Projektdateien hinzufügen.

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2022-11-04 17:57:03 +01:00
parent d1f29939f6
commit 4741d8c437
38 changed files with 1776 additions and 0 deletions

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using Lumina.Excel.GeneratedSheets;
using Pilz.Dalamud.ActivityContexts;
using Pilz.Dalamud.Nameplates.Model;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Pilz.Dalamud.Nameplates.Tools
{
public class StatusIconPriorizer
{
private static StatusIconPriorizerSettings DefaultSettings { get; } = new();
public StatusIconPriorizerSettings Settings { get; init; }
public StatusIconPriorizer() : this(DefaultSettings)
{
}
public StatusIconPriorizer(StatusIconPriorizerSettings settings)
{
Settings = settings;
}
/// <summary>
/// Check for an icon that should take priority over the job icon,
/// taking into account whether or not the player is in a duty.
/// </summary>
/// <param name="iconId">The incoming icon id that is being overwritten by the plugin.</param>
/// <param name="priorityIconId">The icon id that should be used.</param>
/// <returns>Whether a priority icon was found.</returns>
private bool IsPriorityIcon(int iconId, out int priorityIconId, ActivityContext activityContext)
{
bool isPrioIcon;
priorityIconId = iconId;
if (!Settings.UsePriorizedIcons && iconId != (int)StatusIcons.Disconnecting && iconId != (int)StatusIcons.Disconnecting + 50)
isPrioIcon = false;
else
{
// Select which set of priority icons to use based on whether we're in a duty
// In the future, there can be a third list used when in combat
var priorityIcons = GetPriorityIcons(activityContext);
// Determine whether the incoming icon should take priority over the job icon
// Check the id plus 50 as that's an alternately sized version
isPrioIcon = priorityIcons.Contains(iconId) || priorityIcons.Contains(iconId + 50);
// Save the id of the icon
priorityIconId = iconId;
}
return isPrioIcon;
}
private IEnumerable<int> GetPriorityIcons(ActivityContext activityContext)
{
StatusIconPriorizerConditionSets set;
if (activityContext.ZoneType == ZoneType.Foray)
set = StatusIconPriorizerConditionSets.InForay;
else if (activityContext.IsInDuty)
set = StatusIconPriorizerConditionSets.InDuty;
else
set = StatusIconPriorizerConditionSets.Overworld;
return Settings.GetConditionSet(set).Select(n => (int)n);
}
}
}