Penumbra/Penumbra.GameData/Data/WeaponIdentificationList.cs

67 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Dalamud;
using Dalamud.Data;
using Dalamud.Plugin;
using Lumina.Excel.GeneratedSheets;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Penumbra.GameData.Data;
internal sealed class WeaponIdentificationList : KeyList<EquipItem>
{
private const string Tag = "WeaponIdentification";
private const int Version = 1;
public WeaponIdentificationList(DalamudPluginInterface pi, ClientLanguage language, DataManager gameData)
: base(pi, Tag, language, Version, CreateWeaponList(gameData, language))
{ }
public IEnumerable<EquipItem> Between(SetId modelId)
=> Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF));
public IEnumerable<EquipItem> Between(SetId modelId, WeaponType type, byte variant = 0)
{
if (type == 0)
return Between(ToKey(modelId, 0, 0), ToKey(modelId, 0xFFFF, 0xFF));
if (variant == 0)
return Between(ToKey(modelId, type, 0), ToKey(modelId, type, 0xFF));
return Between(ToKey(modelId, type, variant), ToKey(modelId, type, variant));
}
public void Dispose(DalamudPluginInterface pi, ClientLanguage language)
=> DataSharer.DisposeTag(pi, Tag, language, Version);
public static ulong ToKey(SetId modelId, WeaponType type, byte variant)
=> ((ulong)modelId << 32) | ((ulong)type << 16) | variant;
public static ulong ToKey(EquipItem i)
=> ToKey(i.ModelId, i.WeaponType, i.Variant);
protected override IEnumerable<ulong> ToKeys(EquipItem data)
{
yield return ToKey(data);
}
protected override bool ValidKey(ulong key)
=> key != 0;
protected override int ValueKeySelector(EquipItem data)
=> (int)data.Id;
private static IEnumerable<EquipItem> CreateWeaponList(DataManager gameData, ClientLanguage language)
=> gameData.GetExcelSheet<Item>(language)!.SelectMany(ToEquipItems);
private static IEnumerable<EquipItem> 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);
if (item.ModelSub != 0)
yield return EquipItem.FromOffhand(item);
}
}