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Some stuff
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parent
cbdac759b3
commit
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5 changed files with 101 additions and 28 deletions
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@ -1,8 +1,10 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Runtime.Serialization;
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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.Types;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json.Linq;
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using Penumbra.String;
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@ -157,7 +159,8 @@ public partial class ActorManager
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((FFXIVClientStructs.FFXIV.Client.Game.Character.Character*)actor)->NameID);
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}
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return CreateNpc(ObjectKind.BattleNpc, ((FFXIVClientStructs.FFXIV.Client.Game.Character.Character*)actor)->NameID, actor->ObjectIndex);
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return CreateNpc(ObjectKind.BattleNpc, ((FFXIVClientStructs.FFXIV.Client.Game.Character.Character*)actor)->NameID,
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actor->ObjectIndex);
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}
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case ObjectKind.EventNpc: return CreateNpc(ObjectKind.EventNpc, actor->DataID, actor->ObjectIndex);
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case ObjectKind.MountType:
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@ -206,7 +209,7 @@ public partial class ActorManager
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public ActorIdentifier CreatePlayer(ByteString name, ushort homeWorld)
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{
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if (!VerifyWorld(homeWorld) || !VerifyPlayerName(name))
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if (!VerifyWorld(homeWorld) || !VerifyPlayerName(name.Span))
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return ActorIdentifier.Invalid;
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return new ActorIdentifier(IdentifierType.Player, ObjectKind.Player, homeWorld, 0, name);
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@ -230,26 +233,25 @@ public partial class ActorManager
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public ActorIdentifier CreateOwned(ByteString ownerName, ushort homeWorld, ObjectKind kind, uint dataId)
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{
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if (!VerifyWorld(homeWorld) || !VerifyPlayerName(ownerName) || !VerifyOwnedData(kind, dataId))
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if (!VerifyWorld(homeWorld) || !VerifyPlayerName(ownerName.Span) || !VerifyOwnedData(kind, dataId))
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return ActorIdentifier.Invalid;
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return new ActorIdentifier(IdentifierType.Owned, kind, homeWorld, dataId, ownerName);
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}
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/// <summary> Checks SE naming rules. </summary>
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private static bool VerifyPlayerName(ByteString name)
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public static bool VerifyPlayerName(ReadOnlySpan<byte> name)
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{
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// Total no more than 20 characters + space.
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if (name.Length is < 5 or > 21)
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return false;
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var split = name.Split((byte)' ');
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// Forename and surname, no more spaces.
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if (split.Count != 2)
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var splitIndex = name.IndexOf((byte)' ');
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if (splitIndex < 0 || name[(splitIndex + 1)..].IndexOf((byte)' ') >= 0)
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return false;
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static bool CheckNamePart(ByteString part)
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static bool CheckNamePart(ReadOnlySpan<byte> part)
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{
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// Each name part at least 2 and at most 15 characters.
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if (part.Length is < 2 or > 15)
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@ -260,27 +262,83 @@ public partial class ActorManager
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return false;
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// Every other symbol needs to be lowercase letter, hyphen or apostrophe.
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if (part.Skip(1).Any(c => c != (byte)'\'' && c != (byte)'-' && c is < (byte)'a' or > (byte)'z'))
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return false;
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var last = (byte)'\0';
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for (var i = 1; i < part.Length; ++i)
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{
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var current = part[i];
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if (current is not ((byte)'\'' or (byte)'-' or (>= (byte)'a' and <= (byte)'z')))
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return false;
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var hyphens = part.Split((byte)'-');
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// Apostrophes can not be used in succession, after or before apostrophes.
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return !hyphens.Any(p => p.Length == 0 || p[0] == (byte)'\'' || p.Last() == (byte)'\'');
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// Hyphens can not be used in succession, after or before apostrophes or as the last symbol.
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if (last is (byte)'\'' && current is (byte)'-')
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return false;
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if (last is (byte)'-' && current is (byte)'-' or (byte)'\'')
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return false;
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last = current;
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}
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return part[^1] != (byte)'-';
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}
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return CheckNamePart(split[0]) && CheckNamePart(split[1]);
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return CheckNamePart(name[..splitIndex]) && CheckNamePart(name[(splitIndex + 1)..]);
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}
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/// <summary> Checks SE naming rules. </summary>
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public static bool VerifyPlayerName(ReadOnlySpan<char> name)
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{
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// Total no more than 20 characters + space.
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if (name.Length is < 5 or > 21)
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return false;
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// Forename and surname, no more spaces.
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var splitIndex = name.IndexOf(' ');
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if (splitIndex < 0 || name[(splitIndex + 1)..].IndexOf(' ') >= 0)
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return false;
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static bool CheckNamePart(ReadOnlySpan<char> part)
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{
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// Each name part at least 2 and at most 15 characters.
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if (part.Length is < 2 or > 15)
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return false;
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// Each part starting with capitalized letter.
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if (part[0] is < 'A' or > 'Z')
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return false;
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// Every other symbol needs to be lowercase letter, hyphen or apostrophe.
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var last = '\0';
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for (var i = 1; i < part.Length; ++i)
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{
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var current = part[i];
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if (current is not ('\'' or '-' or (>= 'a' and <= 'z')))
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return false;
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// Hyphens can not be used in succession, after or before apostrophes or as the last symbol.
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if (last is '\'' && current is '-')
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return false;
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if (last is '-' && current is '-' or '\'')
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return false;
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last = current;
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}
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return part[^1] != '-';
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}
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return CheckNamePart(name[..splitIndex]) && CheckNamePart(name[(splitIndex + 1)..]);
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}
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/// <summary> Checks if the world is a valid public world or ushort.MaxValue (any world). </summary>
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private bool VerifyWorld(ushort worldId)
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public bool VerifyWorld(ushort worldId)
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=> Worlds.ContainsKey(worldId);
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/// <summary> Verify that the enum value is a specific actor and return the name if it is. </summary>
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private static bool VerifySpecial(SpecialActor actor)
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public static bool VerifySpecial(SpecialActor actor)
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=> actor is >= SpecialActor.CharacterScreen and <= SpecialActor.Portrait;
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/// <summary> Verify that the object index is a valid index for an NPC. </summary>
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private static bool VerifyIndex(ushort index)
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public static bool VerifyIndex(ushort index)
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{
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return index switch
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{
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@ -291,7 +349,7 @@ public partial class ActorManager
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}
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/// <summary> Verify that the object kind is a valid owned object, and the corresponding data Id. </summary>
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private bool VerifyOwnedData(ObjectKind kind, uint dataId)
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public bool VerifyOwnedData(ObjectKind kind, uint dataId)
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{
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return kind switch
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{
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@ -302,7 +360,7 @@ public partial class ActorManager
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};
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}
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private bool VerifyNpcData(ObjectKind kind, uint dataId)
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public bool VerifyNpcData(ObjectKind kind, uint dataId)
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=> kind switch
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{
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ObjectKind.BattleNpc => BNpcs.ContainsKey(dataId),
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@ -49,7 +49,7 @@ internal class ObjectIdentification : IObjectIdentifier
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var (begin, _) = FindIndexRange((List<(ulong, IReadOnlyList<Item>)>)_weapons,
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((ulong)setId << 32) | ((ulong)weaponType << 16) | variant,
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0xFFFFFFFFFFFF);
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return begin >= 0 ? _weapons[begin].Item2 : null;
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return begin >= 0 ? _weapons[begin].Item2 : Array.Empty<Item>();
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}
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default:
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{
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