Ejemplo n.º 1
0
 private static Stats getTrinketStats(Character character, Stats stats, float FightDuration, Rotation rot)
 {
     Stats statsAverage = new Stats();
     //TODO: Trinket Stats
     /*
     
     foreach (SpecialEffect effect in stats.SpecialEffects())
     {
         float trigger = 0f; // 1 / frequency in Hz
         float procChance = 1f;
         if (effect.Trigger == Trigger.DamageDone)
         {
             trigger = 1f / ( rot.getCastsPerSecond() + 1f/rot.FS.PeriodicTickTime );
             procChance = rot.getWeightedHitchance(); //flameshock ticks are not taken into account. the chance would be slightly higher.
         }
         else if (effect.Trigger == Trigger.DamageOrHealingDone)
         {
             // Need to Add Self-Heals
             trigger = 1f / (rot.getCastsPerSecond() + 1f / rot.FS.PeriodicTickTime);
             procChance = rot.getWeightedHitchance(); //flameshock ticks are not taken into account. the chance would be slightly higher.
         }
         else if (effect.Trigger == Trigger.SpellMiss)
         {
             trigger = 1f / rot.getCastsPerSecond();
             procChance = 1f - rot.getWeightedHitchance();
         }
         else if (effect.Trigger == Trigger.SpellHit || effect.Trigger == Trigger.DamageSpellHit)
         {
             trigger = 1f / rot.getCastsPerSecond();
             procChance = rot.getWeightedHitchance();
         }
         else if (effect.Trigger == Trigger.DoTTick)
         {
             trigger = 1f / rot.FS.PeriodicTickTime;
         }
         else if (effect.Trigger == Trigger.SpellCast || effect.Trigger == Trigger.DamageSpellCast)
         {
             trigger = 1f / rot.getCastsPerSecond();
         }
         else if (effect.Trigger == Trigger.SpellCrit || effect.Trigger == Trigger.DamageSpellCrit)
         {
             trigger = 1f / rot.getCastsPerSecond();
             procChance = rot.getWeightedCritchance();
         }
         else if (effect.Trigger == Trigger.ShamanLightningBolt)
         {
             trigger = 1f / rot.getCastsPerSecond(typeof(LightningBolt));
         }
         else if (effect.Trigger == Trigger.ShamanShock)
         {
             trigger = 1f / rot.getCastsPerSecond(typeof(Shock));
         }
         else if (effect.Trigger == Trigger.ShamanFlameShockDoTTick)
         {
             trigger = 1f / rot.getTicksPerSecond(typeof(FlameShock));
         }
         else if (effect.Trigger == Trigger.Use)
         {
             trigger = 1f;
         }
         else
             continue;
         
         effect.AccumulateAverageStats(statsAverage, trigger, procChance, 3f, FightDuration);
     }*/
     return statsAverage;
 }
Ejemplo n.º 2
0
        protected static void CalculateTriggers(Rotation rot, Dictionary<Trigger, float> triggerIntervals, Dictionary<Trigger, float> triggerChances)
        {
            //TODO: wont trigger trinkets
            /*
            float CastInterval = 1f / rot.getCastsPerSecond();
            float WeightedCritChance = rot.getWeightedCritchance();
            float WeightedHitChance = rot.getWeightedHitchance();

            triggerIntervals[Trigger.Use] = 0f;
            triggerChances[Trigger.Use] = 1f;

            triggerIntervals[Trigger.DamageDone] = 1f / (rot.getCastsPerSecond() + 1f / rot.FS.PeriodicTickTime);
            // flameshock ticks are not taken into account. the chance would be slightly higher.
            triggerChances[Trigger.DamageDone] = WeightedHitChance;

            triggerIntervals[Trigger.DamageOrHealingDone] = 1f / (rot.getCastsPerSecond() + 1f / rot.FS.PeriodicTickTime);
            // flameshock ticks are not taken into account. the chance would be slightly higher.
            // Need to add Self-Heals
            triggerChances[Trigger.DamageOrHealingDone] = WeightedHitChance;

            triggerIntervals[Trigger.SpellMiss] = CastInterval;
            triggerChances[Trigger.SpellMiss] = 1f - WeightedHitChance;

            triggerIntervals[Trigger.SpellHit] = CastInterval;
            triggerChances[Trigger.SpellHit] = WeightedHitChance;

            triggerIntervals[Trigger.DamageSpellHit] = CastInterval;
            triggerChances[Trigger.DamageSpellHit] = WeightedHitChance;

            triggerIntervals[Trigger.DoTTick] = 1f / rot.FS.PeriodicTickTime;
            triggerChances[Trigger.DoTTick] = 1f;

            triggerIntervals[Trigger.SpellCast] = CastInterval;
            triggerChances[Trigger.SpellCast] = 1f;

            triggerIntervals[Trigger.DamageSpellCast] = CastInterval;
            triggerChances[Trigger.DamageSpellCast] = 1f;

            triggerIntervals[Trigger.SpellCrit] = CastInterval;
            triggerChances[Trigger.SpellCrit] = WeightedCritChance;

            triggerIntervals[Trigger.DamageSpellCrit] = CastInterval;
            triggerChances[Trigger.DamageSpellCrit] = WeightedCritChance;

            triggerIntervals[Trigger.ShamanLightningBolt] = 1f / rot.getCastsPerSecond(typeof(LightningBolt));
            triggerChances[Trigger.ShamanLightningBolt] = 1f;

            triggerIntervals[Trigger.ShamanShock] = 1f / rot.getCastsPerSecond(typeof(Shock));
            triggerChances[Trigger.ShamanShock] = 1f;

            triggerIntervals[Trigger.ShamanFlameShockDoTTick] = 1f / rot.getTicksPerSecond(typeof(FlameShock));
            triggerChances[Trigger.ShamanFlameShockDoTTick] = 1f;
             * */
        }
Ejemplo n.º 3
0
        protected static Stats DoSpecialEffects(Character character, Stats stats, Rotation rot, float FightDuration)
        {
            #region Initialize Triggers
            Dictionary<Trigger, float> triggerIntervals = new Dictionary<Trigger, float>(); ;
            Dictionary<Trigger, float> triggerChances = new Dictionary<Trigger, float>(); ;
            CalculateTriggers(rot, triggerIntervals, triggerChances);
            #endregion

            Stats procStats = new Stats();

            List<SpecialEffect> effects = new List<SpecialEffect>();
            foreach (SpecialEffect effect in stats.SpecialEffects())
            {
                effect.Stats.GenerateSparseData();

                #region Filter out unhandled effects
                if (!triggerIntervals.ContainsKey(effect.Trigger)) continue;
                #endregion

                effects.Add(effect);
            }

            AccumulateSpecialEffects(character, ref procStats, FightDuration, triggerIntervals, triggerChances, effects, 1f);
            return procStats;
        }