aboutsummaryrefslogtreecommitdiff
path: root/src/lib.rs
AgeCommit message (Collapse)Author
2020-09-28optionally implement serde::{Des,S}erializeDaniel Schadt
2020-09-28add Log::build_idDaniel Schadt
2020-09-28rename Log::npcs to Log::charactersDaniel Schadt
2020-09-28add Log::gadgetsDaniel Schadt
2020-09-28fix formattingDaniel Schadt
2020-09-23add Encounter::bosses and Boss::encounterDaniel Schadt
Those functions can be used to simplify the special case handling that was done in lib.rs on encounters that have multiple bosses.
2020-09-23re-introduce BossDaniel Schadt
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.
2020-09-23rename Boss to EncounterDaniel Schadt
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.
2020-09-23fix lintsDaniel Schadt
2020-09-15fix logs with Claw of the Fallen IDDaniel Schadt
2020-08-17fix formattingv0.4.1Daniel Schadt
2020-08-17add Log::errors convenience methodDaniel Schadt
2020-07-24re-export Outcome as wellDaniel Schadt
2020-07-23more documentation & adjustmentsDaniel Schadt
2020-07-23make Log::boss_agents/is_boss work on Largos TwinsDaniel Schadt
Otherwise, this would only return Nikare, and not Kenut.
2020-06-28start implementing analyzersDaniel Schadt
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.
2020-06-12add Log::spanDaniel Schadt
2020-05-11fix formattingDaniel Schadt
2020-05-09move process_* out of lib.rsDaniel Schadt
This is the start of an effort to clean up lib.rs a bit by moving out functions into their own module and re-exporting them.
2020-05-09update documentation and READMEDaniel Schadt
2020-05-09add process_stream and process_file functionsDaniel Schadt
2020-05-08add first support for determining CMsDaniel Schadt
This still needs a bit of work, as some of them are untested (Conjured Amalgamate, Fractal CMs).
2020-05-02add a note about writing evtc filesDaniel Schadt
2020-05-02use getters for EventDaniel Schadt
2020-05-02add more documentationDaniel Schadt
2020-04-29add some convenience methods to LogDaniel Schadt
Those are methods that are probably useful to some applications, and it feels like some of that data should even be in the file header. Due to the evtc limitations though, we need to loop through the events to access it, which means that every application would have to implement this. Those functions should be kept in a separate impl though, as they are more costly to call than the other accessors. Maybe they should even be moved to an "extension trait", though it's not clear whether putting this behind a trait would be idiomatic Rust. The advantage would be that users would have to specifically import the trait, thereby making sure they're aware of the performance implications.
2020-04-29implement TryFrom for non-referencesDaniel Schadt
2020-04-29replace own from_raw with TryFrom implementationDaniel Schadt
Hooking into the standard Rust system is probably better in the long-run than having those separate from_raw methods on all of our objects. Most end users probably won't even need them, as they will use the higher level functionality provided by evtclib::process.
2020-04-29make event submodule publicDaniel Schadt
The module contains some useful structs which were otherwise not exposed in the public API, so it's better to make it public. The re-export of Event and EventKind can stay, for convenience.
2020-04-28more inliningDaniel Schadt
2020-04-28add more shorthands to Agent<Player|...>Daniel Schadt
2020-04-28more documentationDaniel Schadt
2020-04-28restructure how agents are constructedDaniel Schadt
The old function turned a bit into a mess, so the functionality is now split up.
2020-04-28move boss_id() to encounter_id(), add encounter()Daniel Schadt
2020-04-28add Profession and EliteSpec enumDaniel Schadt
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.
2020-04-28derive Hash for Player/Gadget/Character/AgentDaniel Schadt
It is very much possible and likely that someone would want to use a Player or Agent in a HashSet or HashMap, and there's no reason why that should be forbidden.
2020-04-28getters for Player/Character/GadgetDaniel Schadt
2020-04-28more documentation for AgentDaniel Schadt
2020-04-28rework Agent/AgentName/AgentKind structsDaniel Schadt
We can now make compile-time guarantees about the contained kind, so that Log::players for example can return players directly.
2020-04-27rework Log::players/npcsDaniel Schadt
Since we know that we're only returning Agents which are Players, we can save downstream users some time and also provide access to the &Player. Ideally, we'd want something like PlayerAgent, or Agent<Player>, but that not only incurrs code duplication (in the first case), it'd also mean cloning the player data (second case), as we couldn't just return a reference into the pool with all agents. For now, this is still the better option, until other ways have been explored. Maybe cloning here wouldn't be too bad, but we'd also run into the issue that we cannot use record unpacking for records that have different generic parameters, so going from Agent<AgentKind> to Agent<Player> would mean manually copying over all record fields. We now no longer need the matches! macro, as we can simply use AgentKind::as_{player,character}.
2020-04-27combine AgentKind and AgentNameDaniel Schadt
Both of those are only used in lockstep anyway. If the AgentKind was Player, the AgentName was also Player. Having the possibility of mis-matched enum variants here was bad and always required an extra step of "unwrap" that was not necessary. This combination is the first step to simplify the handling of different agent kinds.
2020-04-27change some getters to copyDaniel Schadt
The types are so small that a reference would be slower than just copying the number itself.
2020-04-27remove try_traitDaniel Schadt
The .ok_or() method on Option is enough for those two occasions that we don't need to activate the complete try_trait feature just for a very small and questionable ergonomics gain. This also allows us to more easily discern which data exactly was invalid, as the .ok_or() in different places could take different error values. This also allows evtclib to be used on stable now. Some noise is introduced in the diff due to automatically re-formatting the source.
2020-04-27remove features stmt_expr_attributes & never_typeDaniel Schadt
Those are not used anymore and can be disabled. Maybe we can even get rid of try_trait in a nice way, allowing us to run on stable instead of nightly-only.
2020-04-27remove statistics submoduleDaniel Schadt
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.
2020-04-04use getset::Getters without #[macro_use]Daniel Schadt
2020-04-04Use num_derive::FromPrimitive without #[macro_use]Daniel Schadt
2020-04-04switch from quick_error to thiserrorDaniel Schadt
thiserror seems to be the more modern approach that also works with the new Error trait from std.
2020-04-04update dependenciesDaniel Schadt
2019-05-24add public method to parse raw::Agent to AgentDaniel Schadt