString();
|
||||
}
|
||||
|
||||
// Obtain the name of the player character if the glamour plate edit window is open.
|
||||
private static string? GetGlamourName()
|
||||
{
|
||||
if( !Penumbra.Config.UseCharacterCollectionInTryOn )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var addon = Dalamud.GameGui.GetAddonByName( "MiragePrismMiragePlate", 1 );
|
||||
return addon == IntPtr.Zero ? null : GetPlayerName();
|
||||
}
|
||||
|
||||
// Guesstimate whether an unnamed cutscene actor corresponds to the player or not,
|
||||
// and if so, return the player name.
|
||||
private static string? GetCutsceneName( GameObject* gameObject )
|
||||
{
|
||||
if( gameObject->Name[ 0 ] != 0 || gameObject->ObjectKind != ( byte )ObjectKind.Player )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var parent = Cutscenes[ gameObject->ObjectIndex ];
|
||||
if( parent != null )
|
||||
{
|
||||
return parent.Name.ToString();
|
||||
}
|
||||
|
||||
// should not really happen but keep it in as a emergency case.
|
||||
var player = Dalamud.Objects[ 0 ];
|
||||
if( player == null )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var customize1 = ( CustomizeData* )( ( Character* )gameObject )->CustomizeData;
|
||||
var customize2 = ( CustomizeData* )( ( Character* )player.Address )->CustomizeData;
|
||||
return customize1->Equals( *customize2 ) ? player.Name.ToString() : null;
|
||||
}
|
||||
|
||||
// Identify the owner of a companion, mount or monster and apply the corresponding collection.
|
||||
// Companions and mounts get set to the actor before them in the table if it exists.
|
||||
// Monsters with a owner use that owner if it exists.
|
||||
private static string? GetOwnerName( GameObject* gameObject )
|
||||
{
|
||||
if( !Penumbra.Config.UseOwnerNameForCharacterCollection )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject* owner = null;
|
||||
if( ( ObjectKind )gameObject->GetObjectKind() is ObjectKind.Companion or ObjectKind.MountType && gameObject->ObjectIndex > 0 )
|
||||
{
|
||||
owner = ( GameObject* )Dalamud.Objects[ gameObject->ObjectIndex - 1 ]?.Address;
|
||||
}
|
||||
else if( gameObject->OwnerID != 0xE0000000 )
|
||||
{
|
||||
owner = ( GameObject* )( Dalamud.Objects.SearchById( gameObject->OwnerID )?.Address ?? IntPtr.Zero );
|
||||
}
|
||||
|
||||
if( owner != null )
|
||||
{
|
||||
return new ByteString( owner->Name ).ToString();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// Identify the correct collection for a GameObject by index and name.
|
||||
private static ResolveData IdentifyCollection( GameObject* gameObject )
|
||||
{
|
||||
|
|
@ -152,51 +32,18 @@ public unsafe partial class PathResolver
|
|||
if( !Dalamud.ClientState.IsLoggedIn )
|
||||
{
|
||||
var collection = Penumbra.CollectionManager.ByType( CollectionType.Yourself )
|
||||
?? ( CollectionByActor( string.Empty, gameObject, out var c ) ? c : Penumbra.CollectionManager.Default );
|
||||
?? CollectionByAttributes( gameObject )
|
||||
?? Penumbra.CollectionManager.Default;
|
||||
return collection.ToResolveData( gameObject );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Housing Retainers
|
||||
if( Penumbra.Config.UseDefaultCollectionForRetainers
|
||||
&& gameObject->ObjectKind == ( byte )ObjectKind.EventNpc
|
||||
&& gameObject->DataID is 1011832 or 1011021 ) // cf. "E8 ?? ?? ?? ?? 0F B6 F8 88 45", male or female retainer
|
||||
{
|
||||
return Penumbra.CollectionManager.Default.ToResolveData( gameObject );
|
||||
}
|
||||
|
||||
string? actorName = null;
|
||||
if( Penumbra.Config.PreferNamedCollectionsOverOwners )
|
||||
{
|
||||
// Early return if we prefer the actors own name over its owner.
|
||||
actorName = new ByteString( gameObject->Name ).ToString();
|
||||
if( actorName.Length > 0
|
||||
&& CollectionByActorName( actorName, out var actorCollection ) )
|
||||
{
|
||||
return actorCollection.ToResolveData( gameObject );
|
||||
}
|
||||
}
|
||||
|
||||
// All these special cases are relevant for an empty name, so never collide with the above setting.
|
||||
// Only OwnerName can be applied to something with a non-empty name, and that is the specific case we want to handle.
|
||||
var actualName = gameObject->ObjectIndex switch
|
||||
{
|
||||
240 => Penumbra.Config.UseCharacterCollectionInMainWindow ? GetPlayerName() : null, // character window
|
||||
241 => GetInspectName() ?? GetCardName() ?? GetGlamourName(), // inspect, character card, glamour plate editor.
|
||||
242 => Penumbra.Config.UseCharacterCollectionInTryOn ? GetPlayerName() : null, // try-on
|
||||
243 => Penumbra.Config.UseCharacterCollectionInTryOn ? GetPlayerName() : null, // dye preview
|
||||
244 => Penumbra.Config.UseCharacterCollectionsInCards ? GetPlayerName() : null, // portrait list and editor
|
||||
>= CutsceneCharacters.CutsceneStartIdx and < CutsceneCharacters.CutsceneEndIdx => GetCutsceneName( gameObject ),
|
||||
_ => null,
|
||||
}
|
||||
?? GetOwnerName( gameObject ) ?? actorName ?? new ByteString( gameObject->Name ).ToString();
|
||||
|
||||
// First check temporary character collections, then the own configuration, then special collections.
|
||||
var collection = CollectionByActorName( actualName, out var c )
|
||||
? c
|
||||
: CollectionByActor( actualName, gameObject, out c )
|
||||
? c
|
||||
: Penumbra.CollectionManager.Default;
|
||||
var identifier = Penumbra.Actors.FromObject( gameObject );
|
||||
var collection = CollectionByIdentifier( identifier )
|
||||
?? CheckYourself( identifier, gameObject )
|
||||
?? CollectionByAttributes( gameObject )
|
||||
?? CheckOwnedCollection( identifier, gameObject )
|
||||
?? Penumbra.CollectionManager.Default;
|
||||
return collection.ToResolveData( gameObject );
|
||||
}
|
||||
}
|
||||
|
|
@ -211,67 +58,102 @@ public unsafe partial class PathResolver
|
|||
// or the default collection if no player exists.
|
||||
public static ModCollection PlayerCollection()
|
||||
{
|
||||
var player = Dalamud.ClientState.LocalPlayer;
|
||||
if( player == null )
|
||||
var player = Penumbra.Actors.GetCurrentPlayer();
|
||||
if( !player.IsValid )
|
||||
{
|
||||
return Penumbra.CollectionManager.Default;
|
||||
}
|
||||
|
||||
var name = player.Name.TextValue;
|
||||
if( CollectionByActorName( name, out var c ) )
|
||||
{
|
||||
return c;
|
||||
}
|
||||
|
||||
if( CollectionByActor( name, ( GameObject* )player.Address, out c ) )
|
||||
{
|
||||
return c;
|
||||
}
|
||||
|
||||
return Penumbra.CollectionManager.Default;
|
||||
return CollectionByIdentifier( player )
|
||||
?? CollectionByAttributes( ( GameObject* )Dalamud.Objects[ 0 ]!.Address )
|
||||
?? Penumbra.CollectionManager.Default;
|
||||
}
|
||||
|
||||
// Check both temporary and permanent character collections. Temporary first.
|
||||
private static bool CollectionByActorName( string name, [NotNullWhen( true )] out ModCollection? collection )
|
||||
=> Penumbra.TempMods.Collections.TryGetValue( name, out collection )
|
||||
|| Penumbra.CollectionManager.Characters.TryGetValue( name, out collection );
|
||||
private static ModCollection? CollectionByIdentifier( ActorIdentifier identifier )
|
||||
=> Penumbra.TempMods.Collections.TryGetValue( identifier.ToString(), out var collection )
|
||||
|| Penumbra.CollectionManager.Individuals.TryGetCollection( identifier, out collection )
|
||||
? collection
|
||||
: null;
|
||||
|
||||
// Check special collections given the actor.
|
||||
private static bool CollectionByActor( string name, GameObject* actor, [NotNullWhen( true )] out ModCollection? collection )
|
||||
|
||||
// Check for the Yourself collection.
|
||||
private static ModCollection? CheckYourself( ActorIdentifier identifier, GameObject* actor )
|
||||
{
|
||||
collection = null;
|
||||
// Check for the Yourself collection.
|
||||
if( actor->ObjectIndex == 0
|
||||
|| Cutscenes.GetParentIndex( actor->ObjectIndex ) == 0
|
||||
|| name == Dalamud.ClientState.LocalPlayer?.Name.ToString() )
|
||||
|| identifier.Equals( Penumbra.Actors.GetCurrentPlayer() ) )
|
||||
{
|
||||
collection = Penumbra.CollectionManager.ByType( CollectionType.Yourself );
|
||||
if( collection != null )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return Penumbra.CollectionManager.ByType( CollectionType.Yourself );
|
||||
}
|
||||
|
||||
if( actor->IsCharacter() )
|
||||
{
|
||||
var character = ( Character* )actor;
|
||||
// Only handle human models.
|
||||
if( character->ModelCharaId == 0 )
|
||||
{
|
||||
var race = ( SubRace )character->CustomizeData[ 4 ];
|
||||
var gender = ( Gender )( character->CustomizeData[ 1 ] + 1 );
|
||||
var isNpc = actor->ObjectKind != ( byte )ObjectKind.Player;
|
||||
return null;
|
||||
}
|
||||
|
||||
var type = CollectionTypeExtensions.FromParts( race, gender, isNpc );
|
||||
collection = Penumbra.CollectionManager.ByType( type );
|
||||
collection ??= Penumbra.CollectionManager.ByType( CollectionTypeExtensions.FromParts( gender, isNpc ) );
|
||||
if( collection != null )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// Check special collections given the actor.
|
||||
private static ModCollection? CollectionByAttributes( GameObject* actor )
|
||||
{
|
||||
if( !actor->IsCharacter() )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return false;
|
||||
// Only handle human models.
|
||||
var character = ( Character* )actor;
|
||||
if( character->ModelCharaId >= 0 && character->ModelCharaId < ValidHumanModels.Count && ValidHumanModels[ character->ModelCharaId ] )
|
||||
{
|
||||
var race = ( SubRace )character->CustomizeData[ 4 ];
|
||||
var gender = ( Gender )( character->CustomizeData[ 1 ] + 1 );
|
||||
var isNpc = actor->ObjectKind != ( byte )ObjectKind.Player;
|
||||
|
||||
var type = CollectionTypeExtensions.FromParts( race, gender, isNpc );
|
||||
var collection = Penumbra.CollectionManager.ByType( type );
|
||||
collection ??= Penumbra.CollectionManager.ByType( CollectionTypeExtensions.FromParts( gender, isNpc ) );
|
||||
return collection;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// Get the collection applying to the owner if it is available.
|
||||
private static ModCollection? CheckOwnedCollection( ActorIdentifier identifier, GameObject* obj )
|
||||
{
|
||||
if( identifier.Type != IdentifierType.Owned || !Penumbra.Config.UseOwnerNameForCharacterCollection )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var owner = identifier.Kind switch
|
||||
{
|
||||
ObjectKind.BattleNpc when obj->OwnerID != 0xE0000000 => ( GameObject* )( Dalamud.Objects.SearchById( obj->OwnerID )?.Address ?? IntPtr.Zero ),
|
||||
ObjectKind.MountType when obj->ObjectIndex % 2 == 1 => ( GameObject* )Dalamud.Objects.GetObjectAddress( obj->ObjectIndex - 1 ),
|
||||
ObjectKind.Companion when obj->ObjectIndex % 2 == 1 => ( GameObject* )Dalamud.Objects.GetObjectAddress( obj->ObjectIndex - 1 ),
|
||||
( ObjectKind )15 when obj->ObjectIndex % 2 == 1 => ( GameObject* )Dalamud.Objects.GetObjectAddress( obj->ObjectIndex - 1 ), // TODO: CS Update
|
||||
_ => null,
|
||||
};
|
||||
|
||||
if( owner == null )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var id = Penumbra.Actors.CreateIndividualUnchecked( IdentifierType.Player, identifier.PlayerName, identifier.HomeWorld, ObjectKind.None, uint.MaxValue );
|
||||
return CheckYourself( id, owner )
|
||||
?? CollectionByAttributes( owner );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Go through all ModelChara rows and return a bitfield of those that resolve to human models.
|
||||
/// </summary>
|
||||
private static BitArray GetValidHumanModels( DataManager gameData )
|
||||
{
|
||||
var sheet = gameData.GetExcelSheet< ModelChara >()!;
|
||||
var ret = new BitArray( ( int )sheet.RowCount, false );
|
||||
foreach( var (row, idx) in sheet.WithIndex().Where( p => p.Value.Type == ( byte )CharacterBase.ModelType.Human ) )
|
||||
{
|
||||
ret[ idx ] = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue