using SteamNative;
namespace Facepunch.Steamworks
{
public class SteamFriend
{
///
/// Steam Id
///
public ulong Id { get; internal set; }
///
/// Return true if blocked
///
public bool IsBlocked => relationship == FriendRelationship.Blocked;
///
/// Return true if is a friend. Returns false if blocked, request etc.
///
public bool IsFriend => relationship == FriendRelationship.Friend;
///
/// Their current display name
///
public string Name;
///
/// Returns true if this friend is online
///
public bool IsOnline => personaState != PersonaState.Offline;
///
/// Returns true if this friend is marked as away
///
public bool IsAway => personaState == PersonaState.Away;
///
/// Returns true if this friend is marked as busy
///
public bool IsBusy => personaState == PersonaState.Busy;
///
/// Returns true if this friend is marked as snoozing
///
public bool IsSnoozing => personaState == PersonaState.Snooze;
///
/// Returns true if this friend is online and playing this game
///
public bool IsPlayingThisGame => CurrentAppId == Client.AppId;
///
/// Returns true if this friend is online and playing this game
///
public bool IsPlaying => CurrentAppId != 0;
///
/// The AppId this guy is playing
///
public ulong CurrentAppId { get; internal set; }
public uint ServerIp { get; internal set; }
public int ServerGamePort { get; internal set; }
public int ServerQueryPort { get; internal set; }
public ulong ServerLobbyId { get; internal set; }
internal Client Client { get; set; }
private PersonaState personaState;
private FriendRelationship relationship;
///
/// Returns null if the value doesn't exist
///
public string GetRichPresence( string key )
{
var val = Client.native.friends.GetFriendRichPresence( Id, key );
if ( string.IsNullOrEmpty( val ) ) return null;
return val;
}
///
/// Update this friend, request the latest data from Steam's servers
///
public void Refresh()
{
Name = Client.native.friends.GetFriendPersonaName( Id );
relationship = Client.native.friends.GetFriendRelationship( Id );
personaState = Client.native.friends.GetFriendPersonaState( Id );
CurrentAppId = 0;
ServerIp = 0;
ServerGamePort = 0;
ServerQueryPort = 0;
ServerLobbyId = 0;
var gameInfo = new SteamNative.FriendGameInfo_t();
if ( Client.native.friends.GetFriendGamePlayed( Id, ref gameInfo ) && gameInfo.GameID > 0 )
{
CurrentAppId = gameInfo.GameID;
ServerIp = gameInfo.GameIP;
ServerGamePort = gameInfo.GamePort;
ServerQueryPort = gameInfo.QueryPort;
ServerLobbyId = gameInfo.SteamIDLobby;
}
Client.native.friends.RequestFriendRichPresence( Id );
}
///
/// This will return null if you don't have the target user's avatar in your cache.
/// Which usually happens for people not on your friends list.
///
public Image GetAvatar( Friends.AvatarSize size )
{
return Client.Friends.GetCachedAvatar( size, Id );
}
///
/// Invite this friend to the game that we are playing
///
public bool InviteToGame(string Text)
{
return Client.native.friends.InviteUserToGame(Id, Text);
}
///
/// Sends a message to a Steam friend. Returns true if success
///
public bool SendMessage( string message )
{
return Client.native.friends.ReplyToFriendMessage( Id, message );
}
}
}