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authorDaniel Schadt <kingdread@gmx.de>2020-04-28 03:09:22 +0200
committerDaniel Schadt <kingdread@gmx.de>2020-04-28 03:09:22 +0200
commit405cd1a7af60478a7ff3a688de044a5e578f54a4 (patch)
treebde636a2d7f85ddaeab136da319075771fae3db5
parentbebd21e9fff0c1010322e87a85f0ebd7e85c4007 (diff)
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more documentation for Agent
-rw-r--r--src/lib.rs93
1 files changed, 93 insertions, 0 deletions
diff --git a/src/lib.rs b/src/lib.rs
index e703408..e2e22fb 100644
--- a/src/lib.rs
+++ b/src/lib.rs
@@ -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>,
}