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StyleCop: JobGauges
This commit is contained in:
parent
97d8fa855a
commit
1f701ec165
21 changed files with 796 additions and 294 deletions
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@ -1,8 +1,8 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup Label="Target">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<TargetFramework>net472</TargetFramework>
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<LangVersion>8.0</LangVersion>
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<LangVersion>9.0</LangVersion>
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<Platforms>AnyCPU;x64</Platforms>
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</PropertyGroup>
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<PropertyGroup Label="Build">
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@ -1,20 +0,0 @@
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using System.Runtime.InteropServices;
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using Serilog;
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namespace Dalamud.Game.ClientState {
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public class JobGauges {
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private ClientStateAddressResolver Address { get; }
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public JobGauges(ClientStateAddressResolver addressResolver) {
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Address = addressResolver;
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Log.Verbose("JobGaugeData address {JobGaugeData}", Address.JobGaugeData);
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}
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// Should only be called with the gauge types in
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// ClientState.Structs.JobGauge
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public T Get<T>() {
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return Marshal.PtrToStructure<T>(Address.JobGaugeData);
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}
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}
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}
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35
Dalamud/Game/ClientState/JobGauges.cs
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35
Dalamud/Game/ClientState/JobGauges.cs
Normal file
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@ -0,0 +1,35 @@
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using System.Runtime.InteropServices;
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using Serilog;
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namespace Dalamud.Game.ClientState
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{
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/// <summary>
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/// This class converts in-memory Job gauge data to structs.
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/// </summary>
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public class JobGauges
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{
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/// <summary>
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/// Initializes a new instance of the <see cref="JobGauges"/> class.
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/// </summary>
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/// <param name="addressResolver">Address resolver with the JobGauge memory location(s).</param>
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public JobGauges(ClientStateAddressResolver addressResolver)
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{
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this.Address = addressResolver;
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Log.Verbose("JobGaugeData address {JobGaugeData}", this.Address.JobGaugeData);
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}
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private ClientStateAddressResolver Address { get; }
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/// <summary>
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/// Get the JobGauge for a given job.
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/// </summary>
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/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
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/// <returns>A JobGauge.</returns>
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public T Get<T>()
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{
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return Marshal.PtrToStructure<T>(this.Address.JobGaugeData);
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}
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}
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}
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@ -1,25 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory AST job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct ASTGauge {
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[FieldOffset(4)] private CardType Card;
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[FieldOffset(5)] private unsafe fixed byte Seals[3];
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public struct ASTGauge
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{
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[FieldOffset(4)]
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private CardType card;
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public CardType DrawnCard() {
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return Card;
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}
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[FieldOffset(5)]
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private unsafe fixed byte seals[3];
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public unsafe bool ContainsSeal(SealType seal) {
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if (Seals[0] == (byte)seal) return true;
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if (Seals[1] == (byte)seal) return true;
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if (Seals[2] == (byte)seal) return true;
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/// <summary>
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/// Gets the currently drawn <see cref="CardType"/>.
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/// </summary>
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/// <returns>Currently drawn <see cref="CardType"/>.</returns>
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public CardType DrawnCard() => this.card;
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/// <summary>
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/// Check if a <see cref="SealType"/> is currently active on the divination gauge.
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/// </summary>
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/// <param name="seal">The <see cref="SealType"/> to check for.</param>
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/// <returns>If the given Seal is currently divined.</returns>
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public unsafe bool ContainsSeal(SealType seal)
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{
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if (this.seals[0] == (byte)seal) return true;
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if (this.seals[1] == (byte)seal) return true;
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if (this.seals[2] == (byte)seal) return true;
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return false;
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}
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}
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@ -1,34 +1,59 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory BLM job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct BLMGauge {
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[FieldOffset(0)] public short TimeUntilNextPolyglot; //eno timer (ms)
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[FieldOffset(2)] public short ElementTimeRemaining; //ui/af timer
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[FieldOffset(4)] private byte ElementStance; //ui/af
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[FieldOffset(5)] public byte NumUmbralHearts; //number of umbral hearts
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[FieldOffset(6)] public byte NumPolyglotStacks; //number of polyglot stacks
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[FieldOffset(7)] private byte EnoState; //eno active?
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public struct BLMGauge
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{
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/// <summary>
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/// Gets the time until the next Polyglot stack in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short TimeUntilNextPolyglot; // enochian timer
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public bool InUmbralIce() {
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return ElementStance > 4;
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}
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/// <summary>
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/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
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/// </summary>
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[FieldOffset(2)]
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public short ElementTimeRemaining; // umbral ice and astral fire timer
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public bool InAstralFire() {
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return ElementStance > 0 && ElementStance < 4;
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}
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[FieldOffset(4)]
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private byte elementStance; // umbral ice or astral fire
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public bool IsEnoActive() {
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return EnoState > 0;
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}
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/// <summary>
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/// Gets the number of Umbral Hearts remaining.
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/// </summary>
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[FieldOffset(5)]
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public byte NumUmbralHearts;
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/// <summary>
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/// Gets the number of Polyglot stacks remaining.
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/// </summary>
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[FieldOffset(6)]
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public byte NumPolyglotStacks;
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[FieldOffset(7)]
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private byte enochianState;
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/// <summary>
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/// Gets if the player is in Umbral Ice.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool InUmbralIce() => this.elementStance > 4;
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/// <summary>
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/// Gets if the player is in Astral fire.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool InAstralFire() => this.elementStance > 0 && this.elementStance < 4;
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/// <summary>
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/// Gets if Enochian is active.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool IsEnoActive() => this.enochianState > 0;
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}
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}
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@ -1,17 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory BRD job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct BRDGauge {
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[FieldOffset(0)] public short SongTimer;
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[FieldOffset(2)] public byte NumSongStacks;
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[FieldOffset(3)] public byte SoulVoiceValue;
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[FieldOffset(4)] public CurrentSong ActiveSong;
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public struct BRDGauge
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{
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/// <summary>
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/// Gets the current song timer in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short SongTimer;
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/// <summary>
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/// Gets the number of stacks for the current song.
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/// </summary>
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[FieldOffset(2)]
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public byte NumSongStacks;
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/// <summary>
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/// Gets the amount of Soul Voice accumulated.
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/// </summary>
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[FieldOffset(3)]
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public byte SoulVoiceValue;
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/// <summary>
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/// Gets the type of song that is active.
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/// </summary>
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[FieldOffset(4)]
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public CurrentSong ActiveSong;
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}
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}
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@ -1,25 +1,43 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory DNC job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public unsafe struct DNCGauge {
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[FieldOffset(0)] public byte NumFeathers;
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[FieldOffset(1)] public byte Esprit;
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[FieldOffset(2)] private fixed byte StepOrder[4];
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[FieldOffset(6)] public byte NumCompleteSteps;
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public unsafe struct DNCGauge
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{
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/// <summary>
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/// Gets the number of feathers available.
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/// </summary>
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[FieldOffset(0)]
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public byte NumFeathers;
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public bool IsDancing() {
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return StepOrder[0] != 0;
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}
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/// <summary>
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/// Gets the amount of Espirit available.
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/// </summary>
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[FieldOffset(1)]
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public byte Esprit;
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public ulong NextStep() {
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return (ulong)(15999 + StepOrder[NumCompleteSteps] - 1);
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}
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[FieldOffset(2)]
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private fixed byte stepOrder[4];
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/// <summary>
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/// Gets the number of steps completed for the current dance.
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/// </summary>
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[FieldOffset(6)]
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public byte NumCompleteSteps;
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/// <summary>
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/// Gets the next step in the current dance.
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/// </summary>
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public ulong NextStep => (ulong)(15999 + this.stepOrder[this.NumCompleteSteps] - 1);
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/// <summary>
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/// Gets if the player is dancing or not.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool IsDancing() => this.stepOrder[0] != 0;
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}
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}
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@ -1,16 +1,29 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory DRG job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct DRGGauge {
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[FieldOffset(0)] public short BOTDTimer;
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[FieldOffset(2)] public BOTDState BOTDState;
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[FieldOffset(3)] public byte EyeCount;
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public struct DRGGauge
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{
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/// <summary>
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/// Gets the time remaining for Blood of the Dragon in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short BOTDTimer;
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/// <summary>
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/// Gets the current state of Blood of the Dragon.
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/// </summary>
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[FieldOffset(2)]
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public BOTDState BOTDState;
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/// <summary>
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/// Gets the count of eyes opened during Blood of the Dragon.
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/// </summary>
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[FieldOffset(3)]
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public byte EyeCount;
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}
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}
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@ -1,20 +1,38 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory DRK job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct DRKGauge {
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[FieldOffset(0)] public byte Blood;
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[FieldOffset(2)] public ushort DarksideTimeRemaining;
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[FieldOffset(4)] private byte DarkArtsState;
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[FieldOffset(6)] public ushort ShadowTimeRemaining;
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public struct DRKGauge
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{
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/// <summary>
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/// Gets the amount of blood accumulated.
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/// </summary>
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[FieldOffset(0)]
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public byte Blood;
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public bool HasDarkArts() {
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return DarkArtsState > 0;
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}
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/// <summary>
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/// Gets the Darkside time remaining in milliseconds.
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/// </summary>
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[FieldOffset(2)]
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public ushort DarksideTimeRemaining;
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[FieldOffset(4)]
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private byte darkArtsState;
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/// <summary>
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/// Gets the Shadow time remaining in milliseconds.
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/// </summary>
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[FieldOffset(6)]
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public ushort ShadowTimeRemaining;
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/// <summary>
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/// Gets if the player has Dark Arts or not.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool HasDarkArts() => this.darkArtsState > 0;
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}
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}
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|
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|
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@ -1,16 +1,29 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
|
||||
using System.Text;
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||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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/// <summary>
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/// In-memory GNB job gauge.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct GNBGauge {
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[FieldOffset(0)] public byte NumAmmo;
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[FieldOffset(2)] public short MaxTimerDuration;
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[FieldOffset(4)] public byte AmmoComboStepNumber;
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public struct GNBGauge
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{
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/// <summary>
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/// Gets the amount of ammo available.
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/// </summary>
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[FieldOffset(0)]
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public byte NumAmmo;
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/// <summary>
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/// Gets the max combo time of the Gnashing Fang combo.
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/// </summary>
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[FieldOffset(2)]
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public short MaxTimerDuration;
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||||
/// <summary>
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/// Gets the current step of the Gnashing Fang combo.
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/// </summary>
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||||
[FieldOffset(4)]
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||||
public byte AmmoComboStepNumber;
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}
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}
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|
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|
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@ -1,67 +1,272 @@
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using System;
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namespace Dalamud.Game.ClientState.Structs.JobGauge {
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public enum SealType : byte {
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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{
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#region AST
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||||
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/// <summary>
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/// AST Divination seal types.
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/// </summary>
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||||
public enum SealType : byte
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{
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/// <summary>
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/// No seal.
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/// </summary>
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NONE = 0,
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SUN,
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||||
MOON,
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CELESTIAL
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||||
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||||
/// <summary>
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||||
/// Sun seal.
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/// </summary>
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||||
SUN = 1,
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||||
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||||
/// <summary>
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||||
/// Moon seal.
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||||
/// </summary>
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||||
MOON = 2,
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||||
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||||
/// <summary>
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||||
/// Celestial seal.
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||||
/// </summary>
|
||||
CELESTIAL = 3,
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||||
}
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||||
|
||||
public enum CardType : byte {
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||||
/// <summary>
|
||||
/// AST Arcanum (card) types.
|
||||
/// </summary>
|
||||
public enum CardType : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// No card.
|
||||
/// </summary>
|
||||
NONE = 0,
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||||
BALANCE,
|
||||
BOLE,
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||||
ARROW,
|
||||
SPEAR,
|
||||
EWER,
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||||
SPIRE,
|
||||
|
||||
/// <summary>
|
||||
/// The Balance card.
|
||||
/// </summary>
|
||||
BALANCE = 1,
|
||||
|
||||
/// <summary>
|
||||
/// The Bole card.
|
||||
/// </summary>
|
||||
BOLE = 2,
|
||||
|
||||
/// <summary>
|
||||
/// The Arrow card.
|
||||
/// </summary>
|
||||
ARROW = 3,
|
||||
|
||||
/// <summary>
|
||||
/// The Spear card.
|
||||
/// </summary>
|
||||
SPEAR = 4,
|
||||
|
||||
/// <summary>
|
||||
/// The Ewer card.
|
||||
/// </summary>
|
||||
EWER = 5,
|
||||
|
||||
/// <summary>
|
||||
/// The Spire card.
|
||||
/// </summary>
|
||||
SPIRE = 6,
|
||||
|
||||
/// <summary>
|
||||
/// The Lord of Crowns card.
|
||||
/// </summary>
|
||||
LORD = 0x70,
|
||||
LADY = 0x80
|
||||
|
||||
/// <summary>
|
||||
/// The Lady of Crowns card.
|
||||
/// </summary>
|
||||
LADY = 0x80,
|
||||
}
|
||||
|
||||
public enum SummonPet : byte {
|
||||
#endregion
|
||||
|
||||
#region BRD
|
||||
|
||||
/// <summary>
|
||||
/// BRD Current Song types.
|
||||
/// </summary>
|
||||
public enum CurrentSong : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// No song is active type.
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
IFRIT = 3,
|
||||
TITAN,
|
||||
GARUDA
|
||||
}
|
||||
|
||||
public enum PetGlam : byte {
|
||||
NONE = 0,
|
||||
EMERALD,
|
||||
TOPAZ,
|
||||
RUBY
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum Sen : byte {
|
||||
NONE = 0,
|
||||
SETSU = 1 << 0,
|
||||
GETSU = 1 << 1,
|
||||
KA = 1 << 2
|
||||
}
|
||||
|
||||
public enum BOTDState : byte {
|
||||
NONE = 0,
|
||||
BOTD,
|
||||
LOTD
|
||||
}
|
||||
|
||||
public enum CurrentSong : byte {
|
||||
/// <summary>
|
||||
/// Mage's Ballad type.
|
||||
/// </summary>
|
||||
MAGE = 5,
|
||||
|
||||
/// <summary>
|
||||
/// Army's Paeon type.
|
||||
/// </summary>
|
||||
ARMY = 0xA,
|
||||
WANDERER = 0xF
|
||||
|
||||
/// <summary>
|
||||
/// The Wanderer's Minuet type.
|
||||
/// </summary>
|
||||
WANDERER = 0xF,
|
||||
}
|
||||
|
||||
public enum DismissedFairy : byte {
|
||||
EOS = 6,
|
||||
SELENE
|
||||
#endregion
|
||||
|
||||
#region DRG
|
||||
|
||||
/// <summary>
|
||||
/// DRG Blood of the Dragon state types.
|
||||
/// </summary>
|
||||
public enum BOTDState : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// Inactive type.
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Blood of the Dragon is active.
|
||||
/// </summary>
|
||||
BOTD = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Life of the Dragon is active.
|
||||
/// </summary>
|
||||
LOTD = 2,
|
||||
}
|
||||
|
||||
public enum Mudras : byte {
|
||||
#endregion
|
||||
|
||||
#region NIN
|
||||
|
||||
/// <summary>
|
||||
/// NIN Mudra types.
|
||||
/// </summary>
|
||||
public enum Mudras : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// Ten mudra.
|
||||
/// </summary>
|
||||
TEN = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Chi mudra.
|
||||
/// </summary>
|
||||
CHI = 2,
|
||||
JIN = 3
|
||||
|
||||
/// <summary>
|
||||
/// Jin mudra.
|
||||
/// </summary>
|
||||
JIN = 3,
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region SAM
|
||||
|
||||
/// <summary>
|
||||
/// Samurai Sen types.
|
||||
/// </summary>
|
||||
[Flags]
|
||||
public enum Sen : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// No Sen.
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Setsu Sen type.
|
||||
/// </summary>
|
||||
SETSU = 1 << 0,
|
||||
|
||||
/// <summary>
|
||||
/// Getsu Sen type.
|
||||
/// </summary>
|
||||
GETSU = 1 << 1,
|
||||
|
||||
/// <summary>
|
||||
/// Ka Sen type.
|
||||
/// </summary>
|
||||
KA = 1 << 2,
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region SCH
|
||||
|
||||
/// <summary>
|
||||
/// SCH Dismissed fairy types.
|
||||
/// </summary>
|
||||
public enum DismissedFairy : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// Dismissed fairy is Eos.
|
||||
/// </summary>
|
||||
EOS = 6,
|
||||
|
||||
/// <summary>
|
||||
/// Dismissed fairy is Selene.
|
||||
/// </summary>
|
||||
SELENE = 7,
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region SMN
|
||||
|
||||
/// <summary>
|
||||
/// SMN summoned pet types.
|
||||
/// </summary>
|
||||
public enum SummonPet : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// No pet.
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
|
||||
/// <summary>
|
||||
/// The summoned pet Ifrit.
|
||||
/// </summary>
|
||||
IFRIT = 3,
|
||||
|
||||
/// <summary>
|
||||
/// The summoned pet Titan.
|
||||
/// </summary>
|
||||
TITAN = 4,
|
||||
|
||||
/// <summary>
|
||||
/// The summoned pet Garuda.
|
||||
/// </summary>
|
||||
GARUDA = 5,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// SMN summoned pet glam types.
|
||||
/// </summary>
|
||||
public enum PetGlam : byte
|
||||
{
|
||||
/// <summary>
|
||||
/// No pet glam.
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Emerald carbuncle pet glam.
|
||||
/// </summary>
|
||||
EMERALD = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Topaz carbuncle pet glam.
|
||||
/// </summary>
|
||||
TOPAZ = 2,
|
||||
|
||||
/// <summary>
|
||||
/// Ruby carbuncle pet glam.
|
||||
/// </summary>
|
||||
RUBY = 3,
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,27 +1,56 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory MCH job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct MCHGauge{
|
||||
public struct MCHGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the time time remaining for Overheat in milliseconds.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public short OverheatTimeRemaining;
|
||||
|
||||
[FieldOffset(0)] public short OverheatTimeRemaining;
|
||||
[FieldOffset(2)] public short RobotTimeRemaining;
|
||||
[FieldOffset(4)] public byte Heat;
|
||||
[FieldOffset(5)] public byte Battery;
|
||||
[FieldOffset(6)] public byte LastRobotBatteryPower;
|
||||
[FieldOffset(7)] private byte TimerActive;
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the Rook or Queen in milliseconds.
|
||||
/// </summary>
|
||||
[FieldOffset(2)]
|
||||
public short RobotTimeRemaining;
|
||||
|
||||
public bool IsOverheated() {
|
||||
return (TimerActive & 1) != 0;
|
||||
}
|
||||
public bool IsRobotActive() {
|
||||
return (TimerActive & 2) != 0;
|
||||
}
|
||||
/// <summary>
|
||||
/// Gets the current Heat level.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte Heat;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current Battery level.
|
||||
/// </summary>
|
||||
[FieldOffset(5)]
|
||||
public byte Battery;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the battery level of the last Robot.
|
||||
/// </summary>
|
||||
[FieldOffset(6)]
|
||||
public byte LastRobotBatteryPower;
|
||||
|
||||
[FieldOffset(7)]
|
||||
private byte timerActive;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the player is currently Overheated.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsOverheated() => (this.timerActive & 1) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the player has an active Robot.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsRobotActive() => (this.timerActive & 2) != 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,20 +3,40 @@ using System.Runtime.InteropServices;
|
|||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory MNK job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct MNKGauge
|
||||
{
|
||||
[FieldOffset(0)] public byte NumChakra;
|
||||
/// <summary>
|
||||
/// Gets the number of Chakra available.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public byte NumChakra;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Greased Lightning timer in milliseconds.
|
||||
/// </summary>
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(0)]
|
||||
public byte GLTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Greased Lightning stacks.
|
||||
/// </summary>
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(2)]
|
||||
public byte NumGLStacks;
|
||||
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(0)] public byte GLTimer;
|
||||
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(2)] public byte NumGLStacks;
|
||||
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(4)] private byte GLTimerFreezeState;
|
||||
[FieldOffset(4)]
|
||||
private byte glTimerFreezeState;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the Greased Lightning timer has been frozen.
|
||||
/// </summary>
|
||||
/// <returns>><c>true</c> or <c>false</c>.</returns>
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
public bool IsGLTimerFroze() => false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,16 +3,36 @@ using System.Runtime.InteropServices;
|
|||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory NIN job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct NINGauge
|
||||
{
|
||||
[FieldOffset(0)] public int HutonTimeLeft;
|
||||
[FieldOffset(4)] public byte Ninki;
|
||||
/// <summary>
|
||||
/// Gets the time left on Huton in milliseconds.
|
||||
/// </summary>
|
||||
// TODO: Probably a short, confirm.
|
||||
[FieldOffset(0)]
|
||||
public int HutonTimeLeft;
|
||||
|
||||
[Obsolete("Does not appear to be used")]
|
||||
[FieldOffset(4)] public byte TCJMudrasUsed;
|
||||
/// <summary>
|
||||
/// Gets the amount of Ninki available.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte Ninki;
|
||||
|
||||
/// <summary>
|
||||
/// Obsolete.
|
||||
/// </summary>
|
||||
[Obsolete("Does not appear to be used")]
|
||||
[FieldOffset(6)] public byte NumHutonManualCasts;
|
||||
[FieldOffset(4)]
|
||||
public byte TCJMudrasUsed;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times Huton has been cast manually.
|
||||
/// </summary>
|
||||
[FieldOffset(5)]
|
||||
public byte NumHutonManualCasts;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,14 +1,17 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory PLD job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct PLDGauge {
|
||||
[FieldOffset(0)] public byte GaugeAmount;
|
||||
public struct PLDGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the current level of the Oath gauge.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public byte GaugeAmount;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,23 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory RDM job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct RDMGauge {
|
||||
[FieldOffset(0)] public byte WhiteGauge;
|
||||
[FieldOffset(1)] public byte BlackGauge;
|
||||
public struct RDMGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the level of the White gauge.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public byte WhiteGauge;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the level of the Black gauge.
|
||||
/// </summary>
|
||||
[FieldOffset(1)]
|
||||
public byte BlackGauge;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,17 +1,47 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SAM job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct SAMGauge {
|
||||
public struct SAMGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the current amount of Kenki available.
|
||||
/// </summary>
|
||||
[FieldOffset(3)]
|
||||
public byte Kenki;
|
||||
|
||||
[FieldOffset(3)] public byte Kenki;
|
||||
[FieldOffset(4)] public byte MeditationStacks;
|
||||
[FieldOffset(5)] public Sen Sen;
|
||||
/// <summary>
|
||||
/// Gets the amount of Meditation stacks.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte MeditationStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the active Sen.
|
||||
/// </summary>
|
||||
[FieldOffset(5)]
|
||||
public Sen Sen;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the Setsu Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasSetsu() => (this.Sen & Sen.SETSU) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the Getsu Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasGetsu() => (this.Sen & Sen.GETSU) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the Ka Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasKa() => (this.Sen & Sen.KA) != 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,17 +1,35 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SCH job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct SCHGauge {
|
||||
[FieldOffset(2)] public byte NumAetherflowStacks;
|
||||
[FieldOffset(3)] public byte FairyGaugeAmount;
|
||||
[FieldOffset(4)] public short SeraphTimer;
|
||||
[FieldOffset(6)] public DismissedFairy DismissedFairy;
|
||||
public struct SCHGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the amount of Aetherflow stacks available.
|
||||
/// </summary>
|
||||
[FieldOffset(2)]
|
||||
public byte NumAetherflowStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current level of the Fairy Gauge.
|
||||
/// </summary>
|
||||
[FieldOffset(3)]
|
||||
public byte FairyGaugeAmount;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Seraph time remaining in milliseconds.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public short SeraphTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last dismissed fairy.
|
||||
/// </summary>
|
||||
[FieldOffset(6)]
|
||||
public DismissedFairy DismissedFairy;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,31 +1,54 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SMN job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct SMNGauge {
|
||||
|
||||
//Unfinished
|
||||
[FieldOffset(0)] public short TimerRemaining;
|
||||
[FieldOffset(2)] public SummonPet ReturnSummon;
|
||||
[FieldOffset(3)] public PetGlam ReturnSummonGlam;
|
||||
[FieldOffset(4)] public byte NumStacks;
|
||||
public struct SMNGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current summon.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public short TimerRemaining;
|
||||
|
||||
public bool IsPhoenixReady() {
|
||||
return (NumStacks & 0x10) > 0;
|
||||
}
|
||||
/// <summary>
|
||||
/// Gets the summon that will return after the current summon expires.
|
||||
/// </summary>
|
||||
[FieldOffset(2)]
|
||||
public SummonPet ReturnSummon;
|
||||
|
||||
public bool IsBahamutReady() {
|
||||
return (NumStacks & 8) > 0;
|
||||
}
|
||||
/// <summary>
|
||||
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
|
||||
/// </summary>
|
||||
[FieldOffset(3)]
|
||||
public PetGlam ReturnSummonGlam;
|
||||
|
||||
public bool HasAetherflowStacks() {
|
||||
return (NumStacks & 3) > 0;
|
||||
}
|
||||
/// <summary>
|
||||
/// Gets the current stacks.
|
||||
/// Use the summon accessors instead.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte NumStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if Phoenix is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsPhoenixReady() => (this.NumStacks & 0x10) > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if Bahamut is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsBahamutReady() => (this.NumStacks & 8) > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if there are any Aetherflow stacks available.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasAetherflowStacks() => (this.NumStacks & 3) > 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,14 +1,17 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory WAR job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct WARGauge {
|
||||
[FieldOffset(0)] public byte BeastGaugeAmount;
|
||||
public struct WARGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the amount of wrath in the Beast gauge.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public byte BeastGaugeAmount;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,16 +1,29 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory WHM job gauge.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct WHMGauge {
|
||||
[FieldOffset(2)] public short LilyTimer; //Counts to 30k = 30s
|
||||
[FieldOffset(4)] public byte NumLilies;
|
||||
[FieldOffset(5)] public byte NumBloodLily;
|
||||
public struct WHMGauge
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the time to next lily in milliseconds.
|
||||
/// </summary>
|
||||
[FieldOffset(2)]
|
||||
public short LilyTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Lilies.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte NumLilies;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times the blood lily has been nourished.
|
||||
/// </summary>
|
||||
[FieldOffset(5)]
|
||||
public byte NumBloodLily;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue