Age | Commit message (Collapse) | Author |
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evtclib hasn't kept up too well with the newest things arcdps now
reports. This commit at least introduces the correct CbtStateChange
variants for all of the new features, and it adds "high level"
EventKinds for some of them.
There are still plenty of unimplemented ones, but we can get to that
later.
Since there are multiple "internal use" variants now,
FromRawEventError::UnexpectedReplInfo has been renamed to
UnexpectedInternalEvent.
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Might be nice to have it readable in the documentation, not just the
source!
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Dragonvoid is one of those weird bosses which consists of multiple
characters(?) that are structures and not even "normal" characters(??).
The first ID we used seemed to not catch the actual logs that are now
generated using an up-to-date arcDPS.
I'm not sure if the old ID was necessarily wrong, but for some reason,
it doesn't seem to match the actual ID that is currently used to log
this fight.
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This is the one thing that prevents evtclib from parsing new logs, as we
can handle unknown bosses, but no unknown elite specs.
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There's not many useful things we can do with this log, other than
providing a way for downstream applications to identify those logs.
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This may be useful for downstream applications and it fits into the
pattern of implementing it for Boss/Encounter.
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If we already have an Encounter, it might be nice to determine the game
mode from it as well - without needing to go through the whole log
first.
This is especially useful for raidgrep, where we can use the early
filters - which don't have access to the whole Log item.
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It makes sense to expose this logic as a function, as other programs
like raidgrep might want to use the same logic when dealing with partial
evtc files.
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Those functions can be used to simplify the special case handling that
was done in lib.rs on encounters that have multiple bosses.
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This is now the enum that contains the IDs of the single bosses, like
Nikare and Kenut. This means we can do away with the NIKARE_ID and such.
The enum is not publicly re-exported, as we re-export Encounter (which
is more of a replacement of the old Boss).
Special casing still remains (mostly in lib.rs), but we should be able
to do away with this now with a more general Encounter::bosses and
Boss::encounter methods.
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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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