Add new cutscene ENPC tracking hooks.

This commit is contained in:
Ottermandias 2025-01-20 15:36:05 +01:00
parent 7b517390b6
commit 8779f4b689
7 changed files with 152 additions and 11 deletions

View file

@ -15,10 +15,11 @@ public sealed class CutsceneService : IRequiredService, IDisposable
public const int CutsceneEndIdx = (int)ScreenActor.CutsceneEnd;
public const int CutsceneSlots = CutsceneEndIdx - CutsceneStartIdx;
private readonly ObjectManager _objects;
private readonly CopyCharacter _copyCharacter;
private readonly CharacterDestructor _characterDestructor;
private readonly short[] _copiedCharacters = Enumerable.Repeat((short)-1, CutsceneSlots).ToArray();
private readonly ObjectManager _objects;
private readonly CopyCharacter _copyCharacter;
private readonly CharacterDestructor _characterDestructor;
private readonly ConstructCutsceneCharacter _constructCutsceneCharacter;
private readonly short[] _copiedCharacters = Enumerable.Repeat((short)-1, CutsceneSlots).ToArray();
public IEnumerable<KeyValuePair<int, IGameObject>> Actors
=> Enumerable.Range(CutsceneStartIdx, CutsceneSlots)
@ -26,13 +27,15 @@ public sealed class CutsceneService : IRequiredService, IDisposable
.Select(i => KeyValuePair.Create(i, this[i] ?? _objects.GetDalamudObject(i)!));
public unsafe CutsceneService(ObjectManager objects, CopyCharacter copyCharacter, CharacterDestructor characterDestructor,
IClientState clientState)
ConstructCutsceneCharacter constructCutsceneCharacter, IClientState clientState)
{
_objects = objects;
_copyCharacter = copyCharacter;
_characterDestructor = characterDestructor;
_objects = objects;
_copyCharacter = copyCharacter;
_characterDestructor = characterDestructor;
_constructCutsceneCharacter = constructCutsceneCharacter;
_copyCharacter.Subscribe(OnCharacterCopy, CopyCharacter.Priority.CutsceneService);
_characterDestructor.Subscribe(OnCharacterDestructor, CharacterDestructor.Priority.CutsceneService);
_constructCutsceneCharacter.Subscribe(OnSetupPlayerNpc, ConstructCutsceneCharacter.Priority.CutsceneService);
if (clientState.IsGPosing)
RecoverGPoseActors();
}
@ -87,6 +90,7 @@ public sealed class CutsceneService : IRequiredService, IDisposable
{
_copyCharacter.Unsubscribe(OnCharacterCopy);
_characterDestructor.Unsubscribe(OnCharacterDestructor);
_constructCutsceneCharacter.Unsubscribe(OnSetupPlayerNpc);
}
private unsafe void OnCharacterDestructor(Character* character)
@ -124,6 +128,15 @@ public sealed class CutsceneService : IRequiredService, IDisposable
_copiedCharacters[idx] = (short)(source != null ? source->GameObject.ObjectIndex : -1);
}
private unsafe void OnSetupPlayerNpc(Character* npc)
{
if (npc == null || npc->ObjectIndex is < CutsceneStartIdx or >= CutsceneEndIdx)
return;
var idx = npc->GameObject.ObjectIndex - CutsceneStartIdx;
_copiedCharacters[idx] = 0;
}
/// <summary> Try to recover GPose actors on reloads into a running game. </summary>
/// <remarks> This is not 100% accurate due to world IDs, minions etc., but will be mostly sane. </remarks>
private void RecoverGPoseActors()