mirror of
https://github.com/waynebian01/Shigure.git
synced 2026-09-02 22:39:01 +08:00
200 lines
6.5 KiB
C#
200 lines
6.5 KiB
C#
using System.Text.Json;
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using System.Text.Json.Nodes;
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namespace Shigure;
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public sealed class KeymapService : IKeymapResolver
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{
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private readonly string _baseDirectory;
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private readonly ConfigService _config;
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private readonly Dictionary<(int Unit, string Spell, string MacroCondition), string> _hotkeys = new();
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private readonly Dictionary<(int Unit, string Spell), string> _fallbackHotkeys = new();
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private readonly Dictionary<long, int> _spellIndices = new();
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private readonly Dictionary<long, string> _spellNames = new();
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private readonly Dictionary<long, int> _itemIndices = new();
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private readonly Dictionary<long, string> _itemNames = new();
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private int? _currentClassId;
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private int? _currentSpecId;
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public KeymapService(string baseDirectory, ConfigService config)
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{
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_baseDirectory = baseDirectory;
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_config = config;
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}
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public void SelectForClass(int? classId)
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{
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SelectForClass(classId, null);
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}
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public void SelectForClass(int? classId, int? specId)
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{
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if (_currentClassId == classId && _currentSpecId == specId && _hotkeys.Count > 0)
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{
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return;
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}
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_currentClassId = classId;
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_currentSpecId = specId;
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_hotkeys.Clear();
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_fallbackHotkeys.Clear();
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_spellIndices.Clear();
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_spellNames.Clear();
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_itemIndices.Clear();
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_itemNames.Clear();
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LoadSpellIndices(classId);
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var path = KeymapCatalog.ResolveKeymapFilePath(_baseDirectory, _config.GetKeymapName(classId));
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if (!File.Exists(path))
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{
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return;
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}
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var root = JsonNode.Parse(File.ReadAllText(path), documentOptions: new JsonDocumentOptions
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{
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CommentHandling = JsonCommentHandling.Skip,
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AllowTrailingCommas = true
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}) as JsonObject;
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if (root is null)
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{
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return;
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}
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var entries = root;
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if (specId is { } id
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&& JsonHelpers.Get(root, "专精") is JsonObject specRoot
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&& JsonHelpers.Get(specRoot, id.ToString()) is JsonObject specEntries)
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{
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entries = specEntries;
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}
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foreach (var (_, node) in entries)
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{
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if (node is not JsonObject entry)
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{
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continue;
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}
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var rawUnit = JsonHelpers.GetInt(JsonHelpers.Get(entry, "unit")) ?? 0;
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var spell = JsonHelpers.GetString(JsonHelpers.Get(entry, "spell"))
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?? JsonHelpers.GetString(JsonHelpers.Get(entry, "技能"));
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var hotkey = JsonHelpers.GetString(JsonHelpers.Get(entry, "hotkey"))
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?? JsonHelpers.GetString(JsonHelpers.Get(entry, "热键"));
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var normalizedMacro = MacroConditionText.NormalizeLegacyUnit(
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rawUnit,
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JsonHelpers.GetString(JsonHelpers.Get(entry, "宏条件")));
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var unit = normalizedMacro.Unit;
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var macroCondition = normalizedMacro.Condition;
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if (!string.IsNullOrWhiteSpace(spell) && !string.IsNullOrWhiteSpace(hotkey))
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{
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_hotkeys[(unit, spell, macroCondition)] = hotkey;
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// 兼容未保存“宏条件”的旧模块:保留旧版按单位+技能查询时的最后一项行为。
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_fallbackHotkeys[(unit, spell)] = hotkey;
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}
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}
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}
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public string? GetHotkey(int? unit, string spell, string? macroCondition = null)
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{
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var normalizedUnit = unit.GetValueOrDefault();
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// null 表示旧模块根本没有该字段,严格沿用升级前“单位+技能”的最后一项匹配。
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if (macroCondition is null)
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{
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return _fallbackHotkeys.TryGetValue((normalizedUnit, spell), out var legacyHotkey)
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? legacyHotkey
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: null;
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}
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var normalizedCondition = MacroConditionText.Normalize(macroCondition);
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if (_hotkeys.TryGetValue((normalizedUnit, spell, normalizedCondition), out var exactHotkey))
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{
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return exactHotkey;
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}
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return null;
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}
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public string? GetHotkey(int? unit, long spellId, string? macroCondition = null)
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=> _spellNames.TryGetValue(spellId, out var spell)
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? GetHotkey(unit, spell, macroCondition)
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: null;
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public IReadOnlyDictionary<int, long> GetCurrentFailedSpells()
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{
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return _config.GetFailedSpells(_currentClassId);
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}
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public IReadOnlyDictionary<int, long> GetCurrentOneKeySpells()
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{
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return _config.GetOneKeySpells(_currentClassId);
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}
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public IReadOnlyDictionary<int, long> GetCurrentInsertItems()
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{
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return _config.GetInsertItems(_currentClassId);
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}
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public IReadOnlyDictionary<long, int> GetCurrentSpellIndices()
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{
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return _spellIndices;
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}
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public IReadOnlyDictionary<long, string> GetCurrentSpellNames()
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{
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return _spellNames;
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}
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public IReadOnlyDictionary<long, int> GetCurrentItemIndices()
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{
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return _itemIndices;
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}
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public IReadOnlyDictionary<long, string> GetCurrentItemNames()
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{
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return _itemNames;
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}
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private void LoadSpellIndices(int? classId)
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{
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if (classId is null)
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{
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return;
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}
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var classPath = Path.Combine(
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_baseDirectory,
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"Fuyutsui",
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"class",
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$"{ClassNames.GetConfigFileName(classId.Value)}.lua");
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try
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{
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var document = ClassBlocksStore.Load(classPath);
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foreach (var spell in document.SpellsList.Where(spell => spell.SpellId > 0))
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{
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_spellIndices.TryAdd(spell.SpellId, spell.Index);
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if (!string.IsNullOrWhiteSpace(spell.Name))
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{
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_spellNames.TryAdd(spell.SpellId, spell.Name.Trim());
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}
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}
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foreach (var item in document.ItemsList.Where(item => item.ItemId > 0))
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{
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_itemIndices.TryAdd(item.ItemId, item.Index);
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if (!string.IsNullOrWhiteSpace(item.Name))
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{
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_itemNames.TryAdd(item.ItemId, item.Name.Trim());
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}
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}
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}
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catch (Exception ex) when (ex is IOException or UnauthorizedAccessException
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or InvalidDataException or ArgumentException)
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{
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// 职业技能列表不可用时保持空映射;引用 spellId 的条件会安全地按不命中处理。
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}
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}
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}
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