f37369cdda
Co-authored-by: Cursor <cursoragent@cursor.com>
280 lines
11 KiB
C#
280 lines
11 KiB
C#
using Dalamud.Game.ClientState.JobGauge.Types;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using HSUI.Config;
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using HSUI.Config.Attributes;
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using HSUI.Helpers;
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using HSUI.Interface.Bars;
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using Newtonsoft.Json;
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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 HSUI.Interface.GeneralElements;
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namespace HSUI.Interface.Jobs
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{
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public class WarriorHud : JobHud
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{
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private new WarriorConfig Config => (WarriorConfig)_config;
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public WarriorHud(WarriorConfig config, string? displayName = null) : base(config, displayName)
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{
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}
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protected override (List<Vector2>, List<Vector2>) ChildrenPositionsAndSizes()
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{
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List<Vector2> positions = new();
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List<Vector2> sizes = new();
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if (Config.SurgingTempestBar.Enabled)
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{
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positions.Add(Config.Position + Config.SurgingTempestBar.Position);
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sizes.Add(Config.SurgingTempestBar.Size);
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}
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if (Config.BeastGauge.Enabled)
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{
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positions.Add(Config.Position + Config.BeastGauge.Position);
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sizes.Add(Config.BeastGauge.Size);
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}
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if (Config.InnerReleaseBar.Enabled)
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{
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positions.Add(Config.Position + Config.InnerReleaseBar.Position);
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sizes.Add(Config.InnerReleaseBar.Size);
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}
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return (positions, sizes);
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}
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public override void DrawJobHud(Vector2 origin, IPlayerCharacter player)
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{
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Vector2 pos = origin + Config.Position;
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if (Config.SurgingTempestBar.Enabled)
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{
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DrawSurgingTempestBar(pos, player);
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}
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if (Config.BeastGauge.Enabled)
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{
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DrawBeastGauge(pos, player);
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}
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if (Config.InnerReleaseBar.Enabled)
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{
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DrawInnerReleaseBar(pos, player);
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}
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}
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private void DrawSurgingTempestBar(Vector2 origin, IPlayerCharacter player)
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{
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float surgingTempestDuration = Math.Abs(Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 2677)?.RemainingTime ?? 0f);
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if (!Config.SurgingTempestBar.HideWhenInactive || surgingTempestDuration > 0)
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{
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Config.SurgingTempestBar.Label.SetValue(surgingTempestDuration);
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BarHud bar = BarUtilities.GetProgressBar(Config.SurgingTempestBar, surgingTempestDuration, 60f, 0, player);
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AddDrawActions(bar.GetDrawActions(origin, Config.SurgingTempestBar.StrataLevel));
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}
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}
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private void DrawBeastGauge(Vector2 origin, IPlayerCharacter player)
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{
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WARGauge gauge = Plugin.JobGauges.Get<WARGauge>();
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var nascentChaosDuration = Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 1897)?.RemainingTime ?? 0f;
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if (!Config.BeastGauge.HideWhenInactive || gauge.BeastGauge > 0 || nascentChaosDuration > 0)
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{
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Config.BeastGauge.Label.SetValue(gauge.BeastGauge);
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var color = nascentChaosDuration == 0 ? Config.BeastGauge.BeastGaugeColor : Config.BeastGauge.NascentChaosColor;
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BarHud[] bars = BarUtilities.GetChunkedProgressBars(Config.BeastGauge, 2, gauge.BeastGauge, 100, 0, player, fillColor: color);
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foreach (BarHud bar in bars)
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{
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AddDrawActions(bar.GetDrawActions(origin, Config.BeastGauge.StrataLevel));
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}
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}
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}
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private void DrawInnerReleaseBar(Vector2 origin, IPlayerCharacter player)
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{
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var innerReleaseStatus = Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 1177 or 86);
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float innerReleaseDuration = Math.Max(innerReleaseStatus?.RemainingTime ?? 0f, 0f);
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int innerReleaseStacks = innerReleaseStatus?.Param ?? 0;
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BarGlowConfig? primalRendGlow = null;
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if (Config.InnerReleaseBar.PrimalRendReadyGlowConfig.Enabled)
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{
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bool isPrimalRendReady = Utils.StatusListForBattleChara(player).FirstOrDefault(o => o.StatusId is 2624)?.RemainingTime > 0;
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if (isPrimalRendReady)
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{
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primalRendGlow = Config.InnerReleaseBar.PrimalRendReadyGlowConfig;
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}
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}
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if (innerReleaseStacks == 0 && Config.InnerReleaseBar.ShowCooldown)
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{
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uint spellID = 7389;
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float maxDuration = SpellHelper.Instance.GetRecastTime(spellID);
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float cooldown = SpellHelper.Instance.GetSpellCooldown(spellID);
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float currentCooldown = maxDuration - cooldown;
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Config.InnerReleaseBar.Label.SetValue(maxDuration - currentCooldown);
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if (currentCooldown == maxDuration)
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{
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if (!Config.InnerReleaseBar.HideWhenInactive)
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{
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BarHud[] bars = BarUtilities.GetChunkedProgressBars(
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Config.InnerReleaseBar,
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1,
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1,
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1,
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0,
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player,
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fillColor: Config.InnerReleaseBar.CooldownFinishedColor,
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glowConfig: primalRendGlow,
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chunksToGlow: new[] { true }
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);
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foreach (BarHud bar in bars)
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{
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AddDrawActions(bar.GetDrawActions(origin, Config.InnerReleaseBar.StrataLevel));
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}
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}
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}
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else
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{
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BarHud[] bars = BarUtilities.GetChunkedProgressBars(
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Config.InnerReleaseBar,
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1,
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currentCooldown,
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maxDuration,
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0,
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player,
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fillColor: Config.InnerReleaseBar.CooldownInProgressColor,
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glowConfig: primalRendGlow,
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chunksToGlow: new[] { true }
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);
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foreach (BarHud bar in bars)
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{
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AddDrawActions(bar.GetDrawActions(origin, Config.InnerReleaseBar.StrataLevel));
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}
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}
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return;
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}
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if (!Config.InnerReleaseBar.HideWhenInactive || innerReleaseStacks > 0)
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{
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float innerReleaseMaxDuration = 15f;
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var chunks = new Tuple<PluginConfigColor, float, LabelConfig?>[3];
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for (int i = 0; i < 3; i++)
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{
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chunks[i] = new(Config.InnerReleaseBar.FillColor, i < innerReleaseStacks ? 1 : 0, i == 1 ? Config.InnerReleaseBar.Label : null);
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}
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innerReleaseDuration = !Config.InnerReleaseBar.ShowBuffTimerOnActiveChunk
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? innerReleaseMaxDuration
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: Math.Min(innerReleaseDuration, innerReleaseMaxDuration);
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Config.InnerReleaseBar.Label.SetValue(innerReleaseDuration);
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BarHud[] bars = BarUtilities.GetChunkedBars(Config.InnerReleaseBar, chunks, player, primalRendGlow, new[] { true, true, true });
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foreach (BarHud bar in bars)
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{
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AddDrawActions(bar.GetDrawActions(origin, Config.InnerReleaseBar.StrataLevel));
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}
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}
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}
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}
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[Section("Job Specific Bars")]
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[SubSection("Tank", 0)]
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[SubSection("Warrior", 1)]
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public class WarriorConfig : JobConfig
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{
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[JsonIgnore] public override uint JobId => JobIDs.WAR;
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public new static WarriorConfig DefaultConfig()
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{
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var config = new WarriorConfig();
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config.BeastGauge.UsePartialFillColor = true;
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config.InnerReleaseBar.LabelMode = LabelMode.ActiveChunk;
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config.InnerReleaseBar.PrimalRendReadyGlowConfig.Color = new PluginConfigColor(new Vector4(246f / 255f, 30f / 255f, 136f / 255f, 100f / 100f));
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return config;
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}
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[NestedConfig("Surging Tempest Bar", 30)]
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public ProgressBarConfig SurgingTempestBar = new ProgressBarConfig(
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new(0, -32),
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new(254, 20),
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new PluginConfigColor(new Vector4(255f / 255f, 136f / 255f, 146f / 255f, 100f / 100f))
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);
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[NestedConfig("Beast Gauge", 35)]
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public WarriorBeastGaugeConfig BeastGauge = new WarriorBeastGaugeConfig(
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new(0, -10),
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new(254, 20),
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new PluginConfigColor(new Vector4(0, 0, 0, 0))
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);
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[NestedConfig("Inner Release Bar", 40)]
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public WarriorInnerReleaseBarConfig InnerReleaseBar = new WarriorInnerReleaseBarConfig(
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new(0, -54),
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new(254, 20),
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new PluginConfigColor(new Vector4(255f / 255f, 136f / 255f, 146f / 255f, 100f / 100f))
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);
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}
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[DisableParentSettings("FillColor")]
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[Exportable(false)]
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public class WarriorBeastGaugeConfig : ChunkedProgressBarConfig
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{
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[ColorEdit4("Beast Gauge Color", spacing = true)]
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[Order(65)]
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public PluginConfigColor BeastGaugeColor = new(new Vector4(201f / 255f, 13f / 255f, 13f / 255f, 100f / 100f));
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[ColorEdit4("Nascent Chaos Color")]
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[Order(70)]
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public PluginConfigColor NascentChaosColor = new(new Vector4(240f / 255f, 176f / 255f, 0f / 255f, 100f / 100f));
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public WarriorBeastGaugeConfig(Vector2 position, Vector2 size, PluginConfigColor fillColor) : base(position, size, fillColor)
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{
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}
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}
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[Exportable(false)]
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public class WarriorInnerReleaseBarConfig : ChunkedProgressBarConfig
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{
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[Checkbox("Show Buff Timer On Active Chunk", spacing = true)]
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[Order(80)]
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public bool ShowBuffTimerOnActiveChunk;
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[Checkbox("Show Inner Release Cooldown", spacing = true)]
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[Order(85)]
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public bool ShowCooldown;
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[ColorEdit4("Inner Release On Cooldown Color")]
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[Order(90)]
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public PluginConfigColor CooldownInProgressColor = new(new Vector4(240f / 255f, 176f / 255f, 0f / 255f, 100f / 100f));
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[ColorEdit4("Inner Release Ready Color")]
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[Order(95)]
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public PluginConfigColor CooldownFinishedColor = new(new Vector4(38f / 255f, 192f / 255f, 94f / 255f, 100f / 100f));
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[NestedConfig("Glow Color (when Primal Rend is ready)", 100, separator = false, spacing = true)]
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public BarGlowConfig PrimalRendReadyGlowConfig = new();
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public WarriorInnerReleaseBarConfig(Vector2 position, Vector2 size, PluginConfigColor fillColor) : base(position, size, fillColor)
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{
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}
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}
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}
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