Dalamud/Dalamud/Game/ClientState/Fates/Fate.cs
Haselnussbomber 564c220ed2
[Api13] Remove obsoletes (#2323)
* Remove IFate.HasExpBonus

* Remove IAddonEventManager.AddonEventHandler

* Remove obsolete filesystem functions from Util

* Remove more obsoletes
2025-07-26 12:50:42 -07:00

243 lines
6.6 KiB
C#

using System.Numerics;
using Dalamud.Data;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Memory;
using Lumina.Excel;
namespace Dalamud.Game.ClientState.Fates;
/// <summary>
/// Interface representing an fate entry that can be seen in the current area.
/// </summary>
public interface IFate : IEquatable<IFate>
{
/// <summary>
/// Gets the Fate ID of this <see cref="Fate" />.
/// </summary>
ushort FateId { get; }
/// <summary>
/// Gets game data linked to this Fate.
/// </summary>
RowRef<Lumina.Excel.Sheets.Fate> GameData { get; }
/// <summary>
/// Gets the time this <see cref="Fate"/> started.
/// </summary>
int StartTimeEpoch { get; }
/// <summary>
/// Gets how long this <see cref="Fate"/> will run.
/// </summary>
short Duration { get; }
/// <summary>
/// Gets the remaining time in seconds for this <see cref="Fate"/>.
/// </summary>
long TimeRemaining { get; }
/// <summary>
/// Gets the displayname of this <see cref="Fate" />.
/// </summary>
SeString Name { get; }
/// <summary>
/// Gets the description of this <see cref="Fate" />.
/// </summary>
SeString Description { get; }
/// <summary>
/// Gets the objective of this <see cref="Fate" />.
/// </summary>
SeString Objective { get; }
/// <summary>
/// Gets the state of this <see cref="Fate"/> (Running, Ended, Failed, Preparation, WaitingForEnd).
/// </summary>
FateState State { get; }
/// <summary>
/// Gets the hand in count of this <see cref="Fate"/>.
/// </summary>
byte HandInCount { get; }
/// <summary>
/// Gets the progress amount of this <see cref="Fate"/>.
/// </summary>
byte Progress { get; }
/// <summary>
/// Gets a value indicating whether this <see cref="Fate"/> has a bonus.
/// </summary>
bool HasBonus { get; }
/// <summary>
/// Gets the icon id of this <see cref="Fate"/>.
/// </summary>
uint IconId { get; }
/// <summary>
/// Gets the level of this <see cref="Fate"/>.
/// </summary>
byte Level { get; }
/// <summary>
/// Gets the max level level of this <see cref="Fate"/>.
/// </summary>
byte MaxLevel { get; }
/// <summary>
/// Gets the position of this <see cref="Fate"/>.
/// </summary>
Vector3 Position { get; }
/// <summary>
/// Gets the radius of this <see cref="Fate"/>.
/// </summary>
float Radius { get; }
/// <summary>
/// Gets the map icon id of this <see cref="Fate"/>.
/// </summary>
uint MapIconId { get; }
/// <summary>
/// Gets the territory this <see cref="Fate"/> is located in.
/// </summary>
RowRef<Lumina.Excel.Sheets.TerritoryType> TerritoryType { get; }
/// <summary>
/// Gets the address of this Fate in memory.
/// </summary>
IntPtr Address { get; }
}
/// <summary>
/// This class represents an FFXIV Fate.
/// </summary>
internal unsafe partial class Fate
{
/// <summary>
/// Initializes a new instance of the <see cref="Fate"/> class.
/// </summary>
/// <param name="address">The address of this fate in memory.</param>
internal Fate(IntPtr address)
{
this.Address = address;
}
/// <inheritdoc />
public IntPtr Address { get; }
private FFXIVClientStructs.FFXIV.Client.Game.Fate.FateContext* Struct => (FFXIVClientStructs.FFXIV.Client.Game.Fate.FateContext*)this.Address;
public static bool operator ==(Fate fate1, Fate fate2)
{
if (fate1 is null || fate2 is null)
return Equals(fate1, fate2);
return fate1.Equals(fate2);
}
public static bool operator !=(Fate fate1, Fate fate2) => !(fate1 == fate2);
/// <summary>
/// Gets a value indicating whether this Fate is still valid in memory.
/// </summary>
/// <param name="fate">The fate to check.</param>
/// <returns>True or false.</returns>
public static bool IsValid(Fate fate)
{
var clientState = Service<ClientState>.GetNullable();
if (fate == null || clientState == null)
return false;
if (clientState.LocalContentId == 0)
return false;
return true;
}
/// <summary>
/// Gets a value indicating whether this actor is still valid in memory.
/// </summary>
/// <returns>True or false.</returns>
public bool IsValid() => IsValid(this);
/// <inheritdoc/>
bool IEquatable<IFate>.Equals(IFate other) => this.FateId == other?.FateId;
/// <inheritdoc/>
public override bool Equals(object obj) => ((IEquatable<IFate>)this).Equals(obj as IFate);
/// <inheritdoc/>
public override int GetHashCode() => this.FateId.GetHashCode();
}
/// <summary>
/// This class represents an FFXIV Fate.
/// </summary>
internal unsafe partial class Fate : IFate
{
/// <inheritdoc/>
public ushort FateId => this.Struct->FateId;
/// <inheritdoc/>
public RowRef<Lumina.Excel.Sheets.Fate> GameData => LuminaUtils.CreateRef<Lumina.Excel.Sheets.Fate>(this.FateId);
/// <inheritdoc/>
public int StartTimeEpoch => this.Struct->StartTimeEpoch;
/// <inheritdoc/>
public short Duration => this.Struct->Duration;
/// <inheritdoc/>
public long TimeRemaining => this.StartTimeEpoch + this.Duration - DateTimeOffset.Now.ToUnixTimeSeconds();
/// <inheritdoc/>
public SeString Name => MemoryHelper.ReadSeString(&this.Struct->Name);
/// <inheritdoc/>
public SeString Description => MemoryHelper.ReadSeString(&this.Struct->Description);
/// <inheritdoc/>
public SeString Objective => MemoryHelper.ReadSeString(&this.Struct->Objective);
/// <inheritdoc/>
public FateState State => (FateState)this.Struct->State;
/// <inheritdoc/>
public byte HandInCount => this.Struct->HandInCount;
/// <inheritdoc/>
public byte Progress => this.Struct->Progress;
/// <inheritdoc/>
public bool HasBonus => this.Struct->IsBonus;
/// <inheritdoc/>
public uint IconId => this.Struct->IconId;
/// <inheritdoc/>
public byte Level => this.Struct->Level;
/// <inheritdoc/>
public byte MaxLevel => this.Struct->MaxLevel;
/// <inheritdoc/>
public Vector3 Position => this.Struct->Location;
/// <inheritdoc/>
public float Radius => this.Struct->Radius;
/// <inheritdoc/>
public uint MapIconId => this.Struct->MapIconId;
/// <summary>
/// Gets the territory this <see cref="Fate"/> is located in.
/// </summary>
public RowRef<Lumina.Excel.Sheets.TerritoryType> TerritoryType => LuminaUtils.CreateRef<Lumina.Excel.Sheets.TerritoryType>(this.Struct->MapMarkers[0].MapMarkerData.TerritoryTypeId);
}