Dalamud/Dalamud/Plugin/Services/IPlayerState.cs
2025-12-01 12:09:24 +01:00

243 lines
7.1 KiB
C#

using System.Collections.Generic;
using Dalamud.Game.Player;
using Lumina.Excel;
using Lumina.Excel.Sheets;
namespace Dalamud.Plugin.Services;
#pragma warning disable SA1400 // Access modifier should be declared: Interface members are public by default
/// <summary>
/// Interface for determining the players state.
/// </summary>
public interface IPlayerState : IDalamudService
{
/// <summary>
/// Gets a value indicating whether the local players data is loaded.
/// </summary>
/// <remarks>
/// PlayerState is separate from <see cref="IObjectTable.LocalPlayer"/>,
/// and as such the game object might not exist when it's loaded.
/// </remarks>
bool IsLoaded { get; }
/// <summary>
/// Gets the name of the local character.
/// </summary>
string CharacterName { get; }
/// <summary>
/// Gets the entity ID of the local character.
/// </summary>
uint EntityId { get; }
/// <summary>
/// Gets the content ID of the local character.
/// </summary>
ulong ContentId { get; }
/// <summary>
/// Gets the World row for the local character's current world.
/// </summary>
RowRef<World> CurrentWorld { get; }
/// <summary>
/// Gets the World row for the local character's home world.
/// </summary>
RowRef<World> HomeWorld { get; }
/// <summary>
/// Gets the sex of the local character.
/// </summary>
Sex Sex { get; }
/// <summary>
/// Gets the Race row for the local character.
/// </summary>
RowRef<Race> Race { get; }
/// <summary>
/// Gets the Tribe row for the local character.
/// </summary>
RowRef<Tribe> Tribe { get; }
/// <summary>
/// Gets the ClassJob row for the local character's current class/job.
/// </summary>
RowRef<ClassJob> ClassJob { get; }
/// <summary>
/// Gets the current class/job's level of the local character.
/// </summary>
short Level { get; }
/// <summary>
/// Gets a value indicating whether the local character's level is synced.
/// </summary>
bool IsLevelSynced { get; }
/// <summary>
/// Gets the effective level of the local character, taking level sync into account.
/// </summary>
short EffectiveLevel { get; }
/// <summary>
/// Gets the GuardianDeity row for the local character.
/// </summary>
RowRef<GuardianDeity> GuardianDeity { get; }
/// <summary>
/// Gets the birth month of the local character.
/// </summary>
byte BirthMonth { get; }
/// <summary>
/// Gets the birth day of the local character.
/// </summary>
byte BirthDay { get; }
/// <summary>
/// Gets the ClassJob row for the local character's starting class.
/// </summary>
RowRef<ClassJob> FirstClass { get; }
/// <summary>
/// Gets the Town row for the local character's starting town.
/// </summary>
RowRef<Town> StartTown { get; }
/// <summary>
/// Gets the base strength of the local character.
/// </summary>
int BaseStrength { get; }
/// <summary>
/// Gets the base dexterity of the local character.
/// </summary>
int BaseDexterity { get; }
/// <summary>
/// Gets the base vitality of the local character.
/// </summary>
int BaseVitality { get; }
/// <summary>
/// Gets the base intelligence of the local character.
/// </summary>
int BaseIntelligence { get; }
/// <summary>
/// Gets the base mind of the local character.
/// </summary>
int BaseMind { get; }
/// <summary>
/// Gets the piety mind of the local character.
/// </summary>
int BasePiety { get; }
/// <summary>
/// Gets the GrandCompany row for the local character's current Grand Company affiliation.
/// </summary>
RowRef<GrandCompany> GrandCompany { get; }
/// <summary>
/// Gets the Aetheryte row for the local player's home aetheryte.
/// </summary>
RowRef<Aetheryte> HomeAetheryte { get; }
/// <summary>
/// Gets an array of Aetheryte rows for the local player's favourite aetherytes.
/// </summary>
IReadOnlyList<RowRef<Aetheryte>> FavoriteAetherytes { get; }
/// <summary>
/// Gets the Aetheryte row for the local player's free aetheryte.
/// </summary>
RowRef<Aetheryte> FreeAetheryte { get; }
/// <summary>
/// Gets the amount of received player commendations of the local player.
/// </summary>
uint BaseRestedExperience { get; }
/// <summary>
/// Gets the amount of received player commendations of the local player.
/// </summary>
short PlayerCommendations { get; }
/// <summary>
/// Gets the Carrier Level of Delivery Moogle Quests of the local player.
/// </summary>
byte DeliveryLevel { get; }
/// <summary>
/// Gets the mentor version of the local player.
/// </summary>
MentorVersion MentorVersion { get; }
/// <summary>
/// Gets a value indicating whether the local player is any kind of Mentor (Battle or Trade Mentor).
/// </summary>
bool IsMentor { get; }
/// <summary>
/// Gets a value indicating whether the local player is a Battle Mentor.
/// </summary>
bool IsBattleMentor { get; }
/// <summary>
/// Gets a value indicating whether the local player is a Trade Mentor.
/// </summary>
bool IsTradeMentor { get; }
/// <summary>
/// Gets a value indicating whether the local player is a novice (aka. Sprout or New Adventurer).
/// </summary>
/// <remarks>
/// Can be <see langword="false"/> if <c>/nastatus</c> was used to deactivate it.
/// </remarks>
bool IsNovice { get; }
/// <summary>
/// Gets a value indicating whether the local player is a returner.
/// </summary>
bool IsReturner { get; }
/// <summary>
/// Gets the value of an attribute of the local character.
/// </summary>
/// <param name="attribute">The attribute to check.</param>
/// <returns>The value of the specific attribute.</returns>
int GetAttribute(PlayerAttribute attribute);
/// <summary>
/// Gets the Grand Company rank of the local character.
/// </summary>
/// <param name="grandCompany">The Grand Company to check.</param>
/// <returns>The Grand Company rank of the local character.</returns>
byte GetGrandCompanyRank(GrandCompany grandCompany);
/// <summary>
/// Gets the level of the local character's class/job.
/// </summary>
/// <param name="classJob">The ClassJob row to check.</param>
/// <returns>The level of the requested class/job.</returns>
short GetClassJobLevel(ClassJob classJob);
/// <summary>
/// Gets the experience of the local character's class/job.
/// </summary>
/// <param name="classJob">The ClassJob row to check.</param>
/// <returns>The experience of the requested class/job.</returns>
int GetClassJobExperience(ClassJob classJob);
/// <summary>
/// Gets the desynthesis level of the local character's crafter job.
/// </summary>
/// <param name="classJob">The ClassJob row to check.</param>
/// <returns>The desynthesis level of the requested crafter job.</returns>
float GetDesynthesisLevel(ClassJob classJob);
}