Make equipitems sharable again.

This commit is contained in:
Ottermandias 2023-06-13 21:04:19 +02:00
parent 323b4d6f21
commit 8436455936
9 changed files with 146 additions and 52 deletions

View file

@ -6,10 +6,11 @@ using Dalamud.Plugin;
using Lumina.Excel.GeneratedSheets;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
using PseudoEquipItem = System.ValueTuple<string, uint, ushort, ushort, ushort, byte, byte>;
namespace Penumbra.GameData.Data;
internal sealed class WeaponIdentificationList : KeyList<EquipItem>
internal sealed class WeaponIdentificationList : KeyList<PseudoEquipItem>
{
private const string Tag = "WeaponIdentification";
private const int Version = 1;
@ -19,16 +20,16 @@ internal sealed class WeaponIdentificationList : KeyList<EquipItem>
{ }
public IEnumerable<EquipItem> Between(SetId modelId)
=> Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF));
=> Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF)).Select(e => (EquipItem)e);
public IEnumerable<EquipItem> Between(SetId modelId, WeaponType type, byte variant = 0)
{
if (type == 0)
return Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF));
return Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF)).Select(e => (EquipItem)e);
if (variant == 0)
return Between(ToKey(modelId, type, 0), ToKey(modelId, type, 0xFF));
return Between(ToKey(modelId, type, 0), ToKey(modelId, type, 0xFF)).Select(e => (EquipItem)e);
return Between(ToKey(modelId, type, variant), ToKey(modelId, type, variant));
return Between(ToKey(modelId, type, variant), ToKey(modelId, type, variant)).Select(e => (EquipItem)e);
}
public void Dispose(DalamudPluginInterface pi, ClientLanguage language)
@ -40,7 +41,7 @@ internal sealed class WeaponIdentificationList : KeyList<EquipItem>
public static ulong ToKey(EquipItem i)
=> ToKey(i.ModelId, i.WeaponType, i.Variant);
protected override IEnumerable<ulong> ToKeys(EquipItem data)
protected override IEnumerable<ulong> ToKeys(PseudoEquipItem data)
{
yield return ToKey(data);
}
@ -48,20 +49,20 @@ internal sealed class WeaponIdentificationList : KeyList<EquipItem>
protected override bool ValidKey(ulong key)
=> key != 0;
protected override int ValueKeySelector(EquipItem data)
=> (int)data.Id;
protected override int ValueKeySelector(PseudoEquipItem data)
=> (int)data.Item2;
private static IEnumerable<EquipItem> CreateWeaponList(DataManager gameData, ClientLanguage language)
private static IEnumerable<PseudoEquipItem> CreateWeaponList(DataManager gameData, ClientLanguage language)
=> gameData.GetExcelSheet<Item>(language)!.SelectMany(ToEquipItems);
private static IEnumerable<EquipItem> ToEquipItems(Item item)
private static IEnumerable<PseudoEquipItem> ToEquipItems(Item item)
{
if ((EquipSlot)item.EquipSlotCategory.Row is not (EquipSlot.MainHand or EquipSlot.OffHand or EquipSlot.BothHand))
yield break;
if (item.ModelMain != 0)
yield return EquipItem.FromMainhand(item);
yield return (PseudoEquipItem)EquipItem.FromMainhand(item);
if (item.ModelSub != 0)
yield return EquipItem.FromOffhand(item);
yield return (PseudoEquipItem)EquipItem.FromOffhand(item);
}
}