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death_report.ts
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death_report.ts
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import { Lang } from '../../resources/languages';
import logDefinitions from '../../resources/netlog_defs';
import { DeathReportData, OopsyMistake } from '../../types/oopsy';
import {
kAttackFlags,
kHealFlags,
kShiftFlagValues,
Translate,
UnscrambleDamage,
} from './oopsy_common';
import {
TrackedDeathReasonEvent,
TrackedEvent,
TrackedEventType,
TrackedLineEvent,
TrackedMistakeEvent,
} from './player_state_tracker';
// TODO: lots of things left to do with death reports
// * probably include max hp as well?
// * consolidate HoT/DoT (with expandable CSS)
// * show mitigation effects that are active during damage (with icons?? or at least text to start?)
// * also need to track effects that are active prior to the set of events passed in
// * also need to handle effects lost (and gained?!) after death
// * consolidate multiple damage that killed (e.g. Solemn Confiteor x4) into summary text
// * maybe if a player is fully healed, trim abilities before that?
const processAbilityLine = (splitLine: string[]) => {
const flagIdx = logDefinitions.Ability.fields.flags;
let flags = splitLine[flagIdx] ?? '';
let damage = splitLine[flagIdx + 1] ?? '';
if (kShiftFlagValues.includes(flags)) {
flags = splitLine[flagIdx + 2] ?? flags;
damage = splitLine[flagIdx + 3] ?? damage;
}
const amount = UnscrambleDamage(damage);
const lowByte = `00${flags}`.slice(-2);
return {
amount: amount,
lowByte: lowByte,
flags: flags,
isHeal: kHealFlags.includes(lowByte),
isAttack: kAttackFlags.includes(lowByte),
};
};
export type ParsedDeathReportLine = {
timestamp: number;
timestampStr: string;
type: TrackedEventType;
currentHp?: number;
amount?: number;
amountStr?: string;
amountClass?: string;
icon?: string;
text?: string;
};
// Contains all the information to display information about a player's death.
// `events` contain the last N seconds of tracked line events that pertain to the player.
// This class's job is to sort through those raw lines and generate a subset of parsed
// lines that various views might want to display in some fashion.
export class DeathReport {
private lang: Lang;
private baseTimestamp: number | undefined;
public deathTimestamp: number;
public targetId: string;
public targetName: string;
private events: TrackedEvent[];
private parsedReportLines?: ParsedDeathReportLine[];
constructor(data: DeathReportData) {
this.lang = data.lang;
this.baseTimestamp = data.baseTimestamp;
this.deathTimestamp = data.deathTimestamp;
this.targetId = data.targetId;
this.targetName = data.targetName;
this.events = data.events;
}
// Generates an OopsyMistake that represents this DeathReport.
public static generateMistake(data: DeathReportData): OopsyMistake {
// Walk backward through events until we find the last damage or a death reason.
for (let i = data.events.length - 1; i >= 0; i--) {
const event = data.events[i];
if (!event)
break;
if (event.type === 'DeathReason') {
return {
type: 'death',
name: data.targetName,
text: event.text,
report: data,
};
}
// TODO: consider combining multiple abilities that are taken in a very
// short period of time, e.g. "A + B" or "C x4".
if (event.type === 'Ability') {
const ability = processAbilityLine(event.splitLine);
if (ability.isAttack && ability.amount > 0) {
const abilityName = event.splitLine[logDefinitions.Ability.fields.ability] ?? '???';
const currentHp = event.splitLine[logDefinitions.Ability.fields.targetCurrentHp] ?? '???';
const text = `${abilityName} (${ability.amount}/${currentHp})`;
return {
type: 'death',
name: data.targetName,
text: text,
report: data,
};
}
}
}
return {
type: 'death',
name: data.targetName,
text: '???',
report: data,
};
}
// A helper function to turn a timestamp into a string relative to this DeathReport.
// The base timestamp it is relative to is generally the start of the fight.
makeRelativeTimeString(timestamp: number): string {
const base = this.baseTimestamp;
if (!base)
return '';
const deltaMs = timestamp - base;
const prefix = deltaMs < 0 ? '-' : '';
const deltaTotalSeconds = Math.round(Math.abs(deltaMs) / 1000);
const deltaSeconds = `00${deltaTotalSeconds % 60}`.slice(-2);
const deltaMinutes = Math.floor(deltaTotalSeconds / 60);
return `${prefix}${deltaMinutes}:${deltaSeconds}`;
}
// Lazily do some work to process the tracked lines from `this.events` into something that
// can be displayed to the user. This is the model for the live/summary views.
public parseReportLines(): ParsedDeathReportLine[] {
if (this.parsedReportLines)
return this.parsedReportLines;
this.parsedReportLines = [];
let lastCertainHp: number | undefined = undefined;
let currentHp: number | undefined = undefined;
let deathReasonIdx: number | undefined = undefined;
for (const event of this.events) {
let parsed: ParsedDeathReportLine | undefined = undefined;
if (event.type === 'Ability')
parsed = this.processAbility(event);
else if (event.type === 'HoTDoT')
parsed = this.processHoTDoT(event);
else if (event.type === 'MissedAbility' || event.type === 'MissedEffect')
parsed = this.processMissedBuff(event);
else if (event.type === 'Mistake')
parsed = this.processMistake(event);
else if (event.type === 'DeathReason')
parsed = this.processDeathReason(event);
// After this point, we will always append this event,
// but still have some post-processing to do.
if (!parsed)
continue;
if (
event.type === 'Ability' &&
parsed.amount !== undefined &&
parsed.amount < 0 &&
deathReasonIdx !== undefined
) {
// Found damage after a DeathReason, remove previous DeathReason.
this.parsedReportLines.splice(deathReasonIdx);
deathReasonIdx = undefined;
} else if (event.type === 'DeathReason') {
// Found a new DeathReason, track this index in case it needs to be removed.
deathReasonIdx = this.parsedReportLines.length;
}
// Touch up the hp so it looks more valid. There are only hp fields on certain
// log lines, and more importantly it is polled from memory. Therefore, if a
// player takes a bunch of attacks simultaneously, the hp will be the same on
// every line. This looks incorrect, so do our best to fix this up.
if (currentHp === undefined || lastCertainHp === undefined) {
// If we haven't seen any log lines with hp yet, try to set it as an initial guess.
currentHp = parsed.currentHp;
lastCertainHp = parsed.currentHp;
} else if (parsed.currentHp !== lastCertainHp) {
// If we see a new hp value, then this is likely valid.
currentHp = lastCertainHp = parsed.currentHp;
} else {
// For log lines that don't have a hitpoints line, fill in our best guess.
// Or, we're seeing an identical hp value, so use previously adjusted amount.
parsed.currentHp = currentHp;
}
// Note: parsed.amount < 0 is damage, parsed.amount > 0 is heals.
if (currentHp !== undefined && parsed.amount !== undefined) {
// If this attack killed somebody (or this is overkill), set an icon unless there's
// already a mistake icon set. Don't do this for belated heals because it looks weird.
if (parsed.amount < 0 && currentHp + parsed.amount <= 0)
parsed.icon ??= 'death';
// TODO: maybe use max hp here to clamp this?
currentHp += parsed.amount;
}
this.parsedReportLines.push(parsed);
}
return this.parsedReportLines;
}
processGainsEffect(event: TrackedLineEvent): ParsedDeathReportLine {
// TODO: we also need to filter effects that we don't care about, e.g. swiftcast?
const effectName = event.splitLine[logDefinitions.GainsEffect.fields.effect] ?? '???';
const text = Translate(this.lang, {
en: `Gain: ${effectName}`,
de: `Erhalten: ${effectName}`,
fr: `Gagne: ${effectName}`,
ja: `獲得: ${effectName}`,
cn: `获得: ${effectName}`,
ko: `얻음: ${effectName}`,
});
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
text: text,
};
}
processLosesEffect(event: TrackedLineEvent): ParsedDeathReportLine {
// TODO: we also need to filter effects that we don't care about, e.g. swiftcast?
const effectName = event.splitLine[logDefinitions.LosesEffect.fields.effect] ?? '???';
const text = Translate(this.lang, {
en: `Lose: ${effectName}`,
de: `Verloren: ${effectName}`,
fr: `Perd: ${effectName}`,
ja: `失う: ${effectName}`,
cn: `失去: ${effectName}`,
ko: `잃음: ${effectName}`,
});
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
text: text,
};
}
private processAbility(event: TrackedLineEvent): ParsedDeathReportLine | undefined {
const splitLine = event.splitLine;
const ability = processAbilityLine(splitLine);
// Zero damage abilities can be noisy and don't contribute much information, so skip.
if (ability.amount === 0)
return;
let amount;
let amountClass: string | undefined;
let amountStr: string | undefined;
if (ability.isHeal) {
amountClass = 'heal';
amountStr = ability.amount > 0 ? `+${ability.amount.toString()}` : ability.amount.toString();
amount = ability.amount;
} else if (ability.isAttack) {
amountClass = 'damage';
amountStr = ability.amount > 0 ? `-${ability.amount.toString()}` : ability.amount.toString();
amount = -1 * ability.amount;
}
// Ignore abilities that are not damage or heals. Any important abilities should generate an
// effect.
if (amountClass === undefined || amountStr === undefined)
return;
const abilityName = splitLine[logDefinitions.Ability.fields.ability] ?? '???';
const currentHpStr = splitLine[logDefinitions.Ability.fields.targetCurrentHp];
const currentHp = currentHpStr !== undefined ? parseInt(currentHpStr) : 0;
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
currentHp: currentHp,
amount: amount,
amountStr: amountStr,
amountClass: amountClass,
icon: event.mistake,
text: event.mistakeText ?? abilityName,
};
}
private processHoTDoT(event: TrackedLineEvent): ParsedDeathReportLine | undefined {
const which = event.splitLine[logDefinitions.NetworkDoT.fields.which];
const isHeal = which === 'HoT';
// Note: this amount is just raw bytes, and not the UnscrambleDamage version.
let amount = parseInt(event.splitLine[logDefinitions.NetworkDoT.fields.damage] ?? '', 16);
if (amount <= 0)
return;
let amountClass: string;
let amountStr: string;
if (isHeal) {
amountClass = 'heal';
amountStr = amount > 0 ? `+${amount.toString()}` : amount.toString();
} else {
amountClass = 'damage';
amountStr = amount > 0 ? `-${amount.toString()}` : amount.toString();
amount *= -1;
}
const currentHpStr = event.splitLine[logDefinitions.NetworkDoT.fields.currentHp];
const currentHp = currentHpStr !== undefined ? parseInt(currentHpStr) : 0;
// TODO: this line has an effect id, but we don't have an id -> string mapping for all ids.
// We could consider looking this up in effects to try to find a name, but common ones
// like Regen or Asylum aren't mapped there.
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
currentHp: currentHp,
amount: amount,
amountStr: amountStr,
amountClass: amountClass,
text: which,
};
}
private processMissedBuff(event: TrackedLineEvent): ParsedDeathReportLine | undefined {
let buffName: string | undefined;
let sourceName: string | undefined;
if (event.type === 'MissedAbility') {
buffName = event.splitLine[logDefinitions.Ability.fields.ability];
sourceName = event.splitLine[logDefinitions.Ability.fields.source];
} else if (event.type === 'MissedEffect') {
buffName = event.splitLine[logDefinitions.GainsEffect.fields.effect];
sourceName = event.splitLine[logDefinitions.GainsEffect.fields.source];
}
if (!buffName || !sourceName)
return;
const text = Translate(this.lang, {
en: `Missed ${buffName} (${sourceName})`,
de: `${buffName} verfehlte (${sourceName})`,
fr: `${buffName} manqué(e) (${sourceName})`,
ja: `${buffName}をミスした (${sourceName}から)`,
cn: `没吃到 ${buffName} (来自${sourceName})`,
ko: `${buffName} 놓침 (${sourceName})`,
});
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
icon: 'heal',
text: Translate(this.lang, text),
};
}
private processMistake(event: TrackedMistakeEvent): ParsedDeathReportLine | undefined {
const mistake = event.mistakeEvent;
const triggerType = mistake.triggerType;
// Buffs are handled separately, and Damage types are annotated directly on the lines
// where there is damage, rather than having a separate line. Solo/Share mistakes
// are merged with their ability via `mistakeText`.
if (
triggerType === 'Buff' ||
triggerType === 'Damage' ||
triggerType === 'Solo' ||
triggerType === 'Share'
)
return;
const text = Translate(this.lang, mistake.text);
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
icon: mistake.type,
text: text,
};
}
private processDeathReason(event: TrackedDeathReasonEvent): ParsedDeathReportLine | undefined {
return {
timestamp: event.timestamp,
timestampStr: this.makeRelativeTimeString(event.timestamp),
type: event.type,
icon: 'death',
text: event.text,
};
}
}