mirror of
https://github.com/goatcorp/Dalamud.git
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* Remove unused code from ChatHandlers * Replace sigs in DalamudAtkTweaks * Resolve LocalContentId by using PlayerState.ContentId * Resolve BuddyList address via UIState.Buddy * Resolve ObjectTable address via GameObjectManager * Resolve FateTable address via FateManager * Resolve GroupManager address via GroupManager * Resolve JobGauges address via JobGaugeManager.CurrentGauge * Simplify ItemHover/Out event * Resolve ToggleUiHide address via RaptureAtkModule.SetUiVisibility * Resolve PopulateItemLinkObject via InventoryItem.Copy * Add byte[].AsPointer extension * Resolve addresses used by ToastGui via UIModule functions * Use Length from Span as ObjectTableLength * Replace OpenMapWithMapLink with CS call * Resolve FrameworkAddressResolver with CS vtable * Drop unnecessary ToArray in HandlePrintMessage * Clean up event calls in HandlePrintMessageDetour * Simplify LocalContentId further This pointer can't be null, because it's part of the .data section. * Compare SeStrings in FlyTextGui with SequenceEqual * Use CS types in FlyTextGuis internal code * Simplify reading SeStrings internally * Remove AsPointer again * Resolve Number/StringArray by type in NamePlateGui * Fix crashes in HandlePrintMessageDetour * Resolve InteractableLinkClicked with LogViewer.HandleLinkClick
202 lines
5.6 KiB
C#
202 lines
5.6 KiB
C#
using System.Numerics;
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using System.Runtime.CompilerServices;
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using Dalamud.Data;
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using Dalamud.Game.ClientState.Objects;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Game.ClientState.Statuses;
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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.Party;
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/// <summary>
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/// Interface representing a party member.
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/// </summary>
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public interface IPartyMember
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{
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/// <summary>
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/// Gets the address of this party member in memory.
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/// </summary>
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IntPtr Address { get; }
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/// <summary>
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/// Gets a list of buffs or debuffs applied to this party member.
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/// </summary>
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StatusList Statuses { get; }
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/// <summary>
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/// Gets the position of the party member.
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/// </summary>
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Vector3 Position { get; }
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/// <summary>
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/// Gets the content ID of the party member.
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/// </summary>
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long ContentId { get; }
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/// <summary>
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/// Gets the actor ID of this party member.
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/// </summary>
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uint ObjectId { get; }
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/// <summary>
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/// Gets the actor associated with this buddy.
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/// </summary>
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/// <remarks>
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/// This iterates the actor table, it should be used with care.
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/// </remarks>
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IGameObject? GameObject { get; }
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/// <summary>
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/// Gets the current HP of this party member.
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/// </summary>
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uint CurrentHP { get; }
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/// <summary>
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/// Gets the maximum HP of this party member.
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/// </summary>
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uint MaxHP { get; }
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/// <summary>
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/// Gets the current MP of this party member.
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/// </summary>
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ushort CurrentMP { get; }
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/// <summary>
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/// Gets the maximum MP of this party member.
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/// </summary>
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ushort MaxMP { get; }
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/// <summary>
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/// Gets the territory this party member is located in.
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/// </summary>
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RowRef<Lumina.Excel.Sheets.TerritoryType> Territory { get; }
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/// <summary>
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/// Gets the World this party member resides in.
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/// </summary>
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RowRef<Lumina.Excel.Sheets.World> World { get; }
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/// <summary>
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/// Gets the displayname of this party member.
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/// </summary>
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SeString Name { get; }
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/// <summary>
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/// Gets the sex of this party member.
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/// </summary>
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byte Sex { get; }
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/// <summary>
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/// Gets the classjob of this party member.
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/// </summary>
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RowRef<Lumina.Excel.Sheets.ClassJob> ClassJob { get; }
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/// <summary>
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/// Gets the level of this party member.
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/// </summary>
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byte Level { get; }
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}
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/// <summary>
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/// This class represents a party member in the group manager.
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/// </summary>
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internal unsafe class PartyMember : IPartyMember
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{
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/// <summary>
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/// Initializes a new instance of the <see cref="PartyMember"/> class.
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/// </summary>
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/// <param name="address">Address of the party member.</param>
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internal PartyMember(IntPtr address)
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{
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this.Address = address;
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}
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/// <summary>
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/// Gets the address of this party member in memory.
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/// </summary>
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public IntPtr Address { get; }
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/// <summary>
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/// Gets a list of buffs or debuffs applied to this party member.
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/// </summary>
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public StatusList Statuses => new(&this.Struct->StatusManager);
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/// <summary>
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/// Gets the position of the party member.
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/// </summary>
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public Vector3 Position => new(this.Struct->X, this.Struct->Y, this.Struct->Z);
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/// <summary>
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/// Gets the content ID of the party member.
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/// </summary>
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public long ContentId => (long)this.Struct->ContentId;
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/// <summary>
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/// Gets the actor ID of this party member.
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/// </summary>
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public uint ObjectId => this.Struct->EntityId;
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/// <summary>
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/// Gets the actor associated with this buddy.
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/// </summary>
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/// <remarks>
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/// This iterates the actor table, it should be used with care.
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/// </remarks>
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public IGameObject? GameObject => Service<ObjectTable>.Get().SearchById(this.ObjectId);
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/// <summary>
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/// Gets the current HP of this party member.
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/// </summary>
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public uint CurrentHP => this.Struct->CurrentHP;
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/// <summary>
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/// Gets the maximum HP of this party member.
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/// </summary>
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public uint MaxHP => this.Struct->MaxHP;
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/// <summary>
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/// Gets the current MP of this party member.
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/// </summary>
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public ushort CurrentMP => this.Struct->CurrentMP;
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/// <summary>
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/// Gets the maximum MP of this party member.
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/// </summary>
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public ushort MaxMP => this.Struct->MaxMP;
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/// <summary>
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/// Gets the territory this party member is located in.
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/// </summary>
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public RowRef<Lumina.Excel.Sheets.TerritoryType> Territory => LuminaUtils.CreateRef<Lumina.Excel.Sheets.TerritoryType>(this.Struct->TerritoryType);
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/// <summary>
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/// Gets the World this party member resides in.
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/// </summary>
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public RowRef<Lumina.Excel.Sheets.World> World => LuminaUtils.CreateRef<Lumina.Excel.Sheets.World>(this.Struct->HomeWorld);
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/// <summary>
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/// Gets the displayname of this party member.
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/// </summary>
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public SeString Name => SeString.Parse(this.Struct->Name);
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/// <summary>
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/// Gets the sex of this party member.
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/// </summary>
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public byte Sex => this.Struct->Sex;
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/// <summary>
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/// Gets the classjob of this party member.
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/// </summary>
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public RowRef<Lumina.Excel.Sheets.ClassJob> ClassJob => LuminaUtils.CreateRef<Lumina.Excel.Sheets.ClassJob>(this.Struct->ClassJob);
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/// <summary>
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/// Gets the level of this party member.
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/// </summary>
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public byte Level => this.Struct->Level;
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private FFXIVClientStructs.FFXIV.Client.Game.Group.PartyMember* Struct => (FFXIVClientStructs.FFXIV.Client.Game.Group.PartyMember*)this.Address;
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}
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