Files
HSUI/Interface/Jobs/WarriorHud.cs

280 lines
11 KiB
C#

using Dalamud.Game.ClientState.JobGauge.Types;
using Dalamud.Game.ClientState.Objects.SubKinds;
using HSUI.Config;
using HSUI.Config.Attributes;
using HSUI.Helpers;
using HSUI.Interface.Bars;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using HSUI.Interface.GeneralElements;
namespace HSUI.Interface.Jobs
{
public class WarriorHud : JobHud
{
private new WarriorConfig Config => (WarriorConfig)_config;
public WarriorHud(WarriorConfig config, string? displayName = null) : base(config, displayName)
{
}
protected override (List<Vector2>, List<Vector2>) ChildrenPositionsAndSizes()
{
List<Vector2> positions = new();
List<Vector2> sizes = new();
if (Config.SurgingTempestBar.Enabled)
{
positions.Add(Config.Position + Config.SurgingTempestBar.Position);
sizes.Add(Config.SurgingTempestBar.Size);
}
if (Config.BeastGauge.Enabled)
{
positions.Add(Config.Position + Config.BeastGauge.Position);
sizes.Add(Config.BeastGauge.Size);
}
if (Config.InnerReleaseBar.Enabled)
{
positions.Add(Config.Position + Config.InnerReleaseBar.Position);
sizes.Add(Config.InnerReleaseBar.Size);
}
return (positions, sizes);
}
public override void DrawJobHud(Vector2 origin, IPlayerCharacter player)
{
Vector2 pos = origin + Config.Position;
if (Config.SurgingTempestBar.Enabled)
{
DrawSurgingTempestBar(pos, player);
}
if (Config.BeastGauge.Enabled)
{
DrawBeastGauge(pos, player);
}
if (Config.InnerReleaseBar.Enabled)
{
DrawInnerReleaseBar(pos, player);
}
}
private void DrawSurgingTempestBar(Vector2 origin, IPlayerCharacter player)
{
float surgingTempestDuration = Math.Abs(Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 2677)?.RemainingTime ?? 0f);
if (!Config.SurgingTempestBar.HideWhenInactive || surgingTempestDuration > 0)
{
Config.SurgingTempestBar.Label.SetValue(surgingTempestDuration);
BarHud bar = BarUtilities.GetProgressBar(Config.SurgingTempestBar, surgingTempestDuration, 60f, 0, player);
AddDrawActions(bar.GetDrawActions(origin, Config.SurgingTempestBar.StrataLevel));
}
}
private void DrawBeastGauge(Vector2 origin, IPlayerCharacter player)
{
WARGauge gauge = Plugin.JobGauges.Get<WARGauge>();
var nascentChaosDuration = Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 1897)?.RemainingTime ?? 0f;
if (!Config.BeastGauge.HideWhenInactive || gauge.BeastGauge > 0 || nascentChaosDuration > 0)
{
Config.BeastGauge.Label.SetValue(gauge.BeastGauge);
var color = nascentChaosDuration == 0 ? Config.BeastGauge.BeastGaugeColor : Config.BeastGauge.NascentChaosColor;
BarHud[] bars = BarUtilities.GetChunkedProgressBars(Config.BeastGauge, 2, gauge.BeastGauge, 100, 0, player, fillColor: color);
foreach (BarHud bar in bars)
{
AddDrawActions(bar.GetDrawActions(origin, Config.BeastGauge.StrataLevel));
}
}
}
private void DrawInnerReleaseBar(Vector2 origin, IPlayerCharacter player)
{
var innerReleaseStatus = Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 1177 or 86);
float innerReleaseDuration = Math.Max(innerReleaseStatus?.RemainingTime ?? 0f, 0f);
int innerReleaseStacks = innerReleaseStatus?.Param ?? 0;
BarGlowConfig? primalRendGlow = null;
if (Config.InnerReleaseBar.PrimalRendReadyGlowConfig.Enabled)
{
bool isPrimalRendReady = Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 2624)?.RemainingTime > 0;
if (isPrimalRendReady)
{
primalRendGlow = Config.InnerReleaseBar.PrimalRendReadyGlowConfig;
}
}
if (innerReleaseStacks == 0 && Config.InnerReleaseBar.ShowCooldown)
{
uint spellID = 7389;
float maxDuration = SpellHelper.Instance.GetRecastTime(spellID);
float cooldown = SpellHelper.Instance.GetSpellCooldown(spellID);
float currentCooldown = maxDuration - cooldown;
Config.InnerReleaseBar.Label.SetValue(maxDuration - currentCooldown);
if (currentCooldown == maxDuration)
{
if (!Config.InnerReleaseBar.HideWhenInactive)
{
BarHud[] bars = BarUtilities.GetChunkedProgressBars(
Config.InnerReleaseBar,
1,
1,
1,
0,
player,
fillColor: Config.InnerReleaseBar.CooldownFinishedColor,
glowConfig: primalRendGlow,
chunksToGlow: new[] { true }
);
foreach (BarHud bar in bars)
{
AddDrawActions(bar.GetDrawActions(origin, Config.InnerReleaseBar.StrataLevel));
}
}
}
else
{
BarHud[] bars = BarUtilities.GetChunkedProgressBars(
Config.InnerReleaseBar,
1,
currentCooldown,
maxDuration,
0,
player,
fillColor: Config.InnerReleaseBar.CooldownInProgressColor,
glowConfig: primalRendGlow,
chunksToGlow: new[] { true }
);
foreach (BarHud bar in bars)
{
AddDrawActions(bar.GetDrawActions(origin, Config.InnerReleaseBar.StrataLevel));
}
}
return;
}
if (!Config.InnerReleaseBar.HideWhenInactive || innerReleaseStacks > 0)
{
float innerReleaseMaxDuration = 15f;
var chunks = new Tuple<PluginConfigColor, float, LabelConfig?>[3];
for (int i = 0; i < 3; i++)
{
chunks[i] = new(Config.InnerReleaseBar.FillColor, i < innerReleaseStacks ? 1 : 0, i == 1 ? Config.InnerReleaseBar.Label : null);
}
innerReleaseDuration = !Config.InnerReleaseBar.ShowBuffTimerOnActiveChunk
? innerReleaseMaxDuration
: Math.Min(innerReleaseDuration, innerReleaseMaxDuration);
Config.InnerReleaseBar.Label.SetValue(innerReleaseDuration);
BarHud[] bars = BarUtilities.GetChunkedBars(Config.InnerReleaseBar, chunks, player, primalRendGlow, new[] { true, true, true });
foreach (BarHud bar in bars)
{
AddDrawActions(bar.GetDrawActions(origin, Config.InnerReleaseBar.StrataLevel));
}
}
}
}
[Section("Job Specific Bars")]
[SubSection("Tank", 0)]
[SubSection("Warrior", 1)]
public class WarriorConfig : JobConfig
{
[JsonIgnore] public override uint JobId => JobIDs.WAR;
public new static WarriorConfig DefaultConfig()
{
var config = new WarriorConfig();
config.BeastGauge.UsePartialFillColor = true;
config.InnerReleaseBar.LabelMode = LabelMode.ActiveChunk;
config.InnerReleaseBar.PrimalRendReadyGlowConfig.Color = new PluginConfigColor(new Vector4(246f / 255f, 30f / 255f, 136f / 255f, 100f / 100f));
return config;
}
[NestedConfig("Surging Tempest Bar", 30)]
public ProgressBarConfig SurgingTempestBar = new ProgressBarConfig(
new(0, -32),
new(254, 20),
new PluginConfigColor(new Vector4(255f / 255f, 136f / 255f, 146f / 255f, 100f / 100f))
);
[NestedConfig("Beast Gauge", 35)]
public WarriorBeastGaugeConfig BeastGauge = new WarriorBeastGaugeConfig(
new(0, -10),
new(254, 20),
new PluginConfigColor(new Vector4(0, 0, 0, 0))
);
[NestedConfig("Inner Release Bar", 40)]
public WarriorInnerReleaseBarConfig InnerReleaseBar = new WarriorInnerReleaseBarConfig(
new(0, -54),
new(254, 20),
new PluginConfigColor(new Vector4(255f / 255f, 136f / 255f, 146f / 255f, 100f / 100f))
);
}
[DisableParentSettings("FillColor")]
[Exportable(false)]
public class WarriorBeastGaugeConfig : ChunkedProgressBarConfig
{
[ColorEdit4("Beast Gauge Color", spacing = true)]
[Order(65)]
public PluginConfigColor BeastGaugeColor = new(new Vector4(201f / 255f, 13f / 255f, 13f / 255f, 100f / 100f));
[ColorEdit4("Nascent Chaos Color")]
[Order(70)]
public PluginConfigColor NascentChaosColor = new(new Vector4(240f / 255f, 176f / 255f, 0f / 255f, 100f / 100f));
public WarriorBeastGaugeConfig(Vector2 position, Vector2 size, PluginConfigColor fillColor) : base(position, size, fillColor)
{
}
}
[Exportable(false)]
public class WarriorInnerReleaseBarConfig : ChunkedProgressBarConfig
{
[Checkbox("Show Buff Timer On Active Chunk", spacing = true)]
[Order(80)]
public bool ShowBuffTimerOnActiveChunk;
[Checkbox("Show Inner Release Cooldown", spacing = true)]
[Order(85)]
public bool ShowCooldown;
[ColorEdit4("Inner Release On Cooldown Color")]
[Order(90)]
public PluginConfigColor CooldownInProgressColor = new(new Vector4(240f / 255f, 176f / 255f, 0f / 255f, 100f / 100f));
[ColorEdit4("Inner Release Ready Color")]
[Order(95)]
public PluginConfigColor CooldownFinishedColor = new(new Vector4(38f / 255f, 192f / 255f, 94f / 255f, 100f / 100f));
[NestedConfig("Glow Color (when Primal Rend is ready)", 100, separator = false, spacing = true)]
public BarGlowConfig PrimalRendReadyGlowConfig = new();
public WarriorInnerReleaseBarConfig(Vector2 position, Vector2 size, PluginConfigColor fillColor) : base(position, size, fillColor)
{
}
}
}