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Plugins: support declared colour inputs on mod-owned board materials Conflicts with #363 resolved by keeping both: reconcile_variant_additions beside active_mod_sources in mod_catalog.h, and both test targets in cmake/Apps.cmake.
111 lines
5.8 KiB
C++
111 lines
5.8 KiB
C++
#include "worn_items.h"
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#include "item_browser.h"
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#include "outfit_kind.h"
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#include "local_customization.h"
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#include "local_customization_runtime.h"
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#include "Engine/Core/Platform/memory.h"
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#include "Engine/Game/Build/addresses.h"
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#include "Engine/Game/Build/20260929/engine.h"
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#include "Engine/Game/Build/20260929/skater_slot_override.h"
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#include <Windows.h>
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#include <algorithm>
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#include <array>
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// What the skater wears, read from the game's own presets: ported from Fit Check (pull request 326,
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// turnaround.cpp), for plugins (reskate.outfit.worn, board, title).
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namespace dingosdk::worn_items {
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namespace {
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// The board's own recipe in a skater preset (its template), and its slots, in the card's order. Read
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// from the game's presets with Fit Check's `turnaround parts`, 2026-10-20.
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constexpr std::uint32_t board_template = 0x5e61aaef;
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struct BoardSlot { std::uint32_t slot; const char* label; };
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constexpr BoardSlot board_slots[] = {
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{0x66071628, "Deck"}, {0x755d5ee0, "Grip tape"}, {0x976f18c4, "Grip cutout"}, {0x0add98be, "Trucks"}, {0xc83bb94e, "Wheels"}};
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// An item's name as the game shows it: its catalog title, the title an item grid showed (a mod's
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// item has no catalog entry), or its key made readable the way the game does for a mod's item.
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} // namespace
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std::string item_title(const std::string& asset) {
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auto title = profile::item_display_metadata(asset, Json::object()).value("title", "");
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if (title.empty()) title = item_browser::known_title(asset);
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if (title.empty()) {
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title = asset.starts_with("Own_") || asset.starts_with("own_") ? asset.substr(4) : asset;
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std::replace(title.begin(), title.end(), '_', ' ');
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}
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return title;
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}
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namespace {
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// The selected skater preset (the native getter skater_slot_override.cpp uses), or -1. Game thread.
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std::int32_t selected_preset(std::uintptr_t base, std::uintptr_t manager) {
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namespace slot = addr::skater_slot_override;
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std::array<unsigned char, slot::native_selected_prefix.size()> bytes{};
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if (!memory::read_bytes(base + slot::native_selected, bytes.data(), bytes.size()) || bytes != slot::native_selected_prefix) return -1;
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return reinterpret_cast<std::int32_t (*)(std::uintptr_t)>(base + slot::native_selected)(manager);
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}
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// The board the skater rides now: the board recipe of the selected preset (the first when none is
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// selected), its parts in the card's order, empty slots left out. Game thread.
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} // namespace
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std::vector<Worn> worn_board(bool titles) {
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std::vector<Worn> parts;
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const auto base = reinterpret_cast<std::uintptr_t>(GetModuleHandleW(nullptr));
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std::uintptr_t manager{}, begin{}, end{};
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if (!memory::read(base + addr::engine::loadout_manager, manager) || !manager || !memory::read(manager + 0x18, begin) ||
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!memory::read(manager + 0x20, end) || begin >= end || (end - begin) % 0x48 || (end - begin) / 0x48 > 10)
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return parts;
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const auto count = static_cast<std::int32_t>((end - begin) / 0x48);
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auto preset = selected_preset(base, manager);
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if (preset < 0 || preset >= count) preset = 0;
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profile::CosmeticLoadout loadout;
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std::vector<profile_runtime::CosmeticNativeRecipe> native;
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if (!profile_runtime::read_cosmetic_recipes(reinterpret_cast<const void*>(begin + static_cast<std::uintptr_t>(preset) * 0x48), loadout, native))
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return parts;
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for (const auto& recipe : loadout.recipes) {
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if (recipe.template_key != board_template) continue;
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for (const auto& wanted : board_slots)
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for (const auto& item : recipe.items) {
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if (item.slot != wanted.slot || item.asset.empty()) continue;
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parts.push_back({wanted.label, item.asset, titles ? item_title(item.asset) : std::string{}});
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}
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break;
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}
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return parts;
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}
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// What the skater wears now: every item of the selected preset
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// but the board's, labelled by its catalog category (the game's names for its grids: "tops",
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// "headgear"...), clothes, accessories and full-body costumes only (not the body, hair, tattoos or
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// gestures; outfit_kind.h), in the order they are worn from head to foot. Game thread.
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std::vector<Worn> worn_outfit() {
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std::vector<Worn> parts;
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const auto base = reinterpret_cast<std::uintptr_t>(GetModuleHandleW(nullptr));
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std::uintptr_t manager{}, begin{}, end{};
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if (!memory::read(base + addr::engine::loadout_manager, manager) || !manager || !memory::read(manager + 0x18, begin) ||
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!memory::read(manager + 0x20, end) || begin >= end || (end - begin) % 0x48 || (end - begin) / 0x48 > 10)
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return parts;
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const auto count = static_cast<std::int32_t>((end - begin) / 0x48);
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auto preset = selected_preset(base, manager);
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if (preset < 0 || preset >= count) preset = 0;
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profile::CosmeticLoadout loadout;
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std::vector<profile_runtime::CosmeticNativeRecipe> native;
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if (!profile_runtime::read_cosmetic_recipes(reinterpret_cast<const void*>(begin + static_cast<std::uintptr_t>(preset) * 0x48), loadout, native))
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return parts;
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const auto& known = profile_runtime::cosmetic_runtime().items;
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std::vector<std::pair<int, Worn>> found;
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for (const auto& recipe : loadout.recipes) {
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if (recipe.template_key == board_template) continue;
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for (const auto& item : recipe.items) {
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if (item.asset.empty()) continue;
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const auto entry = known.find(item.asset);
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const auto kind = outfit_kind::of(entry != known.end() ? entry->second.category : std::string());
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if (!kind) continue;
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found.push_back({kind->order, {kind->label, item.asset, item_title(item.asset)}});
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}
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}
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std::stable_sort(found.begin(), found.end(), [](const auto& a, const auto& b) { return a.first < b.first; });
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for (auto& entry : found) parts.push_back(std::move(entry.second));
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return parts;
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}
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} // namespace dingosdk::worn_items
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