Ejemplo n.º 1
0
        private Dictionary <long, FinalBoonUptime>[] GetBoonsForPlayers(List <Player> playerList, Player player)
        {
            Dictionary <long, FinalBoonUptime>[] uptimesByPhase =
                new Dictionary <long, FinalBoonUptime> [_statistics.Phases.Count];

            for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
            {
                PhaseData phase         = _statistics.Phases[phaseIndex];
                long      fightDuration = phase.End - phase.Start;

                Dictionary <Player, BoonDistribution> boonDistributions = new Dictionary <Player, BoonDistribution>();
                foreach (Player p in playerList)
                {
                    boonDistributions[p] = p.GetBoonDistribution(_log, phaseIndex);
                }

                Dictionary <long, FinalBoonUptime> final =
                    new Dictionary <long, FinalBoonUptime>();

                foreach (Boon boon in player.BoonToTrack)
                {
                    long totalGeneration = 0;
                    long totalOverstack  = 0;

                    foreach (BoonDistribution boons in boonDistributions.Values)
                    {
                        if (boons.ContainsKey(boon.ID))
                        {
                            totalGeneration += boons.GetGeneration(boon.ID, player.InstID);
                            totalOverstack  += boons.GetOverstack(boon.ID, player.InstID);
                        }
                    }

                    FinalBoonUptime uptime = new FinalBoonUptime();

                    if (boon.Type == Boon.BoonType.Duration)
                    {
                        uptime.Generation = Math.Round(100.0f * totalGeneration / fightDuration / playerList.Count, 1);
                        uptime.Overstack  = Math.Round(100.0f * (totalOverstack + totalGeneration) / fightDuration / playerList.Count, 1);
                    }
                    else if (boon.Type == Boon.BoonType.Intensity)
                    {
                        uptime.Generation = Math.Round((double)totalGeneration / fightDuration / playerList.Count, 1);
                        uptime.Overstack  = Math.Round((double)(totalOverstack + totalGeneration) / fightDuration / playerList.Count, 1);
                    }

                    final[boon.ID] = uptime;
                }

                uptimesByPhase[phaseIndex] = final;
            }

            return(uptimesByPhase);
        }
Ejemplo n.º 2
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);
                    }
                }
            }
        }