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2020-10-04use Encounter::from_header_idDaniel
2020-10-04update to newest evtclibDaniel
There's a good chance that this will be evtclib 0.5, so we want to adapt our API usage (mainly replacing evtclib::Boss with evtclib::Encounter). The naming is a bit all over the place now, as we sometimes refer to bosses and sometimes to encounters, but I hope to make a sensible decision at *some point* about what we're actually doing here.
2020-10-04update dependenciesDaniel
2020-08-28update dependenciesDaniel
2020-08-28add --count/-n flagDaniel
2020-07-24bump version to 1.3.0v1.3.0Daniel
2020-07-24use Analyzer/span from evtclibDaniel
This is better than re-implementing these functions, especially for the fight outcome as it is more accurate.
2020-07-24update dependenciesDaniel
2020-06-26implement sorting based on durationDaniel Schadt
2020-06-26Merge branch 'comparison-filters'Daniel Schadt
2020-06-26fix formattingDaniel Schadt
2020-06-26update changelogDaniel Schadt
2020-06-12write about the new predicates in the manpageDaniel
2020-06-12fix up doc comments and testsDaniel
2020-06-12implement -after/-before in terms of -timeDaniel
It makes sense to unify this implementation to avoid code duplication and bugs that might be hidden. -after and -before can stay for now, as shortcuts for -time < and -time >, the same way we have other shortcuts as well.
2020-06-12add a count(player) to count all playersDaniel
2020-06-12report invalid filters that are valid regexesDaniel
2020-06-12add a comment about the trait aliasesDaniel
2020-06-12implement count(player: ...) constructDaniel
2020-06-12allow durations with minutes as wellDaniel
This allows things like "2m 50s" but also "5m". humantime would allow even more, but we need a regular expression to catch them for lalrpop, so for now this are the only two supported formats (together with "50s"). Considering the usual time of fights in GW2, I doubt we'll need anything bigger than minutes.
2020-06-12include fight duration in outputDaniel
Since we have this information now anyway, might as well include it. We're using humantime here, as that produces the expected "xxm yys zzms" output. The conversion shouldn't fail (the unwrap), as we should never encounter negative fight durations.
2020-06-12compute fight duration from event timesDaniel
It seems a bit iffy to use the local timestamp to compute the fight duration: First of all, the event timestamps have higher precision, being counted in milliseconds rather than seconds. Second, it is more reliable, as we always have a first and a last event, whereas the LogStart and LogEnd may not exist. Third, we may want to change how this value is calculated in the future anyway, as some bosses have a bit of a pre-log before the fight actually starts (arcdps starts the log when you get into combat, which might be before the boss actually spawns, like on Ensolyss). In either case, this function is probably a strong contender for being implemented properly in evtclib.
2020-06-12fix tests for sortingDaniel
2020-06-12add tests for CompOp::matchesDaniel
2020-06-12implement filter_early for ComparatorDaniel
2020-06-12more documentation for filters::valuesDaniel
2020-06-12initial work on comparison based filtersDaniel
This enables filters such as -time > 2020-01-01 -time < 2020-02-03 ... for time and duration, and later possibly also for more things (such as a COUNT(...) construct). This work tries to integrate them into the existing filter system as seamless as possible, by providing a Comparator which implements LogFilter. The "type checking" is done at parse time, so nonsensical comparisons like -time > 12s flat out give a parse error. This however might be changed to a more dynamic system with run-time type checking, in which case we could do away with the type parameter on Producer and simply work with a generic Value. The comparator would then return an error if two non-identical types would be compared. Note that the system does not support arithmetic expressions, only simple comparisons to constant values.
2020-06-08make --repl conflict with --checkDaniel
2020-06-08update manpage & changelog for --checkDaniel
2020-06-08add --check to check a single fileDaniel
The --check flag will check the given file and set the exit status accordingly.
2020-06-07update dependenciesDaniel
2020-06-07fix formattingDaniel
2020-06-07make exit status dependent on search resultsDaniel
2020-05-25update evtclib to 0.3.3Daniel
2020-05-16bump version to 1.2.0v1.2.0Daniel
2020-05-16update dependenciesDaniel
2020-05-14update changelogDaniel
2020-05-14Merge branch 'sorted-output'Daniel
2020-05-14add documentation about --sortDaniel
2020-05-14add a small test for sorting with SortingDaniel
2020-05-14fix testsDaniel
We changed the descending prefix to be ~ earlier, so now we need to adjust the tests as well.
2020-05-13fix formattingDaniel
2020-05-13change sorting reversing prefix to ~Daniel
Since - leads to structopt interpreting the component as the start of another argument, we need to use a different one.
2020-05-13fix Aggregator::finish for trait objectsDaniel
2020-05-13first attempt at sorting outputDaniel
This does currently not work yet, as we cannot call .finish() on dyn Aggregator. This needs to be adjusted. However, this provides the basic infrastructure for producing sorted output, including the required command line parsing.
2020-05-13clean up SearchField related codeDaniel
With the addition of our own parser, we no longer need the FromStr implementation for SearchField. Furthermore, it is now only used in player::NameFilter, so the definition has been moved there. The import in the grammar was unused as well, so it has been removed.
2020-05-12sort players based on their namesDaniel
The easiest way to get this consistent is to implement PartialOrd & Ord for Player. However, the implementation might not be 100% sound, as it should be using the same fields as (Partial)Eq, but that would mean either 1. Deriving PartialOrd/Ord, which is not possible because PlayerClass does not implement it (which in turn would not make sense to order) or 2. Implementing (Partial)Eq by hand instead of deriving it, which is not the best either I don't think it's an issue though, as we never put Players in any position where it might get relevant (such as a HashMap/BTreeMap), and we're only using it to sort them for the output.
2020-05-12update changelogDaniel
2020-05-12fix formattingDaniel
2020-05-12make regular expressions case-insensitiveDaniel
Most users probably don't need the capitalization, and character names always have a predefined capitalization anyway.