Ejemplo n.º 1
0
        public static void Main( string[] args )
        {
            int mineral, gas, supply;
              Data data = new Data();

              if( args.Length != 3 )
              {
            System.Console.WriteLine( "Usage: ResourceAllocation #mineral #gas #supply" );
            //return;
            mineral = 20000;
            gas = 14000;
            supply = 380;
              }
              else
              {
            mineral = Convert.ToInt32( args[ 0 ] );
            gas = Convert.ToInt32( args[ 1 ] );
            supply = Convert.ToInt32( args[ 2 ] );
              }

              int maxSize = Math.Max( mineral / 25, Math.Max( gas / 25, supply ) );
              var domain = new ghost.Domain( maxSize, 0 );

              var listUnits = MakeTerranUnits( domain );
              var setUnits = new SetVariables( listUnits );

              var constraints = new List< Constraint > {
            new MineralConstraint( setUnits, mineral ),
            new GasConstraint( setUnits, gas ),
            new SupplyConstraint( setUnits, supply )
              };

              var objective = new MaxDPS( "max DPS", mineral, gas, supply );
              var solver = new ghost.Solver< Variable, SetVariables, Constraint >( setUnits, constraints, objective );

              Console.WriteLine( "Start solving trivial test" );
              solver.solve( 100, 2000 );

              int mineralUsed = 0;
              int gasUsed = 0;
              double supplyUsed = 0.0;
              double DPS = 0.0;

              for( int i = 0 ; i < setUnits.GetNumberVariables() ; ++i )
              {
            mineralUsed += setUnits.GetValue( i ) * data.Dataset[ setUnits.Name( i ) ].CostMineral;
            gasUsed += setUnits.GetValue( i ) * data.Dataset[ setUnits.Name( i ) ].CostGas;
            supplyUsed += setUnits.GetValue( i ) * data.Dataset[ setUnits.Name( i ) ].CostSupply;
            if( data.Dataset[ setUnits.Name( i ) ].GroundAttack > 0 )
              DPS += setUnits.GetValue( i ) * ( (double)data.Dataset[ setUnits.Name( i ) ].GroundAttack / data.Dataset[ setUnits.Name( i ) ].GroundCooldown );
              }

              DPS *= 24;
              Console.WriteLine( "DPS = " + DPS );
              Console.WriteLine( "Mineral left: " + (mineral - mineralUsed) + ", gas left: " + (gas - gasUsed) + ", supply left: " + (supply - supplyUsed) );
        }
Ejemplo n.º 2
0
    public override string ToolTip()
    {
        //string minDPS = ((int)(AttackSpeed * (MaxDamage*DmgVariance))).ToString ();
        //string maxDPS = ((int)(AttackSpeed * MaxDamage)).ToString ();

        string numBuffs = "";

        if (this.NumberOfBuffs() > 0)
        {
            numBuffs = "\n" + GetBuffsString();
        }
        else
        {
            numBuffs = "";
        }


        //Format wording of proc correctly
        string procDesc = "";

        switch (Proc)
        {
        case ProcType.GainLifeOnHit:
            procDesc = "\n" + string.Format("Gain {0} health per physical attack", ProcModifier);
            break;

        case ProcType.GainManaOnHit:
            procDesc = "\n" + string.Format("Gain {0} mana per physical attack", ProcModifier);
            break;

        case ProcType.Knockback:
            procDesc = "\n" + string.Format("Has a {0}% chance to cause knockback", (ProcModifier * 100).ToString("F2"));
            break;

        case ProcType.None:
            break;

        case ProcType.Poison:
            procDesc = "\n" + string.Format("Has a {0}% chance to cause poison", (ProcModifier * 100).ToString("F2"));
            break;

        case ProcType.Slow:
            procDesc = "\n" + string.Format("Has a {0}% chance to slow targets attack speed", (ProcModifier * 100).ToString("F2"));
            break;

        case ProcType.ConvertToLife:
            procDesc = "\n" + string.Format("Converts {0}% of damage dealth to health", (ProcModifier * 100).ToString("F2"));
            break;

        case ProcType.ConvertToMana:
            procDesc = "\n" + string.Format("Converts {0}% of damage dealth to mana.", (ProcModifier * 100).ToString("F2"));
            break;

        case ProcType.Stun:
            procDesc = "\n" + string.Format("Has a {0}% chance to stun your target", (ProcModifier * 100).ToString("F2"));
            break;

        case ProcType.GainEnergyOnHit:
            procDesc = "\n" + string.Format("Gain {0} energy per physical attack", ProcModifier.ToString("0.00"));
            break;

        case ProcType.ConvertToEnergy:
            procDesc = "\n" + string.Format("Converts {0}% of damage dealth to energy", (ProcModifier * 100).ToString("F2"));
            break;
        }

        string moreStats = "";

        if (this.Proc != ProcType.None || this.CritChance != 0 || this.CritDamage > 0.0f)
        {
            if (this.CritChance != 0)
            {
                moreStats += "\n" + "+ " + (CritChance * 100).ToString("0") + "% Critical Hit Chance";
            }
            if (this.CritDamage > 0.0f)
            {
                moreStats += "\n" + "Critical hits deal " + ((2.0 + CritDamage) * 100).ToString("0") + "% damage";
            }
            if (this.Proc != ProcType.None)
            {
                moreStats += procDesc;
            }
        }
        string elementalDmg = "";

        if (this.DmgValue != 0)
        {
            elementalDmg += "+ " + DmgValue + " " + DmgType.ToString() + " damage" + "\n";
        }

        string socketBuffs = "";

        if (EquippedSockets.Count > 0)
        {
            socketBuffs += "\n \n" + "(" + UsedSockets.ToString() + ") Sockets: \n";
        }
        foreach (SocketItem socket in EquippedSockets)
        {
            socketBuffs += socket.GetBuffsString();
        }
        socketBuffs += "\n";

        //Set correct tooltype to corresponding type
        return("Damage: " + (int)(MaxDamage * DmgVariance) + " - " + MaxDamage + "\n" +
               elementalDmg +
               "(DPS: " + MinDPS.ToString() + "-" + MaxDPS.ToString() + ")" + "\n" +
               "Attacks Per Second: " + AttackSpeed.ToString("0.00") +
               numBuffs +
               socketBuffs +
               moreStats);
    }