//
// Game.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using Microsoft.Extensions.Options;
using Microsoft.Extensions.Primitives;
using NosSmooth.Game.Data.Chat;
using NosSmooth.Game.Data.Inventory;
using NosSmooth.Game.Data.Raids;
using NosSmooth.Game.Entities;
using NosSmooth.Game.Maps;
namespace NosSmooth.Game;
/// <summary>
/// Represents base nostale game class with the character, current map, friends and current raid.
/// </summary>
public class Game
{
private Map? _currentMap;
private readonly GameOptions _options;
/// <summary>
/// Initializes a new instance of the <see cref="Game"/> class.
/// </summary>
/// <param name="options">The options for the game.</param>
public Game(IOptions<GameOptions> options)
{
_options = options.Value;
}
/// <summary>
/// Gets the playing character of the client.
/// </summary>
public Character? Character { get; internal set; }
/// <summary>
/// Gets the current map of the client.
/// </summary>
/// <remarks>
/// Will be null until current map packet is received.
/// </remarks>
public Map? CurrentMap
{
get => _currentMap;
internal set
{
_currentMap = value;
MapChanged?.CancelAfter(TimeSpan.FromSeconds(_options.EntityCacheDuration));
}
}
/// <summary>
/// Gets the friends list of the current client.
/// </summary>
public IReadOnlyList<Friend>? Friends { get; internal set; }
/// <summary>
/// Gets the active raid the client is currently on.
/// </summary>
/// <remarks>
/// May be null if there is no raid in progress.
/// </remarks>
public Raid? CurrentRaid { get; internal set; }
/// <summary>
/// Gets the inventory of the client character.
/// </summary>
public Inventory Inventory { get; internal set; }
/// <summary>
/// Cancellation token for changing the map to use in memory cache.
/// </summary>
internal CancellationTokenSource? MapChanged { get; private set; }
}