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This is the first step in differentiating between Encounters and Bosses.
It sounds a bit weird at first, but there are some events without any
bosses (like the River of Souls), and some events which have multiple
bosses (like Twin Largos or the kodan strike mission). If we want to
support this better, without relying on extra IDs, special casing and
constants (like NIKARE_ID), we should differentiate between Encounters
and Bosses.
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It turns out that the different encounters do require quite some
encounter-specific logic, not only to determine whether the CM was
activated, but also to determine whether the fight was successful, the
duration of the fight, later the phases, ...
Wrapping all of this in pre-defined "triggers" (like CmTrigger) feels
like it will be a bit unfitting, so with this patch we have introduced
the evtclib::Analyzer, which can be used to analyze the fights.
Currently, the whole CM detection logic has been moved to this new
interface, and soon we also want the success-detection logic in there.
The tests pass and the interface of Log::is_cm is unchanged.
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This is something that a lot of applications will probably have to
implement anyway, so we might as well provide it and do it within Rusts
standard traits.
This does not provide localization, but it uses the English names, which
should be good enough for most cases.
Since we provide FromStr for those classes as well, it makes
double-sense to add Display. However, not all cases are currently
reversible ("Cairn the Indomitable" vs "Cairn"), although the status quo
seems fine for now (most people type Cairn, but when outputting we can
use the full name).
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The given buff is the Countdown effect that each player has:
https://wiki.guildwars2.com/index.php?title=Countdown
The logic is from GW2-Elite-Insights-Parser (Cairn.cs, IsCM), but we
count this as a buff instead of a skill.
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This still needs a bit of work, as some of them are untested (Conjured
Amalgamate, Fractal CMs).
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For the same reason that Boss implements FromStr, we might want users to
be able to specify professions or elite specializations in textual form.
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In the high-level "Player" struct, dealing with the low-level numbers
seems a bit off, especially because it means that applications have to
keep a table of id-to-profession mappings anyway. We're already
including a Boss enum for the same reasons, so we might as well include
Profession and EliteSpec data - which is also not changing as frequently
as Boss.
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The implementation was short, but since we're using thiserror anyway, we
might as well be consistent and derive the implementation.
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The way the trackers worked was rather... "adventurous", and while there
were some good ideas and it mostly worked, the implementation and
interface could do better.
Additionally, it was incomplete, for example there were a lot of
mechanics just missing.
While I'm not against having this functionality provided by evtclib, I
think it would be more worthwile with a better designed implementation &
API, so this "proof of concept" implementation is gone until there is a
better way of doing things.
gamedata is being kept, as the boss identifiers are useful and
applications shouldn't have to deal with keeping this low-level list
themselves.
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