use std::cmp; /// 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. /// /// Now, you might ask *"How do I know how big the boon queues are?"* and sadly, /// I do not have a satisfactory answer for this. For intensity-based boons, the /// answer is "the number of maximum stacks". However, most boons are not /// intensity-based. For all other boons, either check the source code of other /// people who (claim to) know, or just make up a value. Your calculations might /// be off by fractions of a second, but it should be good enough for most use /// cases. /// /// Interesting fun fact: Most (if not all) boons don't have a hardcoded limit /// on how much you can have at a time, it rather depends on the boon duration /// of the person who applies them. The only limitation is the size of the boon /// queue. #[derive(Clone, Debug)] pub struct BoonQueue { capacity: u32, queue: Vec, boon_type: BoonType, } 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, } } 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) { self.queue.push(duration); self.fix_queue(); } /// 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) { 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(); } } } /// Remove all stacks. pub fn clear(&mut self) { self.queue.clear(); } /// 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), } } } #[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); } }