//! Module providing functions and structs to deal with boon related statistics. use std::cmp; use std::fmt; use std::ops::Mul; use super::math::{Monoid, RecordFunc, Semigroup}; use fnv::FnvHashMap; /// The type of a boon. #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub enum BoonType { /// Boon stacks duration, e.g. Regeneration. Duration, /// Boon stacks intensity, e.g. Might. Intensity, } /// A struct that helps with simulating boon changes over time. /// /// This basically simulates a single boon-queue (for a single boon). /// /// # A quick word about how boon queues work /// /// For each boon, you have an internal *boon queue*, limited to a specific /// capacity. When the current stack expires, the next one is taken from the /// queue. /// /// The queue is sorted by boon strength. This means that "weak" boons are /// always at the end (and as such, are the first ones to be deleted when the /// queue is full). This prevents "bad" boons (e.g. the Quickness from Lightning /// Hammer #2) to override the "good" boons (e.g. the Quickness from your /// friendly neighborhood Chrono with 100% boon duration). /// /// This also means that boons can be "lost". If the queue is full, the boon /// might not get applied, or it might replace another boon, thus wasting some /// of the boon duration. /// /// Intensity-stacked boons (such as Might) work a bit differently: as time /// passes, all stacks are decreased simultaneously! As soon as a stack reaches /// 0, it is dropped. /// /// You can find more information and the size of some of the queues on the wiki: /// https://wiki.guildwars2.com/wiki/Effect_stacking #[derive(Clone, Debug)] pub struct BoonQueue { capacity: u32, queue: Vec, boon_type: BoonType, next_update: u64, backlog: u64, } impl BoonQueue { /// Create a new boon queue. /// /// * `capacity` - The capacity of the queue. /// * `boon_type` - How the boons stack. pub fn new(capacity: u32, boon_type: BoonType) -> BoonQueue { BoonQueue { capacity, queue: Vec::new(), boon_type, next_update: 0, backlog: 0, } } fn fix_queue(&mut self) { // Sort reversed, so that the longest stack is at the front. self.queue.sort_unstable_by(|a, b| b.cmp(a)); // Truncate queue by cutting of the shortest stacks if self.queue.len() > self.capacity as usize { self.queue.drain(self.capacity as usize..); } } /// Get the type of this boon. pub fn boon_type(&self) -> BoonType { self.boon_type } /// Add a boon stack to this queue. /// /// * `duration` - Duration (in milliseconds) of the added stack. pub fn add_stack(&mut self, duration: u64) { let backlog = self.backlog; self.do_simulate(backlog); self.queue.push(duration); self.fix_queue(); self.next_update = self.next_update(); } /// Return the amount of current stacks. /// /// If the boon type is a duration boon, this will always return 0 or 1. /// /// If the boon type is an intensity boon, it will return the number of /// stacks. pub fn current_stacks(&self) -> u32 { let result = match self.boon_type { BoonType::Intensity => self.queue.len(), BoonType::Duration => cmp::min(1, self.queue.len()), }; result as u32 } /// Simulate time passing. /// /// This will decrease the remaining duration of the stacks accordingly. /// /// * `duration` - The amount of time (in milliseconds) to simulate. pub fn simulate(&mut self, duration: u64) { if duration == 0 { return; } if duration < self.next_update { self.next_update -= duration; self.backlog += duration; } else { let total = self.backlog + duration; self.do_simulate(total); } } /// Simulate the thing without using the backlog. fn do_simulate(&mut self, duration: u64) { let mut remaining = duration; match self.boon_type { BoonType::Duration => { while remaining > 0 && !self.queue.is_empty() { let next = self.queue.remove(0); if next > remaining { self.queue.push(next - remaining); break; } else { remaining -= next; } } self.fix_queue(); } BoonType::Intensity => { self.queue = self .queue .iter() .cloned() .filter(|v| *v > duration) .map(|v| v - duration) .collect(); } } self.next_update = self.next_update(); self.backlog = 0; } /// Remove all stacks. pub fn clear(&mut self) { self.queue.clear(); self.next_update = 0; self.backlog = 0; } /// Cleanse a single stack pub fn drop_single(&mut self) { if self.is_empty() { return; } self.queue.pop(); } /// Checks if any stacks are left. pub fn is_empty(&self) -> bool { self.queue.is_empty() } /// Calculate when the stacks will have the next visible change. /// /// This assumes that the stacks will not be modified during this time. /// /// The return value is the duration in milliseconds. If the boon queue is /// currently empty, 0 is returned. pub fn next_change(&self) -> u64 { match self.boon_type { BoonType::Duration => self.queue.iter().sum(), BoonType::Intensity => self.queue.last().cloned().unwrap_or(0), } } /// Calculate when the boon queue should be updated next. /// /// The next update always means that a stack runs out, even if it has no /// visible effect. /// /// For each queue: `next_update() <= next_change()`. /// /// A return value of 0 means that there's no update awaiting. pub fn next_update(&self) -> u64 { self.queue.last().cloned().unwrap_or(0) } } /// Amount of stacks of a boon. // Since this is also used to represent changes in stacks, we need access to // negative numbers too, as stacks can drop. #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub struct Stacks(i32); impl Semigroup for Stacks { #[inline] fn combine(&self, other: &Self) -> Self { Stacks(self.0 + other.0) } } impl Monoid for Stacks { #[inline] fn mempty() -> Self { Stacks(0) } } // This shouldn't be negative, as total stacks are always greater than 0, thus // the area below the curve will always be positive. #[derive(Clone, Copy, Debug, PartialEq, Eq)] #[doc(hidden)] pub struct BoonArea(u64); impl Semigroup for BoonArea { #[inline] fn combine(&self, other: &Self) -> Self { BoonArea(self.0 + other.0) } } impl Monoid for BoonArea { #[inline] fn mempty() -> Self { BoonArea(0) } } impl Mul for Stacks { type Output = BoonArea; #[inline] fn mul(self, rhs: u64) -> BoonArea { BoonArea(self.0 as u64 * rhs) } } /// A boon log for a specific player. /// /// This logs the amount of stacks of each boon a player had at any given time. #[derive(Clone, Default)] pub struct BoonLog { // Keep a separate RecordFunc for each boon. inner: FnvHashMap>, } impl BoonLog { /// Create a new, empty boon log. pub fn new() -> Self { Default::default() } /// Add an event to the boon log. pub fn log(&mut self, time: u64, boon_id: u32, stacks: u32) { let func = self.inner.entry(boon_id).or_insert_with(Default::default); let current = func.tally(); if current.0 == stacks as i32 { return; } let diff = stacks as i32 - current.0; func.insert(time, (), Stacks(diff)); } /// Get the average amount of stacks between the two given time points. /// /// * `a` - Start time point. /// * `b` - End time point. /// * `boon_id` - ID of the boon that you want to get the average for. pub fn average_stacks(&self, a: u64, b: u64, boon_id: u32) -> f32 { assert!(b >= a, "timespan is negative?!"); let func = if let Some(f) = self.inner.get(&boon_id) { f } else { return 0.; }; let area = func.integral(&a, &b); area.0 as f32 / (b - a) as f32 } /// Get the amount of stacks at the given time point. /// /// * `x` - Time point. /// * `boon_id` - ID of the boon that you want to get. pub fn stacks_at(&self, x: u64, boon_id: u32) -> u32 { self.inner .get(&boon_id) .map(|f| f.get(&x)) .unwrap_or(Stacks(0)) .0 as u32 } } impl fmt::Debug for BoonLog { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!(f, "BoonLog {{ .. }}") } } #[cfg(test)] mod test { use super::*; #[test] fn test_queue_capacity() { let mut queue = BoonQueue::new(5, BoonType::Intensity); assert_eq!(queue.current_stacks(), 0); for _ in 0..10 { queue.add_stack(10); } assert_eq!(queue.current_stacks(), 5); } #[test] fn test_simulate_duration() { let mut queue = BoonQueue::new(10, BoonType::Duration); queue.add_stack(10); queue.add_stack(20); assert_eq!(queue.current_stacks(), 1); queue.simulate(30); assert_eq!(queue.current_stacks(), 0); queue.add_stack(50); queue.simulate(30); assert_eq!(queue.current_stacks(), 1); queue.simulate(10); assert_eq!(queue.current_stacks(), 1); queue.simulate(15); assert_eq!(queue.current_stacks(), 0); } #[test] fn test_simulate_intensity() { let mut queue = BoonQueue::new(5, BoonType::Intensity); queue.add_stack(10); queue.add_stack(20); assert_eq!(queue.current_stacks(), 2); queue.simulate(5); assert_eq!(queue.current_stacks(), 2); queue.simulate(5); assert_eq!(queue.current_stacks(), 1); queue.simulate(15); assert_eq!(queue.current_stacks(), 0); } }