using System.Collections.Generic;
using LLib.GameData;
using Lumina.Excel.GeneratedSheets;
using Questionable.Model.Questing;
namespace Questionable.Model;
internal sealed class SatisfactionSupplyInfo : IQuestInfo
{
public SatisfactionSupplyInfo(SatisfactionNpc npc)
{
QuestId = new SatisfactionSupplyNpcId((ushort)npc.RowId);
Name = npc.Npc.Value!.Singular;
IssuerDataId = npc.Npc.Row;
Level = npc.LevelUnlock;
Expansion = (EExpansionVersion)npc.QuestRequired.Value!.Expansion.Row;
}
public ElementId QuestId { get; }
public string Name { get; }
public uint IssuerDataId { get; }
public bool IsRepeatable => true;
public ushort Level { get; }
public EBeastTribe BeastTribe => EBeastTribe.None;
public bool IsMainScenarioQuest => false;
public EExpansionVersion Expansion { get; }
///
/// We don't have collectables implemented for any other class.
///
public IReadOnlyList ClassJobs { get; } = [EClassJob.Miner, EClassJob.Botanist];
}