Workship/Workshoppa/WorkshopPlugin.cs

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C#
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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.Command;
using Dalamud.Interface.Windowing;
using Dalamud.Plugin;
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using Dalamud.Plugin.Services;
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using Workshoppa.External;
using Workshoppa.GameData;
using Workshoppa.Windows;
namespace Workshoppa;
[SuppressMessage("ReSharper", "UnusedType.Global")]
public sealed partial class WorkshopPlugin : IDalamudPlugin
{
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private readonly IReadOnlyList<uint> FabricationStationIds = new uint[] { 2005236, 2005238, 2005240, 2007821, 2011588 }.AsReadOnly();
internal readonly IReadOnlyList<ushort> WorkshopTerritories = new ushort[] { 423, 424, 425, 653, 984 }.AsReadOnly();
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private readonly WindowSystem _windowSystem = new WindowSystem(nameof(WorkshopPlugin));
private readonly DalamudPluginInterface _pluginInterface;
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private readonly IGameGui _gameGui;
private readonly IFramework _framework;
private readonly ICondition _condition;
private readonly IClientState _clientState;
private readonly IObjectTable _objectTable;
private readonly ICommandManager _commandManager;
private readonly IPluginLog _pluginLog;
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private readonly Configuration _configuration;
private readonly YesAlreadyIpc _yesAlreadyIpc;
private readonly WorkshopCache _workshopCache;
private readonly MainWindow _mainWindow;
private Stage _currentStageInternal = Stage.Stopped;
private DateTime _continueAt = DateTime.MinValue;
private (bool Saved, bool? PreviousState) _yesAlreadyState = (false, null);
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public WorkshopPlugin(DalamudPluginInterface pluginInterface, IGameGui gameGui, IFramework framework,
ICondition condition, IClientState clientState, IObjectTable objectTable, IDataManager dataManager,
ICommandManager commandManager, IPluginLog pluginLog)
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{
_pluginInterface = pluginInterface;
_gameGui = gameGui;
_framework = framework;
_condition = condition;
_clientState = clientState;
_objectTable = objectTable;
_commandManager = commandManager;
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_pluginLog = pluginLog;
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var dalamudReflector = new DalamudReflector(_pluginInterface, _framework, _pluginLog);
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_yesAlreadyIpc = new YesAlreadyIpc(dalamudReflector);
_configuration = (Configuration?)_pluginInterface.GetPluginConfig() ?? new Configuration();
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_workshopCache = new WorkshopCache(dataManager, _pluginLog);
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_mainWindow = new(this, _pluginInterface, _clientState, _configuration, _workshopCache);
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_windowSystem.AddWindow(_mainWindow);
_pluginInterface.UiBuilder.Draw += _windowSystem.Draw;
_pluginInterface.UiBuilder.OpenMainUi += _mainWindow.Toggle;
_framework.Update += FrameworkUpdate;
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_commandManager.AddHandler("/ws", new CommandInfo(ProcessCommand)
{
HelpMessage = "Open UI"
});
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}
internal Stage CurrentStage
{
get => _currentStageInternal;
private set
{
if (_currentStageInternal != value)
{
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_pluginLog.Information($"Changing stage from {_currentStageInternal} to {value}");
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_currentStageInternal = value;
}
}
}
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private void FrameworkUpdate(IFramework framework)
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{
if (!_clientState.IsLoggedIn ||
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!WorkshopTerritories.Contains(_clientState.TerritoryType) ||
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_condition[ConditionFlag.BoundByDuty] ||
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GetDistanceToEventObject(FabricationStationIds, out var fabricationStation) >= 5f)
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{
_mainWindow.NearFabricationStation = false;
}
else if (DateTime.Now >= _continueAt)
{
_mainWindow.NearFabricationStation = true;
if (_mainWindow.State is MainWindow.ButtonState.Pause or MainWindow.ButtonState.Stop)
{
_mainWindow.State = MainWindow.ButtonState.None;
if (CurrentStage != Stage.Stopped)
{
RestoreYesAlready();
CurrentStage = Stage.Stopped;
}
return;
}
else if (_mainWindow.State is MainWindow.ButtonState.Start or MainWindow.ButtonState.Resume && CurrentStage == Stage.Stopped)
{
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// TODO Error checking, we should ensure the player has the required job level for *all* crafting parts
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_mainWindow.State = MainWindow.ButtonState.None;
CurrentStage = Stage.TakeItemFromQueue;
}
if (CurrentStage != Stage.Stopped && CurrentStage != Stage.RequestStop && !_yesAlreadyState.Saved)
SaveYesAlready();
switch (CurrentStage)
{
case Stage.TakeItemFromQueue:
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if (CheckContinueWithDelivery())
CurrentStage = Stage.ContributeMaterials;
else
TakeItemFromQueue();
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break;
case Stage.TargetFabricationStation:
if (InteractWithFabricationStation(fabricationStation!))
{
if (_configuration.CurrentlyCraftedItem is { StartedCrafting: true })
CurrentStage = Stage.SelectCraftBranch;
else
CurrentStage = Stage.OpenCraftingLog;
}
break;
case Stage.OpenCraftingLog:
OpenCraftingLog();
break;
case Stage.SelectCraftCategory:
SelectCraftCategory();
break;
case Stage.SelectCraft:
SelectCraft();
break;
case Stage.ConfirmCraft:
ConfirmCraft();
break;
case Stage.RequestStop:
RestoreYesAlready();
CurrentStage = Stage.Stopped;
break;
case Stage.SelectCraftBranch:
SelectCraftBranch();
break;
case Stage.ContributeMaterials:
ContributeMaterials();
break;
case Stage.ConfirmMaterialDelivery:
ConfirmMaterialDelivery();
break;
case Stage.ConfirmCollectProduct:
ConfirmCollectProduct();
break;
case Stage.Stopped:
break;
default:
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_pluginLog.Warning($"Unknown stage {CurrentStage}");
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break;
}
}
}
private WorkshopCraft GetCurrentCraft()
{
return _workshopCache.Crafts.Single(x => x.WorkshopItemId == _configuration.CurrentlyCraftedItem!.WorkshopItemId);
}
private void ProcessCommand(string command, string arguments) => _mainWindow.Toggle();
public void Dispose()
{
_commandManager.RemoveHandler("/ws");
_pluginInterface.UiBuilder.Draw -= _windowSystem.Draw;
_pluginInterface.UiBuilder.OpenMainUi -= _mainWindow.Toggle;
_framework.Update -= FrameworkUpdate;
RestoreYesAlready();
}
private void SaveYesAlready()
{
if (_yesAlreadyState.Saved)
{
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_pluginLog.Information("Not overwriting yesalready state");
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return;
}
_yesAlreadyState = (true, _yesAlreadyIpc.DisableIfNecessary());
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_pluginLog.Information($"Previous yesalready state: {_yesAlreadyState.PreviousState}");
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}
private void RestoreYesAlready()
{
if (_yesAlreadyState.Saved)
{
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_pluginLog.Information($"Restoring previous yesalready state: {_yesAlreadyState.PreviousState}");
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if (_yesAlreadyState.PreviousState == true)
_yesAlreadyIpc.Enable();
}
_yesAlreadyState = (false, null);
}
}