Polishing
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76d5db1542
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c0106709ac
@ -1,5 +1,8 @@
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using System.Collections.Generic;
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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.Configuration;
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using Workshoppa.GameData;
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namespace Workshoppa;
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@ -20,6 +23,55 @@ internal sealed class Configuration : IPluginConfiguration
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{
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public uint WorkshopItemId { get; set; }
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public bool StartedCrafting { get; set; }
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public bool FinishedCrafting { get; set; }
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public uint PhasesComplete { get; set; } = 0;
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public List<PhaseItem> ContributedItemsInCurrentPhase { get; set; } = new();
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public bool UpdateFromCraftState(CraftState craftState)
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{
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bool changed = false;
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if (PhasesComplete != craftState.StepsComplete)
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{
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PhasesComplete = craftState.StepsComplete;
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changed = true;
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}
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if (ContributedItemsInCurrentPhase.Count != craftState.Items.Count)
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{
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ContributedItemsInCurrentPhase = craftState.Items.Select(x => new PhaseItem
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{
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ItemId = x.ItemId,
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QuantityComplete = x.QuantityComplete,
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}).ToList();
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changed = true;
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}
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else
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{
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for (int i = 0; i < ContributedItemsInCurrentPhase.Count; ++i)
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{
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var contributedItem = ContributedItemsInCurrentPhase[i];
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var craftItem = craftState.Items[i];
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if (contributedItem.ItemId != craftItem.ItemId)
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{
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contributedItem.ItemId = craftItem.ItemId;
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changed = true;
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}
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if (contributedItem.QuantityComplete != craftItem.QuantityComplete)
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{
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contributedItem.QuantityComplete = craftItem.QuantityComplete;
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changed = true;
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}
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}
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}
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return changed;
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}
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}
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internal sealed class PhaseItem
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{
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public uint ItemId { get; set; }
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public uint QuantityComplete { get; set; }
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}
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}
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@ -14,4 +14,6 @@ public class CraftItem
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public uint StepsTotal { get; set; }
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public bool Finished { get; set; }
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public uint CrafterMinimumLevel { get; set; }
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public uint QuantityComplete => StepsComplete * ItemCountPerStep;
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}
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@ -1,4 +1,5 @@
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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 System.Numerics;
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using Dalamud.Interface;
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@ -44,7 +45,7 @@ internal sealed class MainWindow : Window
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Flags = ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoCollapse;
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}
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public bool NearFabricationStation { get; set; } = false;
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public bool NearFabricationStation { get; set; }
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public ButtonState State { get; set; } = ButtonState.None;
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public bool IsDiscipleOfHand =>
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@ -60,7 +61,7 @@ internal sealed class MainWindow : Window
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if (_plugin.CurrentStage == Stage.Stopped)
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{
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if (ImGuiComponents.IconButtonWithText(FontAwesomeIcon.Search, "Check Material"))
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if (ImGuiComponents.IconButtonWithText(FontAwesomeIcon.Search, "Check Inventory"))
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ImGui.OpenPopup(nameof(CheckMaterial));
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ImGui.SameLine();
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@ -109,7 +110,7 @@ internal sealed class MainWindow : Window
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{
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ImGui.Text("Currently Crafting: ---");
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if (ImGuiComponents.IconButtonWithText(FontAwesomeIcon.Search, "Check Material"))
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if (ImGuiComponents.IconButtonWithText(FontAwesomeIcon.Search, "Check Inventory"))
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ImGui.OpenPopup(nameof(CheckMaterial));
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ImGui.SameLine();
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@ -200,34 +201,67 @@ internal sealed class MainWindow : Window
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private unsafe void CheckMaterial()
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{
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if (_configuration.CurrentlyCraftedItem != null)
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ImGui.Text("Items needed for all crafts in queue (not including current in-progress craft):");
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else
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ImGui.Text("Items needed for all crafts in queue:");
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ImGui.Text("Items needed for all crafts in queue:");
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var items = _configuration.ItemQueue
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.SelectMany(x =>
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Enumerable.Range(0, x.Quantity).Select(_ =>
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_workshopCache.Crafts.Single(y => y.WorkshopItemId == x.WorkshopItemId)))
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List<uint> workshopItemIds = _configuration.ItemQueue
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.SelectMany(x => Enumerable.Range(0, x.Quantity).Select(_ => x.WorkshopItemId))
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.ToList();
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Dictionary<uint, int> completedForCurrentCraft = new();
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var currentItem = _configuration.CurrentlyCraftedItem;
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if (currentItem != null)
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{
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workshopItemIds.Add(currentItem.WorkshopItemId);
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var craft = _workshopCache.Crafts.Single(x =>
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x.WorkshopItemId == currentItem.WorkshopItemId);
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for (int i = 0; i < currentItem.PhasesComplete; ++i)
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{
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foreach (var item in craft.Phases[i].Items)
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AddMaterial(completedForCurrentCraft, item.ItemId, item.TotalQuantity);
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}
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if (currentItem.PhasesComplete < craft.Phases.Count)
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{
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foreach (var item in currentItem.ContributedItemsInCurrentPhase)
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AddMaterial(completedForCurrentCraft, item.ItemId, (int)item.QuantityComplete);
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}
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}
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var items = workshopItemIds.Select(x => _workshopCache.Crafts.Single(y => y.WorkshopItemId == x))
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.SelectMany(x => x.Phases)
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.SelectMany(x => x.Items)
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.GroupBy(x => new { x.Name, x.ItemId })
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.OrderBy(x => x.Key.Name);
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.OrderBy(x => x.Key.Name)
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.Select(x => new
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{
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x.Key.ItemId,
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x.Key.Name,
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TotalQuantity = completedForCurrentCraft.TryGetValue(x.Key.ItemId, out var completed)
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? x.Sum(y => y.TotalQuantity) - completed
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: x.Sum(y => y.TotalQuantity),
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});
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ImGui.Indent(20);
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InventoryManager* inventoryManager = InventoryManager.Instance();
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foreach (var item in items)
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{
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int inInventory = inventoryManager->GetInventoryItemCount(item.Key.ItemId, true, false, false) +
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inventoryManager->GetInventoryItemCount(item.Key.ItemId, false, false, false);
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int required = item.Sum(x => x.TotalQuantity);
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ImGui.TextColored(inInventory >= required ? ImGuiColors.HealerGreen : ImGuiColors.DalamudRed,
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$"{item.Key.Name} ({inInventory} / {required})");
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int inInventory = inventoryManager->GetInventoryItemCount(item.ItemId, true, false, false) +
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inventoryManager->GetInventoryItemCount(item.ItemId, false, false, false);
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ImGui.TextColored(inInventory >= item.TotalQuantity ? ImGuiColors.HealerGreen : ImGuiColors.DalamudRed,
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$"{item.Name} ({inInventory} / {item.TotalQuantity})");
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}
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ImGui.Unindent(20);
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}
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private void AddMaterial(Dictionary<uint, int> completedForCurrentCraft, uint itemId, int quantity)
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{
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if (completedForCurrentCraft.TryGetValue(itemId, out var existingQuantity))
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completedForCurrentCraft[itemId] = quantity + existingQuantity;
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else
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completedForCurrentCraft[itemId] = quantity;
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}
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public enum ButtonState
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{
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None,
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@ -10,6 +10,41 @@ partial class WorkshopPlugin
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{
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private uint? _contributingItemId;
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/// <summary>
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/// Check if delivery window is open when we clicked resume.
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/// </summary>
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private unsafe bool CheckContinueWithDelivery()
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{
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if (_configuration.CurrentlyCraftedItem != null)
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{
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AtkUnitBase* addonMaterialDelivery = GetMaterialDeliveryAddon();
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if (addonMaterialDelivery == null)
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return false;
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_pluginLog.Warning("Material delivery window is open, although unexpected... checking current craft");
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CraftState? craftState = ReadCraftState(addonMaterialDelivery);
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if (craftState == null || craftState.ResultItem == 0)
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{
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_pluginLog.Error("Unable to read craft state");
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_continueAt = DateTime.Now.AddSeconds(1);
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return false;
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}
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var craft = _workshopCache.Crafts.SingleOrDefault(x => x.ResultItem == craftState.ResultItem);
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if (craft == null || craft.WorkshopItemId != _configuration.CurrentlyCraftedItem.WorkshopItemId)
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{
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_pluginLog.Error("Unable to match currently crafted item with game state");
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_continueAt = DateTime.Now.AddSeconds(1);
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return false;
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}
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_pluginLog.Information("Delivering materials for current active craft, switching to delivery");
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return true;
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}
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return false;
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}
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private void SelectCraftBranch()
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{
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if (SelectSelectString("contrib", 0, s => s.StartsWith("Contribute materials.")))
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@ -20,6 +55,11 @@ partial class WorkshopPlugin
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else if (SelectSelectString("advance", 0, s => s.StartsWith("Advance to the next phase of production.")))
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{
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_pluginLog.Information("Phase is complete");
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_configuration.CurrentlyCraftedItem!.PhasesComplete++;
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_configuration.CurrentlyCraftedItem!.ContributedItemsInCurrentPhase = new();
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_pluginInterface.SavePluginConfig(_configuration);
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CurrentStage = Stage.TargetFabricationStation;
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_continueAt = DateTime.Now.AddSeconds(3);
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}
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@ -51,6 +91,12 @@ partial class WorkshopPlugin
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return;
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}
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if (_configuration.CurrentlyCraftedItem!.UpdateFromCraftState(craftState))
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{
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_pluginLog.Information("Saving updated current craft information");
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_pluginInterface.SavePluginConfig(_configuration);
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}
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for (int i = 0; i < craftState.Items.Count; ++i)
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{
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var item = craftState.Items[i];
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@ -59,7 +105,8 @@ partial class WorkshopPlugin
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if (!HasItemInSingleSlot(item.ItemId, item.ItemCountPerStep))
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{
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_pluginLog.Error($"Can't contribute item {item.ItemId} to craft, couldn't find {item.ItemCountPerStep}x in a single inventory slot");
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_pluginLog.Error(
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$"Can't contribute item {item.ItemId} to craft, couldn't find {item.ItemCountPerStep}x in a single inventory slot");
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CurrentStage = Stage.RequestStop;
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break;
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}
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@ -113,6 +160,11 @@ partial class WorkshopPlugin
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}
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else
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{
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_configuration.CurrentlyCraftedItem!.ContributedItemsInCurrentPhase
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.Single(x => x.ItemId == item.ItemId)
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.QuantityComplete = item.QuantityComplete;
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_pluginInterface.SavePluginConfig(_configuration);
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CurrentStage = Stage.ContributeMaterials;
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_continueAt = DateTime.Now.AddSeconds(1);
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}
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}
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else if (_mainWindow.State is MainWindow.ButtonState.Start or MainWindow.ButtonState.Resume && CurrentStage == Stage.Stopped)
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{
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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;
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CurrentStage = Stage.TakeItemFromQueue;
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}
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@ -117,7 +118,10 @@ public sealed partial class WorkshopPlugin : IDalamudPlugin
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switch (CurrentStage)
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{
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case Stage.TakeItemFromQueue:
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TakeItemFromQueue();
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if (CheckContinueWithDelivery())
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CurrentStage = Stage.ContributeMaterials;
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else
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TakeItemFromQueue();
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break;
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case Stage.TargetFabricationStation:
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