Use EquipItem in item management and add filters to changed item types.

This commit is contained in:
Ottermandias 2023-06-09 16:10:02 +02:00
parent 5fcb07487e
commit d9c5c053cf
19 changed files with 641 additions and 375 deletions

View file

@ -9,7 +9,7 @@ using Penumbra.GameData.Structs;
namespace Penumbra.GameData.Data;
internal sealed class WeaponIdentificationList : KeyList<Item>
internal sealed class WeaponIdentificationList : KeyList<EquipItem>
{
private const string Tag = "WeaponIdentification";
private const int Version = 1;
@ -18,10 +18,10 @@ internal sealed class WeaponIdentificationList : KeyList<Item>
: base(pi, Tag, language, Version, CreateWeaponList(gameData, language))
{ }
public IEnumerable<Item> Between(SetId modelId)
public IEnumerable<EquipItem> Between(SetId modelId)
=> Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF));
public IEnumerable<Item> Between(SetId modelId, WeaponType type, byte variant = 0)
public IEnumerable<EquipItem> Between(SetId modelId, WeaponType type, byte variant = 0)
{
if (type == 0)
return Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF));
@ -37,38 +37,31 @@ internal sealed class WeaponIdentificationList : KeyList<Item>
public static ulong ToKey(SetId modelId, WeaponType type, byte variant)
=> ((ulong)modelId << 32) | ((ulong)type << 16) | variant;
public static ulong ToKey(Item i, bool offhand)
{
var quad = offhand ? (Lumina.Data.Parsing.Quad)i.ModelSub : (Lumina.Data.Parsing.Quad)i.ModelMain;
return ToKey(quad.A, quad.B, (byte)quad.C);
}
public static ulong ToKey(EquipItem i)
=> ToKey(i.ModelId, i.WeaponType, i.Variant);
protected override IEnumerable<ulong> ToKeys(Item i)
protected override IEnumerable<ulong> ToKeys(EquipItem data)
{
var key1 = 0ul;
if (i.ModelMain != 0)
{
key1 = ToKey(i, false);
yield return key1;
}
if (i.ModelSub != 0)
{
var key2 = ToKey(i, true);
if (key1 != key2)
yield return key2;
}
yield return ToKey(data);
}
protected override bool ValidKey(ulong key)
=> key != 0;
protected override int ValueKeySelector(Item data)
=> (int)data.RowId;
protected override int ValueKeySelector(EquipItem data)
=> (int)data.Id;
private static IEnumerable<Item> CreateWeaponList(DataManager gameData, ClientLanguage language)
private static IEnumerable<EquipItem> CreateWeaponList(DataManager gameData, ClientLanguage language)
=> gameData.GetExcelSheet<Item>(language)!.SelectMany(ToEquipItems);
private static IEnumerable<EquipItem> ToEquipItems(Item item)
{
var items = gameData.GetExcelSheet<Item>(language)!;
return items.Where(i => (EquipSlot)i.EquipSlotCategory.Row is EquipSlot.MainHand or EquipSlot.OffHand or EquipSlot.BothHand);
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);
if (item.ModelSub != 0)
yield return EquipItem.FromOffhand(item);
}
}