use std::{self, fmt}; /// The "friend or foe" enum. #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum IFF { /// Green vs green, red vs red. Friend, /// Green vs red. Foe, /// Something very wrong happened. Unknown, /// Field is not used in this kind of event. None, } /// Combat result (physical) #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum CbtResult { /// Good physical hit Normal, /// Physical hit was a critical hit Crit, /// Physical hit was a glance Glance, /// Physical hit was blocked (e.g. Shelter) Block, /// Physical hit was evaded (e.g. dodge) Evade, /// Physical hit interrupted something Interrupt, /// Physical hit was absorbed (e.g. invulnerability) Absorb, /// Physical hit missed Blind, /// Physical hit was the killing blow KillingBlow, /// Hit was downing hit. Downed, /// Field is not used in this kind of event. None, } /// Combat activation #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum CbtActivation { /// Field is not used in this kind of event. None, /// Activation without quickness Normal, /// Activation with quickness Quickness, /// Cancel with reaching channel time CancelFire, /// Cancel without reaching channel time CancelCancel, /// Animation completed fully Reset, } /// Combat state change /// /// The referenced fields are of the [`CbtEvent`](struct.CbtEvent.html) /// struct. #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum CbtStateChange { /// Field is not used in this kind of event. None, /// `src_agent` entered combat. /// /// * `dst_agent` specifies the agent's subgroup. EnterCombat, /// `src_agent` left combat. ExitCombat, /// `src_agent` is now alive. ChangeUp, /// `src_agent` is now dead. ChangeDead, /// `src_agent` is now downed. ChangeDown, /// `src_agent` is now in game tracking range. Spawn, /// `src_agent` is no longer being tracked. Despawn, /// `src_agent` has reached a health marker. /// /// * `dst_agent` will be set to the new health percentage, multiplied by /// 10000. HealthUpdate, /// Log start. /// /// * `value` is the server unix timestamp. /// * `buff_dmg` is the local unix timestamp. /// * `src_agent` is set to `0x637261` (arcdps id) LogStart, /// Log end. /// /// * `value` is the server unix timestamp. /// * `buff_dmg` is the local unix timestamp. /// * `src_agent` is set to `0x637261` (arcdps id) LogEnd, /// `src_agent` swapped the weapon set. /// /// * `dst_agent` is the current set id (0/1 for water sets, 4/5 for land /// sets) WeapSwap, /// `src_agent` has had it's maximum health changed. /// /// * `dst_agent` is the new maximum health. MaxHealthUpdate, /// `src_agent` is the agent of the recording player. PointOfView, /// `src_agent` is the text language. Language, /// `src_agent` is the game build. GwBuild, /// `src_agent` is the server shard id. ShardId, /// Represents the reward (wiggly box) /// /// * `src_agent` is self /// * `dst_agent` is reward id. /// * `value` is reward type. Reward, /// Combat event that will appear once per buff per agent on logging start (zero duration, /// buff==18) BuffInitial, /// src_agent changed, cast float* p = (float*)&dst_agent, access as x/y/z (float[3]) Position, /// src_agent changed, cast float* v = (float*)&dst_agent, access as x/y/z (float[3]) Velocity, /// src_agent changed, cast float* f = (float*)&dst_agent, access as x/y (float[2]) Facing, /// src_agent change, dst_agent new team id TeamChange, /// src_agent is an attacktarget, dst_agent is the parent agent (gadget type), value is the current targetable state AttackTarget, /// dst_agent is the new target-able state (0 = no, 1 = yes. default yes) Targetable, /// src_agent is map id MapId, /// internal use by arcDPS, won't see anywhere ReplInfo, /// src_agent is agent with buff, dst_agent is the stackid marked active StackActive, /// src_agent is agent with buff, value is the duration to reset to (also marks inactive), /// pad61- is the stackid StackReset, /// src_agent is agent, dst_agent through buff_dmg is 16 byte guid (client form, needs minor rearrange for api form) Guild, } /// Combat buff remove type #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum CbtBuffRemove { /// Field is not used in this kind of event. None, /// All stacks removed. All, /// Single stack removed. /// /// Disabled on server trigger, will happen for each stack on cleanse. Single, /// Autoremoved by OOC or allstack. /// /// (Ignore for strip/cleanse calc, use for in/out volume)- Manual, } /// Custom skill ids #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum CbtCustomSkill { /// Not custom but important and unnamed. Resurrect = 1066, /// Personal healing only. Bandage = 1175, /// Will occur in is_activation==normal event. Dodge = 65001, } /// Language #[derive(Copy, Clone, Debug, PartialEq, Eq, FromPrimitive)] pub enum Language { /// English. Eng = 0, /// French. Fre = 2, /// German. Gem = 3, /// Spanish. Spa = 4, } /// A combat event. /// /// This event combines both the old structure and the new structure. Fields not /// present in the source are zeroed. When dealing with events, always make sure /// to check the header.revision tag. /// /// For conflicting data types, the bigger one is chosen (e.g. u32 over u16). #[derive(Clone, Debug, PartialEq, Eq)] pub struct CbtEvent { /// System time since Windows was started, in milliseconds. pub time: u64, /// Unique identifier of the source agent. pub src_agent: u64, /// Unique identifier of the destination agent. pub dst_agent: u64, /// Event-specific value. pub value: i32, /// Estimated buff damage. Zero on application event. pub buff_dmg: i32, /// Estimated overwritten stack duration for buff application. pub overstack_value: u32, /// Skill id. pub skillid: u32, /// Agent map instance id. pub src_instid: u16, /// Agent map instance id. pub dst_instid: u16, /// Master source agent map instance id if source is a minion/pet. pub src_master_instid: u16, /// Master destination agent map instance id if destination is a minion/pet. pub dst_master_instid: u16, pub iff: IFF, /// Buff application, removal or damage event. pub buff: u8, pub result: CbtResult, pub is_activation: CbtActivation, pub is_buffremove: CbtBuffRemove, /// Source agent health was over 90%. pub is_ninety: bool, /// Target agent health was under 90%. pub is_fifty: bool, /// Source agent was moving. pub is_moving: bool, pub is_statechange: CbtStateChange, /// Target agent was not facing source. pub is_flanking: bool, /// All or part damage was vs. barrier/shield. pub is_shields: bool, /// False if buff dmg happened during tick, true otherwise. pub is_offcycle: bool, } /// An agent. #[derive(Clone)] pub struct Agent { /// Agent id. pub addr: u64, /// Agent profession id. pub prof: u32, /// Agent elite specialisation. pub is_elite: u32, /// Toughnes. pub toughness: i16, /// Concentration. pub concentration: i16, /// Healing. pub healing: i16, /// Condition pub condition: i16, /// Name/Account combo field. pub name: [u8; 64], } impl Agent { /// Checks whether this agent is a gadget. /// /// Gadgets are entities spawned by some skills, like the "Binding Roots" /// spawned by Entangle. pub fn is_gadget(&self) -> bool { self.is_elite == std::u32::MAX && (self.prof & 0xffff_0000) == 0xffff_0000 } /// Checks whether this agent is a character. /// /// Characters are entities like clones, pets, minions, spirits, but also /// minis. pub fn is_character(&self) -> bool { self.is_elite == std::u32::MAX && (self.prof & 0xffff_0000) != 0xffff_0000 } /// Checks whether this agent is a player. pub fn is_player(&self) -> bool { self.is_elite != std::u32::MAX } } impl fmt::Debug for Agent { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!( f, "Agent {{ addr: {}, \ prof: {}, is_elite: {}, toughness: {}, concentration: {}, \ healing: {}, condition: {}, name: {} }}", self.addr, self.prof, self.is_elite, self.toughness, self.concentration, self.healing, self.condition, String::from_utf8_lossy(&self.name) ) } } /// A skill. #[derive(Clone)] pub struct Skill { /// Skill id. pub id: i32, /// Skill name. pub name: [u8; 64], } impl Skill { /// Return the name of the skill as a `String`. /// /// Returns `None` if the name is not valid UTF-8. pub fn name_string(&self) -> Option { let bytes = self .name .iter() .cloned() .take_while(|b| *b != 0) .collect::>(); String::from_utf8(bytes).ok() } } impl fmt::Debug for Skill { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!( f, "Skill {{ id: {}, name: {:?} }}", self.id, self.name_string() ) } }