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author | Daniel Schadt <kingdread@gmx.de> | 2020-04-28 03:09:22 +0200 |
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committer | Daniel Schadt <kingdread@gmx.de> | 2020-04-28 03:09:22 +0200 |
commit | 405cd1a7af60478a7ff3a688de044a5e578f54a4 (patch) | |
tree | bde636a2d7f85ddaeab136da319075771fae3db5 | |
parent | bebd21e9fff0c1010322e87a85f0ebd7e85c4007 (diff) | |
download | evtclib-405cd1a7af60478a7ff3a688de044a5e578f54a4.tar.gz evtclib-405cd1a7af60478a7ff3a688de044a5e578f54a4.tar.bz2 evtclib-405cd1a7af60478a7ff3a688de044a5e578f54a4.zip |
more documentation for Agent
-rw-r--r-- | src/lib.rs | 93 |
1 files changed, 93 insertions, 0 deletions
@@ -41,10 +41,21 @@ pub enum EvtcError { /// Player-specific agent data. #[derive(Debug, Clone, PartialEq, Eq)] pub struct Player { + /// The player's profession. profession: u32, + + /// The player's elite specialization. elite: u32, + + /// The player's character name. character_name: String, + + /// The player's account name. + /// + /// This includes the leading colon and the 4-digit denominator. account_name: String, + + /// The subgroup the player was in. subgroup: u8, } @@ -114,29 +125,111 @@ impl AgentKind { } /// An agent. +/// +/// Agents in arcdps are very versatile, as a lot of things end up being an "agent". This includes: +/// * Players +/// * Bosses +/// * Any additional mobs that spawn +/// * Mesmer illusions +/// * Ranger spirits, pets +/// * Guardian spirit weapons +/// * ... +/// +/// Generally, you can divide them into three kinds ([`AgentKind`][AgentKind]): +/// * [`Player`][Player]: All players themselves. +/// * [`Character`][Character]: Non-player mobs, including most bosses, "adds" and player-generated +/// characters. +/// * [`Gadget`][Gadget]: Some additional gadgets, such as ley rifts, continuum split, ... +/// +/// All of these agents share some common fields, which are the ones accessible in `Agent<Kind>`. +/// The kind can be retrieved using [`.kind()`][Agent::kind], which can be matched on. +/// +/// # The `Kind` parameter +/// +/// The type parameter is not actually used and only exists at the type level. It can be used to +/// tag `Agent`s containing a known kind. For example, `Agent<Player>` implements +/// [`.player()`][Agent::player], which returns a `&Player` directly (instead of a +/// `Option<&Player>`). This works because such tagged `Agent`s can only be constructed (safely) +/// using [`.as_player()`][Agent::as_player], [`.as_gadget()`][Agent::as_gadget] or +/// [`.as_character()`][Agent::as_character]. This is useful since functions like +/// [`Log::players`][Log::players], which already filter only players, don't require the consumer +/// to do another check/pattern match for the right agent kind. +/// +/// The unit type `()` is used to tag `Agent`s which contain an undetermined type, and it is the +/// default if you write `Agent` without any parameters. +/// +/// The downside is that methods which work on `Agent`s theoretically should be generic over +/// `Kind`. An escape hatch is the method [`.erase()`][Agent::erase], which erases the kind +/// information and produces the default `Agent<()>`. Functions/methods that only take `Agent<()>` +/// can therefore be used by any other agent as well. #[derive(Debug, Clone, Getters, CopyGetters)] +// For the reasoning of #[repr(C)] see Agent::transmute. #[repr(C)] pub struct Agent<Kind = ()> { + /// The address of this agent. + /// + /// This is not actually the address of the in-memory Rust object, but rather a serialization + /// detail of arcdps. You should consider this as an opaque number and only compare it to other + /// agent addresses. #[get_copy = "pub"] addr: u64, + + /// The kind of this agent. #[get = "pub"] kind: AgentKind, + + /// The toughness of this agent. + /// + /// This is not an absolute number, but a relative indicator that indicates this agent's + /// toughness relative to the other people in the squad. + /// + /// 0 means lowest toughness, 10 means highest toughness. #[get_copy = "pub"] toughness: i16, + + /// The concentration of this agent. + /// + /// This is not an absolute number, but a relative indicator that indicates this agent's + /// concentration relative to the other people in the squad. + /// + /// 0 means lowest concentration, 10 means highest concentration. #[get_copy = "pub"] concentration: i16, + + /// The healing power of this agent. + /// + /// This is not an absolute number, but a relative indicator that indicates this agent's + /// healing power relative to the other people in the squad. + /// + /// 0 means lowest healing power, 10 means highest healing power. #[get_copy = "pub"] healing: i16, + + /// The condition damage of this agent. + /// + /// This is not an absolute number, but a relative indicator that indicates this agent's + /// condition damage relative to the other people in the squad. + /// + /// 0 means lowest condition damage, 10 means highest condition damage. #[get_copy = "pub"] condition: i16, + + /// The instance ID of this agent. #[get_copy = "pub"] instance_id: u16, + + /// The timestamp of the first event entry with this agent. #[get_copy = "pub"] first_aware: u64, + + /// The timestamp of the last event entry with this agent. #[get_copy = "pub"] last_aware: u64, + + /// The master agent's address. #[get_copy = "pub"] master_agent: Option<u64>, + phantom_data: PhantomData<Kind>, } |