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//! 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, FromPrimitive)]
pub enum Boss {
// Wing 1
ValeGuardian = 0x3C4E,
Gorseval = 0x3C45,
Sabetha = 0x3C0F,
// Wing 2
Slothasor = 0x3EFB,
Matthias = 0x3EF3,
// Wing 3
KeepConstruct = 0x3F6B,
/// 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,
// Wing 4
Cairn = 0x432A,
MursaatOverseer = 0x4314,
Samarog = 0x4324,
Deimos = 0x4302,
// Wing 5
SoullessHorror = 0x4D37,
Dhuum = 0x4BFA,
// Wing 6
ConjuredAmalgamate = 0xABC6,
LargosTwins = 0x5271,
Qadim = 0x51C6,
// 100 CM
Skorvald = 0x44E0,
Artsariiv = 0x461D,
Arkk = 0x455F,
// 99 CM
MAMA = 0x427D,
Siax = 0x4284,
Ensolyss = 0x4234,
}
/// 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 u32, 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: u32) -> 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(u32),
/// Triggers when the given boon is applied to the boss.
BoonBoss(u32),
/// Triggers when the given skill is used by a player.
SkillByPlayer(u32),
/// Triggers when the given skill is used on a player.
SkillOnPlayer(u32),
/// Triggers when the given boon is stripped from an enemy.
BoonStripped(u32),
/// Triggers when the given entity spawned.
Spawn(u16),
/// Triggers when the boss finishes channeling the given skill.
ChannelComplete(u32),
}
/// 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! {
// Wing 1
Boss::ValeGuardian => [
// Teleport:
"Unstable Magic Spike" => Trigger::SkillOnPlayer(31392),
],
Boss::Gorseval => [
// Slam
"Spectral Impact" => Trigger::SkillOnPlayer(31875),
// Egg
"Ghastly Prison" => Trigger::BoonPlayer(31623),
],
Boss::Sabetha => [
// Took the launch pad
"Shell-Shocked" => Trigger::BoonPlayer(34108),
],
// Wing 4
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()
}
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