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authorDaniel <kingdread@gmx.de>2020-05-04 15:00:01 +0200
committerDaniel <kingdread@gmx.de>2020-05-04 15:03:51 +0200
commit9537ffb07dd80c408ae475308e748ad1831d6462 (patch)
tree5658a06e4b5016de46c727b245922a27974e6cac
parent13e7b0142c4103ac22ceb244cda36889438fb37a (diff)
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replace Player::profession with PlayerClass enum
Away with stringly typed stuff, we now have a proper way to save the profession of a player without relying on a string. Theoretically, that is better for memory consumption, as we now save only the identifier and use fmt::Display and static strings, but that was not the main reason for this change. The main reason is that now we can programatically work with the profession and elite spec, so that we can (for example) implement a filter to filter players based on their class. The word "class" has been chosen because it is a common synonym for the profession/elite, and because this is neither a profession nor the elite - it's a combination of both.
-rw-r--r--src/main.rs51
-rw-r--r--src/playerclass.rs141
2 files changed, 147 insertions, 45 deletions
diff --git a/src/main.rs b/src/main.rs
index 625e869..d9f0817 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -17,7 +17,7 @@ use structopt::StructOpt;
use walkdir::{DirEntry, WalkDir};
use evtclib::raw::parser::PartialEvtc;
-use evtclib::{EliteSpec, EventKind, Log, Profession};
+use evtclib::{EventKind, Log};
mod fexpr;
mod filters;
@@ -26,6 +26,8 @@ mod guilds;
mod logger;
mod output;
mod paths;
+mod playerclass;
+use playerclass::PlayerClass;
/// Application name, as it should be used in configuration directory paths.
const APP_NAME: &str = "raidgrep";
@@ -145,8 +147,8 @@ pub struct Player {
account_name: String,
/// Character name of the player.
character_name: String,
- /// Profession (or elite specialization) as english name.
- profession: String,
+ /// Profession or elite specialization.
+ profession: PlayerClass,
/// Subsquad that the player was in.
subgroup: u8,
/// Guild ID, ready for API consumption.
@@ -478,7 +480,7 @@ fn extract_info(entry: &DirEntry, log: &Log) -> LogResult {
.map(|p| Player {
account_name: p.account_name().to_owned(),
character_name: p.character_name().to_owned(),
- profession: get_profession_name(p.profession(), p.elite()).into(),
+ profession: (p.profession(), p.elite()).into(),
subgroup: p.subgroup(),
guild_id: guild_ids.get(&p.addr()).cloned(),
})
@@ -570,44 +572,3 @@ fn get_encounter_name(log: &Log) -> Option<&'static str> {
Boss::WhisperOfJormag => "Whisper of Jormag",
})
}
-
-/// Get the (english) name for the given profession/elite specialization.
-fn get_profession_name(profession: Profession, elite: Option<EliteSpec>) -> &'static str {
- use EliteSpec::*;
- use Profession::*;
-
- if let Some(elite) = elite {
- match elite {
- Dragonhunter => "Dragonhunter",
- Firebrand => "Firebrand",
- Berserker => "Berserker",
- Spellbreaker => "Spellbreaker",
- Herald => "Herald",
- Renegade => "Renegade",
- Scrapper => "Scrapper",
- Holosmith => "Holosmith",
- Druid => "Druid",
- Soulbeast => "Soulbeast",
- Daredevil => "Daredevil",
- Deadeye => "Deadeye",
- Tempest => "Tempest",
- Weaver => "Weaver",
- Chronomancer => "Chronomancer",
- Mirage => "Mirage",
- Reaper => "Reaper",
- Scourge => "Scourge",
- }
- } else {
- match profession {
- Guardian => "Guardian",
- Warrior => "Warrior",
- Revenant => "Revenant",
- Engineer => "Engineer",
- Ranger => "Ranger",
- Thief => "Thief",
- Elementalist => "Elementalist",
- Mesmer => "Mesmer",
- Necromancer => "Necromancer",
- }
- }
-}
diff --git a/src/playerclass.rs b/src/playerclass.rs
new file mode 100644
index 0000000..77b9794
--- /dev/null
+++ b/src/playerclass.rs
@@ -0,0 +1,141 @@
+use std::{fmt, str::FromStr};
+
+use evtclib::{EliteSpec, Profession};
+
+use thiserror::Error;
+
+/// An enum containing either a profession or an elite spec.
+///
+/// This enum provides us with a variety of things:
+///
+/// Game mechanic wise, a Dragonhunter is also a Guardian, because Dragonhunter is only the elite
+/// specialization. However, when outputting that to the user, we usually only write Dragonhunter,
+/// and not Guardian, as that is implied. Same when filtering, when we filter for Guardian, we
+/// probably don't want any Dragonhunters.
+///
+/// So this enum unifies the handling between core specs and elite specs, and provides them with a
+/// convenient [`Display`][Display] implementation as well.
+#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq)]
+pub enum PlayerClass {
+ Profession(Profession),
+ EliteSpec(EliteSpec),
+}
+
+#[derive(Debug, Clone, Hash, PartialEq, Eq, Error)]
+#[error("could not parse the class: {0}")]
+pub struct ParsePlayerClassError(String);
+
+impl From<Profession> for PlayerClass {
+ fn from(p: Profession) -> Self {
+ PlayerClass::Profession(p)
+ }
+}
+
+impl From<EliteSpec> for PlayerClass {
+ fn from(e: EliteSpec) -> Self {
+ PlayerClass::EliteSpec(e)
+ }
+}
+
+impl FromStr for PlayerClass {
+ type Err = ParsePlayerClassError;
+
+ fn from_str(s: &str) -> Result<Self, Self::Err> {
+ let err = ParsePlayerClassError(s.to_owned());
+ Profession::from_str(s)
+ .map(Into::into)
+ .map_err(|_| err.clone())
+ .or_else(|_| EliteSpec::from_str(s).map(Into::into).map_err(|_| err))
+ }
+}
+
+impl From<(Profession, Option<EliteSpec>)> for PlayerClass {
+ fn from((profession, elite_spec): (Profession, Option<EliteSpec>)) -> Self {
+ if let Some(spec) = elite_spec {
+ spec.into()
+ } else {
+ profession.into()
+ }
+ }
+}
+
+impl fmt::Display for PlayerClass {
+ fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
+ use EliteSpec::*;
+ use Profession::*;
+
+ let name = match *self {
+ PlayerClass::EliteSpec(elite) => match elite {
+ Dragonhunter => "Dragonhunter",
+ Firebrand => "Firebrand",
+ Berserker => "Berserker",
+ Spellbreaker => "Spellbreaker",
+ Herald => "Herald",
+ Renegade => "Renegade",
+ Scrapper => "Scrapper",
+ Holosmith => "Holosmith",
+ Druid => "Druid",
+ Soulbeast => "Soulbeast",
+ Daredevil => "Daredevil",
+ Deadeye => "Deadeye",
+ Tempest => "Tempest",
+ Weaver => "Weaver",
+ Chronomancer => "Chronomancer",
+ Mirage => "Mirage",
+ Reaper => "Reaper",
+ Scourge => "Scourge",
+ },
+ PlayerClass::Profession(prof) => match prof {
+ Guardian => "Guardian",
+ Warrior => "Warrior",
+ Revenant => "Revenant",
+ Engineer => "Engineer",
+ Ranger => "Ranger",
+ Thief => "Thief",
+ Elementalist => "Elementalist",
+ Mesmer => "Mesmer",
+ Necromancer => "Necromancer",
+ },
+ };
+ write!(f, "{}", name)
+ }
+}
+
+#[cfg(test)]
+mod tests {
+ use super::*;
+
+ #[test]
+ fn test_player_class_from() {
+ let tests: &[(Profession, Option<EliteSpec>, PlayerClass)] = &[
+ (
+ Profession::Guardian,
+ None,
+ PlayerClass::Profession(Profession::Guardian),
+ ),
+ (
+ Profession::Guardian,
+ Some(EliteSpec::Dragonhunter),
+ PlayerClass::EliteSpec(EliteSpec::Dragonhunter),
+ ),
+ ];
+
+ for (prof, elite_spec, expected) in tests {
+ assert_eq!(PlayerClass::from((*prof, *elite_spec)), *expected);
+ }
+ }
+
+ #[test]
+ fn test_parse_player_class() {
+ let tests: &[(&'static str, PlayerClass)] = &[
+ ("guardian", Profession::Guardian.into()),
+ ("dragonhunter", EliteSpec::Dragonhunter.into()),
+ ("warrior", Profession::Warrior.into()),
+ ("scourge", EliteSpec::Scourge.into()),
+ ];
+
+ for (input, expected) in tests {
+ assert_eq!(input.parse(), Ok(*expected));
+ }
+ }
+}