Beispiel #1
0
        private void CalculateConditions()
        {
            foreach (Target target in _log.FightData.Logic.Targets)
            {
                Dictionary <long, FinalTargetBoon>[] stats = new Dictionary <long, FinalTargetBoon> [_statistics.Phases.Count];
                for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
                {
                    BoonDistribution boonDistribution                = target.GetBoonDistribution(_log, phaseIndex);
                    Dictionary <long, FinalTargetBoon> rates         = new Dictionary <long, FinalTargetBoon>();
                    Dictionary <long, long>            boonPresence  = target.GetBoonPresence(_log, phaseIndex);
                    Dictionary <long, long>            condiPresence = target.GetCondiPresence(_log, phaseIndex);

                    PhaseData phase         = _statistics.Phases[phaseIndex];
                    long      fightDuration = phase.GetDuration();

                    foreach (Boon boon in target.BoonToTrack)
                    {
                        FinalTargetBoon condition = new FinalTargetBoon(_log.PlayerList);
                        rates[boon.ID] = condition;
                        if (boonDistribution.ContainsKey(boon.ID))
                        {
                            if (boon.Type == Boon.BoonType.Duration)
                            {
                                condition.Uptime = Math.Round(100.0 * boonDistribution.GetUptime(boon.ID) / fightDuration, 1);
                                foreach (Player p in _log.PlayerList)
                                {
                                    long gen = boonDistribution.GetGeneration(boon.ID, p.InstID);
                                    condition.Generated[p]   = Math.Round(100.0 * gen / fightDuration, 1);
                                    condition.Overstacked[p] = Math.Round(100.0 * (boonDistribution.GetOverstack(boon.ID, p.InstID) + gen) / fightDuration, 1);
                                }
                            }
                            else if (boon.Type == Boon.BoonType.Intensity)
                            {
                                condition.Uptime = Math.Round((double)boonDistribution.GetUptime(boon.ID) / fightDuration, 1);
                                foreach (Player p in _log.PlayerList)
                                {
                                    long gen = boonDistribution.GetGeneration(boon.ID, p.InstID);
                                    condition.Generated[p]   = Math.Round((double)gen / fightDuration, 1);
                                    condition.Overstacked[p] = Math.Round((double)(boonDistribution.GetOverstack(boon.ID, p.InstID) + gen) / fightDuration, 1);
                                }
                                if (boonPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                                {
                                    condition.Presence = Math.Round(100.0 * presenceValueBoon / fightDuration, 1);
                                }
                                else if (condiPresence.TryGetValue(boon.ID, out long presenceValueCondi))
                                {
                                    condition.Presence = Math.Round(100.0 * presenceValueCondi / fightDuration, 1);
                                }
                            }

                            rates[boon.ID] = condition;
                        }
                    }
                    stats[phaseIndex] = rates;
                }
                _statistics.TargetConditions[target] = stats;
            }
        }
        private void CalculateBoons()
        {
            foreach (Player player in _log.PlayerList)
            {
                // Boons applied to self
                Dictionary <long, FinalBuffs>[] selfUptimesByPhase = new Dictionary <long, FinalBuffs> [_statistics.Phases.Count];
                for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
                {
                    Dictionary <long, FinalBuffs> final = new Dictionary <long, FinalBuffs>();

                    PhaseData phase = _statistics.Phases[phaseIndex];

                    BoonDistribution        selfBoons     = player.GetBoonDistribution(_log, phaseIndex);
                    Dictionary <long, long> boonPresence  = player.GetBoonPresence(_log, phaseIndex);
                    Dictionary <long, long> condiPresence = player.GetCondiPresence(_log, phaseIndex);

                    long fightDuration = phase.End - phase.Start;
                    foreach (Boon boon in player.TrackedBoons)
                    {
                        if (selfBoons.ContainsKey(boon.ID))
                        {
                            FinalBuffs uptime = new FinalBuffs
                            {
                                Uptime          = 0,
                                Generation      = 0,
                                Overstack       = 0,
                                Wasted          = 0,
                                UnknownExtended = 0,
                                ByExtension     = 0,
                                Extended        = 0
                            };
                            final[boon.ID] = uptime;
                            long generation = selfBoons.GetGeneration(boon.ID, player.AgentItem);
                            if (boon.Type == Boon.BoonType.Duration)
                            {
                                uptime.Uptime          = Math.Round(100.0 * selfBoons.GetUptime(boon.ID) / fightDuration, 2);
                                uptime.Generation      = Math.Round(100.0 * generation / fightDuration, 2);
                                uptime.Overstack       = Math.Round(100.0 * (selfBoons.GetOverstack(boon.ID, player.AgentItem) + generation) / fightDuration, 2);
                                uptime.Wasted          = Math.Round(100.0 * selfBoons.GetWaste(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.UnknownExtended = Math.Round(100.0 * selfBoons.GetUnknownExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.ByExtension     = Math.Round(100.0 * selfBoons.GetExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.Extended        = Math.Round(100.0 * selfBoons.GetExtended(boon.ID, player.AgentItem) / fightDuration, 2);
                            }
                            else if (boon.Type == Boon.BoonType.Intensity)
                            {
                                uptime.Uptime          = Math.Round((double)selfBoons.GetUptime(boon.ID) / fightDuration, 2);
                                uptime.Generation      = Math.Round((double)generation / fightDuration, 2);
                                uptime.Overstack       = Math.Round((double)(selfBoons.GetOverstack(boon.ID, player.AgentItem) + generation) / fightDuration, 2);
                                uptime.Wasted          = Math.Round((double)selfBoons.GetWaste(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.UnknownExtended = Math.Round((double)selfBoons.GetUnknownExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.ByExtension     = Math.Round((double)selfBoons.GetExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.Extended        = Math.Round((double)selfBoons.GetExtended(boon.ID, player.AgentItem) / fightDuration, 2);
                                if (boonPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                                {
                                    uptime.Presence = Math.Round(100.0 * presenceValueBoon / fightDuration, 2);
                                }
                                else if (condiPresence.TryGetValue(boon.ID, out long presenceValueCondi))
                                {
                                    uptime.Presence = Math.Round(100.0 * presenceValueCondi / fightDuration, 2);
                                }
                            }
                        }
                    }

                    selfUptimesByPhase[phaseIndex] = final;
                }
                _statistics.SelfBuffs[player] = selfUptimesByPhase;

                // Boons applied to player's group
                var otherPlayersInGroup = _log.PlayerList
                                          .Where(p => p.Group == player.Group && player.InstID != p.InstID)
                                          .ToList();
                _statistics.GroupBuffs[player] = GetBoonsForPlayers(otherPlayersInGroup, player);

                // Boons applied to other groups
                var offGroupPlayers = _log.PlayerList.Where(p => p.Group != player.Group).ToList();
                _statistics.OffGroupBuffs[player] = GetBoonsForPlayers(offGroupPlayers, player);

                // Boons applied to squad
                var otherPlayers = _log.PlayerList.Where(p => p.InstID != player.InstID).ToList();
                _statistics.SquadBuffs[player] = GetBoonsForPlayers(otherPlayers, player);
            }
        }
Beispiel #3
0
        private void CalculateBoons()
        {
            foreach (Player player in _log.PlayerList)
            {
                // Boons applied to self
                Dictionary <long, FinalBoonUptime>[] selfUptimesByPhase = new Dictionary <long, FinalBoonUptime> [_statistics.Phases.Count];
                for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
                {
                    Dictionary <long, FinalBoonUptime> final = new Dictionary <long, FinalBoonUptime>();

                    PhaseData phase = _statistics.Phases[phaseIndex];

                    BoonDistribution        selfBoons     = player.GetBoonDistribution(_log, phaseIndex);
                    Dictionary <long, long> boonPresence  = player.GetBoonPresence(_log, phaseIndex);
                    Dictionary <long, long> condiPresence = player.GetCondiPresence(_log, phaseIndex);

                    long fightDuration = phase.End - phase.Start;
                    foreach (Boon boon in player.BoonToTrack)
                    {
                        FinalBoonUptime uptime = new FinalBoonUptime
                        {
                            Uptime     = 0,
                            Generation = 0,
                            Overstack  = 0
                        };
                        if (selfBoons.ContainsKey(boon.ID))
                        {
                            long generation = selfBoons.GetGeneration(boon.ID, player.InstID);
                            if (boon.Type == Boon.BoonType.Duration)
                            {
                                uptime.Uptime     = Math.Round(100.0 * selfBoons.GetUptime(boon.ID) / fightDuration, 1);
                                uptime.Generation = Math.Round(100.0f * generation / fightDuration, 1);
                                uptime.Overstack  = Math.Round(100.0f * (selfBoons.GetOverstack(boon.ID, player.InstID) + generation) / fightDuration, 1);
                            }
                            else if (boon.Type == Boon.BoonType.Intensity)
                            {
                                uptime.Uptime     = Math.Round((double)selfBoons.GetUptime(boon.ID) / fightDuration, 1);
                                uptime.Generation = Math.Round((double)generation / fightDuration, 1);
                                uptime.Overstack  = Math.Round((double)(selfBoons.GetOverstack(boon.ID, player.InstID) + generation) / fightDuration, 1);
                                if (boonPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                                {
                                    uptime.Presence = Math.Round(100.0 * presenceValueBoon / fightDuration, 1);
                                }
                                else if (condiPresence.TryGetValue(boon.ID, out long presenceValueCondi))
                                {
                                    uptime.Presence = Math.Round(100.0 * presenceValueCondi / fightDuration, 1);
                                }
                            }
                        }
                        final[boon.ID] = uptime;
                    }

                    selfUptimesByPhase[phaseIndex] = final;
                }
                _statistics.SelfBoons[player] = selfUptimesByPhase;

                // Boons applied to player's group
                var otherPlayersInGroup = _log.PlayerList
                                          .Where(p => p.Group == player.Group && player.InstID != p.InstID)
                                          .ToList();
                _statistics.GroupBoons[player] = GetBoonsForPlayers(otherPlayersInGroup, player);

                // Boons applied to other groups
                var offGroupPlayers = _log.PlayerList.Where(p => p.Group != player.Group).ToList();
                _statistics.OffGroupBoons[player] = GetBoonsForPlayers(offGroupPlayers, player);

                // Boons applied to squad
                var otherPlayers = _log.PlayerList.Where(p => p.InstID != player.InstID).ToList();
                _statistics.SquadBoons[player] = GetBoonsForPlayers(otherPlayers, player);
            }
            // a little hack to remove the contribution on boon average
            // to remove once we switch to new html builder
            Player CASword = _log.PlayerList.Find(x => x.Account == ":Conjured Sword");

            if (CASword != null)
            {
                var           caBoons        = _statistics.SelfBoons[CASword];
                List <Player> swordlessPList = _log.PlayerList.Where(x => x.Account != ":Conjured Sword").ToList();
                for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
                {
                    var caPhaseBoons = caBoons[phaseIndex];
                    foreach (Player p in swordlessPList)
                    {
                        var phaseBoons = _statistics.SelfBoons[p][phaseIndex];
                        foreach (long boonId in phaseBoons.Keys)
                        {
                            var uptime = phaseBoons[boonId];
                            if (caPhaseBoons.TryGetValue(boonId, out var caUptime))
                            {
                                caUptime.Uptime += uptime.Uptime;
                            }
                            else
                            {
                                caPhaseBoons[boonId] = new FinalBoonUptime()
                                {
                                    Uptime = uptime.Uptime
                                };
                            }
                        }
                    }
                    foreach (var uptime in caPhaseBoons.Values)
                    {
                        uptime.Uptime = Math.Round(uptime.Uptime / swordlessPList.Count, 1);
                    }
                }
            }
        }