Job Gauge update

This commit is contained in:
Raymond 2021-08-10 17:32:03 -04:00
parent 409ce984da
commit a5cccf8a76
53 changed files with 1216 additions and 1006 deletions

2
.gitmodules vendored
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@ -3,4 +3,4 @@
url = https://github.com/goatcorp/ImGuiScene
[submodule "lib/FFXIVClientStructs"]
path = lib/FFXIVClientStructs
url = https://github.com/goatcorp/FFXIVClientStructs.git
url = https://github.com/aers/FFXIVClientStructs.git

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@ -8,7 +8,9 @@ using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.Fates;
using Dalamud.Game.ClientState.GamePad;
using Dalamud.Game.ClientState.JobGauge;
using Dalamud.Game.ClientState.Keys;
using Dalamud.Game.Internal;
using Dalamud.Hooking;
using JetBrains.Annotations;
using Serilog;

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@ -80,7 +80,7 @@ namespace Dalamud.Game.ClientState
this.FateTablePtr = sig.GetStaticAddressFromSig("48 8B 15 ?? ?? ?? ?? 48 8B F9 44 0F B7 41 ??");
this.LocalContentId = sig.GetStaticAddressFromSig("48 0F 44 05 ?? ?? ?? ?? 48 39 07");
this.JobGaugeData = sig.GetStaticAddressFromSig("E8 ?? ?? ?? ?? FF C6 48 8D 5B 0C", 0xB9) + 0x10;
this.JobGaugeData = sig.GetStaticAddressFromSig("48 8B 0D ?? ?? ?? ?? 48 85 C9 74 43") + 0x10;
this.SetupTerritoryType = sig.ScanText("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 66 89 91 ?? ?? ?? ??");

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@ -0,0 +1,23 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <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,
}
}

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@ -0,0 +1,53 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <summary>
/// AST Arcanum (card) types.
/// </summary>
public enum CardType : byte
{
/// <summary>
/// No card.
/// </summary>
NONE = 0,
/// <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,
/// <summary>
/// The Lady of Crowns card.
/// </summary>
LADY = 0x80,
}
}

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@ -0,0 +1,18 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <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,
}
}

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@ -0,0 +1,23 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <summary>
/// NIN Mudra types.
/// </summary>
public enum Mudras : byte
{
/// <summary>
/// Ten mudra.
/// </summary>
TEN = 1,
/// <summary>
/// Chi mudra.
/// </summary>
CHI = 2,
/// <summary>
/// Jin mudra.
/// </summary>
JIN = 3,
}
}

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@ -0,0 +1,28 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <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,
}
}

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@ -0,0 +1,28 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <summary>
/// AST Divination seal types.
/// </summary>
public enum SealType : byte
{
/// <summary>
/// No seal.
/// </summary>
NONE = 0,
/// <summary>
/// Sun seal.
/// </summary>
SUN = 1,
/// <summary>
/// Moon seal.
/// </summary>
MOON = 2,
/// <summary>
/// Celestial seal.
/// </summary>
CELESTIAL = 3,
}
}

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@ -0,0 +1,31 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <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,
}
}

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@ -0,0 +1,28 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <summary>
/// BRD Song types.
/// </summary>
public enum Song : byte
{
/// <summary>
/// No song is active type.
/// </summary>
NONE = 0,
/// <summary>
/// Mage's Ballad type.
/// </summary>
MAGE = 5,
/// <summary>
/// Army's Paeon type.
/// </summary>
ARMY = 10,
/// <summary>
/// The Wanderer's Minuet type.
/// </summary>
WANDERER = 15,
}
}

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@ -0,0 +1,28 @@
namespace Dalamud.Game.ClientState.JobGauge.Enums
{
/// <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,
}
}

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@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using Dalamud.Game.ClientState.JobGauge.Types;
using Serilog;
namespace Dalamud.Game.ClientState.JobGauge
{
/// <summary>
/// This class converts in-memory Job gauge data to structs.
/// </summary>
public class JobGauges
{
private Dictionary<Type, JobGaugeBase> cache = new();
/// <summary>
/// Initializes a new instance of the <see cref="JobGauges"/> class.
/// </summary>
/// <param name="addressResolver">Address resolver with the JobGauge memory location(s).</param>
public JobGauges(ClientStateAddressResolver addressResolver)
{
this.Address = addressResolver.JobGaugeData;
Log.Verbose($"JobGaugeData address 0x{this.Address.ToInt64():X}");
}
/// <summary>
/// Gets the address of the JobGauge data.
/// </summary>
public IntPtr Address { get; }
/// <summary>
/// Get the JobGauge for a given job.
/// </summary>
/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
/// <returns>A JobGauge.</returns>
public T Get<T>() where T : JobGaugeBase
{
// This is cached to mitigate the effects of using activator for instantiation.
// Since the gauge itself reads from live memory, there isn't much downside to doing this.
if (!this.cache.TryGetValue(typeof(T), out var gauge))
{
gauge = this.cache[typeof(T)] = (T)Activator.CreateInstance(typeof(T), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { this.Address }, null);
}
return (T)gauge;
}
}
}

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@ -0,0 +1,40 @@
using System;
using Dalamud.Game.ClientState.JobGauge.Enums;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory AST job gauge.
/// </summary>
public unsafe class ASTGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.AstrologianGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="ASTGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal ASTGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the currently drawn <see cref="CardType"/>.
/// </summary>
/// <returns>Currently drawn <see cref="CardType"/>.</returns>
public CardType DrawnCard => (CardType)this.Struct->Card;
/// <summary>
/// Check if a <see cref="SealType"/> is currently active on the divination gauge.
/// </summary>
/// <param name="seal">The <see cref="SealType"/> to check for.</param>
/// <returns>If the given Seal is currently divined.</returns>
public unsafe bool ContainsSeal(SealType seal)
{
if (this.Struct->Seals[0] == (byte)seal) return true;
if (this.Struct->Seals[1] == (byte)seal) return true;
if (this.Struct->Seals[2] == (byte)seal) return true;
return false;
}
}
}

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@ -0,0 +1,67 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory BLM job gauge.
/// </summary>
public unsafe class BLMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.BlackMageGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="BLMGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal BLMGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the time remaining for the Enochian time in milliseconds.
/// </summary>
public short EnochianTimer => this.Struct->EnochianTimer;
/// <summary>
/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
/// </summary>
public short ElementTimeRemaining => this.Struct->ElementTimeRemaining;
/// <summary>
/// Gets the number of Polyglot stacks remaining.
/// </summary>
public byte PolyglotStacks => this.Struct->PolyglotStacks;
/// <summary>
/// Gets the number of Umbral Hearts remaining.
/// </summary>
public byte UmbralHearts => this.Struct->UmbralHearts;
/// <summary>
/// Gets the amount of Umbral Ice stacks.
/// </summary>
public byte UmbralIceStacks => (byte)(this.InUmbralIce ? -this.Struct->ElementStance : 0);
/// <summary>
/// Gets the amount of Astral Fire stacks.
/// </summary>
public byte AstralFireStacks => (byte)(this.InAstralFire ? this.Struct->ElementStance : 0);
/// <summary>
/// Gets a value indicating whether if the player is in Umbral Ice.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool InUmbralIce => this.Struct->ElementStance < 0;
/// <summary>
/// Gets a value indicating whether if the player is in Astral fire.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool InAstralFire => this.Struct->ElementStance > 0;
/// <summary>
/// Gets a value indicating whether if Enochian is active.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsEnochianActive => this.Struct->Enochian != 0;
}
}

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@ -0,0 +1,41 @@
using System;
using Dalamud.Game.ClientState.JobGauge.Enums;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory BRD job gauge.
/// </summary>
public unsafe class BRDGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.BardGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="BRDGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal BRDGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the current song timer in milliseconds.
/// </summary>
public short SongTimer => this.Struct->SongTimer;
/// <summary>
/// Gets the amount of Repertoire accumulated.
/// </summary>
public byte Repertoire => this.Struct->Repertoire;
/// <summary>
/// Gets the amount of Soul Voice accumulated.
/// </summary>
public byte SoulVoice => this.Struct->SoulVoice;
/// <summary>
/// Gets the type of song that is active.
/// </summary>
public Song Song => (Song)this.Struct->Song;
}
}

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@ -0,0 +1,46 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory DNC job gauge.
/// </summary>
public unsafe class DNCGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DancerGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="DNCGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal DNCGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the number of feathers available.
/// </summary>
public byte Feathers => this.Struct->Feathers;
/// <summary>
/// Gets the amount of Espirit available.
/// </summary>
public byte Esprit => this.Struct->Esprit;
/// <summary>
/// Gets the number of steps completed for the current dance.
/// </summary>
public byte CompletedSteps => this.Struct->StepIndex;
/// <summary>
/// Gets the next step in the current dance.
/// </summary>
/// <returns>The next dance step action ID.</returns>
public ulong NextStep => (ulong)(15999 + this.Struct->DanceSteps[this.Struct->StepIndex] - 1);
/// <summary>
/// Gets a value indicating whether the player is dancing or not.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsDancing => this.Struct->DanceSteps[0] != 0;
}
}

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@ -0,0 +1,36 @@
using System;
using Dalamud.Game.ClientState.JobGauge.Enums;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory DRG job gauge.
/// </summary>
public unsafe class DRGGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DragoonGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="DRGGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal DRGGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the time remaining for Blood of the Dragon in milliseconds.
/// </summary>
public short BOTDTimer => this.Struct->BotdTimer;
/// <summary>
/// Gets the current state of Blood of the Dragon.
/// </summary>
public BOTDState BOTDState => (BOTDState)this.Struct->BotdState;
/// <summary>
/// Gets the count of eyes opened during Blood of the Dragon.
/// </summary>
public byte EyeCount => this.Struct->EyeCount;
}
}

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@ -0,0 +1,40 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory DRK job gauge.
/// </summary>
public unsafe class DRKGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DarkKnightGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="DRKGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal DRKGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the amount of blood accumulated.
/// </summary>
public byte Blood => this.Struct->Blood;
/// <summary>
/// Gets the Darkside time remaining in milliseconds.
/// </summary>
public ushort DarksideTimeRemaining => this.Struct->DarksideTimer;
/// <summary>
/// Gets the Shadow time remaining in milliseconds.
/// </summary>
public ushort ShadowTimeRemaining => this.Struct->ShadowTimer;
/// <summary>
/// Gets a value indicating whether the player has Dark Arts or not.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool HasDarkArts => this.Struct->DarkArtsState > 0;
}
}

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@ -0,0 +1,34 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory GNB job gauge.
/// </summary>
public unsafe class GNBGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.GunbreakerGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="GNBGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal GNBGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the amount of ammo available.
/// </summary>
public byte Ammo => this.Struct->Ammo;
/// <summary>
/// Gets the max combo time of the Gnashing Fang combo.
/// </summary>
public short MaxTimerDuration => this.Struct->MaxTimerDuration;
/// <summary>
/// Gets the current step of the Gnashing Fang combo.
/// </summary>
public byte AmmoComboStep => this.Struct->AmmoComboStep;
}
}

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@ -0,0 +1,24 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// Base job gauge class.
/// </summary>
public abstract unsafe class JobGaugeBase
{
/// <summary>
/// Initializes a new instance of the <see cref="JobGaugeBase"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal JobGaugeBase(IntPtr address)
{
this.Address = address;
}
/// <summary>
/// Gets the address of this job gauge in memory.
/// </summary>
public IntPtr Address { get; }
}
}

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@ -0,0 +1,25 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// Base job gauge class.
/// </summary>
/// <typeparam name="T">The underlying FFXIVClientStructs type.</typeparam>
public unsafe class JobGaugeBase<T> : JobGaugeBase where T : unmanaged
{
/// <summary>
/// Initializes a new instance of the <see cref="JobGaugeBase{T}"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal JobGaugeBase(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets an unsafe struct pointer of this job gauge.
/// </summary>
private protected T* Struct => (T*)this.Address;
}
}

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@ -0,0 +1,56 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory MCH job gauge.
/// </summary>
public unsafe class MCHGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.MachinistGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="MCHGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal MCHGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the time time remaining for Overheat in milliseconds.
/// </summary>
public short OverheatTimeRemaining => this.Struct->OverheatTimeRemaining;
/// <summary>
/// Gets the time remaining for the Rook or Queen in milliseconds.
/// </summary>
public short SummonTimeRemaining => this.Struct->SummonTimeRemaining;
/// <summary>
/// Gets the current Heat level.
/// </summary>
public byte Heat => this.Struct->Heat;
/// <summary>
/// Gets the current Battery level.
/// </summary>
public byte Battery => this.Struct->Battery;
/// <summary>
/// Gets the battery level of the last summon (robot).
/// </summary>
public byte LastSummonBatteryPower => this.Struct->LastSummonBatteryPower;
/// <summary>
/// Gets a value indicating whether the player is currently Overheated.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsOverheated => (this.Struct->TimerActive & 1) != 0;
/// <summary>
/// Gets a value indicating whether the player has an active Robot.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsRobotActive => (this.Struct->TimerActive & 2) != 0;
}
}

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@ -0,0 +1,24 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory MNK job gauge.
/// </summary>
public unsafe class MNKGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.MonkGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="MNKGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal MNKGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the number of Chakra available.
/// </summary>
public byte Chakra => this.Struct->Chakra;
}
}

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@ -0,0 +1,34 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory NIN job gauge.
/// </summary>
public unsafe class NINGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.NinjaGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="NINGauge"/> class.
/// </summary>
/// <param name="address">The address of the gauge.</param>
internal NINGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the time left on Huton in milliseconds.
/// </summary>
public int HutonTimer => this.Struct->HutonTimer;
/// <summary>
/// Gets the amount of Ninki available.
/// </summary>
public byte Ninki => this.Struct->Ninki;
/// <summary>
/// Gets the number of times Huton has been cast manually.
/// </summary>
public byte HutonManualCasts => this.Struct->HutonManualCasts;
}
}

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@ -0,0 +1,24 @@
using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory PLD job gauge.
/// </summary>
public unsafe class PLDGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.PaladinGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="PLDGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal PLDGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the current level of the Oath gauge.
/// </summary>
public byte OathGauge => this.Struct->OathGauge;
}
}

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using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory RDM job gauge.
/// </summary>
public unsafe class RDMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.RedMageGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="RDMGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal RDMGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the level of the White gauge.
/// </summary>
public byte WhiteMana => this.Struct->WhiteMana;
/// <summary>
/// Gets the level of the Black gauge.
/// </summary>
public byte BlackMana => this.Struct->BlackMana;
}
}

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using System;
using Dalamud.Game.ClientState.JobGauge.Enums;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory SAM job gauge.
/// </summary>
public unsafe class SAMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SamuraiGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="SAMGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal SAMGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the current amount of Kenki available.
/// </summary>
public byte Kenki => this.Struct->Kenki;
/// <summary>
/// Gets the amount of Meditation stacks.
/// </summary>
public byte MeditationStacks => this.Struct->MeditationStacks;
/// <summary>
/// Gets the active Sen.
/// </summary>
public Sen Sen => (Sen)this.Struct->SenFlags;
/// <summary>
/// Gets a value indicating whether 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 a value indicating whether 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 a value indicating whether the Ka Sen is active.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool HasKa => (this.Sen & Sen.KA) != 0;
}
}

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using System;
using Dalamud.Game.ClientState.JobGauge.Enums;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory SCH job gauge.
/// </summary>
public unsafe class SCHGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.ScholarGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="SCHGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal SCHGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the amount of Aetherflow stacks available.
/// </summary>
public byte Aetherflow => this.Struct->Aetherflow;
/// <summary>
/// Gets the current level of the Fairy Gauge.
/// </summary>
public byte FairyGauge => this.Struct->FairyGauge;
/// <summary>
/// Gets the Seraph time remaiSCHg in milliseconds.
/// </summary>
public short SeraphTimer => this.Struct->SeraphTimer;
/// <summary>
/// Gets the last dismissed fairy.
/// </summary>
public DismissedFairy DismissedFairy => (DismissedFairy)this.Struct->DismissedFairy;
}
}

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using System;
using Dalamud.Game.ClientState.JobGauge.Enums;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory SMN job gauge.
/// </summary>
public unsafe class SMNGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SummonerGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="SMNGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal SMNGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the time remaining for the current summon.
/// </summary>
public short TimerRemaining => this.Struct->TimerRemaining;
/// <summary>
/// Gets the summon that will return after the current summon expires.
/// </summary>
public SummonPet ReturnSummon => (SummonPet)this.Struct->ReturnSummon;
/// <summary>
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
/// </summary>
public PetGlam ReturnSummonGlam => (PetGlam)this.Struct->ReturnSummonGlam;
/// <summary>
/// Gets the current aether flags.
/// Use the summon accessors instead.
/// </summary>
public byte AetherFlags => this.Struct->AetherFlags;
/// <summary>
/// Gets a value indicating whether if Phoenix is ready to be summoned.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsPhoenixReady => (this.AetherFlags & 0x10) > 0;
/// <summary>
/// Gets a value indicating whether Bahamut is ready to be summoned.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsBahamutReady => (this.AetherFlags & 8) > 0;
/// <summary>
/// Gets a value indicating whether there are any Aetherflow stacks available.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool HasAetherflowStacks => (this.AetherFlags & 3) > 0;
}
}

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using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory WAR job gauge.
/// </summary>
public unsafe class WARGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.WarriorGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="WARGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal WARGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the amount of wrath in the Beast gauge.
/// </summary>
public byte BeastGauge => this.Struct->BeastGauge;
}
}

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using System;
namespace Dalamud.Game.ClientState.JobGauge.Types
{
/// <summary>
/// In-memory WHM job gauge.
/// </summary>
public unsafe class WHMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.WhiteMageGauge>
{
/// <summary>
/// Initializes a new instance of the <see cref="WHMGauge"/> class.
/// </summary>
/// <param name="address">Address of the job gauge.</param>
internal WHMGauge(IntPtr address)
: base(address)
{
}
/// <summary>
/// Gets the time to next lily in milliseconds.
/// </summary>
public short LilyTimer => this.Struct->LilyTimer;
/// <summary>
/// Gets the number of Lilies.
/// </summary>
public byte Lily => this.Struct->Lily;
/// <summary>
/// Gets the number of times the blood lily has been nourished.
/// </summary>
public byte BloodLily => this.Struct->BloodLily;
}
}

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@ -1,35 +0,0 @@
using System.Runtime.InteropServices;
using Serilog;
namespace Dalamud.Game.ClientState
{
/// <summary>
/// This class converts in-memory Job gauge data to structs.
/// </summary>
public class JobGauges
{
/// <summary>
/// Initializes a new instance of the <see cref="JobGauges"/> class.
/// </summary>
/// <param name="addressResolver">Address resolver with the JobGauge memory location(s).</param>
public JobGauges(ClientStateAddressResolver addressResolver)
{
this.Address = addressResolver;
Log.Verbose($"JobGaugeData address 0x{this.Address.JobGaugeData.ToInt64():X}");
}
private ClientStateAddressResolver Address { get; }
/// <summary>
/// Get the JobGauge for a given job.
/// </summary>
/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
/// <returns>A JobGauge.</returns>
public T Get<T>()
{
return Marshal.PtrToStructure<T>(this.Address.JobGaugeData);
}
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory AST job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct ASTGauge
{
[FieldOffset(4)]
private CardType card;
[FieldOffset(5)]
private unsafe fixed byte seals[3];
/// <summary>
/// Gets the currently drawn <see cref="CardType"/>.
/// </summary>
/// <returns>Currently drawn <see cref="CardType"/>.</returns>
public CardType DrawnCard() => this.card;
/// <summary>
/// Check if a <see cref="SealType"/> is currently active on the divination gauge.
/// </summary>
/// <param name="seal">The <see cref="SealType"/> to check for.</param>
/// <returns>If the given Seal is currently divined.</returns>
public unsafe bool ContainsSeal(SealType seal)
{
if (this.seals[0] == (byte)seal) return true;
if (this.seals[1] == (byte)seal) return true;
if (this.seals[2] == (byte)seal) return true;
return false;
}
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory BLM job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct BLMGauge
{
[FieldOffset(0)]
private short timeUntilNextPolyglot; // enochian timer
[FieldOffset(2)]
private short elementTimeRemaining; // umbral ice and astral fire timer
[FieldOffset(4)]
private byte elementStance; // umbral ice or astral fire
[FieldOffset(5)]
private byte numUmbralHearts;
[FieldOffset(6)]
private byte numPolyglotStacks;
[FieldOffset(7)]
private byte enochianState;
/// <summary>
/// Gets the time until the next Polyglot stack in milliseconds.
/// </summary>
public short TimeUntilNextPolyglot => this.timeUntilNextPolyglot;
/// <summary>
/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
/// </summary>
public short ElementTimeRemaining => this.elementTimeRemaining;
/// <summary>
/// Gets the number of Polyglot stacks remaining.
/// </summary>
public byte NumPolyglotStacks => this.numPolyglotStacks;
/// <summary>
/// Gets the number of Umbral Hearts remaining.
/// </summary>
public byte NumUmbralHearts => this.numUmbralHearts;
/// <summary>
/// Gets if the player is in Umbral Ice.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool InUmbralIce() => this.elementStance > 4;
/// <summary>
/// Gets if the player is in Astral fire.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool InAstralFire() => this.elementStance > 0 && this.elementStance < 4;
/// <summary>
/// Gets if Enochian is active.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsEnoActive() => this.enochianState > 0;
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory BRD job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct BRDGauge
{
[FieldOffset(0)]
private short songTimer;
[FieldOffset(2)]
private byte numSongStacks;
[FieldOffset(3)]
private byte soulVoiceValue;
[FieldOffset(4)]
private CurrentSong activeSong;
/// <summary>
/// Gets the current song timer in milliseconds.
/// </summary>
public short SongTimer => this.songTimer;
/// <summary>
/// Gets the number of stacks for the current song.
/// </summary>
public byte NumSongStacks => this.numSongStacks;
/// <summary>
/// Gets the amount of Soul Voice accumulated.
/// </summary>
public byte SoulVoiceValue => this.soulVoiceValue;
/// <summary>
/// Gets the type of song that is active.
/// </summary>
public CurrentSong ActiveSong => this.activeSong;
}
}

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@ -1,50 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory DNC job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public unsafe struct DNCGauge
{
[FieldOffset(0)]
private byte numFeathers;
[FieldOffset(1)]
private byte esprit;
[FieldOffset(2)]
private fixed byte stepOrder[4];
[FieldOffset(6)]
private byte numCompleteSteps;
/// <summary>
/// Gets the number of feathers available.
/// </summary>
public byte NumFeathers => this.numFeathers;
/// <summary>
/// Gets the amount of Espirit available.
/// </summary>
public byte Esprit => this.esprit;
/// <summary>
/// Gets the number of steps completed for the current dance.
/// </summary>
public byte NumCompleteSteps => this.numCompleteSteps;
/// <summary>
/// Gets the next step in the current dance.
/// </summary>
/// <returns>The next dance step action ID.</returns>
public ulong NextStep() => (ulong)(15999 + this.stepOrder[this.NumCompleteSteps] - 1);
/// <summary>
/// Gets if the player is dancing or not.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool IsDancing() => this.stepOrder[0] != 0;
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory DRG job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct DRGGauge
{
[FieldOffset(0)]
private short botdTimer;
[FieldOffset(2)]
private BOTDState botdState;
[FieldOffset(3)]
private byte eyeCount;
/// <summary>
/// Gets the time remaining for Blood of the Dragon in milliseconds.
/// </summary>
public short BOTDTimer => this.botdTimer;
/// <summary>
/// Gets the current state of Blood of the Dragon.
/// </summary>
public BOTDState BOTDState => this.botdState;
/// <summary>
/// Gets the count of eyes opened during Blood of the Dragon.
/// </summary>
public byte EyeCount => this.eyeCount;
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory DRK job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct DRKGauge
{
[FieldOffset(0)]
private byte blood;
[FieldOffset(2)]
private ushort darksideTimeRemaining;
[FieldOffset(4)]
private byte darkArtsState;
[FieldOffset(6)]
private ushort shadowTimeRemaining;
/// <summary>
/// Gets the amount of blood accumulated.
/// </summary>
public byte Blood => this.blood;
/// <summary>
/// Gets the Darkside time remaining in milliseconds.
/// </summary>
public ushort DarksideTimeRemaining => this.darksideTimeRemaining;
/// <summary>
/// Gets the Shadow time remaining in milliseconds.
/// </summary>
public ushort ShadowTimeRemaining => this.shadowTimeRemaining;
/// <summary>
/// Gets if the player has Dark Arts or not.
/// </summary>
/// <returns><c>true</c> or <c>false</c>.</returns>
public bool HasDarkArts() => this.darkArtsState > 0;
}
}

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@ -1,35 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory GNB job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct GNBGauge
{
[FieldOffset(0)]
private byte numAmmo;
[FieldOffset(2)]
private short maxTimerDuration;
[FieldOffset(4)]
private byte ammoComboStepNumber;
/// <summary>
/// Gets the amount of ammo available.
/// </summary>
public byte NumAmmo => this.numAmmo;
/// <summary>
/// Gets the max combo time of the Gnashing Fang combo.
/// </summary>
public short MaxTimerDuration => this.maxTimerDuration;
/// <summary>
/// Gets the current step of the Gnashing Fang combo.
/// </summary>
public byte AmmoComboStepNumber => this.ammoComboStepNumber;
}
}

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@ -1,276 +0,0 @@
using System;
#pragma warning disable SA1402 // File may only contain a single type
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
#region AST
/// <summary>
/// AST Divination seal types.
/// </summary>
public enum SealType : byte
{
/// <summary>
/// No seal.
/// </summary>
NONE = 0,
/// <summary>
/// Sun seal.
/// </summary>
SUN = 1,
/// <summary>
/// Moon seal.
/// </summary>
MOON = 2,
/// <summary>
/// Celestial seal.
/// </summary>
CELESTIAL = 3,
}
/// <summary>
/// AST Arcanum (card) types.
/// </summary>
public enum CardType : byte
{
/// <summary>
/// No card.
/// </summary>
NONE = 0,
/// <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,
/// <summary>
/// The Lady of Crowns card.
/// </summary>
LADY = 0x80,
}
#endregion
#region BRD
/// <summary>
/// BRD Current Song types.
/// </summary>
public enum CurrentSong : byte
{
/// <summary>
/// No song is active type.
/// </summary>
NONE = 0,
/// <summary>
/// Mage's Ballad type.
/// </summary>
MAGE = 5,
/// <summary>
/// Army's Paeon type.
/// </summary>
ARMY = 0xA,
/// <summary>
/// The Wanderer's Minuet type.
/// </summary>
WANDERER = 0xF,
}
#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,
}
#endregion
#region NIN
/// <summary>
/// NIN Mudra types.
/// </summary>
public enum Mudras : byte
{
/// <summary>
/// Ten mudra.
/// </summary>
TEN = 1,
/// <summary>
/// Chi mudra.
/// </summary>
CHI = 2,
/// <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
}
#pragma warning restore SA1402 // File may only contain a single type

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@ -1,66 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory MCH job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct MCHGauge
{
[FieldOffset(0)]
private short overheatTimeRemaining;
[FieldOffset(2)]
private short robotTimeRemaining;
[FieldOffset(4)]
private byte heat;
[FieldOffset(5)]
private byte battery;
[FieldOffset(6)]
private byte lastRobotBatteryPower;
[FieldOffset(7)]
private byte timerActive;
/// <summary>
/// Gets the time time remaining for Overheat in milliseconds.
/// </summary>
public short OverheatTimeRemaining => this.overheatTimeRemaining;
/// <summary>
/// Gets the time remaining for the Rook or Queen in milliseconds.
/// </summary>
public short RobotTimeRemaining => this.robotTimeRemaining;
/// <summary>
/// Gets the current Heat level.
/// </summary>
public byte Heat => this.heat;
/// <summary>
/// Gets the current Battery level.
/// </summary>
public byte Battery => this.battery;
/// <summary>
/// Gets the battery level of the last Robot.
/// </summary>
public byte LastRobotBatteryPower => this.lastRobotBatteryPower;
/// <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;
}
}

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@ -1,19 +0,0 @@
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)]
private byte numChakra;
/// <summary>
/// Gets the number of Chakra available.
/// </summary>
public byte NumChakra => this.numChakra;
}
}

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@ -1,36 +0,0 @@
using System;
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)]
private int hutonTimeLeft;
[FieldOffset(4)]
private byte ninki;
[FieldOffset(5)]
private byte numHutonManualCasts;
/// <summary>
/// Gets the time left on Huton in milliseconds.
/// </summary>
public int HutonTimeLeft => this.hutonTimeLeft;
/// <summary>
/// Gets the amount of Ninki available.
/// </summary>
public byte Ninki => this.ninki;
/// <summary>
/// Gets the number of times Huton has been cast manually.
/// </summary>
public byte NumHutonManualCasts => this.numHutonManualCasts;
}
}

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@ -1,19 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory PLD job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct PLDGauge
{
[FieldOffset(0)]
private byte gaugeAmount;
/// <summary>
/// Gets the current level of the Oath gauge.
/// </summary>
public byte GaugeAmount => this.gaugeAmount;
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory RDM job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct RDMGauge
{
[FieldOffset(0)]
private byte whiteGauge;
[FieldOffset(1)]
private byte blackGauge;
/// <summary>
/// Gets the level of the White gauge.
/// </summary>
public byte WhiteGauge => this.whiteGauge;
/// <summary>
/// Gets the level of the Black gauge.
/// </summary>
public byte BlackGauge => this.blackGauge;
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory SAM job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct SAMGauge
{
[FieldOffset(3)]
private byte kenki;
[FieldOffset(4)]
private byte meditationStacks;
[FieldOffset(5)]
private Sen sen;
/// <summary>
/// Gets the current amount of Kenki available.
/// </summary>
public byte Kenki => this.kenki;
/// <summary>
/// Gets the amount of Meditation stacks.
/// </summary>
public byte MeditationStacks => this.meditationStacks;
/// <summary>
/// Gets the active Sen.
/// </summary>
public Sen Sen => this.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;
}
}

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using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory SCH job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct SCHGauge
{
[FieldOffset(2)]
private byte numAetherflowStacks;
[FieldOffset(3)]
private byte fairyGaugeAmount;
[FieldOffset(4)]
private short seraphTimer;
[FieldOffset(6)]
private DismissedFairy dismissedFairy;
/// <summary>
/// Gets the amount of Aetherflow stacks available.
/// </summary>
public byte NumAetherflowStacks => this.numAetherflowStacks;
/// <summary>
/// Gets the current level of the Fairy Gauge.
/// </summary>
public byte FairyGaugeAmount => this.fairyGaugeAmount;
/// <summary>
/// Gets the Seraph time remaining in milliseconds.
/// </summary>
public short SeraphTimer => this.seraphTimer;
/// <summary>
/// Gets the last dismissed fairy.
/// </summary>
public DismissedFairy DismissedFairy => this.dismissedFairy;
}
}

View file

@ -1,62 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory SMN job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct SMNGauge
{
[FieldOffset(0)]
private short timerRemaining;
[FieldOffset(2)]
private SummonPet returnSummon;
[FieldOffset(3)]
private PetGlam returnSummonGlam;
[FieldOffset(4)]
private byte numStacks;
/// <summary>
/// Gets the time remaining for the current summon.
/// </summary>
public short TimerRemaining => this.timerRemaining;
/// <summary>
/// Gets the summon that will return after the current summon expires.
/// </summary>
public SummonPet ReturnSummon => this.returnSummon;
/// <summary>
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
/// </summary>
public PetGlam ReturnSummonGlam => this.returnSummonGlam;
/// <summary>
/// Gets the current stacks.
/// Use the summon accessors instead.
/// </summary>
public byte NumStacks => this.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;
}
}

View file

@ -1,19 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory WAR job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct WARGauge
{
[FieldOffset(0)]
private byte beastGaugeAmount;
/// <summary>
/// Gets the amount of wrath in the Beast gauge.
/// </summary>
public byte BeastGaugeAmount => this.beastGaugeAmount;
}
}

View file

@ -1,35 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game.ClientState.Structs.JobGauge
{
/// <summary>
/// In-memory WHM job gauge.
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct WHMGauge
{
[FieldOffset(2)]
private short lilyTimer;
[FieldOffset(4)]
private byte numLilies;
[FieldOffset(5)]
private byte numBloodLily;
/// <summary>
/// Gets the time to next lily in milliseconds.
/// </summary>
public short LilyTimer => this.lilyTimer;
/// <summary>
/// Gets the number of Lilies.
/// </summary>
public byte NumLilies => this.numLilies;
/// <summary>
/// Gets the number of times the blood lily has been nourished.
/// </summary>
public byte NumBloodLily => this.numBloodLily;
}
}

View file

@ -10,7 +10,8 @@ using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Game.ClientState.Actors.Types.NonPlayer;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.GamePad;
using Dalamud.Game.ClientState.Structs.JobGauge;
using Dalamud.Game.ClientState.JobGauge.Enums;
using Dalamud.Game.ClientState.JobGauge.Types;
using Dalamud.Game.Gui.Addons;
using Dalamud.Game.Gui.Toast;
using Dalamud.Game.Text;
@ -557,9 +558,173 @@ namespace Dalamud.Interface.Internal.Windows
}
private void DrawGauge()
{
var player = this.dalamud.ClientState.LocalPlayer;
if (player == null)
{
ImGui.Text("Player is not present");
return;
}
var jobID = player.ClassJob.Id;
if (jobID == 19)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<PLDGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.OathGauge)}: {gauge.OathGauge}");
}
else if (jobID == 20)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<MNKGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.Chakra)}: {gauge.Chakra}");
}
else if (jobID == 21)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<WARGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.BeastGauge)}: {gauge.BeastGauge}");
}
else if (jobID == 22)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<DRGGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.BOTDTimer)}: {gauge.BOTDTimer}");
ImGui.Text($"{nameof(gauge.BOTDState)}: {gauge.BOTDState}");
ImGui.Text($"{nameof(gauge.EyeCount)}: {gauge.EyeCount}");
}
else if (jobID == 23)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<BRDGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.SongTimer)}: {gauge.SongTimer}");
ImGui.Text($"{nameof(gauge.Repertoire)}: {gauge.Repertoire}");
ImGui.Text($"{nameof(gauge.SoulVoice)}: {gauge.SoulVoice}");
ImGui.Text($"{nameof(gauge.Song)}: {gauge.Song}");
}
else if (jobID == 24)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<WHMGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.LilyTimer)}: {gauge.LilyTimer}");
ImGui.Text($"{nameof(gauge.Lily)}: {gauge.Lily}");
ImGui.Text($"{nameof(gauge.BloodLily)}: {gauge.BloodLily}");
}
else if (jobID == 25)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<BLMGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.EnochianTimer)}: {gauge.EnochianTimer}");
ImGui.Text($"{nameof(gauge.ElementTimeRemaining)}: {gauge.ElementTimeRemaining}");
ImGui.Text($"{nameof(gauge.PolyglotStacks)}: {gauge.PolyglotStacks}");
ImGui.Text($"{nameof(gauge.UmbralHearts)}: {gauge.UmbralHearts}");
ImGui.Text($"{nameof(gauge.UmbralIceStacks)}: {gauge.UmbralIceStacks}");
ImGui.Text($"{nameof(gauge.AstralFireStacks)}: {gauge.AstralFireStacks}");
ImGui.Text($"{nameof(gauge.InUmbralIce)}: {gauge.InUmbralIce}");
ImGui.Text($"{nameof(gauge.InAstralFire)}: {gauge.InAstralFire}");
ImGui.Text($"{nameof(gauge.IsEnochianActive)}: {gauge.IsEnochianActive}");
}
else if (jobID == 27)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<SMNGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.TimerRemaining)}: {gauge.TimerRemaining}");
ImGui.Text($"{nameof(gauge.ReturnSummon)}: {gauge.ReturnSummon}");
ImGui.Text($"{nameof(gauge.ReturnSummonGlam)}: {gauge.ReturnSummonGlam}");
ImGui.Text($"{nameof(gauge.AetherFlags)}: {gauge.AetherFlags}");
ImGui.Text($"{nameof(gauge.IsPhoenixReady)}: {gauge.IsPhoenixReady}");
ImGui.Text($"{nameof(gauge.IsBahamutReady)}: {gauge.IsBahamutReady}");
ImGui.Text($"{nameof(gauge.HasAetherflowStacks)}: {gauge.HasAetherflowStacks}");
}
else if (jobID == 28)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<SCHGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.Aetherflow)}: {gauge.Aetherflow}");
ImGui.Text($"{nameof(gauge.FairyGauge)}: {gauge.FairyGauge}");
ImGui.Text($"{nameof(gauge.SeraphTimer)}: {gauge.SeraphTimer}");
ImGui.Text($"{nameof(gauge.DismissedFairy)}: {gauge.DismissedFairy}");
}
else if (jobID == 30)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<NINGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.HutonTimer)}: {gauge.HutonTimer}");
ImGui.Text($"{nameof(gauge.Ninki)}: {gauge.Ninki}");
ImGui.Text($"{nameof(gauge.HutonManualCasts)}: {gauge.HutonManualCasts}");
}
else if (jobID == 31)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<MCHGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.OverheatTimeRemaining)}: {gauge.OverheatTimeRemaining}");
ImGui.Text($"{nameof(gauge.SummonTimeRemaining)}: {gauge.SummonTimeRemaining}");
ImGui.Text($"{nameof(gauge.Heat)}: {gauge.Heat}");
ImGui.Text($"{nameof(gauge.Battery)}: {gauge.Battery}");
ImGui.Text($"{nameof(gauge.LastSummonBatteryPower)}: {gauge.LastSummonBatteryPower}");
ImGui.Text($"{nameof(gauge.IsOverheated)}: {gauge.IsOverheated}");
ImGui.Text($"{nameof(gauge.IsRobotActive)}: {gauge.IsRobotActive}");
}
else if (jobID == 32)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<DRKGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.Blood)}: {gauge.Blood}");
ImGui.Text($"{nameof(gauge.DarksideTimeRemaining)}: {gauge.DarksideTimeRemaining}");
ImGui.Text($"{nameof(gauge.ShadowTimeRemaining)}: {gauge.ShadowTimeRemaining}");
ImGui.Text($"{nameof(gauge.HasDarkArts)}: {gauge.HasDarkArts}");
}
else if (jobID == 33)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<ASTGauge>();
ImGui.Text($"Moon: {gauge.ContainsSeal(SealType.MOON)} Drawn: {gauge.DrawnCard()}");
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.DrawnCard)}: {gauge.DrawnCard}");
foreach (var seal in Enum.GetValues(typeof(SealType)).Cast<SealType>())
{
var sealName = Enum.GetName(typeof(SealType), seal);
ImGui.Text($"{nameof(gauge.ContainsSeal)}({sealName}): {gauge.ContainsSeal(seal)}");
}
}
else if (jobID == 34)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<SAMGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.Kenki)}: {gauge.Kenki}");
ImGui.Text($"{nameof(gauge.MeditationStacks)}: {gauge.MeditationStacks}");
ImGui.Text($"{nameof(gauge.Sen)}: {gauge.Sen}");
ImGui.Text($"{nameof(gauge.HasSetsu)}: {gauge.HasSetsu}");
ImGui.Text($"{nameof(gauge.HasGetsu)}: {gauge.HasGetsu}");
ImGui.Text($"{nameof(gauge.HasKa)}: {gauge.HasKa}");
}
else if (jobID == 35)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<RDMGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.WhiteMana)}: {gauge.WhiteMana}");
ImGui.Text($"{nameof(gauge.BlackMana)}: {gauge.BlackMana}");
}
else if (jobID == 37)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<GNBGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.Ammo)}: {gauge.Ammo}");
ImGui.Text($"{nameof(gauge.MaxTimerDuration)}: {gauge.MaxTimerDuration}");
ImGui.Text($"{nameof(gauge.AmmoComboStep)}: {gauge.AmmoComboStep}");
}
else if (jobID == 38)
{
var gauge = this.dalamud.ClientState.JobGauges.Get<DNCGauge>();
ImGui.Text($"Address: 0x{gauge.Address.ToInt64():X}");
ImGui.Text($"{nameof(gauge.Feathers)}: {gauge.Feathers}");
ImGui.Text($"{nameof(gauge.Esprit)}: {gauge.Esprit}");
ImGui.Text($"{nameof(gauge.CompletedSteps)}: {gauge.CompletedSteps}");
ImGui.Text($"{nameof(gauge.NextStep)}: {gauge.NextStep}");
ImGui.Text($"{nameof(gauge.IsDancing)}: {gauge.IsDancing}");
}
else
{
ImGui.Text("No supported gauge exists for this job.");
}
}
private void DrawCommand()

@ -1 +1 @@
Subproject commit cbbea8ea911dda876d4a996f214f337e4db88a01
Subproject commit 74556bdfe469ed66ba77d613186a0c3d6eeda88d