Rework logic to explicitly sort items, add /gbrowser
Since we no longer rely on an arbitrary 'score' (which wasn't ideally calculated), we now have a stable item order which also improves the handling of some edge-cases.
This commit is contained in:
parent
e64e280851
commit
d5703a0764
@ -990,7 +990,7 @@ csharp_space_around_binary_operators = before_and_after
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csharp_using_directive_placement = outside_namespace:silent
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csharp_prefer_simple_using_statement = true:suggestion
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csharp_prefer_braces = true:silent
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csharp_style_namespace_declarations = block_scoped:silent
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csharp_style_namespace_declarations = file_scoped:warning
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csharp_style_prefer_method_group_conversion = true:silent
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csharp_style_prefer_top_level_statements = true:silent
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csharp_style_prefer_primary_constructors = true:suggestion
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@ -1,149 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Lumina.Excel.GeneratedSheets;
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namespace Gearsetter;
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internal sealed class CachedItem : IEquatable<CachedItem>
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{
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public required Item Item { get; init; }
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public required uint ItemId { get; init; }
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public required bool Hq { get; init; }
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public required string Name { get; init; }
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public required byte Level { get; init; }
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public required uint ItemLevel { get; init; }
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public required byte Rarity { get; init; }
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public required uint EquipSlotCategory { get; init; }
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public required IReadOnlyList<ClassJob> ClassJobs { get; set; }
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public int CalculateScore(ClassJob classJob, short level)
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{
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var stats = new Stats(Item, Hq);
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int score = 0;
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if (classJob is >= ClassJob.Miner and <= ClassJob.Fisher)
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{
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score += stats.Get(BaseParam.Gathering) + stats.Get(BaseParam.Perception) + stats.Get(BaseParam.GP);
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}
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else if (classJob is >= ClassJob.Carpenter and <= ClassJob.Culinarian)
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{
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score += stats.Get(BaseParam.Craftsmanship) + stats.Get(BaseParam.Control) + stats.Get(BaseParam.CP);
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}
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else
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{
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if (ItemId == 41081 && level < 90)
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return int.MaxValue;
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else if (ItemId == 33648 && level < 80)
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return int.MaxValue - 1;
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else if (ItemId == 24589 && level < 70)
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return int.MaxValue - 2;
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else if (ItemId == 16039 && level < 50)
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return int.MaxValue - 3;
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if (classJob is ClassJob.Conjurer or ClassJob.WhiteMage or ClassJob.Scholar or ClassJob.Astrologian
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or ClassJob.Sage or ClassJob.Thaumaturge or ClassJob.BlackMage or ClassJob.Arcanist or ClassJob.Summoner
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or ClassJob.RedMage or ClassJob.BlueMage)
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{
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score += 1_000_000 * (Item.DamageMag + stats.Get(BaseParam.DamageMag));
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}
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else
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score += 1_000_000 * (Item.DamagePhys + stats.Get(BaseParam.DamagePhys));
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score += Item.DefensePhys + stats.Get(BaseParam.DefensePhys);
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score += Item.DefenseMag + stats.Get(BaseParam.DefenseMag);
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score += 100 * (stats.Get(BaseParam.Strength) + stats.Get(BaseParam.Dexterity) +
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stats.Get(BaseParam.Intelligence) + stats.Get(BaseParam.Mind));
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score += Rarity;
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}
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return score;
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}
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public bool Equals(CachedItem? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return ItemId == other.ItemId && Hq == other.Hq;
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}
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public override bool Equals(object? obj)
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{
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return ReferenceEquals(this, obj) || obj is CachedItem other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(ItemId, Hq);
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}
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public static bool operator ==(CachedItem? left, CachedItem? right)
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{
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return Equals(left, right);
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}
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public static bool operator !=(CachedItem? left, CachedItem? right)
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{
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return !Equals(left, right);
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}
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public enum BaseParam : byte
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{
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Strength = 1,
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Dexterity = 2,
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Vitality = 3,
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Intelligence = 4,
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Mind = 5,
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Piety = 6,
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GP = 10,
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CP = 11,
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DamagePhys = 12,
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DamageMag = 13,
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DefensePhys = 21,
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DefenseMag = 24,
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Tenacity = 19,
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Crit = 27,
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DirectHit = 22,
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Determination = 44,
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SpellSpeed = 46,
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Craftsmanship = 70,
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Control = 71,
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Gathering = 72,
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Perception = 73,
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}
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private sealed class Stats
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{
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private readonly Dictionary<BaseParam, short> _values;
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public Stats(Item item, bool hq)
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{
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_values = item.UnkData59.Where(x => x.BaseParam > 0)
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.ToDictionary(x => (BaseParam)x.BaseParam, x => x.BaseParamValue);
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if (hq)
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{
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foreach (var hqstat in item.UnkData73.Select(x =>
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((BaseParam)x.BaseParamSpecial, x.BaseParamValueSpecial)))
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{
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if (_values.TryGetValue(hqstat.Item1, out var stat))
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_values[hqstat.Item1] = (short)(stat + hqstat.BaseParamValueSpecial);
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else
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_values[hqstat.Item1] = hqstat.BaseParamValueSpecial;
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}
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}
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}
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public short Get(BaseParam param)
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{
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_values.TryGetValue(param, out short v);
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return v;
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}
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}
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}
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@ -1,46 +0,0 @@
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namespace Gearsetter;
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internal enum ClassJob
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{
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Adventurer = 0,
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Gladiator = 1,
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Pugilist = 2,
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Marauder = 3,
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Lancer = 4,
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Archer = 5,
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Conjurer = 6,
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Thaumaturge = 7,
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Carpenter = 8,
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Blacksmith = 9,
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Armorer = 10,
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Goldsmith = 11,
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Leatherworker = 12,
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Weaver = 13,
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Alchemist = 14,
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Culinarian = 15,
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Miner = 16,
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Botanist = 17,
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Fisher = 18,
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Paladin = 19,
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Monk = 20,
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Warrior = 21,
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Dragoon = 22,
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Bard = 23,
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WhiteMage = 24,
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BlackMage = 25,
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Arcanist = 26,
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Summoner = 27,
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Scholar = 28,
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Rogue = 29,
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Ninja = 30,
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Machinist = 31,
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DarkKnight = 32,
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Astrologian = 33,
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Samurai = 34,
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RedMage = 35,
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BlueMage = 36,
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Gunbreaker = 37,
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Dancer = 38,
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Reaper = 39,
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Sage = 40,
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}
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37
Gearsetter/Configuration.cs
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37
Gearsetter/Configuration.cs
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@ -0,0 +1,37 @@
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using System.Collections.Generic;
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using Dalamud.Configuration;
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using Gearsetter.GameData;
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namespace Gearsetter;
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internal sealed class Configuration : IPluginConfiguration
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{
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public int Version { get; set; } = 1;
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public List<EBaseParam> StatPriorityTanks { get; set; } = new();
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public List<EBaseParam> StatPriorityHealer { get; set; } = new();
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public List<EBaseParam> StatPriorityMelee { get; set; } = new();
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public List<EBaseParam> StatPriorityPhysicalRanged { get; set; } = new();
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public List<EBaseParam> StatPriorityCaster { get; set; } = new();
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public List<EBaseParam> StatPriorityCrafter { get; set; } = new();
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public List<EBaseParam> StatPriorityGatherer { get; set; } = new();
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public static Configuration Create()
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{
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// this isn't ideal in all cases, but it's a starting point in case we ever want to make this class-specific
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return new Configuration
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{
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StatPriorityTanks = [EBaseParam.Crit, EBaseParam.DirectHit, EBaseParam.Determination, EBaseParam.Tenacity],
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StatPriorityHealer =
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[EBaseParam.Crit, EBaseParam.DirectHit, EBaseParam.Determination, EBaseParam.SpellSpeed],
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StatPriorityMelee =
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[EBaseParam.Crit, EBaseParam.Determination, EBaseParam.DirectHit, EBaseParam.SkillSpeed],
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StatPriorityPhysicalRanged =
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[EBaseParam.Crit, EBaseParam.Determination, EBaseParam.DirectHit, EBaseParam.SkillSpeed],
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StatPriorityCaster =
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[EBaseParam.Crit, EBaseParam.Determination, EBaseParam.DirectHit, EBaseParam.SpellSpeed],
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StatPriorityCrafter = [EBaseParam.CP, EBaseParam.Craftsmanship, EBaseParam.Control],
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StatPriorityGatherer = [EBaseParam.GP, EBaseParam.Gathering, EBaseParam.Perception]
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};
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}
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}
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33
Gearsetter/GameData/EBaseParam.cs
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33
Gearsetter/GameData/EBaseParam.cs
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namespace Gearsetter.GameData
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{
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internal enum EBaseParam : byte
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{
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Strength = 1,
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Dexterity = 2,
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Vitality = 3,
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Intelligence = 4,
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Mind = 5,
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Piety = 6,
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GP = 10,
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CP = 11,
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DamagePhys = 12,
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DamageMag = 13,
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DefensePhys = 21,
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DefenseMag = 24,
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Tenacity = 19,
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Crit = 27,
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DirectHit = 22,
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Determination = 44,
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SpellSpeed = 46,
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SkillSpeed = 23,
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Craftsmanship = 70,
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Control = 71,
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Gathering = 72,
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Perception = 73,
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}
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}
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99
Gearsetter/GameData/EClassJob.cs
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99
Gearsetter/GameData/EClassJob.cs
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namespace Gearsetter.GameData;
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internal enum EClassJob : uint
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{
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Adventurer = 0,
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Gladiator = 1,
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Pugilist = 2,
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Marauder = 3,
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Lancer = 4,
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Archer = 5,
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Conjurer = 6,
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Thaumaturge = 7,
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Carpenter = 8,
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Blacksmith = 9,
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Armorer = 10,
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Goldsmith = 11,
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Leatherworker = 12,
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Weaver = 13,
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Alchemist = 14,
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Culinarian = 15,
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Miner = 16,
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Botanist = 17,
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Fisher = 18,
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Paladin = 19,
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Monk = 20,
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Warrior = 21,
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Dragoon = 22,
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Bard = 23,
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WhiteMage = 24,
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BlackMage = 25,
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Arcanist = 26,
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Summoner = 27,
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Scholar = 28,
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Rogue = 29,
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Ninja = 30,
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Machinist = 31,
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DarkKnight = 32,
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Astrologian = 33,
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Samurai = 34,
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RedMage = 35,
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BlueMage = 36,
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Gunbreaker = 37,
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Dancer = 38,
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Reaper = 39,
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Sage = 40,
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}
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internal static class EClassJobExtensions
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{
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public static bool IsTank(this EClassJob classJob) =>
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classJob is EClassJob.Gladiator
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or EClassJob.Paladin
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or EClassJob.Marauder
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or EClassJob.Warrior
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or EClassJob.DarkKnight
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or EClassJob.Gunbreaker;
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public static bool IsHealer(this EClassJob classJob) =>
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classJob is EClassJob.Conjurer
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or EClassJob.WhiteMage
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or EClassJob.Scholar
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or EClassJob.Astrologian
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or EClassJob.Sage;
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public static bool IsMelee(this EClassJob classJob) =>
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classJob is EClassJob.Pugilist
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or EClassJob.Monk
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or EClassJob.Lancer
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or EClassJob.Dragoon
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or EClassJob.Rogue
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or EClassJob.Ninja
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or EClassJob.Samurai
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or EClassJob.Reaper;
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public static bool IsPhysicalRanged(this EClassJob classJob) =>
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classJob is EClassJob.Archer
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or EClassJob.Bard
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or EClassJob.Machinist
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or EClassJob.Dancer;
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public static bool IsCaster(this EClassJob classJob) =>
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classJob is EClassJob.Thaumaturge
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or EClassJob.BlackMage
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or EClassJob.Arcanist
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or EClassJob.Summoner
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or EClassJob.RedMage
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or EClassJob.BlueMage;
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public static bool DealsPhysicalDamage(this EClassJob classJob) =>
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classJob.IsTank() || classJob.IsMelee() || classJob.IsPhysicalRanged();
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public static bool DealsMagicDamage(this EClassJob classJob) =>
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classJob.IsHealer() || classJob.IsCaster();
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public static bool IsCrafter(this EClassJob classJob) =>
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classJob is >= EClassJob.Carpenter and <= EClassJob.Culinarian;
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public static bool IsGatherer(this EClassJob classJob) => classJob is >= EClassJob.Miner and <= EClassJob.Fisher;
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}
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25
Gearsetter/GameData/EEquipSlotCategory.cs
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25
Gearsetter/GameData/EEquipSlotCategory.cs
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@ -0,0 +1,25 @@
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using System.Diagnostics.CodeAnalysis;
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namespace Gearsetter.GameData;
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[SuppressMessage("Performance", "CA1028", Justification = "uint in Lumina")]
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[SuppressMessage("Design", "CA1027", Justification = "Not Flags")]
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public enum EEquipSlotCategory : uint
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{
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None = 0,
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OneHandedMainHand = 1,
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Shield = 2,
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Head = 3,
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Body = 4,
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Hands = 5,
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Legs = 7,
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Feet = 8,
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Ears = 9,
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Neck = 10,
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Wrists = 11,
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Rings = 12,
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TwoHandedMainHand = 13,
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// 14 isn't used
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// anything beyond is very weird gear, taking up multiple inventory slots; irrelevant in anything beyond ARR
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}
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204
Gearsetter/GameData/GameDataHolder.cs
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204
Gearsetter/GameData/GameDataHolder.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Dalamud;
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using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using Gearsetter.Model;
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using Lumina.Excel.GeneratedSheets;
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namespace Gearsetter.GameData;
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internal sealed class GameDataHolder
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{
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private readonly Configuration _configuration;
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private readonly Dictionary<uint, List<EClassJob>> _classJobCategories;
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private readonly IReadOnlyList<ItemList> _allItemLists;
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public GameDataHolder(IDataManager dataManager, Configuration configuration)
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{
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_configuration = configuration;
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_classJobCategories = dataManager.GetExcelSheet<ClassJobCategory>()!
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.ToDictionary(x => x.RowId, x =>
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new Dictionary<EClassJob, bool>
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{
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{ EClassJob.Adventurer, x.ADV },
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{ EClassJob.Gladiator, x.GLA },
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{ EClassJob.Pugilist, x.PGL },
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{ EClassJob.Marauder, x.MRD },
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{ EClassJob.Lancer, x.LNC },
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{ EClassJob.Archer, x.ARC },
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{ EClassJob.Conjurer, x.CNJ },
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{ EClassJob.Thaumaturge, x.THM },
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{ EClassJob.Carpenter, x.CRP },
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{ EClassJob.Blacksmith, x.BSM },
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{ EClassJob.Armorer, x.ARM },
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{ EClassJob.Goldsmith, x.GSM },
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{ EClassJob.Leatherworker, x.LTW },
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{ EClassJob.Weaver, x.WVR },
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{ EClassJob.Alchemist, x.ALC },
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{ EClassJob.Culinarian, x.CUL },
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{ EClassJob.Miner, x.MIN },
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{ EClassJob.Botanist, x.BTN },
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{ EClassJob.Fisher, x.FSH },
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{ EClassJob.Paladin, x.PLD },
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{ EClassJob.Monk, x.MNK },
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{ EClassJob.Warrior, x.WAR },
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{ EClassJob.Dragoon, x.DRG },
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{ EClassJob.Bard, x.BRD },
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{ EClassJob.WhiteMage, x.WHM },
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{ EClassJob.BlackMage, x.BLM },
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{ EClassJob.Arcanist, x.ACN },
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{ EClassJob.Summoner, x.SMN },
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{ EClassJob.Scholar, x.SCH },
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{ EClassJob.Rogue, x.ROG },
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{ EClassJob.Ninja, x.NIN },
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{ EClassJob.Machinist, x.MCH },
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{ EClassJob.DarkKnight, x.DRK },
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{ EClassJob.Astrologian, x.AST },
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{ EClassJob.Samurai, x.SAM },
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{ EClassJob.RedMage, x.RDM },
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{ EClassJob.BlueMage, x.BLU },
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{ EClassJob.Gunbreaker, x.GNB },
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{ EClassJob.Dancer, x.DNC },
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{ EClassJob.Reaper, x.RPR },
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{ EClassJob.Sage, x.SGE },
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}
|
||||
.Where(y => y.Value)
|
||||
.Select(y => y.Key)
|
||||
.ToList());
|
||||
ClassJobNames = dataManager.GetExcelSheet<ClassJob>()!
|
||||
.Where(x => x.RowId > 0 && Enum.IsDefined(typeof(EClassJob), x.RowId))
|
||||
.OrderBy(x => x.UIPriority)
|
||||
.Select(x => ((EClassJob)x.RowId,
|
||||
dataManager.Language == ClientLanguage.English ? x.NameEnglish.ToString() : x.Name.ToString()))
|
||||
.ToList();
|
||||
PrimaryStats = dataManager.GetExcelSheet<ClassJob>()!
|
||||
.Where(x => x.RowId > 0 && Enum.IsDefined(typeof(EClassJob), x.RowId))
|
||||
.Where(x => x.PrimaryStat > 0)
|
||||
.ToDictionary(x => (EClassJob)x.RowId, x => (EBaseParam)x.PrimaryStat);
|
||||
ItemUiCategoryNames = dataManager.GetExcelSheet<ItemUICategory>()!
|
||||
.Where(x => x.RowId > 0)
|
||||
.OrderBy(x => x.OrderMajor)
|
||||
.ThenBy(x => x.OrderMinor)
|
||||
.Select(x => (x.RowId, x.Name.ToString()))
|
||||
.ToList();
|
||||
|
||||
_allItemLists =
|
||||
dataManager.GetExcelSheet<Item>()!
|
||||
.Where(x => x.RowId > 1600) // exclude outdated names
|
||||
.Where(x => x.EquipSlotCategory.Row > 0 &&
|
||||
Enum.IsDefined(typeof(EEquipSlotCategory), x.EquipSlotCategory.Row))
|
||||
.Where(x => x.LevelItem.Row > 1) // ignore ilvl 1 glamour items (also includes starter weapons)
|
||||
.SelectMany(LoadItem)
|
||||
.SelectMany(x => x.ClassJobs.Select(y => x.Item with { ClassJob = y }))
|
||||
.Where(x =>
|
||||
{
|
||||
bool isGatheringItem = x.HasAnyStat(EBaseParam.Gathering, EBaseParam.Perception, EBaseParam.GP);
|
||||
if (x.ClassJob.IsGatherer())
|
||||
return isGatheringItem;
|
||||
|
||||
bool isCraftingItem = x.HasAnyStat(EBaseParam.Craftsmanship, EBaseParam.Control, EBaseParam.CP);
|
||||
if (x.ClassJob.IsGatherer())
|
||||
return isCraftingItem;
|
||||
|
||||
return !isGatheringItem && !isCraftingItem;
|
||||
})
|
||||
.GroupBy(item => new
|
||||
{
|
||||
item.ClassJob,
|
||||
item.EquipSlotCategory,
|
||||
item.ItemUiCategory,
|
||||
})
|
||||
.Select(x => new ItemList
|
||||
{
|
||||
ClassJob = x.Key.ClassJob,
|
||||
EquipSlotCategory = (EEquipSlotCategory)x.Key.EquipSlotCategory,
|
||||
ItemUiCategory = x.Key.ItemUiCategory,
|
||||
Items = x.ToList(),
|
||||
}).ToList()
|
||||
.AsReadOnly();
|
||||
|
||||
UpdateAndSortLists();
|
||||
}
|
||||
|
||||
|
||||
public IReadOnlyList<(EClassJob ClassJob, string Name)> ClassJobNames { get; }
|
||||
public IReadOnlyList<(uint ItemUiCategory, string Name)> ItemUiCategoryNames { get; }
|
||||
public Dictionary<EClassJob, EBaseParam> PrimaryStats { get; }
|
||||
|
||||
public Dictionary<EBaseParam, string> StatNames { get; } = new()
|
||||
{
|
||||
{ EBaseParam.Crit, "Crit" },
|
||||
{ EBaseParam.DirectHit, "DH" },
|
||||
{ EBaseParam.Determination, "Det" },
|
||||
{ EBaseParam.SkillSpeed, "SkS" },
|
||||
{ EBaseParam.SpellSpeed, "SpS" },
|
||||
{ EBaseParam.Tenacity, "Tenacity" },
|
||||
|
||||
{ EBaseParam.CP, "CP" },
|
||||
{ EBaseParam.Craftsmanship, "CMS" },
|
||||
{ EBaseParam.Control, "Control" },
|
||||
|
||||
{ EBaseParam.GP, "GP" },
|
||||
{ EBaseParam.Gathering, "Gathering" },
|
||||
{ EBaseParam.Perception, "Perception" },
|
||||
};
|
||||
|
||||
public InventoryType[] DefaultInventoryTypes { get; } =
|
||||
[
|
||||
InventoryType.Inventory1,
|
||||
InventoryType.Inventory2,
|
||||
InventoryType.Inventory3,
|
||||
InventoryType.Inventory4,
|
||||
InventoryType.ArmoryMainHand,
|
||||
InventoryType.ArmoryOffHand,
|
||||
InventoryType.ArmoryHead,
|
||||
InventoryType.ArmoryBody,
|
||||
InventoryType.ArmoryHands,
|
||||
InventoryType.ArmoryLegs,
|
||||
InventoryType.ArmoryFeets,
|
||||
InventoryType.ArmoryEar,
|
||||
InventoryType.ArmoryNeck,
|
||||
InventoryType.ArmoryWrist,
|
||||
InventoryType.ArmoryRings,
|
||||
InventoryType.EquippedItems
|
||||
];
|
||||
|
||||
public void UpdateAndSortLists()
|
||||
{
|
||||
foreach (ItemList itemList in _allItemLists)
|
||||
{
|
||||
itemList.UpdateStats(PrimaryStats, _configuration);
|
||||
itemList.Sort();
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<ItemList> GetItemLists(EClassJob classJob)
|
||||
=> _allItemLists.Where(x => x.ClassJob == classJob);
|
||||
|
||||
public ItemList? GetItemList(EClassJob classJob, EEquipSlotCategory equipSlotCategory)
|
||||
=> _allItemLists.SingleOrDefault(x => x.ClassJob == classJob && x.EquipSlotCategory == equipSlotCategory);
|
||||
|
||||
public IList<(EEquipSlotCategory EquipSlotCategory, string UiCategoryName)> GetItemListsForJob(EClassJob classJob)
|
||||
{
|
||||
return ItemUiCategoryNames
|
||||
.Select(x => new
|
||||
{
|
||||
x.Name,
|
||||
List = _allItemLists.SingleOrDefault(
|
||||
y => y.ClassJob == classJob && x.ItemUiCategory == y.ItemUiCategory)
|
||||
})
|
||||
.Where(x => x.List != null)
|
||||
.Select(x => (x.List!.EquipSlotCategory, x.Name))
|
||||
.ToList();
|
||||
}
|
||||
|
||||
private IEnumerable<(EquipmentItem Item, List<EClassJob> ClassJobs)> LoadItem(Item item)
|
||||
{
|
||||
var classJobCategories = _classJobCategories[item.ClassJobCategory.Row];
|
||||
yield return (new EquipmentItem(item, false), classJobCategories);
|
||||
if (item.CanBeHq)
|
||||
yield return (new EquipmentItem(item, true), classJobCategories);
|
||||
}
|
||||
}
|
@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0-windows</TargetFramework>
|
||||
<Version>0.3</Version>
|
||||
<Version>0.4</Version>
|
||||
<LangVersion>12</LangVersion>
|
||||
<Nullable>enable</Nullable>
|
||||
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
|
||||
|
@ -6,11 +6,15 @@ using System.Text;
|
||||
using Dalamud.Game.Command;
|
||||
using Dalamud.Game.Text.SeStringHandling;
|
||||
using Dalamud.Game.Text.SeStringHandling.Payloads;
|
||||
using Dalamud.Interface.Windowing;
|
||||
using Dalamud.Plugin;
|
||||
using Dalamud.Plugin.Services;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.UI;
|
||||
using FFXIVClientStructs.FFXIV.Client.UI.Misc;
|
||||
using Gearsetter.GameData;
|
||||
using Gearsetter.Model;
|
||||
using Gearsetter.Windows;
|
||||
using Lumina.Excel.GeneratedSheets;
|
||||
|
||||
namespace Gearsetter;
|
||||
@ -18,37 +22,19 @@ namespace Gearsetter;
|
||||
[SuppressMessage("ReSharper", "UnusedType.Global")]
|
||||
public sealed class GearsetterPlugin : IDalamudPlugin
|
||||
{
|
||||
private static readonly InventoryType[] DefaultInventoryTypes =
|
||||
[
|
||||
InventoryType.Inventory1,
|
||||
InventoryType.Inventory2,
|
||||
InventoryType.Inventory3,
|
||||
InventoryType.Inventory4,
|
||||
InventoryType.ArmoryMainHand,
|
||||
InventoryType.ArmoryOffHand,
|
||||
InventoryType.ArmoryHead,
|
||||
InventoryType.ArmoryBody,
|
||||
InventoryType.ArmoryHands,
|
||||
InventoryType.ArmoryLegs,
|
||||
InventoryType.ArmoryFeets,
|
||||
InventoryType.ArmoryEar,
|
||||
InventoryType.ArmoryNeck,
|
||||
InventoryType.ArmoryWrist,
|
||||
InventoryType.ArmoryRings,
|
||||
InventoryType.EquippedItems
|
||||
];
|
||||
|
||||
private readonly WindowSystem _windowSystem = new(nameof(GearsetterPlugin));
|
||||
private readonly DalamudPluginInterface _pluginInterface;
|
||||
private readonly ICommandManager _commandManager;
|
||||
private readonly IChatGui _chatGui;
|
||||
private readonly IDataManager _dataManager;
|
||||
private readonly IPluginLog _pluginLog;
|
||||
private readonly IClientState _clientState;
|
||||
private readonly Configuration _configuration;
|
||||
private readonly GameDataHolder _gameDataHolder;
|
||||
private readonly EquipmentBrowserWindow _equipmentBrowserWindow;
|
||||
|
||||
private readonly IReadOnlyDictionary<byte, DalamudLinkPayload> _linkPayloads;
|
||||
private readonly Dictionary<uint, List<ClassJob>> _classJobCategories;
|
||||
private readonly Dictionary<byte, byte> _classJobToArrayIndex;
|
||||
private readonly Dictionary<uint, CachedItem> _cachedItems = new();
|
||||
private readonly Dictionary<EClassJob, byte> _classJobToArrayIndex;
|
||||
|
||||
public GearsetterPlugin(DalamudPluginInterface pluginInterface, ICommandManager commandManager, IChatGui chatGui,
|
||||
IDataManager dataManager, IPluginLog pluginLog, IClientState clientState)
|
||||
@ -62,63 +48,34 @@ public sealed class GearsetterPlugin : IDalamudPlugin
|
||||
_pluginLog = pluginLog;
|
||||
_clientState = clientState;
|
||||
|
||||
_commandManager.AddHandler("/gup", new CommandInfo(ProcessCommand));
|
||||
Configuration? configuration = (Configuration?)_pluginInterface.GetPluginConfig();
|
||||
if (configuration == null)
|
||||
{
|
||||
configuration = Configuration.Create();
|
||||
_pluginInterface.SavePluginConfig(configuration);
|
||||
}
|
||||
|
||||
_configuration = configuration;
|
||||
_gameDataHolder = new GameDataHolder(dataManager, _configuration);
|
||||
_equipmentBrowserWindow = new EquipmentBrowserWindow(this, _gameDataHolder, _clientState, _chatGui);
|
||||
_windowSystem.AddWindow(_equipmentBrowserWindow);
|
||||
|
||||
_commandManager.AddHandler("/gup", new CommandInfo(ShowUpgrades)
|
||||
{
|
||||
HelpMessage = "Show possible gear upgrades for all gearsets"
|
||||
});
|
||||
_commandManager.AddHandler("/gbrowser", new CommandInfo(ToggleEquipmentBrowser)
|
||||
{
|
||||
HelpMessage = "Toggle the equipment browser window"
|
||||
});
|
||||
_linkPayloads = Enumerable.Range(0, 100)
|
||||
.ToDictionary(x => (byte)x, x => _pluginInterface.AddChatLinkHandler((byte)x, ChangeGearset)).AsReadOnly();
|
||||
_clientState.TerritoryChanged += TerritoryChanged;
|
||||
_pluginInterface.UiBuilder.Draw += _windowSystem.Draw;
|
||||
|
||||
_classJobToArrayIndex = dataManager.GetExcelSheet<Lumina.Excel.GeneratedSheets.ClassJob>()!
|
||||
.Where(x => x.RowId > 0)
|
||||
.ToDictionary(x => (byte)x.RowId, x => (byte)x.ExpArrayIndex);
|
||||
_classJobCategories = _dataManager.GetExcelSheet<ClassJobCategory>()!
|
||||
.ToDictionary(x => x.RowId, x =>
|
||||
new Dictionary<ClassJob, bool>
|
||||
{
|
||||
{ ClassJob.Adventurer, x.ADV },
|
||||
{ ClassJob.Gladiator, x.GLA },
|
||||
{ ClassJob.Pugilist, x.PGL },
|
||||
{ ClassJob.Marauder, x.MRD },
|
||||
{ ClassJob.Lancer, x.LNC },
|
||||
{ ClassJob.Archer, x.ARC },
|
||||
{ ClassJob.Conjurer, x.CNJ },
|
||||
{ ClassJob.Thaumaturge, x.THM },
|
||||
{ ClassJob.Carpenter, x.CRP },
|
||||
{ ClassJob.Blacksmith, x.BSM },
|
||||
{ ClassJob.Armorer, x.ARM },
|
||||
{ ClassJob.Goldsmith, x.GSM },
|
||||
{ ClassJob.Leatherworker, x.LTW },
|
||||
{ ClassJob.Weaver, x.WVR },
|
||||
{ ClassJob.Alchemist, x.ALC },
|
||||
{ ClassJob.Culinarian, x.CUL },
|
||||
{ ClassJob.Miner, x.MIN },
|
||||
{ ClassJob.Botanist, x.BTN },
|
||||
{ ClassJob.Fisher, x.FSH },
|
||||
{ ClassJob.Paladin, x.PLD },
|
||||
{ ClassJob.Monk, x.MNK },
|
||||
{ ClassJob.Warrior, x.WAR },
|
||||
{ ClassJob.Dragoon, x.DRG },
|
||||
{ ClassJob.Bard, x.BRD },
|
||||
{ ClassJob.WhiteMage, x.WHM },
|
||||
{ ClassJob.BlackMage, x.BLM },
|
||||
{ ClassJob.Arcanist, x.ACN },
|
||||
{ ClassJob.Summoner, x.SMN },
|
||||
{ ClassJob.Scholar, x.SCH },
|
||||
{ ClassJob.Rogue, x.ROG },
|
||||
{ ClassJob.Ninja, x.NIN },
|
||||
{ ClassJob.Machinist, x.MCH },
|
||||
{ ClassJob.DarkKnight, x.DRK },
|
||||
{ ClassJob.Astrologian, x.AST },
|
||||
{ ClassJob.Samurai, x.SAM },
|
||||
{ ClassJob.RedMage, x.RDM },
|
||||
{ ClassJob.BlueMage, x.BLU },
|
||||
{ ClassJob.Gunbreaker, x.GNB },
|
||||
{ ClassJob.Dancer, x.DNC },
|
||||
{ ClassJob.Reaper, x.RPR },
|
||||
{ ClassJob.Sage, x.SGE },
|
||||
}
|
||||
.Where(y => y.Value)
|
||||
.Select(y => y.Key)
|
||||
.ToList());
|
||||
_classJobToArrayIndex = dataManager.GetExcelSheet<ClassJob>()!
|
||||
.Where(x => x.RowId > 0 && Enum.IsDefined(typeof(EClassJob), x.RowId))
|
||||
.ToDictionary(x => (EClassJob)x.RowId, x => (byte)x.ExpArrayIndex);
|
||||
}
|
||||
|
||||
private void TerritoryChanged(ushort territory)
|
||||
@ -127,26 +84,15 @@ public sealed class GearsetterPlugin : IDalamudPlugin
|
||||
ShowUpgrades();
|
||||
}
|
||||
|
||||
private void ProcessCommand(string command, string arguments) => ShowUpgrades();
|
||||
|
||||
private void ToggleEquipmentBrowser(string command, string arguments)
|
||||
=> _equipmentBrowserWindow.Toggle();
|
||||
|
||||
private void ShowUpgrades(string command, string arguments) => ShowUpgrades();
|
||||
|
||||
private unsafe void ShowUpgrades()
|
||||
{
|
||||
var inventoryManager = InventoryManager.Instance();
|
||||
List<CachedItem> inventoryItems = new();
|
||||
foreach (var inventoryType in DefaultInventoryTypes)
|
||||
{
|
||||
var container = inventoryManager->GetInventoryContainer(inventoryType);
|
||||
for (int i = 0; i < container->Size; ++i)
|
||||
{
|
||||
var item = container->GetInventorySlot(i);
|
||||
if (item != null && item->ItemID != 0)
|
||||
{
|
||||
CachedItem? cachedItem = LookupItem(item->ItemID, item->Flags.HasFlag(InventoryItem.ItemFlags.HQ));
|
||||
if (cachedItem != null)
|
||||
inventoryItems.Add(cachedItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
var inventoryItems = GetAllInventoryItems();
|
||||
|
||||
var gearsetModule = RaptureGearsetModule.Instance();
|
||||
if (gearsetModule == null)
|
||||
@ -166,7 +112,8 @@ public sealed class GearsetterPlugin : IDalamudPlugin
|
||||
_chatGui.Print("All your gearsets are OK.");
|
||||
}
|
||||
|
||||
private unsafe bool HandleGearset(RaptureGearsetModule.GearsetEntry* gearset, List<CachedItem> inventoryItems)
|
||||
private unsafe bool HandleGearset(RaptureGearsetModule.GearsetEntry* gearset,
|
||||
Dictionary<(uint ItemId, bool Hq), int> inventoryItems)
|
||||
{
|
||||
string name = GetGearsetName(gearset);
|
||||
if (name.Contains('_', StringComparison.Ordinal) ||
|
||||
@ -176,19 +123,20 @@ public sealed class GearsetterPlugin : IDalamudPlugin
|
||||
|
||||
List<List<SeString>> upgrades = new()
|
||||
{
|
||||
HandleGearsetItem("Main Hand", gearset, gearset->MainHand, inventoryItems),
|
||||
HandleGearsetItem("Off Hand", gearset, gearset->OffHand, inventoryItems),
|
||||
HandleGearsetItem("Main Hand", gearset, [gearset->ItemsSpan[0]], inventoryItems, EEquipSlotCategory.None),
|
||||
HandleOffHand(gearset, inventoryItems),
|
||||
|
||||
HandleGearsetItem("Head", gearset, gearset->Head, inventoryItems),
|
||||
HandleGearsetItem("Body", gearset, gearset->Body, inventoryItems),
|
||||
HandleGearsetItem("Hands", gearset, gearset->Hands, inventoryItems),
|
||||
HandleGearsetItem("Legs", gearset, gearset->Legs, inventoryItems),
|
||||
HandleGearsetItem("Feet", gearset, gearset->Feet, inventoryItems),
|
||||
HandleGearsetItem("Head", gearset, [gearset->ItemsSpan[2]], inventoryItems, EEquipSlotCategory.Head),
|
||||
HandleGearsetItem("Body", gearset, [gearset->ItemsSpan[3]], inventoryItems, EEquipSlotCategory.Body),
|
||||
HandleGearsetItem("Hands", gearset, [gearset->ItemsSpan[4]], inventoryItems, EEquipSlotCategory.Hands),
|
||||
HandleGearsetItem("Legs", gearset, [gearset->ItemsSpan[6]], inventoryItems, EEquipSlotCategory.Legs),
|
||||
HandleGearsetItem("Feet", gearset, [gearset->ItemsSpan[7]], inventoryItems, EEquipSlotCategory.Feet),
|
||||
|
||||
HandleGearsetItem("Ears", gearset, gearset->Ears, inventoryItems),
|
||||
HandleGearsetItem("Neck", gearset, gearset->Neck, inventoryItems),
|
||||
HandleGearsetItem("Wrists", gearset, gearset->Wrists, inventoryItems),
|
||||
HandleGearsetItem("Rings", gearset, new[] { gearset->RingRight, gearset->RingLeft }, inventoryItems),
|
||||
HandleGearsetItem("Ears", gearset, [gearset->ItemsSpan[8]], inventoryItems, EEquipSlotCategory.Ears),
|
||||
HandleGearsetItem("Neck", gearset, [gearset->ItemsSpan[9]], inventoryItems, EEquipSlotCategory.Neck),
|
||||
HandleGearsetItem("Wrists", gearset, [gearset->ItemsSpan[10]], inventoryItems, EEquipSlotCategory.Wrists),
|
||||
HandleGearsetItem("Rings", gearset, [gearset->ItemsSpan[11], gearset->ItemsSpan[12]], inventoryItems,
|
||||
EEquipSlotCategory.Rings),
|
||||
};
|
||||
|
||||
List<SeString> flatUpgrades = upgrades.SelectMany(x => x).ToList();
|
||||
@ -220,94 +168,133 @@ public sealed class GearsetterPlugin : IDalamudPlugin
|
||||
=> Encoding.UTF8.GetString(gearset->Name, 0x2F).Split((char)0)[0];
|
||||
|
||||
private unsafe List<SeString> HandleGearsetItem(string label, RaptureGearsetModule.GearsetEntry* gearset,
|
||||
RaptureGearsetModule.GearsetItem gearsetItem, List<CachedItem> inventoryItems)
|
||||
=> HandleGearsetItem(label, gearset, new[] { gearsetItem }, inventoryItems);
|
||||
|
||||
private unsafe List<SeString> HandleGearsetItem(string label, RaptureGearsetModule.GearsetEntry* gearset,
|
||||
RaptureGearsetModule.GearsetItem[] gearsetItem, List<CachedItem> inventoryItems)
|
||||
RaptureGearsetModule.GearsetItem[] gearsetItem, Dictionary<(uint ItemId, bool Hq), int> inventoryItems,
|
||||
EEquipSlotCategory equipSlotCategory)
|
||||
{
|
||||
gearsetItem = gearsetItem.Where(x => x.ItemID != 0).ToArray();
|
||||
if (gearsetItem.Length > 0)
|
||||
EClassJob classJob = (EClassJob)gearset->ClassJob;
|
||||
var itemLists = _gameDataHolder.GetItemLists(classJob);
|
||||
|
||||
if (gearsetItem.Any(x => x.ItemID > 0))
|
||||
{
|
||||
ClassJob classJob = (ClassJob)gearset->ClassJob;
|
||||
CachedItem[] currentItems = gearsetItem.Select(x => LookupItem(x.ItemID)).Where(x => x != null)
|
||||
.Select(x => x!).ToArray();
|
||||
if (currentItems.Length == 0)
|
||||
{
|
||||
_pluginLog.Information($"Unable to find gearset items");
|
||||
return new List<SeString>();
|
||||
}
|
||||
|
||||
var level = PlayerState.Instance()->ClassJobLevelArray[
|
||||
_classJobToArrayIndex[gearset->ClassJob]];
|
||||
|
||||
var bestItems = inventoryItems
|
||||
.Where(x => x.EquipSlotCategory == currentItems[0].EquipSlotCategory)
|
||||
.Where(x => x.Level <= level)
|
||||
.Where(x => x.ClassJobs.Contains(classJob))
|
||||
.Where(x => x.CalculateScore(classJob, level) > 0)
|
||||
.OrderByDescending(x => x.CalculateScore(classJob, level))
|
||||
.Take(gearsetItem.Length)
|
||||
.ToList();
|
||||
foreach (var currentItem in currentItems)
|
||||
{
|
||||
if (bestItems.Contains(currentItem))
|
||||
bestItems.Remove(currentItem);
|
||||
}
|
||||
|
||||
// don't make suggestions for equal scores
|
||||
bestItems.RemoveAll(x =>
|
||||
x.CalculateScore(classJob, level) ==
|
||||
currentItems.Select(y => y.CalculateScore(classJob, level)).Max());
|
||||
|
||||
return bestItems
|
||||
.Select(x => new SeString(new TextPayload($"{label}: "))
|
||||
.Append(SeString.CreateItemLink(x.ItemId, x.Hq))).ToList();
|
||||
var firstEquippedItem = gearsetItem.First(x => x.ItemID > 0);
|
||||
equipSlotCategory = (EEquipSlotCategory)(_dataManager.GetExcelSheet<Item>()!
|
||||
.GetRow(firstEquippedItem.ItemID % 1_000_000)
|
||||
?.EquipSlotCategory?.Row ?? 0);
|
||||
}
|
||||
|
||||
return new List<SeString>();
|
||||
if (equipSlotCategory == EEquipSlotCategory.None)
|
||||
{
|
||||
_pluginLog.Warning($"Unable to find item to determine equip slot category");
|
||||
return new List<SeString>();
|
||||
}
|
||||
|
||||
EquipmentItem?[] currentItems = gearsetItem.Select(x => new
|
||||
{
|
||||
ItemId = x.ItemID % 1_000_000,
|
||||
Hq = x.ItemID > 1_000_000
|
||||
})
|
||||
.Select(x =>
|
||||
{
|
||||
if (x.ItemId == 0)
|
||||
return null;
|
||||
|
||||
return itemLists
|
||||
.SelectMany(y => y.Items.Where(z => x.ItemId == z.ItemId && x.Hq == z.Hq))
|
||||
.FirstOrDefault();
|
||||
})
|
||||
.ToArray();
|
||||
|
||||
var availableList = _gameDataHolder.GetItemList(classJob, equipSlotCategory);
|
||||
if (availableList == null)
|
||||
return new List<SeString>();
|
||||
|
||||
var level = GetLevel(classJob);
|
||||
var bestItems = availableList.Items
|
||||
.Where(x => x.Level <= level)
|
||||
.SelectMany(x =>
|
||||
{
|
||||
if (inventoryItems.TryGetValue((x.ItemId, x.Hq), out int count) && count > 0)
|
||||
return Enumerable.Repeat(x, count);
|
||||
else
|
||||
return [];
|
||||
})
|
||||
.Take(gearsetItem.Length)
|
||||
.ToList();
|
||||
_pluginLog.Information(
|
||||
$"{equipSlotCategory}: {string.Join(" ", currentItems.Select(x => $"{x?.ItemId}|{x?.Hq}"))}");
|
||||
foreach (var currentItem in currentItems)
|
||||
{
|
||||
var foundIndex = bestItems.FindIndex(x =>
|
||||
currentItem != null && currentItem.ItemId == x.ItemId && currentItem.Hq == x.Hq);
|
||||
if (foundIndex >= 0)
|
||||
bestItems.RemoveAt(foundIndex);
|
||||
}
|
||||
|
||||
return bestItems
|
||||
.Select(x => new SeString(new TextPayload($"{label}: "))
|
||||
.Append(SeString.CreateItemLink(x.ItemId, x.Hq))).ToList();
|
||||
}
|
||||
|
||||
private CachedItem? LookupItem(uint itemId)
|
||||
|
||||
private unsafe List<SeString> HandleOffHand(RaptureGearsetModule.GearsetEntry* gearset,
|
||||
Dictionary<(uint ItemId, bool Hq), int> inventoryItems)
|
||||
{
|
||||
if (_cachedItems.TryGetValue(itemId, out CachedItem? cachedItem))
|
||||
return cachedItem;
|
||||
var mainHand = gearset->ItemsSpan[0];
|
||||
if (mainHand.ItemID == 0)
|
||||
return new List<SeString>();
|
||||
|
||||
try
|
||||
{
|
||||
var item = _dataManager.GetExcelSheet<Item>()!.GetRow(itemId % 1_000_000)!;
|
||||
cachedItem = new CachedItem
|
||||
{
|
||||
Item = item,
|
||||
ItemId = item.RowId,
|
||||
Hq = itemId > 1_000_000,
|
||||
Name = item.Name.ToString(),
|
||||
Level = item.LevelEquip,
|
||||
ItemLevel = item.LevelItem.Row,
|
||||
Rarity = item.Rarity,
|
||||
EquipSlotCategory = item.EquipSlotCategory.Row,
|
||||
ClassJobs = _classJobCategories[item.ClassJobCategory.Row],
|
||||
};
|
||||
_cachedItems[itemId] = cachedItem;
|
||||
return cachedItem;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
_pluginLog.Information($"Unable to lookup item {itemId}");
|
||||
return null;
|
||||
}
|
||||
// if it's a twohanded weapon, ignore it
|
||||
EEquipSlotCategory equipSlotCategory =
|
||||
(EEquipSlotCategory)(_dataManager.GetExcelSheet<Item>()!.GetRow(mainHand.ItemID % 1_000_000)?.RowId ?? 0);
|
||||
if (equipSlotCategory != EEquipSlotCategory.OneHandedMainHand)
|
||||
return new List<SeString>();
|
||||
|
||||
return HandleGearsetItem("Off Hand", gearset, [gearset->ItemsSpan[1]], inventoryItems,
|
||||
EEquipSlotCategory.Shield);
|
||||
}
|
||||
|
||||
private CachedItem? LookupItem(uint itemId, bool hq)
|
||||
=> LookupItem(itemId + (hq ? 1_000_000u : 0));
|
||||
|
||||
private unsafe void ChangeGearset(uint commandId, SeString seString)
|
||||
=> RaptureGearsetModule.Instance()->EquipGearset((byte)commandId);
|
||||
|
||||
public unsafe Dictionary<(uint ItemId, bool Hq), int> GetAllInventoryItems()
|
||||
{
|
||||
Dictionary<(uint, bool), int> inventoryItems = new();
|
||||
InventoryManager* inventoryManager = InventoryManager.Instance();
|
||||
foreach (var inventoryType in _gameDataHolder.DefaultInventoryTypes)
|
||||
{
|
||||
var container = inventoryManager->GetInventoryContainer(inventoryType);
|
||||
for (int i = 0; i < container->Size; ++i)
|
||||
{
|
||||
var item = container->GetInventorySlot(i);
|
||||
if (item != null && item->ItemID != 0)
|
||||
{
|
||||
var key = (item->ItemID, item->Flags.HasFlag(InventoryItem.ItemFlags.HQ));
|
||||
if (inventoryItems.TryGetValue(key, out var value))
|
||||
inventoryItems[key] = value + 1;
|
||||
else
|
||||
inventoryItems[key] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return inventoryItems;
|
||||
}
|
||||
|
||||
internal unsafe byte GetLevel(EClassJob classJob)
|
||||
{
|
||||
var playerState = PlayerState.Instance();
|
||||
if (playerState == null)
|
||||
return 0;
|
||||
|
||||
return (byte)playerState->ClassJobLevelArray[_classJobToArrayIndex[classJob]];
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_pluginInterface.UiBuilder.Draw -= _windowSystem.Draw;
|
||||
_clientState.TerritoryChanged -= TerritoryChanged;
|
||||
_pluginInterface.RemoveChatLinkHandler();
|
||||
_commandManager.RemoveHandler("/gbrowser");
|
||||
_commandManager.RemoveHandler("/gup");
|
||||
}
|
||||
}
|
||||
|
50
Gearsetter/Model/EquipmentItem.cs
Normal file
50
Gearsetter/Model/EquipmentItem.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using Gearsetter.GameData;
|
||||
using Lumina.Excel.GeneratedSheets;
|
||||
|
||||
namespace Gearsetter.Model;
|
||||
|
||||
internal sealed record EquipmentItem(Item Item, bool Hq)
|
||||
{
|
||||
public Item Item { get; } = Item;
|
||||
public uint ItemId { get; } = Item.RowId;
|
||||
public bool Hq { get; } = Hq;
|
||||
public bool CanBeHq { get; } = Item.CanBeHq;
|
||||
public string Name { get; } = Item.Name.ToString();
|
||||
public byte Level { get; } = Item.LevelEquip;
|
||||
public uint ItemLevel { get; } = Item.LevelItem.Row;
|
||||
public byte Rarity { get; } = Item.Rarity;
|
||||
public EEquipSlotCategory EquipSlotCategory { get; } = (EEquipSlotCategory)Item.EquipSlotCategory.Row;
|
||||
public uint ItemUiCategory { get; } = Item.ItemUICategory.Row;
|
||||
public EClassJob ClassJob { get; init; } = EClassJob.Adventurer;
|
||||
public EquipmentStats Stats { get; } = new(Item, Hq);
|
||||
|
||||
public int PrimaryStat { get; init; } = -1;
|
||||
|
||||
public int Damage => ClassJob.DealsMagicDamage()
|
||||
? Item.DamageMag + Stats.Get(EBaseParam.DamageMag)
|
||||
: Item.DamagePhys + Stats.Get(EBaseParam.DamagePhys);
|
||||
|
||||
public bool HasAnyStat(params EBaseParam[] substats)
|
||||
{
|
||||
foreach (EBaseParam substat in substats)
|
||||
{
|
||||
if (Stats.Get(substat) > 0)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsCombatRelicWithoutSubstats()
|
||||
{
|
||||
return Rarity == 4
|
||||
&& EquipSlotCategory is EEquipSlotCategory.OneHandedMainHand
|
||||
or EEquipSlotCategory.TwoHandedMainHand
|
||||
or EEquipSlotCategory.Shield
|
||||
&& !ClassJob.IsCrafter()
|
||||
&& !ClassJob.IsGatherer()
|
||||
&& !HasAnyStat(EBaseParam.Crit,
|
||||
EBaseParam.DirectHit, EBaseParam.Determination, EBaseParam.SkillSpeed,
|
||||
EBaseParam.SpellSpeed, EBaseParam.Tenacity);
|
||||
}
|
||||
}
|
35
Gearsetter/Model/EquipmentStats.cs
Normal file
35
Gearsetter/Model/EquipmentStats.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Gearsetter.GameData;
|
||||
using Lumina.Excel.GeneratedSheets;
|
||||
|
||||
namespace Gearsetter.Model
|
||||
{
|
||||
internal sealed class EquipmentStats
|
||||
{
|
||||
private readonly Dictionary<EBaseParam, short> _values;
|
||||
|
||||
public EquipmentStats(Item item, bool hq)
|
||||
{
|
||||
_values = item.UnkData59.Where(x => x.BaseParam > 0)
|
||||
.ToDictionary(x => (EBaseParam)x.BaseParam, x => x.BaseParamValue);
|
||||
if (hq)
|
||||
{
|
||||
foreach (var hqstat in item.UnkData73.Select(x =>
|
||||
((EBaseParam)x.BaseParamSpecial, x.BaseParamValueSpecial)))
|
||||
{
|
||||
if (_values.TryGetValue(hqstat.Item1, out var stat))
|
||||
_values[hqstat.Item1] = (short)(stat + hqstat.BaseParamValueSpecial);
|
||||
else
|
||||
_values[hqstat.Item1] = hqstat.BaseParamValueSpecial;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public short Get(EBaseParam param)
|
||||
{
|
||||
_values.TryGetValue(param, out short v);
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
138
Gearsetter/Model/ItemList.cs
Normal file
138
Gearsetter/Model/ItemList.cs
Normal file
@ -0,0 +1,138 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.Linq;
|
||||
using Gearsetter.GameData;
|
||||
using Lumina.Excel.GeneratedSheets;
|
||||
|
||||
namespace Gearsetter.Model;
|
||||
|
||||
internal sealed class ItemList
|
||||
{
|
||||
private static readonly ReadOnlyDictionary<uint, byte> PreferredItems = new Dictionary<uint, byte>()
|
||||
{
|
||||
{ 41081, 90 },
|
||||
{ 33648, 80 },
|
||||
{ 24589, 70 },
|
||||
{ 16039, 50 }
|
||||
}.AsReadOnly();
|
||||
|
||||
public required EClassJob ClassJob { get; init; }
|
||||
public required EEquipSlotCategory EquipSlotCategory { get; init; }
|
||||
public required uint ItemUiCategory { get; init; }
|
||||
public required List<EquipmentItem> Items { get; set; }
|
||||
public IReadOnlyList<EBaseParam> SubstatPriorities { get; set; } = new List<EBaseParam>();
|
||||
|
||||
public void Sort()
|
||||
{
|
||||
Items.Sort((a, b) => -Sort(a, b));
|
||||
}
|
||||
|
||||
private int Sort(EquipmentItem a, EquipmentItem b)
|
||||
{
|
||||
// special items
|
||||
if (PreferredItems.ContainsKey(a.ItemId) || PreferredItems.ContainsKey(b.ItemId))
|
||||
{
|
||||
byte? levelA = null;
|
||||
byte? levelB = null;
|
||||
if (PreferredItems.TryGetValue(a.ItemId, out byte overrideA))
|
||||
levelA = overrideA;
|
||||
if (PreferredItems.TryGetValue(b.ItemId, out byte overrideB))
|
||||
levelB = overrideB;
|
||||
|
||||
if (levelA != null && levelB != null)
|
||||
return levelA.Value.CompareTo(levelB.Value);
|
||||
else if (levelA != null)
|
||||
{
|
||||
if (levelA == b.Level)
|
||||
return (a.ItemLevel - 1).CompareTo(b.ItemLevel);
|
||||
return levelA.Value.CompareTo(b.Level);
|
||||
}
|
||||
else if (levelB != null)
|
||||
{
|
||||
if (a.Level == levelB)
|
||||
return a.ItemLevel.CompareTo(b.ItemLevel - 1);
|
||||
return a.Level.CompareTo(levelB.Value);
|
||||
}
|
||||
}
|
||||
|
||||
// weapons: most damage wins
|
||||
int damageA = a.Damage;
|
||||
int damageB = b.Damage;
|
||||
if (damageA != damageB)
|
||||
return damageA.CompareTo(damageB);
|
||||
|
||||
// gear: primary stat wins
|
||||
int primaryStatA = a.PrimaryStat;
|
||||
int primaryStatB = b.PrimaryStat;
|
||||
if (primaryStatA != primaryStatB)
|
||||
return primaryStatA.CompareTo(primaryStatB);
|
||||
|
||||
// gear: vitality wins
|
||||
int vitalityA = a.Stats.Get(EBaseParam.Vitality);
|
||||
int vitalityB = b.Stats.Get(EBaseParam.Vitality);
|
||||
if (vitalityA != vitalityB)
|
||||
return vitalityA.CompareTo(vitalityB);
|
||||
|
||||
// sum of relevant substats
|
||||
int sumOfSubstatsA = SubstatPriorities.Sum(x => a.Stats.Get(x));
|
||||
int sumOfSubstatsB = SubstatPriorities.Sum(x => b.Stats.Get(x));
|
||||
|
||||
// some relics have no substats in the sheets, since they can be allocated dynamically
|
||||
// they are -generally- better/equal to any other weapon on that ilvl
|
||||
if (sumOfSubstatsA == 0 && a.IsCombatRelicWithoutSubstats())
|
||||
sumOfSubstatsA = int.MaxValue;
|
||||
if (sumOfSubstatsB == 0 && b.IsCombatRelicWithoutSubstats())
|
||||
sumOfSubstatsB = int.MaxValue;
|
||||
|
||||
if (sumOfSubstatsA != sumOfSubstatsB)
|
||||
return sumOfSubstatsA.CompareTo(sumOfSubstatsB);
|
||||
|
||||
// level-based sorting
|
||||
if (a.Level != b.Level)
|
||||
return a.Level.CompareTo(b.Level);
|
||||
if (a.ItemLevel != b.ItemLevel)
|
||||
return a.ItemLevel.CompareTo(b.ItemLevel);
|
||||
if (a.Rarity != b.Rarity)
|
||||
return a.Rarity.CompareTo(b.Rarity);
|
||||
|
||||
// individual substats
|
||||
foreach (EBaseParam substat in SubstatPriorities)
|
||||
{
|
||||
int substatA = a.Stats.Get(substat);
|
||||
int substatB = b.Stats.Get(substat);
|
||||
if (substatA != substatB)
|
||||
return substatA.CompareTo(substatB);
|
||||
}
|
||||
|
||||
// fallback
|
||||
return string.CompareOrdinal(a.Name, b.Name);
|
||||
}
|
||||
|
||||
public void UpdateStats(Dictionary<EClassJob, EBaseParam> primaryStats, Configuration configuration)
|
||||
{
|
||||
if (ClassJob.IsTank())
|
||||
SubstatPriorities = configuration.StatPriorityTanks;
|
||||
else if (ClassJob.IsHealer())
|
||||
SubstatPriorities = configuration.StatPriorityHealer;
|
||||
else if (ClassJob.IsMelee())
|
||||
SubstatPriorities = configuration.StatPriorityMelee;
|
||||
else if (ClassJob.IsPhysicalRanged())
|
||||
SubstatPriorities = configuration.StatPriorityPhysicalRanged;
|
||||
else if (ClassJob.IsCaster())
|
||||
SubstatPriorities = configuration.StatPriorityCaster;
|
||||
else if (ClassJob.IsCrafter())
|
||||
SubstatPriorities = configuration.StatPriorityCrafter;
|
||||
else if (ClassJob.IsGatherer())
|
||||
SubstatPriorities = configuration.StatPriorityGatherer;
|
||||
else
|
||||
SubstatPriorities = [];
|
||||
|
||||
if (primaryStats.TryGetValue(ClassJob, out EBaseParam primaryStat))
|
||||
{
|
||||
Items = Items
|
||||
.Select(x => x with { PrimaryStat = x.Stats.Get(primaryStat) })
|
||||
.ToList();
|
||||
}
|
||||
}
|
||||
}
|
213
Gearsetter/Windows/EquipmentBrowserWindow.cs
Normal file
213
Gearsetter/Windows/EquipmentBrowserWindow.cs
Normal file
@ -0,0 +1,213 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using Dalamud.Game.Text;
|
||||
using Dalamud.Game.Text.SeStringHandling;
|
||||
using Dalamud.Interface.Colors;
|
||||
using Dalamud.Interface.Windowing;
|
||||
using Dalamud.Plugin.Services;
|
||||
using Gearsetter.GameData;
|
||||
using ImGuiNET;
|
||||
|
||||
namespace Gearsetter.Windows;
|
||||
|
||||
internal sealed class EquipmentBrowserWindow : Window
|
||||
{
|
||||
private readonly GearsetterPlugin _plugin;
|
||||
private readonly GameDataHolder _dataHolder;
|
||||
private readonly IClientState _clientState;
|
||||
private readonly IChatGui _chatGui;
|
||||
private readonly string[] _classJobNames;
|
||||
private readonly EClassJob[] _classJobIds;
|
||||
|
||||
private EClassJob _selectedClassJob = EClassJob.Paladin;
|
||||
private EEquipSlotCategory _selectedEquipmentCategory = EEquipSlotCategory.None;
|
||||
private string[] _equipmentCategoryNames = [];
|
||||
private EEquipSlotCategory[] _equipmentCategoryIds = [];
|
||||
|
||||
private bool _onlyShowOwnedItems;
|
||||
private bool _onlyShowEquippableItems;
|
||||
private bool _hideNormalQualityItems = true;
|
||||
|
||||
public EquipmentBrowserWindow(GearsetterPlugin plugin, GameDataHolder dataHolder, IClientState clientState,
|
||||
IChatGui chatGui)
|
||||
: base("Equipment Browser")
|
||||
{
|
||||
_plugin = plugin;
|
||||
_dataHolder = dataHolder;
|
||||
_clientState = clientState;
|
||||
_chatGui = chatGui;
|
||||
_classJobNames = dataHolder.ClassJobNames.Select(x => x.Name).ToArray();
|
||||
_classJobIds = dataHolder.ClassJobNames.Select(x => x.ClassJob).ToArray();
|
||||
UpdateEquipmentCategories();
|
||||
|
||||
SizeConstraints = new WindowSizeConstraints
|
||||
{
|
||||
MinimumSize = new Vector2(800, 500)
|
||||
};
|
||||
}
|
||||
|
||||
public override void OnOpen()
|
||||
{
|
||||
if (_clientState.LocalPlayer != null)
|
||||
_selectedClassJob = (EClassJob)_clientState.LocalPlayer.ClassJob.Id;
|
||||
|
||||
UpdateEquipmentCategories();
|
||||
}
|
||||
|
||||
public override bool DrawConditions()
|
||||
{
|
||||
return _clientState.IsLoggedIn;
|
||||
}
|
||||
|
||||
public override void Draw()
|
||||
{
|
||||
int currentClassJob = Array.IndexOf(_classJobIds, _selectedClassJob);
|
||||
if (currentClassJob == -1)
|
||||
{
|
||||
_selectedClassJob = EClassJob.Paladin;
|
||||
currentClassJob = Array.IndexOf(_classJobIds, _selectedClassJob);
|
||||
UpdateEquipmentCategories();
|
||||
}
|
||||
|
||||
if (ImGui.Combo("Class/Job", ref currentClassJob, _classJobNames, _classJobNames.Length))
|
||||
{
|
||||
_selectedClassJob = _classJobIds[currentClassJob];
|
||||
UpdateEquipmentCategories();
|
||||
}
|
||||
|
||||
int currentCategory = Array.IndexOf(_equipmentCategoryIds, _selectedEquipmentCategory);
|
||||
if (currentCategory == -1)
|
||||
{
|
||||
if (_equipmentCategoryIds.Length == 0)
|
||||
return;
|
||||
|
||||
_selectedEquipmentCategory = _equipmentCategoryIds[0];
|
||||
currentCategory = 0;
|
||||
}
|
||||
|
||||
if (ImGui.Combo("Category", ref currentCategory, _equipmentCategoryNames, _equipmentCategoryNames.Length))
|
||||
_selectedEquipmentCategory = _equipmentCategoryIds[currentCategory];
|
||||
|
||||
var itemList = _dataHolder.GetItemList(_selectedClassJob, _selectedEquipmentCategory);
|
||||
if (itemList == null)
|
||||
return;
|
||||
|
||||
ImGui.Checkbox("Only show items matching your level", ref _onlyShowEquippableItems);
|
||||
ImGui.SameLine();
|
||||
ImGui.Checkbox("Only show owned items", ref _onlyShowOwnedItems);
|
||||
ImGui.SameLine();
|
||||
ImGui.Checkbox("Hide normal quality items", ref _hideNormalQualityItems);
|
||||
|
||||
Dictionary<(uint, bool), int>? ownedItems = null;
|
||||
if (_onlyShowOwnedItems)
|
||||
ownedItems = _plugin.GetAllInventoryItems();
|
||||
|
||||
byte maxLevel = byte.MaxValue;
|
||||
if (_onlyShowEquippableItems)
|
||||
maxLevel = _plugin.GetLevel(_selectedClassJob);
|
||||
|
||||
bool includeDamage = _selectedEquipmentCategory is EEquipSlotCategory.OneHandedMainHand
|
||||
or EEquipSlotCategory.Shield
|
||||
or EEquipSlotCategory.TwoHandedMainHand
|
||||
&& !itemList.ClassJob.IsCrafter()
|
||||
&& !itemList.ClassJob.IsGatherer();
|
||||
if (ImGui.BeginTable("ItemList", 2 + (includeDamage ? 1 : 0) + itemList.SubstatPriorities.Count,
|
||||
ImGuiTableFlags.Borders | ImGuiTableFlags.Resizable))
|
||||
{
|
||||
ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags.None, 300);
|
||||
ImGui.TableSetupColumn("Level", ImGuiTableColumnFlags.WidthFixed, 50);
|
||||
if (includeDamage)
|
||||
ImGui.TableSetupColumn("Damage", ImGuiTableColumnFlags.WidthFixed, 50);
|
||||
foreach (var substat in itemList.SubstatPriorities)
|
||||
ImGui.TableSetupColumn(_dataHolder.StatNames[substat], ImGuiTableColumnFlags.WidthFixed, 50);
|
||||
|
||||
ImGui.TableHeadersRow();
|
||||
|
||||
foreach (var item in itemList.Items)
|
||||
{
|
||||
if (ownedItems != null && !ownedItems.ContainsKey((item.ItemId, item.Hq)))
|
||||
continue;
|
||||
|
||||
if (item.Level > maxLevel)
|
||||
continue;
|
||||
|
||||
if (_hideNormalQualityItems && item.CanBeHq && !item.Hq)
|
||||
continue;
|
||||
|
||||
ImGui.TableNextRow();
|
||||
|
||||
if (ImGui.TableNextColumn())
|
||||
{
|
||||
Vector4? color = item.Rarity switch
|
||||
{
|
||||
2 => ImGuiColors.ParsedGreen,
|
||||
3 => ImGuiColors.ParsedBlue,
|
||||
4 => ImGuiColors.ParsedPurple,
|
||||
_ => null,
|
||||
};
|
||||
|
||||
string name = item.Name;
|
||||
if (item.Hq)
|
||||
name += $" {SeIconChar.HighQuality.ToIconString()}";
|
||||
|
||||
if (color != null)
|
||||
ImGui.TextColored(color.Value, name);
|
||||
else
|
||||
ImGui.Text(name);
|
||||
|
||||
if (ImGui.IsItemClicked())
|
||||
{
|
||||
try
|
||||
{
|
||||
_chatGui.Print(SeString.CreateItemLink(item.ItemId, item.Hq));
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// doesn't matter, just nice-to-have
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui.TableNextColumn())
|
||||
{
|
||||
if (item.Level >= 50 && item.Level % 10 == 0)
|
||||
ImGui.Text(string.Create(CultureInfo.InvariantCulture, $"{item.Level} ({item.ItemLevel})"));
|
||||
else
|
||||
ImGui.Text(item.Level.ToString(CultureInfo.InvariantCulture));
|
||||
}
|
||||
|
||||
if (includeDamage && ImGui.TableNextColumn())
|
||||
ImGui.Text(item.Damage.ToString(CultureInfo.CurrentCulture));
|
||||
|
||||
foreach (EBaseParam substat in itemList.SubstatPriorities)
|
||||
{
|
||||
if (ImGui.TableNextColumn())
|
||||
{
|
||||
var stat = item.Stats.Get(substat);
|
||||
if (stat == 0)
|
||||
ImGui.Text("-");
|
||||
else
|
||||
ImGui.Text(stat.ToString(CultureInfo.CurrentCulture));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ImGui.EndTable();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateEquipmentCategories()
|
||||
{
|
||||
var categories = _dataHolder.GetItemListsForJob(_selectedClassJob);
|
||||
_equipmentCategoryNames = categories.Select(x => x.UiCategoryName).ToArray();
|
||||
_equipmentCategoryIds = categories.Select(x => x.EquipSlotCategory).ToArray();
|
||||
|
||||
if (_equipmentCategoryIds.Length > 0 && !_equipmentCategoryIds.Contains(_selectedEquipmentCategory))
|
||||
_selectedEquipmentCategory = _equipmentCategoryIds[0];
|
||||
else if (_equipmentCategoryIds.Length == 0)
|
||||
_selectedEquipmentCategory = EEquipSlotCategory.None;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user