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+use super::raw;
+
+use num_traits::FromPrimitive;
+
+/// A rusty enum for all possible combat events.
+///
+/// This makes dealing with `CbtEvent` a bit saner (and safer).
+#[derive(Clone, Debug, PartialEq, Eq)]
+pub enum EventKind {
+ // State change events
+ /// The agent has entered combat.
+ EnterCombat {
+ agent_addr: u64,
+ subgroup: u64,
+ },
+ /// The agent has left combat.
+ ExitCombat {
+ agent_addr: u64,
+ },
+ /// The agent is now alive.
+ ChangeUp {
+ agent_addr: u64,
+ },
+ /// The agent is now downed.
+ ChangeDown {
+ agent_addr: u64,
+ },
+ /// The agent is now dead.
+ ChangeDead {
+ agent_addr: u64,
+ },
+ /// The agent is now in tracking range.
+ Spawn {
+ agent_addr: u64,
+ },
+ /// The agent has left the tracking range.
+ Despawn {
+ agent_addr: u64,
+ },
+ /// The agent has reached a health treshold.
+ HealthUpdate {
+ agent_addr: u64,
+ /// The new health, as percentage multiplied by 10000.
+ health: u16,
+ },
+ /// The logging has started.
+ LogStart {
+ server_timestamp: u32,
+ local_timestamp: u32,
+ },
+ /// The logging has finished.
+ LogEnd {
+ server_timestamp: u32,
+ local_timestamp: u32,
+ },
+ /// The agent has swapped the weapon set.
+ WeaponSwap {
+ agent_addr: u64,
+ set: WeaponSet,
+ },
+ /// The given agent has its max health changed.
+ MaxHealthUpdate {
+ agent_addr: u64,
+ max_health: u64,
+ },
+ /// The given agent is the point-of-view.
+ PointOfView {
+ agent_addr: u64,
+ },
+ /// The given language is the text language.
+ Language {
+ language: raw::Language,
+ },
+ /// The log was made with the given game build.
+ Build {
+ build: u64,
+ },
+ /// The shard id of the server.
+ ShardId {
+ shard_id: u64,
+ },
+ /// A reward has been awarded.
+ Reward {
+ reward_id: u64,
+ reward_type: i32,
+ },
+
+ /// A skill has been used.
+ SkillUse {
+ source_agent_addr: u64,
+ skill_id: u16,
+ activation: Activation,
+ },
+
+ /// Condition damage tick.
+ ConditionTick {
+ source_agent_addr: u64,
+ destination_agent_addr: u64,
+ condition_id: u16,
+ damage: i32,
+ },
+
+ /// Condition damage tick that was negated by invulnerability.
+ InvulnTick {
+ source_agent_addr: u64,
+ destination_agent_addr: u64,
+ condition_id: u16,
+ },
+
+ /// Physical damage.
+ Physical {
+ source_agent_addr: u64,
+ destination_agent_addr: u64,
+ skill_id: u16,
+ damage: i32,
+ result: raw::CbtResult,
+ },
+
+ /// Buff applied.
+ BuffApplication {
+ source_agent_addr: u64,
+ destination_agent_addr: u64,
+ buff_id: u16,
+ duration: i32,
+ overstack: u16,
+ },
+
+ /// Buff removed.
+ BuffRemove {
+ source_agent_addr: u64,
+ destination_agent_addr: u64,
+ buff_id: u16,
+ total_duration: i32,
+ longest_stack: i32,
+ removal: raw::CbtBuffRemove,
+ },
+}
+
+#[derive(Clone, Debug, PartialEq, Eq)]
+pub struct Event {
+ pub time: u64,
+ pub kind: EventKind,
+ pub is_ninety: bool,
+ pub is_fifty: bool,
+ pub is_moving: bool,
+ pub is_flanking: bool,
+ pub is_shields: bool,
+}
+
+impl Event {
+ pub fn from_raw(raw_event: &raw::CbtEvent) -> Option<Event> {
+ use raw::CbtStateChange;
+ let kind = match raw_event.is_statechange {
+ // Check for state change events first.
+ CbtStateChange::EnterCombat => EventKind::EnterCombat {
+ agent_addr: raw_event.src_agent,
+ subgroup: raw_event.dst_agent,
+ },
+ CbtStateChange::ExitCombat => EventKind::ExitCombat {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::ChangeUp => EventKind::ChangeUp {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::ChangeDead => EventKind::ChangeDead {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::ChangeDown => EventKind::ChangeDown {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::Spawn => EventKind::Spawn {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::Despawn => EventKind::Despawn {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::HealthUpdate => EventKind::HealthUpdate {
+ agent_addr: raw_event.src_agent,
+ health: raw_event.dst_agent as u16,
+ },
+ CbtStateChange::LogStart => EventKind::LogStart {
+ server_timestamp: raw_event.value as u32,
+ local_timestamp: raw_event.buff_dmg as u32,
+ },
+ CbtStateChange::LogEnd => EventKind::LogEnd {
+ server_timestamp: raw_event.value as u32,
+ local_timestamp: raw_event.buff_dmg as u32,
+ },
+ CbtStateChange::WeapSwap => EventKind::WeaponSwap {
+ agent_addr: raw_event.src_agent,
+ set: WeaponSet::from_u64(raw_event.dst_agent),
+ },
+ CbtStateChange::MaxHealthUpdate => EventKind::MaxHealthUpdate {
+ agent_addr: raw_event.src_agent,
+ max_health: raw_event.dst_agent,
+ },
+ CbtStateChange::PointOfView => EventKind::PointOfView {
+ agent_addr: raw_event.src_agent,
+ },
+ CbtStateChange::Language => EventKind::Language {
+ language: raw::Language::from_u64(raw_event.src_agent).unwrap(),
+ },
+ CbtStateChange::GwBuild => EventKind::Build {
+ build: raw_event.src_agent,
+ },
+ CbtStateChange::ShardId => EventKind::ShardId {
+ shard_id: raw_event.src_agent,
+ },
+ CbtStateChange::Reward => EventKind::Reward {
+ reward_id: raw_event.dst_agent,
+ reward_type: raw_event.value,
+ },
+
+ CbtStateChange::None => if let Some(kind) = check_activation(raw_event) {
+ kind
+ } else {
+ return None
+ },
+ };
+ Some(Event {
+ time: raw_event.time,
+ kind: kind,
+ is_ninety: raw_event.is_ninety,
+ is_fifty: raw_event.is_fifty,
+ is_moving: raw_event.is_moving,
+ is_flanking: raw_event.is_flanking,
+ is_shields: raw_event.is_shields,
+ })
+ }
+}
+
+fn check_activation(raw_event: &raw::CbtEvent) -> Option<EventKind> {
+ use raw::CbtActivation;
+ match raw_event.is_activation {
+ CbtActivation::None => check_buffremove(raw_event),
+
+ activation => Some(EventKind::SkillUse {
+ source_agent_addr: raw_event.src_agent,
+ skill_id: raw_event.skillid,
+ activation: match activation {
+ CbtActivation::Quickness => Activation::Quickness(raw_event.value),
+ CbtActivation::Normal => Activation::Normal(raw_event.value),
+ CbtActivation::CancelFire => Activation::CancelFire(raw_event.value),
+ CbtActivation::CancelCancel => Activation::CancelCancel(raw_event.value),
+ CbtActivation::Reset => Activation::Reset,
+ CbtActivation::None => unreachable!(),
+ },
+ }),
+ }
+}
+
+fn check_buffremove(raw_event: &raw::CbtEvent) -> Option<EventKind> {
+ use raw::CbtBuffRemove;
+ match raw_event.is_buffremove {
+ CbtBuffRemove::None => check_damage(raw_event),
+
+ removal => Some(EventKind::BuffRemove {
+ source_agent_addr: raw_event.src_agent,
+ destination_agent_addr: raw_event.dst_agent,
+ buff_id: raw_event.skillid,
+ total_duration: raw_event.value,
+ longest_stack: raw_event.buff_dmg,
+ removal,
+ }),
+ }
+}
+
+fn check_damage(raw_event: &raw::CbtEvent) -> Option<EventKind> {
+ if raw_event.buff == 0 && raw_event.iff == raw::IFF::Foe && raw_event.dst_agent != 0 {
+ Some(EventKind::Physical {
+ source_agent_addr: raw_event.src_agent,
+ destination_agent_addr: raw_event.dst_agent,
+ skill_id: raw_event.skillid,
+ damage: raw_event.value,
+ result: raw_event.result,
+ })
+ } else if raw_event.buff == 1 && raw_event.buff_dmg != 0 && raw_event.dst_agent != 0 && raw_event.value == 0 {
+ Some(EventKind::ConditionTick {
+ source_agent_addr: raw_event.src_agent,
+ destination_agent_addr: raw_event.dst_agent,
+ condition_id: raw_event.skillid,
+ damage: raw_event.buff_dmg,
+ })
+ } else if raw_event.buff == 1 && raw_event.buff_dmg == 0 && raw_event.value != 0 {
+ Some(EventKind::BuffApplication {
+ source_agent_addr: raw_event.src_agent,
+ destination_agent_addr: raw_event.dst_agent,
+ buff_id: raw_event.skillid,
+ duration: raw_event.value,
+ overstack: raw_event.overstack_value,
+ })
+ } else if raw_event.buff == 1 && raw_event.buff_dmg == 0 && raw_event.value == 0 {
+ Some(EventKind::InvulnTick {
+ source_agent_addr: raw_event.src_agent,
+ destination_agent_addr: raw_event.dst_agent,
+ condition_id: raw_event.skillid,
+ })
+ } else {
+ None
+ }
+}
+
+/// The different weapon-sets in game.
+#[derive(Clone, Copy, Debug, PartialEq, Eq)]
+pub enum WeaponSet {
+ /// First water weapon set.
+ Water0,
+ /// Second water weapon set.
+ Water1,
+ /// First land set.
+ Land0,
+ /// Second land set.
+ Land1,
+ /// An unknown weapon set.
+ ///
+ /// This can be caused bundles or anything else that uses the "weapon swap"
+ /// event but is not a normal weapon set.
+ Unknown(u8),
+}
+
+impl WeaponSet {
+ /// Parse a given integer into the correct enum value.
+ pub fn from_u64(value: u64) -> WeaponSet {
+ match value {
+ // magic constants from arcdps README
+ 0 => WeaponSet::Water0,
+ 1 => WeaponSet::Water1,
+ 4 => WeaponSet::Land0,
+ 5 => WeaponSet::Land1,
+ _ => WeaponSet::Unknown(value as u8),
+ }
+ }
+}
+
+/// The different types to activate a skill.
+///
+/// The parameter is the animation time in milliseconds.
+#[derive(Clone, Copy, Debug, PartialEq, Eq)]
+pub enum Activation {
+ /// The skill was activated with quickness.
+ Quickness(i32),
+ /// The skill was activated normally.
+ Normal(i32),
+ /// The skill was cancelled with reaching the channel time.
+ CancelFire(i32),
+ /// The skill was cancelled without reaching the channel time.
+ CancelCancel(i32),
+ /// The channel was completed successfully.
+ Reset,
+}