157 lines
5.5 KiB
C#
157 lines
5.5 KiB
C#
using Dalamud.Game.ClientState;
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using Dalamud.Game.ClientState.Actors.Types;
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using Dalamud.Plugin;
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using Lumina.Excel.GeneratedSheets;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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// TODO: Zone swaps?
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namespace HudSwap {
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public class Statuses {
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private readonly HudSwapPlugin plugin;
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private readonly DalamudPluginInterface pi;
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private readonly Dictionary<Status, bool> condition = new Dictionary<Status, bool>();
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private ClassJob job;
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internal static byte GetStatus(DalamudPluginInterface pi, Actor actor) {
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IntPtr statusPtr = pi.TargetModuleScanner.ResolveRelativeAddress(actor.Address, 0x1980);
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return Marshal.ReadByte(statusPtr);
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}
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public Statuses(HudSwapPlugin plugin, DalamudPluginInterface pi) {
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this.plugin = plugin;
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this.pi = pi;
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}
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public bool Update(PlayerCharacter player) {
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if (player == null) {
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return false;
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}
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bool anyChanged = false;
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ClassJob currentJob = this.pi.Data.GetExcelSheet<ClassJob>().GetRow(player.ClassJob.Id);
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if (this.job != null && this.job != currentJob) {
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anyChanged = true;
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}
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this.job = currentJob;
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foreach (Status status in Enum.GetValues(typeof(Status))) {
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var old = this.condition.ContainsKey(status) && this.condition[status];
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this.condition[status] = status.Active(player, this.pi);
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anyChanged |= old != this.condition[status];
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}
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return anyChanged;
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}
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public Guid CalculateCurrentHud() {
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PlayerCharacter player = this.pi.ClientState.LocalPlayer;
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if (player == null) {
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return Guid.Empty;
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}
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foreach (var match in this.plugin.Config.HudConditionMatches) {
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if ((!match.Status.HasValue || this.condition[match.Status.Value]) &&
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(match.ClassJob == null || this.job.Abbreviation == match.ClassJob)) {
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return match.LayoutId;
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}
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}
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return Guid.Empty;
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}
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public void SetHudLayout(PlayerCharacter player, bool update = false) {
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if (update && player != null) {
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this.Update(player);
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}
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Guid layoutId = this.CalculateCurrentHud();
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if (layoutId == Guid.Empty) {
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return; // FIXME: do something better
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}
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if (!this.plugin.Config.Layouts2.TryGetValue(layoutId, out Layout layout)) {
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return; // FIXME: do something better
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}
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this.plugin.Hud.WriteLayout(this.plugin.Config.StagingSlot, layout.Hud);
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this.plugin.Hud.SelectSlot(this.plugin.Config.StagingSlot, true);
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foreach (KeyValuePair<string, Vector2<short>> entry in layout.Positions) {
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this.plugin.GameFunctions.MoveWindow(entry.Key, entry.Value.X, entry.Value.Y);
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}
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}
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}
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public class HudConditionMatch {
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/// <summary>
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/// Values stored here should be the abbreviation of the class/job name (all caps).
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/// We do this because using <see cref="ClassJob"/> results in circular dependency errors when serializing.
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/// </summary>
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public string ClassJob { get; set; }
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[JsonConverter(typeof(StringEnumConverter))]
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public Status? Status { get; set; }
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public Guid LayoutId { get; set; }
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}
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// Note: Changing the names of these is a breaking change
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public enum Status {
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InCombat = ConditionFlag.InCombat,
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WeaponDrawn = ConditionFlag.None,
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InInstance = ConditionFlag.BoundByDuty,
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Crafting = ConditionFlag.Crafting,
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Gathering = ConditionFlag.Gathering,
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Fishing = ConditionFlag.Fishing,
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Roleplaying = ConditionFlag.RolePlaying,
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}
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public static class StatusExtensions {
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public static string Name(this Status status) {
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switch (status) {
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case Status.InCombat:
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return "In combat";
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case Status.WeaponDrawn:
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return "Weapon drawn";
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case Status.InInstance:
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return "In instance";
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case Status.Crafting:
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return "Crafting";
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case Status.Gathering:
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return "Gathering";
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case Status.Fishing:
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return "Fishing";
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case Status.Roleplaying:
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return "Roleplaying";
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}
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throw new ApplicationException($"No name was set up for {status}");
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}
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public static bool Active(this Status status, PlayerCharacter player, DalamudPluginInterface pi) {
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if (player == null) {
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throw new ArgumentNullException(nameof(player), "PlayerCharacter cannot be null");
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}
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if (pi == null) {
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throw new ArgumentNullException(nameof(pi), "DalamudPluginInterface cannot be null");
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}
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ConditionFlag flag = (ConditionFlag)status;
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if (flag != ConditionFlag.None) {
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return pi.ClientState.Condition[flag];
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}
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switch (status) {
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case Status.WeaponDrawn:
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return (Statuses.GetStatus(pi, player) & 4) > 0;
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}
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return false;
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}
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}
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}
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