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