Dalamud/Dalamud/Game/ClientState/Fates/Fate.cs
2021-12-03 10:01:37 -05:00

136 lines
4.4 KiB
C#

using System;
using System.Numerics;
using Dalamud.Data;
using Dalamud.Game.ClientState.Resolvers;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Memory;
namespace Dalamud.Game.ClientState.Fates
{
/// <summary>
/// This class represents an FFXIV Fate.
/// </summary>
public unsafe partial class Fate : IEquatable<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;
}
/// <summary>
/// Gets the address of this Fate in memory.
/// </summary>
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>.Get();
if (fate == 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<Fate>.Equals(Fate other) => this.FateId == other?.FateId;
/// <inheritdoc/>
public override bool Equals(object obj) => ((IEquatable<Fate>)this).Equals(obj as Fate);
/// <inheritdoc/>
public override int GetHashCode() => this.FateId.GetHashCode();
}
/// <summary>
/// This class represents an FFXIV Fate.
/// </summary>
public unsafe partial class Fate
{
/// <summary>
/// Gets the Fate ID of this <see cref="Fate" />.
/// </summary>
public ushort FateId => this.Struct->FateId;
/// <summary>
/// Gets game data linked to this Fate.
/// </summary>
public Lumina.Excel.GeneratedSheets.Fate GameData => Service<DataManager>.Get().GetExcelSheet<Lumina.Excel.GeneratedSheets.Fate>().GetRow(this.FateId);
/// <summary>
/// Gets the time this <see cref="Fate"/> started.
/// </summary>
public int StartTimeEpoch => this.Struct->StartTimeEpoch;
/// <summary>
/// Gets how long this <see cref="Fate"/> will run.
/// </summary>
public short Duration => this.Struct->Duration;
/// <summary>
/// Gets the remaining time in seconds for this <see cref="Fate"/>.
/// </summary>
public long TimeRemaining => this.StartTimeEpoch + this.Duration - DateTimeOffset.Now.ToUnixTimeSeconds();
/// <summary>
/// Gets the displayname of this <see cref="Fate" />.
/// </summary>
public SeString Name => MemoryHelper.ReadSeString(&this.Struct->Name);
/// <summary>
/// Gets the state of this <see cref="Fate"/> (Running, Ended, Failed, Preparation, WaitingForEnd).
/// </summary>
public FateState State => (FateState)this.Struct->State;
/// <summary>
/// Gets the progress amount of this <see cref="Fate"/>.
/// </summary>
public byte Progress => this.Struct->Progress;
/// <summary>
/// Gets the level of this <see cref="Fate"/>.
/// </summary>
public byte Level => this.Struct->Level;
/// <summary>
/// Gets the position of this <see cref="Fate"/>.
/// </summary>
public Vector3 Position => this.Struct->Location;
/// <summary>
/// Gets the territory this <see cref="Fate"/> is located in.
/// </summary>
public ExcelResolver<Lumina.Excel.GeneratedSheets.TerritoryType> TerritoryType => new(this.Struct->TerritoryId);
}
}