using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using CSStatus = FFXIVClientStructs.FFXIV.Client.Game.Status;
namespace Dalamud.Game.ClientState.Statuses;
///
/// This collection represents the status effects an actor is afflicted by.
///
public sealed unsafe partial class StatusList
{
///
/// Initializes a new instance of the class.
///
/// Address of the status list.
internal StatusList(nint address)
{
this.Address = address;
}
///
/// Initializes a new instance of the class.
///
/// Pointer to the status list.
internal unsafe StatusList(void* pointer)
: this((nint)pointer)
{
}
///
/// Gets the address of the status list in memory.
///
public nint Address { get; }
///
/// Gets the amount of status effect slots the actor has.
///
public int Length => Struct->NumValidStatuses;
private static int StatusSize { get; } = Marshal.SizeOf();
private FFXIVClientStructs.FFXIV.Client.Game.StatusManager* Struct => (FFXIVClientStructs.FFXIV.Client.Game.StatusManager*)this.Address;
///
/// Get a status effect at the specified index.
///
/// Status Index.
/// The status at the specified index.
public IStatus? this[int index]
{
get
{
if (index < 0 || index > this.Length)
return null;
var addr = this.GetStatusAddress(index);
return CreateStatusReference(addr);
}
}
///
/// Create a reference to an FFXIV actor status list.
///
/// The address of the status list in memory.
/// The status object containing the requested data.
public static StatusList? CreateStatusListReference(nint address)
{
if (address == IntPtr.Zero)
return null;
// The use case for CreateStatusListReference and CreateStatusReference to be static is so
// fake status lists can be generated. Since they aren't exposed as services, it's either
// here or somewhere else.
var clientState = Service.Get();
if (clientState.LocalContentId == 0)
return null;
if (address == 0)
return null;
return new StatusList(address);
}
///
/// Create a reference to an FFXIV actor status.
///
/// The address of the status effect in memory.
/// The status object containing the requested data.
public static IStatus? CreateStatusReference(nint address)
{
if (address == IntPtr.Zero)
return null;
if (address == 0)
return null;
return new Status((CSStatus*)address);
}
///
/// Gets the address of the status at the specific index in the status list.
///
/// The index of the status.
/// The memory address of the status.
public nint GetStatusAddress(int index)
{
if (index < 0 || index >= this.Length)
return 0;
return (nint)Unsafe.AsPointer(ref this.Struct->Status[index]);
}
}
///
/// This collection represents the status effects an actor is afflicted by.
///
public sealed partial class StatusList : IReadOnlyCollection, ICollection
{
///
int IReadOnlyCollection.Count => this.Length;
///
int ICollection.Count => this.Length;
///
bool ICollection.IsSynchronized => false;
///
object ICollection.SyncRoot => this;
///
public IEnumerator GetEnumerator()
{
return new Enumerator(this);
}
///
IEnumerator IEnumerable.GetEnumerator() => this.GetEnumerator();
///
void ICollection.CopyTo(Array array, int index)
{
for (var i = 0; i < this.Length; i++)
{
array.SetValue(this[i], index);
index++;
}
}
private struct Enumerator(StatusList statusList) : IEnumerator
{
private int index = -1;
public IStatus Current { get; private set; }
object IEnumerator.Current => this.Current;
public bool MoveNext()
{
while (++this.index < statusList.Length)
{
var status = statusList[this.index];
if (status != null && status.StatusId != 0)
{
this.Current = status;
return true;
}
}
this.Current = default;
return false;
}
public void Reset()
{
this.index = -1;
}
public void Dispose()
{
}
}
}