Penumbra/Penumbra/Interop/PathResolving/CollectionResolver.cs
2025-04-05 14:42:25 +02:00

287 lines
12 KiB
C#

using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
using OtterGui;
using OtterGui.Services;
using Penumbra.Collections;
using Penumbra.Collections.Manager;
using Penumbra.GameData.Actors;
using Penumbra.GameData.DataContainers;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Interop;
using Penumbra.GameData.Structs;
using Penumbra.String;
using Penumbra.Util;
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.PathResolving;
public sealed unsafe class CollectionResolver(
PerformanceTracker performance,
IdentifiedCollectionCache cache,
IClientState clientState,
ObjectManager objects,
IGameGui gameGui,
ActorManager actors,
CutsceneService cutscenes,
Configuration config,
CollectionManager collectionManager,
TempCollectionManager tempCollections,
DrawObjectState drawObjectState,
HumanModelList humanModels)
: IService
{
/// <summary>
/// Get the collection applying to the current player character
/// or the 'Yourself' or 'Default' collection if no player exists.
/// </summary>
public ModCollection PlayerCollection()
{
using var performance1 = performance.Measure(PerformanceType.IdentifyCollection);
var gameObject = objects[0];
if (!gameObject.Valid)
return collectionManager.Active.ByType(CollectionType.Yourself)
?? collectionManager.Active.Default;
var player = actors.GetCurrentPlayer();
var _ = false;
return CollectionByIdentifier(player)
?? CheckYourself(player, gameObject)
?? CollectionByAttributes(gameObject, ref _)
?? collectionManager.Active.Default;
}
/// <summary> Identify the correct collection for a game object. </summary>
public ResolveData IdentifyCollection(GameObject* gameObject, bool useCache)
{
using var t = performance.Measure(PerformanceType.IdentifyCollection);
if (gameObject == null)
return collectionManager.Active.Default.ToResolveData();
try
{
// Login screen reuses the same actors and can not be cached.
if (LoginScreen(gameObject, out var data))
return data;
if (useCache && cache.TryGetValue(gameObject, out data))
return data;
if (Aesthetician(gameObject, out data))
return data;
return DefaultState(gameObject);
}
catch (Exception ex)
{
Penumbra.Log.Error($"Error identifying collection:\n{ex}");
return collectionManager.Active.Default.ToResolveData(gameObject);
}
}
/// <summary> Identify the correct collection for the last created game object. </summary>
public ResolveData IdentifyLastGameObjectCollection(bool useCache)
=> IdentifyCollection((GameObject*)drawObjectState.LastGameObject, useCache);
/// <summary> Identify the correct collection for a draw object. </summary>
public ResolveData IdentifyCollection(DrawObject* drawObject, bool useCache)
{
var obj = (GameObject*)(drawObjectState.TryGetValue((nint)drawObject, out var gameObject)
? gameObject.Item1
: drawObjectState.LastGameObject);
return IdentifyCollection(obj, useCache);
}
/// <summary> Get the default collection. </summary>
public ResolveData DefaultCollection
=> collectionManager.Active.Default.ToResolveData();
/// <summary> Return whether the given ModelChara id refers to a human-type model. </summary>
public bool IsModelHuman(uint modelCharaId)
=> humanModels.IsHuman(modelCharaId);
/// <summary>
/// Used if on the Login screen.
/// </summary>
private bool LoginScreen(GameObject* gameObject, out ResolveData ret)
{
// Also check for empty names because sometimes named other characters
// might be loaded before being officially logged in.
if (clientState.IsLoggedIn || gameObject->Name[0] != '\0')
{
ret = ResolveData.Invalid;
return false;
}
if (!config.ShowModsInLobby)
{
ret = ModCollection.Empty.ToResolveData(gameObject);
return true;
}
var notYetReady = false;
var lobby = AgentLobby.Instance();
var characterList = CharaSelectCharacterList.Instance();
if (lobby != null && characterList != null)
{
// The lobby uses the first 8 cutscene actors.
var idx = gameObject->ObjectIndex - ObjectIndex.CutsceneStart.Index;
if (characterList->CharacterMapping.FindFirst(m => m.ClientObjectIndex == idx, out var mapping)
&& lobby->LobbyData.CharaSelectEntries.FindFirst(e => e.Value->ContentId == mapping.ContentId, out var charaEntry))
{
var item = charaEntry.Value;
var identifier = actors.CreatePlayer(new ByteString(item->Name), item->HomeWorldId);
Penumbra.Log.Verbose(
$"Identified {identifier.Incognito(null)} in cutscene for actor {idx + 200} at 0x{(ulong)gameObject:X} of race {(gameObject->IsCharacter() ? ((Character*)gameObject)->DrawData.CustomizeData.Race.ToString() : "Unknown")}.");
if (identifier.IsValid && CollectionByIdentifier(identifier) is { } coll)
{
// Do not add this to caches because game objects are reused for different draw objects.
ret = coll.ToResolveData(gameObject);
return true;
}
}
}
var collection = collectionManager.Active.ByType(CollectionType.Yourself)
?? CollectionByAttributes(gameObject, ref notYetReady)
?? collectionManager.Active.Default;
ret = collection.ToResolveData(gameObject);
return true;
}
/// <summary> Used if at the aesthetician. The relevant actor is yourself, so use player collection when possible. </summary>
private bool Aesthetician(GameObject* gameObject, out ResolveData ret)
{
if (gameGui.GetAddonByName("ScreenLog") != nint.Zero)
{
ret = ResolveData.Invalid;
return false;
}
if (!config.ShowModsInLobby)
{
ret = ModCollection.Empty.ToResolveData(gameObject);
return true;
}
var player = actors.GetCurrentPlayer();
var notYetReady = false;
var collection = (player.IsValid ? CollectionByIdentifier(player) : null)
?? collectionManager.Active.ByType(CollectionType.Yourself)
?? CollectionByAttributes(gameObject, ref notYetReady)
?? collectionManager.Active.Default;
ret = notYetReady ? collection.ToResolveData(gameObject) : cache.Set(collection, ActorIdentifier.Invalid, gameObject);
return true;
}
/// <summary>
/// Used when no special state is active.
/// Use individual identifiers first, then Yourself, then group attributes, then ownership settings and last base.
/// </summary>
private ResolveData DefaultState(GameObject* gameObject)
{
var identifier = actors.FromObject(gameObject, out var owner, true, false, false);
if (identifier.Type is IdentifierType.Special)
{
(identifier, var type) = collectionManager.Active.Individuals.ConvertSpecialIdentifier(identifier);
if (config.UseNoModsInInspect && type == IndividualCollections.SpecialResult.Inspect)
return cache.Set(ModCollection.Empty, identifier, gameObject);
}
var notYetReady = false;
var collection = CollectionByIdentifier(identifier)
?? CheckYourself(identifier, gameObject)
?? CollectionByAttributes(gameObject, ref notYetReady)
?? CheckOwnedCollection(identifier, owner, ref notYetReady)
?? collectionManager.Active.Default;
return notYetReady ? collection.ToResolveData(gameObject) : cache.Set(collection, identifier, gameObject);
}
/// <summary> Check both temporary and permanent character collections. Temporary first. </summary>
private ModCollection? CollectionByIdentifier(ActorIdentifier identifier)
{
if (tempCollections.Collections.TryGetCollection(identifier, out var collection))
return collection;
// Always inherit ownership for temporary collections.
if (identifier.Type is IdentifierType.Owned)
{
var playerIdentifier = actors.CreateIndividualUnchecked(IdentifierType.Player, identifier.PlayerName,
identifier.HomeWorld.Id, ObjectKind.None, uint.MaxValue);
if (tempCollections.Collections.TryGetCollection(playerIdentifier, out collection))
return collection;
}
if (collectionManager.Active.Individuals.TryGetCollection(identifier, out collection))
return collection;
return null;
}
/// <summary> Check for the Yourself collection. </summary>
private ModCollection? CheckYourself(ActorIdentifier identifier, Actor actor)
{
if (actor.Index == 0
|| cutscenes.GetParentIndex(actor.Index.Index) == 0
|| identifier.Equals(actors.GetCurrentPlayer()))
return collectionManager.Active.ByType(CollectionType.Yourself);
return null;
}
/// <summary> Check special collections given the actor. Returns notYetReady if the customize array is not filled. </summary>
private ModCollection? CollectionByAttributes(Actor actor, ref bool notYetReady)
{
if (!actor.IsCharacter)
{
Penumbra.Log.Excessive($"Actor to be identified was not yet a Character.");
notYetReady = true;
return null;
}
// Only handle human models.
if (!IsModelHuman((uint)actor.AsCharacter->ModelContainer.ModelCharaId))
return null;
if (actor.Customize->Data[0] == 0)
{
notYetReady = true;
return null;
}
var bodyType = actor.Customize->Data[2];
var collection = bodyType switch
{
3 => collectionManager.Active.ByType(CollectionType.NonPlayerElderly),
4 => collectionManager.Active.ByType(CollectionType.NonPlayerChild),
_ => null,
};
if (collection != null)
return collection;
var race = (SubRace)actor.Customize->Data[4];
var gender = (Gender)(actor.Customize->Data[1] + 1);
var isNpc = !actor.IsPlayer;
var type = CollectionTypeExtensions.FromParts(race, gender, isNpc);
collection = collectionManager.Active.ByType(type);
collection ??= collectionManager.Active.ByType(CollectionTypeExtensions.FromParts(gender, isNpc));
return collection;
}
/// <summary> Get the collection applying to the owner if it is available. </summary>
private ModCollection? CheckOwnedCollection(ActorIdentifier identifier, Actor owner, ref bool notYetReady)
{
if (identifier.Type != IdentifierType.Owned || !config.UseOwnerNameForCharacterCollection || !owner.Valid)
return null;
var id = actors.CreateIndividualUnchecked(IdentifierType.Player, identifier.PlayerName, identifier.HomeWorld.Id,
ObjectKind.None,
uint.MaxValue);
return CheckYourself(id, owner) ?? CollectionByAttributes(owner, ref notYetReady);
}
}