Example #1
0
        }                                   // currently only used for heals

        /// <summary>
        /// Each time the spell is cast an entry is added with the # seconds from start of fight
        /// </summary>
        //public List<int> Times = new List<int>();

        public void Merge(FightSpell x)
        {
            HitSum     += x.HitSum;
            HitCount   += x.HitCount;
            CritSum    += x.CritSum;
            CritCount  += x.CritCount;
            TwinCount  += x.TwinCount;
            FullHitSum += x.FullHitSum;
            if (HitMax < x.HitMax)
            {
                HitMax = x.HitMax;
            }
        }
Example #2
0
        private FightSpell AddSpell(string name, string type)
        {
            var spell = Spells.FirstOrDefault(x => x.Name == name && x.Type == type);

            if (spell == null)
            {
                spell = new FightSpell()
                {
                    Name = name, Type = type
                };
                Spells.Add(spell);
            }
            return(spell);
        }
Example #3
0
        /// <summary>
        /// Merge data from another participant into this participant.
        /// </summary>
        public void Merge(FightParticipant p, int intervalOffset = 0, int timeOffset = 0)
        {
            OutboundMissCount   += p.OutboundMissCount;
            OutboundHitCount    += p.OutboundHitCount;
            OutboundHitSum      += p.OutboundHitSum;
            OutboundStrikeCount += p.OutboundStrikeCount;

            InboundMissCount  += p.InboundMissCount;
            InboundHitCount   += p.InboundHitCount;
            InboundHitSum     += p.InboundHitSum;
            InboundMeleeCount += p.InboundMeleeCount;
            InboundMeleeSum   += p.InboundMeleeSum;
            InboundRiposteSum += p.InboundRiposteSum;
            //InboundSpellCount += p.InboundSpellCount;
            //InboundSpellSum += p.InboundSpellSum;
            InboundStrikeCount += p.InboundStrikeCount;

            OutboundHealSum    += p.OutboundHealSum;
            InboundHealSum     += p.InboundHealSum;
            InboundFullHealSum += p.InboundFullHealSum;

            DeathCount += p.DeathCount;

            // merge intervals starting at 'intervalOffset' base
            for (var i = 0; i < p.DPS.Count; i++)
            {
                while (DPS.Count <= intervalOffset + i)
                {
                    DPS.Add(0);
                }
                DPS[intervalOffset + i] += p.DPS[i];
            }

            for (var i = 0; i < p.TankDPS.Count; i++)
            {
                while (TankDPS.Count <= intervalOffset + i)
                {
                    TankDPS.Add(0);
                }
                TankDPS[intervalOffset + i] += p.TankDPS[i];
            }

            for (var i = 0; i < p.HPS.Count; i++)
            {
                while (HPS.Count <= intervalOffset + i)
                {
                    HPS.Add(0);
                }
                HPS[intervalOffset + i] += p.HPS[i];
            }

            for (var i = 0; i < p.InboundHPS.Count; i++)
            {
                while (InboundHPS.Count <= intervalOffset + i)
                {
                    InboundHPS.Add(0);
                }
                InboundHPS[intervalOffset + i] += p.InboundHPS[i];
            }


            foreach (var at in p.AttackTypes)
            {
                var _at = AttackTypes.FirstOrDefault(x => x.Type == at.Type);
                if (_at == null)
                {
                    _at      = new FightHit();
                    _at.Type = at.Type;
                    AttackTypes.Add(_at);
                }
                _at.Merge(at);
            }

            foreach (var dt in p.DefenseTypes)
            {
                var _dt = DefenseTypes.FirstOrDefault(x => x.Type == dt.Type);
                if (_dt == null)
                {
                    _dt      = new FightMiss();
                    _dt.Type = dt.Type;
                    DefenseTypes.Add(_dt);
                }
                _dt.Merge(dt);
            }

            foreach (var h in p.Heals)
            {
                var _h = Heals.FirstOrDefault(x => x.Target == h.Target);
                if (_h == null)
                {
                    _h        = new FightHeal();
                    _h.Target = h.Target;
                    Heals.Add(_h);
                }
                _h.Merge(h);
            }

            foreach (var s in p.Spells)
            {
                var _s = Spells.FirstOrDefault(x => x.Name == s.Name && x.Type == s.Type);
                if (_s == null)
                {
                    _s      = new FightSpell();
                    _s.Type = s.Type;
                    _s.Name = s.Name;
                    //_s.Times =  // todo
                    Spells.Add(_s);
                }
                _s.Merge(s);
            }

            // disabled - merging buffs will create duplicates if fights overlap and include the same buff
            // it would be better to recreate buffs after merging
            p.Buffs.Clear();

            // >= 0 avoids any pre fight buffs
            //foreach (var b in p.Buffs.Where(x => x.Time >= 0))
            //{
            //    if (timeOffset == 0)
            //        Buffs.Add(b);
            //    else
            //        Buffs.Add(new FightBuff { Name = b.Name, Time = b.Time + timeOffset });
            //}
        }