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ItemProcessor.cs
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226 lines (189 loc) · 7.58 KB
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using ExileCore2;
using ExileCore2.PoEMemory.Components;
using ExileCore2.PoEMemory.MemoryObjects;
using ExileCore2.Shared.Cache;
using ExileCore2.Shared.Enums;
using System.Collections.Generic;
using System.Linq;
using System; // Add this for Math.Max
namespace ReforgeHelper;
public class ItemProcessor
{
private readonly GameController _gameController;
private readonly ReforgeHelperSettings _settings;
private readonly TimeCache<List<ValidItem>> _inventoryItems;
public ItemProcessor(GameController gameController, ReforgeHelperSettings settings)
{
_gameController = gameController;
_settings = settings;
_inventoryItems = new TimeCache<List<ValidItem>>(ScanInventory, 200);
}
public class ValidItem
{
public Entity Entity { get; }
public string BaseName { get; }
public string BaseType { get; }
public int ItemLevel { get; }
public ItemRarity Rarity { get; }
public ExileCore2.Shared.RectangleF ClientRect { get; }
public ValidItem(Entity entity, string baseName, string baseType, int itemLevel, ItemRarity rarity, ExileCore2.Shared.RectangleF clientRect)
{
Entity = entity;
BaseName = baseName;
BaseType = baseType;
ItemLevel = itemLevel;
Rarity = rarity;
ClientRect = clientRect;
}
}
private void LogMessage(string message)
{
if (_settings.EnableDebug)
{
DebugWindow.LogMsg($"[ItemProcessor] {message}");
}
}
private List<ValidItem> ScanInventory()
{
var validItems = new List<ValidItem>();
if (!_gameController.Game.IngameState.IngameUi.InventoryPanel.IsVisible)
{
LogMessage("Inventory panel not visible");
return validItems;
}
var inventory = _gameController?.Game?.IngameState?.Data?.ServerData?.PlayerInventories[0]?.Inventory;
if (inventory == null)
{
LogMessage("Inventory is null");
return validItems;
}
var items = inventory.InventorySlotItems;
if (items == null)
{
LogMessage("InventorySlotItems is null");
return validItems;
}
LogMessage($"Found {items.Count} total items in inventory");
foreach (var item in items)
{
if (item.Item == null || item.Address == 0)
{
LogMessage("Skipping null/invalid item");
continue;
}
var entity = item.Item;
var baseComponent = entity.GetComponent<Base>();
var modsComponent = entity.GetComponent<Mods>();
if (baseComponent == null || modsComponent == null)
{
LogMessage($"Missing component for item at {item.Address}");
continue;
}
var baseName = baseComponent.Name;
LogMessage($"Processing item: {baseName}");
var baseType = GetBaseType(baseName);
if (string.IsNullOrEmpty(baseType))
{
LogMessage($"No matching base type for {baseName}");
continue;
}
var itemLevel = modsComponent.ItemLevel;
var rarity = modsComponent.ItemRarity;
if (!IsItemInLevelRange(itemLevel))
{
LogMessage($"Item level {itemLevel} outside range [{_settings.MinItemLevel.Value}-{_settings.MaxItemLevel.Value}]");
continue;
}
if (!IsItemTypeEnabled(baseType))
{
LogMessage($"Item type {baseType} not enabled");
continue;
}
var rect = item.GetClientRect();
LogMessage($"Adding valid item: {baseType} (iLvl:{itemLevel}, Rarity:{rarity}) at {rect}");
validItems.Add(new ValidItem(
entity,
baseName,
baseType,
itemLevel,
rarity,
rect));
}
LogMessage($"Found {validItems.Count} valid items");
return validItems;
}
private string GetBaseType(string itemName)
{
// First, try to get the exact subtype
var exactSubtype = ItemSubtypes.GetExactSubtype(itemName);
if (!string.IsNullOrEmpty(exactSubtype))
return exactSubtype;
// Fallback to base category matching
return ItemSubtypes.GetBaseCategory(itemName);
}
private bool IsItemTypeEnabled(string baseType)
{
var baseCategory = ItemSubtypes.GetBaseCategory(baseType);
return baseCategory switch
{
"Soul Core" => _settings.ItemCategories.EnableSoulCores,
"Jewel" => _settings.ItemCategories.EnableJewels,
"Ring" => _settings.ItemCategories.EnableRings,
"Amulet" => _settings.ItemCategories.EnableAmulets,
"Waystone" => _settings.ItemCategories.EnableWaystones,
_ => false
};
}
private bool IsItemInLevelRange(int itemLevel)
{
return itemLevel >= _settings.MinItemLevel.Value &&
itemLevel <= _settings.MaxItemLevel.Value;
}
public IEnumerable<ValidItem> GetValidItems()
{
return _inventoryItems.Value;
}
public List<List<ValidItem>> FormTriplets()
{
var triplets = new List<List<ValidItem>>();
var items = _inventoryItems.Value;
LogMessage($"FormTriplets called with {items.Count} items");
var itemsByBaseType = items
.GroupBy(x => new { x.BaseType, x.Rarity })
.Where(g => g.Count() >= 3);
foreach (var group in itemsByBaseType)
{
LogMessage($"Processing group: {group.Key.BaseType} (Rarity: {group.Key.Rarity}) with {group.Count()} items");
var sortedItems = group.OrderBy(x => x.ItemLevel).ToList();
// Generate ALL possible 3-item combinations within the group
for (var i = 0; i < sortedItems.Count - 2; i++)
{
for (var j = i + 1; j < sortedItems.Count - 1; j++)
{
for (var k = j + 1; k < sortedItems.Count; k++)
{
var levelDiff = Math.Max(
Math.Max(
Math.Abs(sortedItems[i].ItemLevel - sortedItems[j].ItemLevel),
Math.Abs(sortedItems[j].ItemLevel - sortedItems[k].ItemLevel)
),
Math.Abs(sortedItems[i].ItemLevel - sortedItems[k].ItemLevel)
);
LogMessage($"Checking triplet: levels [{sortedItems[i].ItemLevel}, {sortedItems[j].ItemLevel}, {sortedItems[k].ItemLevel}] diff:{levelDiff}");
if (levelDiff <= _settings.MaxItemLevelDisparity.Value)
{
triplets.Add(new List<ValidItem>
{
sortedItems[i],
sortedItems[j],
sortedItems[k]
});
}
}
}
}
}
LogMessage($"Formed {triplets.Count} triplets");
return triplets;
}
}