//! Event definitions. //! //! This module contains the different types of events in their high-level form. use super::raw; use std::convert::TryFrom; use std::io; use byteorder::{BigEndian, WriteBytesExt}; use getset::{CopyGetters, Getters}; use num_traits::FromPrimitive; use thiserror::Error; /// Any error that can occur when trying to convert a raw [`CbtEvent`][raw::CbtEvent] to a /// [`Event`][Event]. #[derive(Clone, Debug, Error)] pub enum FromRawEventError { #[error("event contains an unknown state change: {0:?}")] UnknownStateChange(raw::CbtStateChange), #[error("event contains an unknown damage event")] UnknownDamageEvent, #[error("the event contains invalid text")] InvalidText, } /// A rusty enum for all possible combat events. /// /// This makes dealing with [`CbtEvent`][raw::CbtEvent] a bit saner (and safer). #[derive(Clone, Debug, PartialEq)] 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: u32, activation: Activation, }, /// Condition damage tick. ConditionTick { source_agent_addr: u64, destination_agent_addr: u64, condition_id: u32, damage: i32, }, /// Condition damage tick that was negated by invulnerability. InvulnTick { source_agent_addr: u64, destination_agent_addr: u64, condition_id: u32, }, /// Physical damage. Physical { source_agent_addr: u64, destination_agent_addr: u64, skill_id: u32, damage: i32, result: raw::CbtResult, }, /// Buff applied. BuffApplication { source_agent_addr: u64, destination_agent_addr: u64, buff_id: u32, duration: i32, overstack: u32, }, /// Buff removed. BuffRemove { source_agent_addr: u64, destination_agent_addr: u64, buff_id: u32, total_duration: i32, longest_stack: i32, removal: raw::CbtBuffRemove, }, /// Position of the agent has changed. Position { agent_addr: u64, x: f32, y: f32, z: f32, }, /// Velocity of the agent has changed. Velocity { agent_addr: u64, x: f32, y: f32, z: f32, }, /// The agent is facing in the given direction. Facing { agent_addr: u64, x: f32, y: f32 }, /// The given agent changed their team. TeamChange { agent_addr: u64, team_id: u64 }, /// Establishes an "attack target" relationship between two agents. /// /// Attack targets are somewhat not really documented, but the gist seems to be that some /// agents act as an "attack target" for other agents. This is mainly for the purpose of some /// status update events, such as [`Targetable`][EventKind::Targetable] or /// [`MaxHealthUpdate`][EventKind::MaxHealthUpdate]. /// /// Damage events seem to not have attack targets as their target, so if your only goal is to /// calculate the damage dealt, you should be fine ignoring attack targets. /// /// Further sources: /// * [AttackTargetEvent.cs](https://github.com/baaron4/GW2-Elite-Insights-Parser/blob/8a0ccd381be8680d53a5840c569d0b8a111cea41/GW2EIParser/Parser/ParsedData/CombatEvents/StatusEvents/AttackTargetEvent.cs) /// * [Deimos.cs](https://github.com/baaron4/GW2-Elite-Insights-Parser/blob/8a0ccd381be8680d53a5840c569d0b8a111cea41/GW2EIParser/FightLogic/Raids/W4/Deimos.cs) /// * [ConjuredAmalgamate.cs](https://github.com/baaron4/GW2-Elite-Insights-Parser/blob/8a0ccd381be8680d53a5840c569d0b8a111cea41/GW2EIParser/FightLogic/Raids/W6/ConjuredAmalgamate.cs) /// * [Adina.cs](https://github.com/baaron4/GW2-Elite-Insights-Parser/blob/8a0ccd381be8680d53a5840c569d0b8a111cea41/GW2EIParser/FightLogic/Raids/W7/Adina.cs) AttackTarget { agent_addr: u64, parent_agent_addr: u64, targetable: bool, }, /// Updates the targetable state for the given agent. Targetable { agent_addr: u64, targetable: bool }, /// Information about the map id. MapId { map_id: u64 }, /// Guild identification Guild { source_agent_addr: u64, raw_bytes: [u8; 16], api_guild_id: Option, }, /// An error was reported by arcdps. Error { text: String }, } /// A higher-level representation of a combat event. /// /// Events can be many things, from damage events to general status messages (e.g. there's /// [`EventKind::MapId`][EventKind::MapId] to give information about the current map). The main way /// to use events is to match on the [`EventKind`][EventKind] stored in [`.kind`][Event::kind] and /// then decide how to proceed. Note that all [`Event`][Event]s have certain fields that are always /// present, but they might not always be useful or contain sensible information. This is just an /// artifact of how arcdps saves the events. /// /// The main way to deal with events is to iterate/use the [`.events()`][super::Log::events] /// provided by a parsed [`Log`][super::Log]. However, if you end up working with raw events /// ([`CbtEvent`][raw::CbtEvent]), then you can convert them to a "high-level" event using the /// standard [`TryFrom`][TryFrom]/[`TryInto`][std::convert::TryInto] mechanisms: /// /// ```no_run /// # use evtclib::{raw, Event}; /// use std::convert::TryInto; /// let raw_event: raw::CbtEvent = panic!(); /// let event: Event = raw_event.try_into().unwrap(); /// ``` /// /// Note that if you plan on re-using the raw event afterwards, you should use the implementation /// that works on a reference instead: `Event::try_from(&raw_event)`. #[derive(Clone, Debug, PartialEq, CopyGetters, Getters)] pub struct Event { /// The time when the event happened. /// /// This are the milliseconds since Windows has been started (`timeGetTime()`). #[get_copy = "pub"] time: u64, /// The kind of the event. #[get = "pub"] kind: EventKind, /// Whether the agent had more than 90% of its health. /// /// This is the scholar threshold. #[get_copy = "pub"] is_ninety: bool, /// Whether the target health was below 50%. /// /// This is the threshold for many runes and trait damage modifiers (e.g. /// *Bolt to the Heart*). #[get_copy = "pub"] is_fifty: bool, /// Whether the source agent was moving. #[get_copy = "pub"] is_moving: bool, /// Whether the source agent was flanking the target. #[get_copy = "pub"] is_flanking: bool, /// Whether some (or all) damage was mitigated by shields. #[get_copy = "pub"] is_shields: bool, } impl TryFrom for Event { type Error = FromRawEventError; /// Convenience method to avoid manual borrowing. /// /// Note that this conversion will consume the event, so if you plan on re-using it, use the /// `TryFrom<&raw::CbtEvent>` implementation that works with a reference. fn try_from(raw_event: raw::CbtEvent) -> Result { Event::try_from(&raw_event) } } impl TryFrom<&raw::CbtEvent> for Event { type Error = FromRawEventError; /// Transform a raw event to a "high-level" event. /// /// If the event is not known, or some other error occured, `None` is /// returned. /// /// * `raw_event` - the raw event to transform. fn try_from(raw_event: &raw::CbtEvent) -> Result { 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::Guild => EventKind::Guild { source_agent_addr: raw_event.src_agent, raw_bytes: get_guild_id_bytes(raw_event), api_guild_id: get_api_guild_string(&get_guild_id_bytes(raw_event)), }, CbtStateChange::Position => EventKind::Position { agent_addr: raw_event.src_agent, x: f32::from_bits((raw_event.dst_agent >> 32) as u32), y: f32::from_bits((raw_event.dst_agent & 0xffff_ffff) as u32), z: f32::from_bits(raw_event.value as u32), }, CbtStateChange::Velocity => EventKind::Velocity { agent_addr: raw_event.src_agent, x: f32::from_bits((raw_event.dst_agent >> 32) as u32), y: f32::from_bits((raw_event.dst_agent & 0xffff_ffff) as u32), z: f32::from_bits(raw_event.value as u32), }, CbtStateChange::Facing => EventKind::Facing { agent_addr: raw_event.src_agent, x: f32::from_bits((raw_event.dst_agent >> 32) as u32), y: f32::from_bits((raw_event.dst_agent & 0xffff_ffff) as u32), }, CbtStateChange::MapId => EventKind::MapId { map_id: raw_event.src_agent, }, CbtStateChange::TeamChange => EventKind::TeamChange { agent_addr: raw_event.src_agent, team_id: raw_event.dst_agent, }, CbtStateChange::AttackTarget => EventKind::AttackTarget { agent_addr: raw_event.src_agent, parent_agent_addr: raw_event.dst_agent, targetable: raw_event.value != 0, }, CbtStateChange::Targetable => EventKind::Targetable { agent_addr: raw_event.src_agent, targetable: raw_event.dst_agent != 0, }, CbtStateChange::Error => { let data = get_error_bytes(&raw_event); EventKind::Error { text: raw::cstr_up_to_nul(&data) .ok_or(FromRawEventError::InvalidText)? .to_string_lossy() .into_owned(), } } // XXX: implement proper handling of those events! CbtStateChange::BuffInitial | CbtStateChange::ReplInfo | CbtStateChange::StackActive | CbtStateChange::StackReset | CbtStateChange::BuffInfo | CbtStateChange::BuffFormula | CbtStateChange::SkillInfo | CbtStateChange::SkillTiming | CbtStateChange::BreakbarState | CbtStateChange::BreakbarPercent | CbtStateChange::Unknown => { return Err(FromRawEventError::UnknownStateChange( raw_event.is_statechange, )) } CbtStateChange::None => check_activation(raw_event)?, }; Ok(Event { time: raw_event.time, 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) -> Result { use raw::CbtActivation; match raw_event.is_activation { CbtActivation::None => check_buffremove(raw_event), activation => Ok(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, // Already checked and handled above CbtActivation::None => unreachable!(), }, }), } } fn check_buffremove(raw_event: &raw::CbtEvent) -> Result { use raw::CbtBuffRemove; match raw_event.is_buffremove { CbtBuffRemove::None => check_damage(raw_event), removal => Ok(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) -> Result { if raw_event.buff == 0 && raw_event.iff == raw::IFF::Foe && raw_event.dst_agent != 0 { Ok(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 { Ok(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 { Ok(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 { Ok(EventKind::InvulnTick { source_agent_addr: raw_event.src_agent, destination_agent_addr: raw_event.dst_agent, condition_id: raw_event.skillid, }) } else { Err(FromRawEventError::UnknownDamageEvent) } } fn get_guild_id_bytes(raw_event: &raw::CbtEvent) -> [u8; 16] { let mut result = [0; 16]; let mut cursor = io::Cursor::new(&mut result as &mut [u8]); cursor.write_u64::(raw_event.dst_agent).unwrap(); cursor.write_i32::(raw_event.value).unwrap(); cursor.write_i32::(raw_event.buff_dmg).unwrap(); result } fn get_api_guild_string(bytes: &[u8; 16]) -> Option { if bytes == &[0; 16] { return None; } static PACKS: &[&[usize]] = &[ &[4, 5, 6, 7], &[2, 3], &[0, 1], &[11, 10], &[9, 8, 15, 14, 13, 12], ]; let result = PACKS .iter() .map(|p| p.iter().map(|i| format!("{:02X}", bytes[*i])).collect()) .collect::>() .join("-"); Some(result) } fn get_error_bytes(raw_event: &raw::CbtEvent) -> [u8; 32] { let mut result = [0; 32]; let mut cursor = io::Cursor::new(&mut result as &mut [u8]); cursor.write_u64::(raw_event.time).unwrap(); cursor.write_u64::(raw_event.src_agent).unwrap(); cursor.write_u64::(raw_event.dst_agent).unwrap(); cursor.write_i32::(raw_event.value).unwrap(); cursor.write_i32::(raw_event.buff_dmg).unwrap(); result } /// The different weapon-sets in game. #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] 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. 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, Hash)] 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, }