Struct PluginCombatSnapshot
- Namespace
- AcDream.Plugin.Abstractions
- Assembly
- AcDream.Plugin.Abstractions.dll
A single reading of the client's combat state: what is targeted, what stance the character is in, and how far along the current attack is.
public readonly record struct PluginCombatSnapshot : IEquatable<PluginCombatSnapshot>
- Implements
- Inherited Members
Constructors
PluginCombatSnapshot(uint, PluginCombatMode, PluginAttackHeight, float, float, bool, bool, bool, bool)
A single reading of the client's combat state: what is targeted, what stance the character is in, and how far along the current attack is.
public PluginCombatSnapshot(uint SelectedObjectId, PluginCombatMode Mode, PluginAttackHeight AttackHeight, float DesiredPower, float PowerBarLevel, bool BuildInProgress, bool RequestInProgress, bool ServerResponsePending, bool RepeatAttackInProgress)
Parameters
SelectedObjectIduintThe currently selected object, or zero when nothing is selected.
ModePluginCombatModeThe character's current stance.
AttackHeightPluginAttackHeightThe height the current or last attack asked for.
DesiredPowerfloatThe power setting an attack was asked for, from 0 to 1.
PowerBarLevelfloatHow far the power bar has charged so far, from 0 to 1.
BuildInProgressboolTrue while the power bar is still charging.
RequestInProgressboolTrue while an attack has been begun and not yet released or aborted.
ServerResponsePendingboolTrue while the client is waiting for the server's answer to an attack.
RepeatAttackInProgressboolTrue while the client is repeating attacks on its own.
Properties
AttackHeight
The height the current or last attack asked for.
public PluginAttackHeight AttackHeight { get; init; }
Property Value
BuildInProgress
True while the power bar is still charging.
public bool BuildInProgress { get; init; }
Property Value
CompletionRevision
Revision of the last physical AttackDone receipt.
public long CompletionRevision { get; init; }
Property Value
CompletionSequence
The attack sequence number that receipt answered.
public uint CompletionSequence { get; init; }
Property Value
CompletionWeenieError
The error code that receipt carried; zero means the attack was accepted.
public uint CompletionWeenieError { get; init; }
Property Value
DesiredPower
The power setting an attack was asked for, from 0 to 1.
public float DesiredPower { get; init; }
Property Value
Mode
The character's current stance.
public PluginCombatMode Mode { get; init; }
Property Value
PowerBarLevel
How far the power bar has charged so far, from 0 to 1.
public float PowerBarLevel { get; init; }
Property Value
QualifiedSelfMotionAgeSeconds
Seconds since that receipt, or zero before any receipt.
public double QualifiedSelfMotionAgeSeconds { get; init; }
Property Value
QualifiedSelfMotionRevision
Revision of the last local character motion update with animation type zero and an empty packed motion word.
public long QualifiedSelfMotionRevision { get; init; }
Property Value
RepeatAttackInProgress
True while the client is repeating attacks on its own.
public bool RepeatAttackInProgress { get; init; }
Property Value
RequestInProgress
True while an attack has been begun and not yet released or aborted.
public bool RequestInProgress { get; init; }
Property Value
SelectedObjectId
The currently selected object, or zero when nothing is selected.
public uint SelectedObjectId { get; init; }
Property Value
ServerMode
The stance the server last said the character is in, or Unknown before it has said anything this session. Mode changes the moment the client sends a change; this changes when the server has taken it, which can be a little later, and a spell sent in between is cast in the old stance. A plugin that wants the server's word waits until the two agree.
public PluginCombatMode ServerMode { get; init; }
Property Value
ServerResponsePending
True while the client is waiting for the server's answer to an attack.
public bool ServerResponsePending { get; init; }