Dalamud/Dalamud/Plugin/Services/IClientState.cs
2025-09-12 20:42:02 +02:00

137 lines
4.6 KiB
C#

using Dalamud.Game;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.Objects.SubKinds;
namespace Dalamud.Plugin.Services;
/// <summary>
/// This class represents the state of the game client at the time of access.
/// </summary>
public interface IClientState
{
/// <summary>
/// A delegate type used for the <see cref="ClassJobChanged"/> event.
/// </summary>
/// <param name="classJobId">The new ClassJob id.</param>
public delegate void ClassJobChangeDelegate(uint classJobId);
/// <summary>
/// A delegate type used for the <see cref="LevelChanged"/> event.
/// </summary>
/// <param name="classJobId">The ClassJob id.</param>
/// <param name="level">The level of the corresponding ClassJob.</param>
public delegate void LevelChangeDelegate(uint classJobId, uint level);
/// <summary>
/// A delegate type used for the <see cref="Logout"/> event.
/// </summary>
/// <param name="type">The type of logout.</param>
/// <param name="code">The success/failure code.</param>
public delegate void LogoutDelegate(int type, int code);
/// <summary>
/// Event that gets fired when the current Territory changes.
/// </summary>
public event Action<ushort> TerritoryChanged;
/// <summary>
/// Event that gets fired when the current Map changes.
/// </summary>
public event Action<uint> MapChanged;
/// <summary>
/// Event that fires when a characters ClassJob changed.
/// </summary>
public event ClassJobChangeDelegate? ClassJobChanged;
/// <summary>
/// Event that fires when <em>any</em> character level changes, including levels
/// for a not-currently-active ClassJob (e.g. PvP matches, DoH/DoL).
/// </summary>
public event LevelChangeDelegate? LevelChanged;
/// <summary>
/// Event that fires when a character is logging in, and the local character object is available.
/// </summary>
public event Action Login;
/// <summary>
/// Event that fires when a character is logging out.
/// </summary>
public event LogoutDelegate Logout;
/// <summary>
/// Event that fires when a character is entering PvP.
/// </summary>
public event Action EnterPvP;
/// <summary>
/// Event that fires when a character is leaving PvP.
/// </summary>
public event Action LeavePvP;
/// <summary>
/// Event that gets fired when a duty is ready.
/// </summary>
public event Action<Lumina.Excel.Sheets.ContentFinderCondition> CfPop;
/// <summary>
/// Gets the language of the client.
/// </summary>
public ClientLanguage ClientLanguage { get; }
/// <summary>
/// Gets the current Territory the player resides in.
/// </summary>
public ushort TerritoryType { get; }
/// <summary>
/// Gets the current Map the player resides in.
/// </summary>
public uint MapId { get; }
/// <summary>
/// Gets the local player character, if one is present.
/// </summary>
public IPlayerCharacter? LocalPlayer { get; }
/// <summary>
/// Gets the content ID of the local character.
/// </summary>
public ulong LocalContentId { get; }
/// <summary>
/// Gets a value indicating whether a character is logged in.
/// </summary>
public bool IsLoggedIn { get; }
/// <summary>
/// Gets a value indicating whether the user is playing PvP.
/// </summary>
public bool IsPvP { get; }
/// <summary>
/// Gets a value indicating whether the user is playing PvP, excluding the Wolves' Den.
/// </summary>
public bool IsPvPExcludingDen { get; }
/// <summary>
/// Gets a value indicating whether the client is currently in Group Pose (GPose) mode.
/// </summary>
public bool IsGPosing { get; }
/// <summary>
/// Check whether the client is currently "idle". This means a player is not logged in, or is notctively in combat
/// or doing anything that we may not want to disrupt.
/// </summary>
/// <param name="blockingFlag">An outvar containing the first observed condition blocking the "idle" state. 0 if idle.</param>
/// <returns>Returns true if the client is idle, false otherwise.</returns>
public bool IsClientIdle(out ConditionFlag blockingFlag);
/// <summary>
/// Check whether the client is currently "idle". This means a player is not logged in, or is notctively in combat
/// or doing anything that we may not want to disrupt.
/// </summary>
/// <returns>Returns true if the client is idle, false otherwise.</returns>
public bool IsClientIdle() => this.IsClientIdle(out _);
}