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thoughts.txt
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generally have baseline/ambient stimulation and impact stimulation
also figure out an interesting curve for impact stim, some combination of
intensity and length (and ramp up? technically feasible? probably...)
role seperated behavior:
tanks: ambient is emnity? own hp?
impact is hits?
cooldowns reduce ambient?
increase ambient but reduce impact?
healer: ambient is tank&raid hp (weighted? how)
impact is tank and raid hits
scale release from impact to ambient with how big the heals to
get the tank up are? bigger = faster or bigger = slower?
dps: ambient is own dots? total raid dps?
impact is attacks over a given threshold?
might be interesting if that somehow scales with raid dps
e.g. bringing 2k to a raid that totals 4k makes notable big
hits scale even higher?
next actual feasible things:
different kinds of target,
e.g. "damaged," "healed," "dps reference," "dps target number"
design interna:
ACT events are reacted upon depending on attacker, victim, swingtype and
so on
the notable events exposed by ACT are OnCombatStart, OnCombatEnd, and
AfterCombatAction, where for us OnCombatStart and OnCombatEnd are "start
changing state" and "stop changing state" events respectively
AfterCombatAction reports every single action that happens during combat,
such as auto-attacks, spells, and abilities. notably this includes targeted
as well as untargeted skills, i.e. the paladin buff "Fight or Flight" triggers
a CombatActionEvent with attacker and victim both being the pld and attack
type of "Fight or Flight" and all those other details
this allows us to give users a surprising degree of control over which kinds
of events produce which kinds of reaction. the first iteration will likely
be a config file of some kind, although a GUI should be feasible
a given AfterCombatActionEvent will be inspected with regards to whether it
necessitates a response - i.e. a lookup in a data object which holds
combinations of the necessary actions and involved participants - and the
configured response will be prepared and added to an event queue (impl
details need too include some kind of conflict resolution here, given that
it is easily possible to design conflicting triggers, although maybe this
can be left to the user), which will be handed to the Buttplug client
asynchronously
- userconf events can be absolute or relative, and constant or progressive
e.g. "when rampart, increase vibration *by* 10%" or "when hallowed
ground, don't vibrate at all," or "when fight or flight, vibrate at 20%
for 15 seconds then increase to 60% over the rest of the buff duration"
bigish TODO: rethink device listing/enabling/event-to-capabilities-mapping