public FinalDefensesAll(ParsedEvtcLog log, PhaseData phase, AbstractSingleActor actor) : base(log, phase, actor, null)
        {
            var dead = new List <(long start, long end)>();
            var down = new List <(long start, long end)>();
            var dc   = new List <(long start, long end)>();

            (dead, down, dc) = actor.GetStatus(log);
            long start = phase.Start;
            long end   = phase.End;

            DownCount = log.MechanicData.GetMechanicLogs(log, SkillItem.DownId).Count(x => x.Actor == actor && x.Time >= start && x.Time <= end);
            DeadCount = log.MechanicData.GetMechanicLogs(log, SkillItem.DeathId).Count(x => x.Actor == actor && x.Time >= start && x.Time <= end);
            DcCount   = log.MechanicData.GetMechanicLogs(log, SkillItem.DCId).Count(x => x.Actor == actor && x.Time >= start && x.Time <= end);

            DownDuration = down.Where(x => x.end >= start && x.start <= end).Sum(x => Math.Min(end, x.end) - Math.Max(x.start, start));
            DeadDuration = dead.Where(x => x.end >= start && x.start <= end).Sum(x => Math.Min(end, x.end) - Math.Max(x.start, start));
            DcDuration   = dc.Where(x => x.end >= start && x.start <= end).Sum(x => Math.Min(end, x.end) - Math.Max(x.start, start));
        }
        protected void SetStatus(ParsedEvtcLog log, AbstractSingleActor a)
        {
            var dead = new List <long>();

            Dead = dead;
            var down = new List <long>();

            Down = down;
            var dc = new List <long>();

            Dc = dc;
            (IReadOnlyList <(long start, long end)> deads, IReadOnlyList <(long start, long end)> downs, IReadOnlyList <(long start, long end)> dcs) = a.GetStatus(log);

            foreach ((long start, long end) in deads)
            {
                dead.Add(start);
                dead.Add(end);
            }
            foreach ((long start, long end) in downs)
            {
                down.Add(start);
                down.Add(end);
            }
            foreach ((long start, long end) in dcs)
            {
                dc.Add(start);
                dc.Add(end);
            }
        }
        public FinalDefensesAll(ParsedEvtcLog log, long start, long end, AbstractSingleActor actor) : base(log, start, end, actor, null)
        {
            (IReadOnlyList <(long start, long end)> dead, IReadOnlyList <(long start, long end)> down, IReadOnlyList <(long start, long end)> dc) = actor.GetStatus(log);

            DownCount = log.MechanicData.GetMechanicLogs(log, SkillItem.DownId).Count(x => x.Actor == actor && x.Time >= start && x.Time <= end);
            DeadCount = log.MechanicData.GetMechanicLogs(log, SkillItem.DeathId).Count(x => x.Actor == actor && x.Time >= start && x.Time <= end);
            DcCount   = log.MechanicData.GetMechanicLogs(log, SkillItem.DCId).Count(x => x.Actor == actor && x.Time >= start && x.Time <= end);

            DownDuration = down.Where(x => x.end >= start && x.start <= end).Sum(x => Math.Min(end, x.end) - Math.Max(x.start, start));
            DeadDuration = dead.Where(x => x.end >= start && x.start <= end).Sum(x => Math.Min(end, x.end) - Math.Max(x.start, start));
            DcDuration   = dc.Where(x => x.end >= start && x.start <= end).Sum(x => Math.Min(end, x.end) - Math.Max(x.start, start));
        }
Beispiel #4
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        internal AbstractSingleActorSerializable(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay, string type)
        {
            Img       = actor.GetIcon();
            ID        = actor.UniqueID;
            Positions = new List <double>();
            Type      = type;
            foreach (Point3D pos in replay.PolledPositions)
            {
                (double x, double y) = map.GetMapCoord(pos.X, pos.Y);
                Positions.Add(x);
                Positions.Add(y);
            }
            if (actor.AgentItem.IsPlayer)
            {
                Dead = new List <long>();
                Down = new List <long>();
                Dc   = new List <long>();
                (IReadOnlyList <(long start, long end)> deads, IReadOnlyList <(long start, long end)> downs, IReadOnlyList <(long start, long end)> dcs) = actor.GetStatus(log);

                foreach ((long start, long end) in deads)
                {
                    Dead.Add(start);
                    Dead.Add(end);
                }
                foreach ((long start, long end) in downs)
                {
                    Down.Add(start);
                    Down.Add(end);
                }
                foreach ((long start, long end) in dcs)
                {
                    Dc.Add(start);
                    Dc.Add(end);
                }
            }
        }