Add automatic artifact set name generation

This commit is contained in:
2026-05-28 16:19:39 +08:00
parent b9e2ded194
commit 717acc800f
4 changed files with 99 additions and 0 deletions

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@@ -61,6 +61,10 @@ namespace GrasscutterTools.Game.Data
public Dictionary<int, ReliquaryData> ReliquaryData { get; set; }
public List<ReliquarySetData> ReliquarySetData { get; set; }
public List<EquipAffixData> EquipAffixData { get; set; }
public Dictionary<int, SceneData> SceneData { get; set; }
public List<SceneTagData> SceneTagData { get; set; }
@@ -200,6 +204,25 @@ namespace GrasscutterTools.Game.Data
ReliquaryData.Values.OrderBy(it => it.Id).Select(it => $"{it.Id}:{TextMapData.GetText(it.NameTextMapHash.ToString())}"),
Encoding.UTF8);
// ArtifactCat (套装)
var affixNameMap = EquipAffixData
.Where(a => a.Level == 0 && a.NameTextMapHash != 0)
.ToDictionary(a => a.Id, a => a.NameTextMapHash);
sb.Clear();
foreach (var set in ReliquarySetData.Where(s => s.ContainsList != null && s.ContainsList.Count > 0))
{
var derivedId = set.ContainsList[0] / 1000;
string name = null;
if (set.EquipAffixId != 0 && affixNameMap.TryGetValue(set.EquipAffixId, out var nameHash))
name = TextMapData.GetText(nameHash.ToString());
if (name == null || name.StartsWith("[N/A]"))
name = GameData.ArtifactCats[derivedId];
if (name == ItemMap.EmptyName)
continue;
sb.AppendFormat("{0}:{1}", derivedId, name).AppendLine();
}
File.WriteAllText(Path.Combine(dir, "ArtifactCat.txt"), sb.ToString(), Encoding.UTF8);
#endregion Artifact
#region Avatar