//! evtclib tracker definitions. //! //! The idea behind a "tracker" is to have one object taking care of one //! specific thing. This makes it easier to organize the whole "statistic //! gathering loop", and it keeps each tracker somewhat small. //! //! It's also easy to define your own trackers if there are any statistics that //! you want to track. Just implement [`Tracker`](trait.Tracker.html). It //! doesn't matter what you track, it doesn't matter how many trackers you //! define. //! //! If you want to track stats separated by player or phases, consider writing //! your tracker in a way that it only tracks statistics for a single player, //! and then use a [`Multiplexer`](struct.Multiplexer.html) to automatically //! track it for every player/agent. //! //! You can use [`run_trackers`](../fn.run_trackers.html) to run multiple //! trackers on the same log. use std::collections::HashMap; use std::error::Error; use super::super::{Event, EventKind, Log}; use super::boon::{BoonLog, BoonQueue}; use super::damage::{DamageLog, DamageType}; use super::gamedata::{self, Mechanic, Trigger}; use super::mechanics::MechanicLog; use super::super::raw::CbtResult; use fnv::FnvHashMap; /// A tracker. /// /// A tracker should be responsible for tracking a single statistic. Each /// tracker is fed each event. If an error is returned while feeding, the whole /// calculation will be aborted. pub trait Tracker { /// The resulting statistic that this tracker will return. type Stat; /// The error that this tracker might return. type Error: Error; /// Feed a single event into this tracker. /// /// The tracker will update its internal state. fn feed(&mut self, event: &Event) -> Result<(), Self::Error>; /// Finalize this tracker and get the statistics out. fn finalize(self) -> Result; } /// A helper trait that erases the types from a tracker. /// /// This makes it able to use references like `&mut RunnableTracker` without /// having to specify the generic types, allowing you to e.g. store a bunch of /// them in a vector, regardless of their output type. Unless you want to do /// that, you probably don't want to use this trait directly. /// /// Note that you do not need to implement this yourself. It is automatically /// implemented for all types that implement `Tracker`. /// /// RunnableTrackers provide no way to extract their resources, and they wrap /// all errors in `Box<_>`, so you should always keep a "real" reference around /// if you plan on getting any data. pub trait RunnableTracker { /// See `Tracker.feed()`. Renamed to avoid conflicts. fn run_feed(&mut self, event: &Event) -> Result<(), Box>; } impl> RunnableTracker for T { fn run_feed(&mut self, event: &Event) -> Result<(), Box> { self.feed(event).map_err(|e| Box::new(e) as Box) } } /// A tracker that tracks per-target damage of all agents. pub struct DamageTracker<'l> { log: &'l Log, damage_log: DamageLog, } impl<'t> DamageTracker<'t> { /// Create a new damage tracker for the given log. pub fn new(log: &Log) -> DamageTracker { DamageTracker { log, damage_log: DamageLog::new(), } } } impl<'t> Tracker for DamageTracker<'t> { type Stat = DamageLog; type Error = !; fn feed(&mut self, event: &Event) -> Result<(), Self::Error> { match event.kind { EventKind::Physical { source_agent_addr, destination_agent_addr, damage, skill_id, .. } => { let source = if let Some(master) = self.log.master_agent(source_agent_addr) { master.addr } else { source_agent_addr }; self.damage_log.log( event.time, source, destination_agent_addr, DamageType::Physical, skill_id, damage as u64, ); } EventKind::ConditionTick { source_agent_addr, destination_agent_addr, damage, condition_id, .. } => { let source = if let Some(master) = self.log.master_agent(source_agent_addr) { master.addr } else { source_agent_addr }; self.damage_log.log( event.time, source, destination_agent_addr, DamageType::Condition, condition_id, damage as u64, ); } _ => (), } Ok(()) } fn finalize(self) -> Result { Ok(self.damage_log) } } /// Tracks when the log has been started. #[derive(Default)] pub struct LogStartTracker { event_time: u64, } impl LogStartTracker { /// Create a new log start tracker. pub fn new() -> LogStartTracker { LogStartTracker { event_time: 0 } } } impl Tracker for LogStartTracker { type Stat = u64; type Error = !; fn feed(&mut self, event: &Event) -> Result<(), Self::Error> { if let EventKind::LogStart { .. } = event.kind { self.event_time = event.time; } Ok(()) } fn finalize(self) -> Result { Ok(self.event_time) } } /// A tracker that tracks the combat entry and exit times for each agent. #[derive(Default)] pub struct CombatTimeTracker { times: HashMap, } impl CombatTimeTracker { /// Create a new combat time tracker. pub fn new() -> CombatTimeTracker { Default::default() } } impl Tracker for CombatTimeTracker { // Maps from agent addr to (entry time, exit time) type Stat = HashMap; type Error = !; fn feed(&mut self, event: &Event) -> Result<(), Self::Error> { match event.kind { EventKind::EnterCombat { agent_addr, .. } => { self.times.entry(agent_addr).or_insert((0, 0)).0 = event.time; } EventKind::ExitCombat { agent_addr } => { self.times.entry(agent_addr).or_insert((0, 0)).1 = event.time; } _ => (), } Ok(()) } fn finalize(self) -> Result { Ok(self.times) } } /// A tracker that tracks the total "boon area" per agent. /// /// The boon area is defined as the amount of stacks multiplied by the time. So /// 1 stack of Might for 1000 milliseconds equals 1000 "stackmilliseconds" of /// Might. You can use this boon area to calculate the average amount of stacks /// by taking the boon area and dividing it by the combat time. /// /// Note that this also tracks conditions, because internally, they're handled /// the same way. /// /// This tracker only tracks the boons that are known to evtclib, that is the /// boons defined in `evtclib::statistics::gamedata::BOONS`. pub struct BoonTracker { boon_logs: FnvHashMap, boon_queues: FnvHashMap>, last_time: u64, } impl BoonTracker { /// Creates a new boon tracker for the given agent. pub fn new() -> BoonTracker { BoonTracker { boon_logs: Default::default(), boon_queues: Default::default(), last_time: 0, } } /// Updates the internal boon queues by the given amount of milliseconds. /// /// * `delta_t` - Amount of milliseconds to update. fn update_queues(&mut self, delta_t: u64) { if delta_t == 0 { return; } self.boon_queues .values_mut() .flat_map(|m| m.values_mut()) .for_each(|queue| queue.simulate(delta_t)); } fn cleanup_queues(&mut self) { // Throw away empty boon queues or to improve performance self.boon_queues .values_mut() .for_each(|m| m.retain(|_, q| !q.is_empty())); self.boon_queues.retain(|_, q| !q.is_empty()); } fn update_logs(&mut self, time: u64) { for (agent, boons) in &self.boon_queues { let agent_log = self .boon_logs .entry(*agent) .or_insert_with(Default::default); for (boon_id, queue) in boons { agent_log.log(time, *boon_id, queue.current_stacks()); } } } /// Get the boon queue for the given buff_id. /// /// If the queue does not yet exist, create it. /// /// * `agent_addr` - The address of the agent. /// * `buff_id` - The buff (or condition) id. fn get_queue(&mut self, agent_addr: u64, buff_id: u32) -> Option<&mut BoonQueue> { use std::collections::hash_map::Entry; let entry = self .boon_queues .entry(agent_addr) .or_insert_with(Default::default) .entry(buff_id); match entry { // Queue already exists Entry::Occupied(e) => Some(e.into_mut()), // Queue needs to be created, but only if we know about that boon. Entry::Vacant(e) => { let boon_queue = gamedata::get_boon(buff_id).map(gamedata::Boon::create_queue); if let Some(queue) = boon_queue { Some(e.insert(queue)) } else { None } } } } } impl Tracker for BoonTracker { type Stat = HashMap; type Error = !; fn feed(&mut self, event: &Event) -> Result<(), Self::Error> { let delta_t = event.time - self.last_time; self.update_queues(delta_t); match event.kind { EventKind::BuffApplication { destination_agent_addr, buff_id, duration, .. } => { if let Some(queue) = self.get_queue(destination_agent_addr, buff_id) { queue.add_stack(duration as u64); } } // XXX: Properly handle SINGLE and MANUAL removal types EventKind::BuffRemove { destination_agent_addr, buff_id, .. } => { if let Some(queue) = self.get_queue(destination_agent_addr, buff_id) { queue.clear(); } } _ => (), } self.update_logs(event.time); self.last_time = event.time; self.cleanup_queues(); Ok(()) } fn finalize(self) -> Result { // Convert from FnvHashMap to HashMap in order to not leak // implementation details. Ok(self.boon_logs.into_iter().collect()) } } /// A tracker that tracks boss mechanics for each player. pub struct MechanicTracker { log: MechanicLog, available_mechanics: Vec<&'static Mechanic>, boss_addresses: Vec, } impl MechanicTracker { /// Create a new mechanic tracker that watches over the given mechanics. pub fn new(boss_addresses: Vec, mechanics: Vec<&'static Mechanic>) -> MechanicTracker { MechanicTracker { log: MechanicLog::default(), available_mechanics: mechanics, boss_addresses, } } } impl MechanicTracker { fn is_boss(&self, addr: u64) -> bool { self.boss_addresses.contains(&addr) } } impl Tracker for MechanicTracker { type Stat = MechanicLog; type Error = !; fn feed(&mut self, event: &Event) -> Result<(), Self::Error> { for mechanic in &self.available_mechanics { match (&event.kind, &mechanic.1) { ( EventKind::Physical { source_agent_addr, destination_agent_addr, skill_id, result, .. }, Trigger::SkillOnPlayer(trigger_id), ) if skill_id == trigger_id && self.is_boss(*source_agent_addr) && *result != CbtResult::Evade && *result != CbtResult::Absorb && *result != CbtResult::Block => { self.log .increase(event.time, mechanic, *destination_agent_addr); } ( EventKind::BuffApplication { destination_agent_addr, buff_id, .. }, Trigger::BoonPlayer(trigger_id), ) if buff_id == trigger_id => { // Some buff applications are registered multiple times. So // instead of counting those quick successions separately // (and thus having a wrong count), we check if this // mechanic has already been logged "shortly before" (10 millisecons). if self .log .count_between(event.time - 10, event.time + 1, |m, w| { &m == mechanic && w == *destination_agent_addr }) == 0 { self.log .increase(event.time, mechanic, *destination_agent_addr); } } _ => (), } } Ok(()) } fn finalize(self) -> Result { Ok(self.log) } }