Add ICondition (v9) (#1262)

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MidoriKami 2023-06-24 17:24:54 -07:00 committed by GitHub
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2 changed files with 87 additions and 29 deletions

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using Dalamud.Game.ClientState.Conditions;
namespace Dalamud.Plugin.Services;
/// <summary>
/// Provides access to conditions (generally player state). You can check whether a player is in combat, mounted, etc.
/// </summary>
public interface ICondition
{
/// <summary>
/// A delegate type used with the <see cref="ConditionChange"/> event.
/// </summary>
/// <param name="flag">The changed condition.</param>
/// <param name="value">The value the condition is set to.</param>
public delegate void ConditionChangeDelegate(ConditionFlag flag, bool value);
/// <summary>
/// Event that gets fired when a condition is set.
/// Should only get fired for actual changes, so the previous value will always be !value.
/// </summary>
public event ConditionChangeDelegate? ConditionChange;
/// <summary>
/// Gets the current max number of conditions.
/// </summary>
public int MaxEntries { get; }
/// <summary>
/// Gets the condition array base pointer.
/// </summary>
public nint Address { get; }
/// <summary>
/// Check the value of a specific condition/state flag.
/// </summary>
/// <param name="flag">The condition flag to check.</param>
public bool this[int flag] { get; }
/// <inheritdoc cref="this[int]"/>
public bool this[ConditionFlag flag] => this[(int)flag];
/// <summary>
/// Check if any condition flags are set.
/// </summary>
/// <returns>Whether any single flag is set.</returns>
public bool Any();
/// <summary>
/// Check if any provided condition flags are set.
/// </summary>
/// <returns>Whether any single provided flag is set.</returns>
/// <param name="flags">The condition flags to check.</param>
public bool Any(params ConditionFlag[] flags);
}