Update 2 ring of finger equip location

This commit is contained in:
HungDK
2025-09-30 15:52:40 +07:00
parent 5477333690
commit 2cb9279a5d
2 changed files with 226 additions and 2 deletions
@@ -156,8 +156,8 @@ namespace PerfectWorld.Scripts.Managers
if (currentSelectedItem == null) return;
// For equipping, we need to find an empty equipment slot
// The equip location should be determined by the item type or use a default
byte equipLocation = EC_IvtrType.GetEquipLocationForItem(currentSelectedItem.TemplateId);
// Use the new method that checks for available slots (especially for finger items)
byte equipLocation = EC_IvtrType.GetAvailableEquipLocationForItem(currentSelectedItem.TemplateId);
if (equipLocation >= (byte)EC_IvtrType.IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
Debug.LogWarning($"[InventoryUI] Could not determine equip location for item {currentSelectedItem.TemplateId}");
@@ -172,6 +172,139 @@ namespace PerfectWorld.Scripts.Managers
}
}
/// <summary>
/// Gets the best available equipment slot for an item, checking for empty slots when multiple options exist (like finger slots)
/// </summary>
public static byte GetAvailableEquipLocationForItem(int templateId)
{
try
{
var edm = ElementDataManProvider.GetElementDataMan();
if (edm == null)
{
Debug.LogWarning("[IvtrType] ElementDataMan not initialized");
return (byte)IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR;
}
uint id = unchecked((uint)templateId);
// Weapons
foreach (var it in edm.weapon_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_WEAPON;
}
// Projectiles (quiver / projectile essence)
foreach (var it in edm.quiver_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE;
}
foreach (var it in edm.projectile_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE;
}
// Flysword
foreach (var it in edm.flysword_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_FLYSWORD;
}
// Armor -> derive from sub-type mask
foreach (var it in edm.armor_essence_array)
{
if (it.id == id)
{
var slot = ResolveAvailableArmorSlotBySubtype(edm, it.id_sub_type);
if (slot < IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
return (byte)slot;
}
break;
}
}
// Decoration -> derive from sub-type mask (neck, waist, etc.)
foreach (var it in edm.decoration_essence_array)
{
if (it.id == id)
{
var slot = ResolveAvailableDecorationSlotBySubtype(edm, it.id_sub_type);
if (slot < IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
return (byte)slot;
}
break;
}
}
// Fashion -> derive from sub-type mask
foreach (var it in edm.fashion_essence_array)
{
if (it.id == id)
{
var slot = ResolveFashionSlotBySubtype(edm, it.id_sub_type);
if (slot < IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
return (byte)slot;
}
break;
}
}
// Runes
foreach (var it in edm.damagerune_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_RUNE;
}
foreach (var it in edm.armorrune_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_RUNE;
}
// Special slots
foreach (var it in edm.bible_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_BIBLE;
}
foreach (var it in edm.speaker_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_SPEAKER;
}
foreach (var it in edm.autohp_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_AUTOHP;
}
foreach (var it in edm.goblin_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_GOBLIN;
}
foreach (var it in edm.automp_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_AUTOMP;
}
foreach (var it in edm.force_token_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_FORCE_TOKEN;
}
foreach (var it in edm.sell_certificate_essence_array)
{
if (it.id == id) return (byte)IndexOfIteminEquipmentInventory.EQUIPIVTR_CERTIFICATE;
}
// Fashion weapon (if present in your data as essence/config)
// If you add a dedicated essence array for fashion weapons, map it here
Debug.LogWarning($"[IvtrType] Equip index not found for template {templateId}");
return (byte)IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR;
}
catch (Exception ex)
{
Debug.LogWarning($"[IvtrType] Error resolving equip index for template {templateId}: {ex.Message}");
return (byte)IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR;
}
}
private static IndexOfIteminEquipmentInventory ResolveArmorSlotBySubtype(elementdataman edm, uint armorSubTypeId)
{
foreach (var sub in edm.armor_sub_type_array)
@@ -224,6 +357,97 @@ namespace PerfectWorld.Scripts.Managers
}
return IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR;
}
/// <summary>
/// Resolves armor slot by subtype, checking for available finger slots when applicable
/// </summary>
private static IndexOfIteminEquipmentInventory ResolveAvailableArmorSlotBySubtype(elementdataman edm, uint armorSubTypeId)
{
foreach (var sub in edm.armor_sub_type_array)
{
if (sub.id != armorSubTypeId) continue;
uint mask = sub.equip_mask;
// Check finger slots first - try to find an empty one
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1)) != 0 ||
(mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2)) != 0)
{
var availableFingerSlot = GetAvailableFingerSlot();
if (availableFingerSlot != IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
return availableFingerSlot;
}
}
// For other slots, return the first matching one (original behavior)
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_HEAD)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_HEAD;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_SHOULDER)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_SHOULDER;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_BODY)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_BODY;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WAIST)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_WAIST;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_LEG)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_LEG;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FOOT)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_FOOT;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WRIST)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_WRIST;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2;
break;
}
return IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR;
}
/// <summary>
/// Resolves decoration slot by subtype, checking for available finger slots when applicable
/// </summary>
private static IndexOfIteminEquipmentInventory ResolveAvailableDecorationSlotBySubtype(elementdataman edm, uint decorationSubTypeId)
{
foreach (var sub in edm.decoration_sub_type_array)
{
if (sub.id != decorationSubTypeId) continue;
uint mask = sub.equip_mask;
// Check finger slots first - try to find an empty one
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1)) != 0 ||
(mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2)) != 0)
{
var availableFingerSlot = GetAvailableFingerSlot();
if (availableFingerSlot != IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
return availableFingerSlot;
}
}
// For other slots, return the first matching one (original behavior)
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_NECK)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_NECK;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WAIST)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_WAIST;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2;
if ((mask & (1u << (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WRIST)) != 0) return IndexOfIteminEquipmentInventory.EQUIPIVTR_WRIST;
break;
}
return IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR;
}
/// <summary>
/// Gets an available finger slot, preferring FINGER1 if both are empty, otherwise returning the empty one
/// </summary>
private static IndexOfIteminEquipmentInventory GetAvailableFingerSlot()
{
// Check if FINGER1 slot is empty
var finger1Item = EC_Inventory.GetItem(EC_Inventory.PACK_EQUIPMENT, (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1, false);
if (finger1Item == null)
{
return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1;
}
// Check if FINGER2 slot is empty
var finger2Item = EC_Inventory.GetItem(EC_Inventory.PACK_EQUIPMENT, (int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2, false);
if (finger2Item == null)
{
return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER2;
}
// Both slots are occupied, return FINGER1 as fallback (original behavior)
return IndexOfIteminEquipmentInventory.EQUIPIVTR_FINGER1;
}
}
}