//! Raw evtc structs. //! //! This module contains the translated definitions from arcdps's C structs. use num_derive::FromPrimitive; use std::{self, fmt}; use std::hash::{Hash, Hasher}; /// The "friend or foe" enum. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, 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, } impl Default for IFF { fn default() -> Self { IFF::None } } /// Combat result (physical) #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, 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, } impl Default for CbtResult { fn default() -> Self { CbtResult::None } } /// Combat activation #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, 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, } impl Default for CbtActivation { fn default() -> Self { CbtActivation::None } } /// Combat state change /// /// The referenced fields are of the [`CbtEvent`](struct.CbtEvent.html) /// struct. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, 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 position. /// /// * `dst_agent` is a 2-element float array (x, y). /// * `value` is a single float (z). Position, /// `src_agent` changed velocity. /// /// * `dst_agent` is a 2-element float array (x, y). /// * `value` is a single float (z). Velocity, /// `src_agent` changed the direction that they're facing. /// /// * `dst_agent` is a 2-element float array (x, y). Facing, /// `src_agent` changed team. /// /// * `dst_agent` is the 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, /// Information about the map that the log was done on. /// /// * `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, /// Information about the guild. /// /// * `src_agent` is the agent /// * `dst_agent` through `buff_dmg` is 16 byte guild id (client form, needs minor rearrange /// for api form) Guild, /// `is_flanking` = probably invuln, `is_shields` = probably invert, `is_offcycle` = category, `pad61` = stacking type, `src_master_instid` = max stacks (not in realtime) BuffInfo, /// `(float*)&time [9]`: type attr1 attr2 param1 param2 param3 trait_src trait_self, `is_flanking` = !npc, `is_shields` = !player, `is_offcycle` = break (not in realtime, one per formula) BuffFormula, /// `(float*)&time [9]`: recharge range0 range1 tooltiptime (not in realtime) SkillInfo, /// `src_agent` = action, `dst_agent` = at millisecond (not in realtime, one per timing) SkillTiming, /// `src_agent` is agent, `value` is u16 game enum (active, recover, immune, none) BreakbarState, /// `src_agent` is agent, `value` is float with percent BreakbarPercent, /// `time` is the start of the error string. Error, /// `src_agent` is the agent, `value` is the tag id Tag, } impl Default for CbtStateChange { fn default() -> Self { CbtStateChange::None } } /// Combat buff remove type #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, 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, } impl Default for CbtBuffRemove { fn default() -> Self { CbtBuffRemove::None } } /// Custom skill ids #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, 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, Hash, FromPrimitive)] pub enum Language { /// English. Eng = 0, /// French. Fre = 2, /// German. Gem = 3, /// Spanish. Spa = 4, } impl Default for Language { fn default() -> Self { Language::Eng } } /// Buff formula attributes. /// /// Variants prefixed with `Custom` are not native to the game client but rather variants added by /// arcdps. /// /// The suffix `Inc` indicates an increase, whereas the suffix `Rec` stands for received. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, FromPrimitive)] pub enum Attribute { None, Power, Precision, Toughness, Vitality, Ferocity, Healing, Condition, Concentration, Expertise, CustomArmor, CustomAgony, CustomStatInc, CustomFlatInc, CustomPhysInc, CustomCondInc, CustomPhysRec, CustomCondRec, CustomAttackSpeed, } /// Categories for [`BuffInfo`][CbtStateChange::BuffInfo] events. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, FromPrimitive)] pub enum BuffCategory { Boon = 0, Any = 1, Condition = 2, Food = 4, Upgrade = 6, Boost = 8, Trait = 11, Enhancement = 13, Stance = 16, } /// 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, Hash, Default)] 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 } } // We need to implement this manually, as our array is bigger than 32. impl fmt::Debug for Agent { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { f.debug_struct("Agent") .field("addr", &self.addr) .field("prof", &self.prof) .field("is_elite", &self.is_elite) .field("toughness", &self.toughness) .field("concentration", &self.concentration) .field("healing", &self.healing) .field("condition", &self.condition) .field("name", &(&self.name as &[u8])) .finish() } } impl PartialEq for Agent { fn eq(&self, other: &Self) -> bool { self.addr == other.addr && self.prof == other.prof && self.is_elite == other.is_elite && self.toughness == other.toughness && self.concentration == other.concentration && self.healing == other.healing && self.condition == other.condition && &self.name as &[u8] == &other.name as &[u8] } } impl Eq for Agent {} impl Hash for Agent { fn hash(&self, state: &mut H) { self.addr.hash(state); self.prof.hash(state); self.is_elite.hash(state); self.toughness.hash(state); self.concentration.hash(state); self.healing.hash(state); self.condition.hash(state); self.name.hash(state); } } impl Default for Agent { fn default() -> Self { Self { addr: Default::default(), prof: Default::default(), is_elite: Default::default(), toughness: Default::default(), concentration: Default::default(), healing: Default::default(), condition: Default::default(), name: [0; 64], } } } /// 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 { f.debug_struct("Skill") .field("id", &self.id) .field("name", &(&self.name as &[u8])) .finish() } } impl PartialEq for Skill { fn eq(&self, other: &Self) -> bool { self.id == other.id && &self.name as &[u8] == &other.name as &[u8] } } impl Eq for Skill {} impl Hash for Skill { fn hash(&self, state: &mut H) { self.id.hash(state); self.name.hash(state); } } impl Default for Skill { fn default() -> Self { Self { id: Default::default(), name: [0; 64], } } }