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Workship/Workshoppa/Configuration.cs

92 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Configuration;
using LLib.ImGui;
using Workshoppa.GameData;
namespace Workshoppa;
internal sealed class Configuration : IPluginConfiguration
{
public int Version { get; set; } = 1;
public CurrentItem? CurrentlyCraftedItem { get; set; }
public List<QueuedItem> ItemQueue { get; set; } = new();
public bool EnableRepairKitCalculator { get; set; } = true;
public bool EnableCeruleumTankCalculator { get; set; } = true;
public List<Preset> Presets { get; set; } = new();
public WindowConfig MainWindowConfig { get; } = new();
public WindowConfig ConfigWindowConfig { get; } = new();
internal sealed class QueuedItem
{
public uint WorkshopItemId { get; set; }
public int Quantity { get; set; }
}
internal sealed class CurrentItem
{
public uint WorkshopItemId { get; set; }
public bool StartedCrafting { get; set; }
public uint PhasesComplete { get; set; }
public List<PhaseItem> ContributedItemsInCurrentPhase { get; set; } = new();
public bool UpdateFromCraftState(CraftState craftState)
{
bool changed = false;
if (PhasesComplete != craftState.StepsComplete)
{
PhasesComplete = craftState.StepsComplete;
changed = true;
}
if (ContributedItemsInCurrentPhase.Count != craftState.Items.Count)
{
ContributedItemsInCurrentPhase = craftState.Items.Select(x => new PhaseItem
{
ItemId = x.ItemId,
QuantityComplete = x.QuantityComplete,
}).ToList();
changed = true;
}
else
{
for (int i = 0; i < ContributedItemsInCurrentPhase.Count; ++i)
{
var contributedItem = ContributedItemsInCurrentPhase[i];
var craftItem = craftState.Items[i];
if (contributedItem.ItemId != craftItem.ItemId)
{
contributedItem.ItemId = craftItem.ItemId;
changed = true;
}
if (contributedItem.QuantityComplete != craftItem.QuantityComplete)
{
contributedItem.QuantityComplete = craftItem.QuantityComplete;
changed = true;
}
}
}
return changed;
}
}
internal sealed class PhaseItem
{
public uint ItemId { get; set; }
public uint QuantityComplete { get; set; }
}
internal sealed class Preset
{
public required Guid Id { get; set; }
public required string Name { get; set; }
public List<QueuedItem> ItemQueue { get; set; } = new();
}
}