//! This module contains some game data that is necessary to correctly calculate //! some statistics. use super::boon::{BoonQueue, BoonType}; /// Enum containing all bosses with their IDs. #[derive(Debug, Clone, PartialEq, Eq, Hash)] pub enum Boss { ValeGuardian = 0x3C4E, /// Xera ID for phase 1. /// /// This is only half of Xera's ID, as there will be a second agent for the /// second phase. This agent will have another ID, see /// [`XERA_PHASE2_ID`](constant.XERA_PHASE2_ID.html). Xera = 0x3F76, Samarog = 0x4324, } /// ID for Xera in the second phase. /// /// The original Xera will despawn, and after the tower phase, a separate spawn /// will take over. This new Xera will have this ID. Care needs to be taken when /// calculating boss damage on this encounter, as both Xeras have to be taken /// into account. pub const XERA_PHASE2_ID: u16 = 0x3F9E; /// Contains a boon. /// /// Fields: /// * boon id /// * name (english) (just for easier debugging) /// * maximum number of stacks /// * boon type (intensity or duration) #[derive(Debug, Clone, PartialEq, Eq)] pub struct Boon(pub u16, pub &'static str, pub u32, pub BoonType); impl Boon { pub fn create_queue(&self) -> BoonQueue { BoonQueue::new(self.2, self.3) } } /// A list of all boons (and conditions) pub static BOONS: &[Boon] = &[ // Standard boons. // Boon queue sizes taken from the wiki: // https://wiki.guildwars2.com/wiki/Effect_stacking // IDs from wiki and skilldef.log: // https://www.deltaconnected.com/arcdps/evtc/ // Duration based Boon(743, "Aegis", 5, BoonType::Duration), Boon(30328, "Alacrity", 9, BoonType::Duration), Boon(725, "Fury", 9, BoonType::Duration), Boon(717, "Protection", 5, BoonType::Duration), Boon(718, "Regeneration", 5, BoonType::Duration), Boon(26980, "Resistance", 5, BoonType::Duration), Boon(873, "Retaliation", 5, BoonType::Duration), Boon(719, "Swiftness", 9, BoonType::Duration), Boon(1187, "Quickness", 5, BoonType::Duration), Boon(726, "Vigor", 5, BoonType::Duration), // Intensity based Boon(740, "Might", 25, BoonType::Intensity), Boon(1122, "Stability", 25, BoonType::Intensity), // Standard conditions. // Duration based Boon(720, "Blinded", 5, BoonType::Duration), Boon(722, "Chilled", 5, BoonType::Duration), Boon(721, "Crippled", 5, BoonType::Duration), Boon(791, "Fear", 5, BoonType::Duration), Boon(727, "Immobile", 3, BoonType::Duration), Boon(26766, "Slow", 3, BoonType::Duration), Boon(742, "Weakness", 3, BoonType::Duration), // Intensity based Boon(736, "Bleeding", 1500, BoonType::Intensity), Boon(737, "Burning", 1500, BoonType::Intensity), Boon(861, "Confusion", 1500, BoonType::Intensity), Boon(723, "Poison", 1500, BoonType::Intensity), Boon(19426, "Torment", 1500, BoonType::Intensity), Boon(738, "Vulnerability", 25, BoonType::Intensity), ]; pub fn get_boon(boon_id: u16) -> Option<&'static Boon> { BOONS.iter().find(|b| b.0 == boon_id) } /// Contains pre-defined triggers for boss mechanics. #[derive(Debug, Clone, PartialEq, Eq, Hash)] pub enum Trigger { /// Triggers when the given boon is applied to the player. BoonPlayer(u16), /// Triggers when the given boon is applied to the boss. BoonBoss(u16), /// Triggers when the given skill is used by a player. SkillByPlayer(u16), /// Triggers when the given skill is used on a player. SkillOnPlayer(u16), /// Triggers when the given boon is stripped from an enemy. BoonStripped(u16), /// Triggers when the given entity spawned. Spawn(u16), /// Triggers when the boss finishes channeling the given skill. ChannelComplete(u16), } /// Struct describing a boss mechanic. /// /// Fields: /// * Boss id that this mechanic belongs to. /// * How the mechanic is triggered. /// * Technical term for the mechanic (for debugging purposes). #[derive(Debug, Clone, PartialEq, Eq, Hash)] pub struct Mechanic(pub u16, pub Trigger, pub &'static str); impl Mechanic { #[inline] pub fn boss_id(&self) -> u16 { self.0 } #[inline] pub fn trigger(&self) -> &Trigger { &self.1 } #[inline] pub fn name(&self) -> &'static str { self.2 } } macro_rules! mechanics { ( $( $boss_id:expr => [ $($name:expr => $trigger:expr,)* ], )* ) => { &[ $( $(Mechanic($boss_id as u16, $trigger, $name)),* ),* ] } } /// A slice of all mechanics that we know about. pub static MECHANICS: &[Mechanic] = mechanics! { Boss::ValeGuardian => [ "Unstable Magic Spike" => Trigger::SkillOnPlayer(31860), ], Boss::Samarog => [ "Prisoner Sweep" => Trigger::SkillOnPlayer(38168), "Shockwave" => Trigger::SkillOnPlayer(37996), ], }; /// Get all mechanics that belong to the given boss. pub fn get_mechanics(boss_id: u16) -> Vec<&'static Mechanic> { MECHANICS.iter().filter(|m| m.0 == boss_id).collect() }