protected override IEnumerable <MatcherData> CreateCollection() => new ConditionMatcherCollection(_modifierBuilder) { // actions // - generic { "on ({ActionMatchers})", Reference.AsAction.On() }, { "if you've ({ActionMatchers}) recently", Reference.AsAction.Recently }, { "if you haven't ({ActionMatchers}) recently", Not(Reference.AsAction.Recently) }, { "when you ({ActionMatchers}) a rare or unique enemy", And(Reference.AsAction.Against(Enemy).On(), Enemy.IsRareOrUnique) }, // - kill { "on ({KeywordMatchers}) kill", Kill.On(Reference.AsKeyword) }, { "when you kill an enemy,", Kill.Against(Enemy).On() }, { "if you've killed a maimed enemy recently", And(Kill.Against(Enemy).Recently, Buff.Maim.IsOn(Enemy)) }, { "if you've killed a bleeding enemy recently", And(Kill.Against(Enemy).Recently, Ailment.Bleed.IsOn(Enemy)) }, { "if you've killed a cursed enemy recently", And(Kill.Against(Enemy).Recently, Buffs(target: Enemy).With(Keyword.Curse).Any()) }, { "if you or your totems have killed recently", Or(Kill.Recently, Kill.By(Entity.Totem).Recently) }, { "if you or your totems kill an enemy", Or(Kill.On(), Kill.By(Entity.Totem).On()) }, // - block { "when they block", Block.On() }, { "when you block", Block.On() }, { "if you've blocked a hit from a unique enemy recently", And(Block.Against(Enemy).Recently, Enemy.IsUnique) }, // - hit { "(from|with) hits", Hit.On() }, { "hits deal", Hit.On() }, { "when you are hit", Hit.Taken.On() }, { "if you've been hit recently", Hit.Taken.Recently }, { "if you haven't been hit recently", Not(Hit.Taken.Recently) }, { "if you were damaged by a hit recently", Hit.Taken.Recently }, { "if you've taken no damage from hits recently", Not(Hit.Taken.Recently) }, // - other { "if you've taken a savage hit recently", Action.SavageHit.Taken.Recently }, { "when you deal a critical strike", CriticalStrike.On() }, { "if you've crit in the past # seconds", CriticalStrike.InPastXSeconds(Value) }, { "if you've shattered an enemy recently", Action.Shatter.Against(Enemy).Recently }, { "when you stun an enemy", Effect.Stun.On() }, { "after spending # mana", Action.SpendMana(Value).On() }, { "if you have consumed a corpse recently", Action.ConsumeCorpse.Recently }, { "when you gain a ({ChargeTypeMatchers})", Reference.AsChargeType.GainAction.On() }, // damage // - by item tag { "with weapons", Damage.With(Tags.Weapon) }, { "weapon", Damage.With(Tags.Weapon) }, { "with bows", Damage.With(Tags.Bow) }, { "bow", Damage.With(Tags.Bow) }, { "with swords", Damage.With(Tags.Sword) }, { "with claws", Damage.With(Tags.Claw) }, { "claw", Damage.With(Tags.Claw) }, { "with daggers", Damage.With(Tags.Dagger) }, { "with wands", Damage.With(Tags.Wand) }, { "wand", Damage.With(Tags.Wand) }, { "with axes", Damage.With(Tags.Axe) }, { "with staves", Damage.With(Tags.Staff) }, { "with maces", Or(Damage.With(Tags.Mace), Damage.With(Tags.Sceptre)) }, { "with one handed weapons", Damage.With(Tags.OneHandWeapon) }, { "with one handed melee weapons", And(Damage.With(Tags.OneHandWeapon), Not(Damage.With(Tags.Ranged))) }, { "with two handed weapons", Damage.With(Tags.TwoHandWeapon) }, { "with two handed melee weapons", And(Damage.With(Tags.TwoHandWeapon), Not(Damage.With(Tags.Ranged))) }, // - by item slot { "with the main-hand weapon", Damage.With(ItemSlot.MainHand) }, { "with main hand", Damage.With(ItemSlot.MainHand) }, { "with off hand", Damage.With(ItemSlot.OffHand) }, // - by source { "attacks have", Damage.With(Source.Attack) }, { "with attacks", Damage.With(Source.Attack) }, { "from damage over time", Damage.With(Source.DamageOverTime) }, // - by ailment { "with ({AilmentMatchers})", Damage.With(Reference.AsAilment) }, { "with ailments", Ailment.All.Any(Damage.With) }, // action and damage combinations // - by item tag { "if you get a critical strike with a bow", And(CriticalStrike.On(), Damage.With(Tags.Bow)) }, { "if you get a critical strike with a staff", And(CriticalStrike.On(), Damage.With(Tags.Staff)) }, { "critical strikes with daggers have a", And(CriticalStrike.On(), Damage.With(Tags.Dagger)) }, // - by item slot // - by source { "for each enemy hit by your attacks", And(Hit.Against(Enemy).On(), Damage.With(Source.Attack)) }, // - by ailment { "with hits and ailments", Or(Hit.On(), Ailment.All.Any(Damage.With)) }, { "poison you inflict with critical strikes deals", And(Damage.With(Ailment.Poison), CriticalStrike.On()) }, // equipment { "while unarmed", Not(MainHand.HasItem) }, { "while wielding a staff", MainHand.Has(Tags.Staff) }, { "while wielding a dagger", MainHand.Has(Tags.Dagger) }, { "while wielding a bow", MainHand.Has(Tags.Bow) }, { "while wielding a sword", MainHand.Has(Tags.Sword) }, { "while wielding a claw", MainHand.Has(Tags.Claw) }, { "while wielding an axe", MainHand.Has(Tags.Axe) }, { "while wielding a mace", Or(MainHand.Has(Tags.Mace), MainHand.Has(Tags.Sceptre)) }, { "while wielding a melee weapon", And(MainHand.Has(Tags.Weapon), Not(MainHand.Has(Tags.Ranged))) }, { "while wielding a one handed weapon", MainHand.Has(Tags.OneHandWeapon) }, { "while wielding a two handed weapon", MainHand.Has(Tags.TwoHandWeapon) }, { "while dual wielding", OffHand.Has(Tags.Weapon) }, { "while holding a shield", OffHand.Has(Tags.Shield) }, { "while dual wielding or holding a shield", Or(OffHand.Has(Tags.Weapon), OffHand.Has(Tags.Shield)) }, { "with shields", OffHand.Has(Tags.Shield) }, { "from equipped shield", And(Condition.BaseValueComesFrom(OffHand), OffHand.Has(Tags.Shield)) }, { "with # corrupted items equipped", Equipment.Count(e => e.IsCorrupted) >= Value }, // stats // - pool { "when on low life", Life.IsLow }, { "when not on low life", Not(Life.IsLow) }, { "while no mana is reserved", Mana.Reservation.Value == 0 }, { "while energy shield is full", EnergyShield.IsFull }, { "while on full energy shield", EnergyShield.IsFull }, { "while not on full energy shield", Not(EnergyShield.IsFull) }, { "if energy shield recharge has started recently", EnergyShield.Recharge.StartedRecently }, // - charges { "while you have no ({ChargeTypeMatchers})", Reference.AsChargeType.Amount.Value == 0 }, { "while (at maximum|on full) ({ChargeTypeMatchers})", Reference.AsChargeType.Amount.Value == Reference.AsChargeType.Amount.Maximum.Value }, // - flags { "while you have ({FlagMatchers})", Reference.AsFlagStat.IsSet }, { "during onslaught", Flag.Onslaught.IsSet }, { "while phasing", Flag.Phasing.IsSet }, // - other { "if you have # primordial jewels,", Stat.PrimordialJewelsSocketed.Value >= Value }, // - on enemy { "(against enemies )?that are on low life", Enemy.Stat(Life).IsLow }, { "(against enemies )?that are on full life", Enemy.Stat(Life).IsFull }, { "against rare and unique enemies", Enemy.IsRareOrUnique }, // buffs { "while you have fortify", Buff.Fortify.IsOn(Self) }, { "if you've taunted an enemy recently", Buff.Taunt.Action.Recently }, { "enemies you taunt( deal| take)?", And(For(Enemy), Buff.Taunt.IsOn(Enemy)) }, { "enemies you curse (take|have)", And(For(Enemy), Buffs(Self, Enemy).With(Keyword.Curse).Any()) }, { "(against|from) blinded enemies", Buff.Blind.IsOn(Enemy) }, { "from taunted enemies", Buff.Taunt.IsOn(Enemy) }, { "you and allies affected by your auras have", Or(For(Entity.ModifierSource), And(For(Ally), Buffs(target: Ally).With(Keyword.Aura).Any())) }, { "you and allies deal while affected by auras you cast", Or(For(Entity.ModifierSource), And(For(Ally), Buffs(target: Ally).With(Keyword.Aura).Any())) }, // buff and damage combinations { "bleeding you inflict on maimed enemies deals", And(Damage.With(Ailment.Bleed), Buff.Maim.IsOn(Enemy)) }, // ailments { "while ({AilmentMatchers})", Reference.AsAilment.IsOn(Self) }, { "(against|from) ({AilmentMatchers}) enemies", Reference.AsAilment.IsOn(Enemy) }, { "against frozen, shocked or ignited enemies", Or(Ailment.Freeze.IsOn(Enemy), Ailment.Shock.IsOn(Enemy), Ailment.Ignite.IsOn(Enemy)) }, { "enemies which are ({AilmentMatchers})", Reference.AsAilment.IsOn(Enemy) }, { "against enemies( that are)? affected by elemental ailments", Ailment.Elemental.Any(a => a.IsOn(Enemy)) }, { "against enemies( that are)? affected by no elemental ailments", Not(Ailment.Elemental.Any(a => a.IsOn(Enemy))) }, // ground effects { "while on consecrated ground", Ground.Consecrated.IsOn(Self) }, // other effects { "against burning enemies", Fire.DamageOverTimeIsOn(Enemy) }, // skills // - by keyword { "vaal( skill)?", With(Skills[Keyword.Vaal]) }, { "({KeywordMatchers})", With(Skills[Reference.AsKeyword]) }, { "({KeywordMatchers}) and ({KeywordMatchers})", Or(With(Skills[References[0].AsKeyword]), With(Skills[References[1].AsKeyword])) }, { "(with|of|for|from) ({KeywordMatchers})( skills)?", With(Skills[Reference.AsKeyword]) }, { "({KeywordMatchers}) skills (have|deal)", With(Skills[Reference.AsKeyword]) }, // - by damage type { "with ({DamageTypeMatchers}) skills", With(Skills[Reference.AsDamageType]) }, // - by item slot { "skills (in|from) your ({ItemSlotMatchers})(can have| have)?", With(Skills[Reference.AsItemSlot]) }, // - by single skill { "({SkillMatchers})('|s)?( fires| has a| have a| has| deals| gain)?", With(Reference.AsSkill) }, { "(dealt by) ({SkillMatchers})", With(Reference.AsSkill) }, // - cast recently/in past x seconds { "if you've cast a spell recently", Skills[Keyword.Spell].Cast.Recently }, { "if you've attacked recently", Skills[Keyword.Attack].Cast.Recently }, { "if you've used a movement skill recently", Skills[Keyword.Movement].Cast.Recently }, { "if you've used a warcry recently", Skills[Keyword.Warcry].Cast.Recently }, { "if you've used a ({DamageTypeMatchers}) skill in the past # seconds", Skills[Reference.AsDamageType].Cast.InPastXSeconds(Value) }, // skill and action combinations { "projectiles have against targets they pierce", And(Projectile.Pierce.On(), With(Skills[Keyword.Projectile])) }, // traps and mines { "with traps", With(Traps) }, { "with mines", With(Mines) }, { "traps and mines (deal|have a)", Or(With(Traps), With(Mines)) }, { "from traps and mines", Or(With(Traps), With(Mines)) }, { "for throwing traps", With(Traps) }, { "if you detonated mines recently", Skill.DetonateMines.Cast.Recently }, { "if you've placed a mine or thrown a trap recently", Or(Traps.Cast.Recently, Mines.Cast.Recently) }, // totems { "totems", For(Entity.Totem) }, { "totems (fire|gain|have)", With(Totems) }, { "(spells cast|attacks used|skills used) by totems (have a|have)", With(Totems) }, { "of totem skills that cast an aura", With(Skills[Keyword.Totem, Keyword.Aura]) }, { "while you have a totem", Totems.Any(s => s.HasInstance) }, { "if you've summoned a totem recently", Totems.Cast.Recently }, { "when you place a totem", Totems.Cast.On() }, // minions { "minions", For(Entity.Minion) }, { "minions (deal|have|gain)", For(Entity.Minion) }, { "you and your minions have", For(Entity.Minion, Entity.ModifierSource) }, { "golem", For(Entity.Minion.With(Keyword.Golem)) }, { "golems have", For(Entity.Minion.With(Keyword.Golem)) }, { "spectres have", For(Entity.Minion.From(Skill.RaiseSpectre)) }, { // Technically this would be separate for each minion summoned by that skill, but DPS will // only be calculated for a single minion anyway. "golems summoned in the past # seconds deal", With(Golems.Where(s => s.Cast.InPastXSeconds(Value))) }, { "if you Summoned a golem in the past # seconds", Golems.Cast.InPastXSeconds(Value) }, // flasks { "while using a flask", Flask.IsAnyActive }, { "during any flask effect", Flask.IsAnyActive }, // other { "while leeching", Condition.WhileLeeching }, { "(you )?gain", Condition.True }, // may be left over at the end, does nothing // unique { "when your trap is triggered by an enemy", Condition.Unique("When your Trap is triggered by an Enemy") }, { "when your mine is detonated targeting an enemy", Condition.Unique("When your Mine is detonated targeting an Enemy") }, { "if you've killed an enemy affected by your damage over time recently", Condition.Unique("Have you recently killed an Enemy affected by your Damage over Time?") }, };