Example #1
0
        internal FinalGameplayStatsAll(ParsedEvtcLog log, long start, long end, AbstractSingleActor actor) : base(log, start, end, actor, null)
        {
            // If dummy actor, stop
            if (actor.IsFakeActor)
            {
                return;
            }
            long duration = end - start;

            foreach (AbstractCastEvent cl in actor.GetCastEvents(log, start, end))
            {
                switch (cl.Status)
                {
                case AbstractCastEvent.AnimationStatus.Interrupted:
                    Wasted++;
                    TimeWasted += cl.SavedDuration;
                    break;

                case AbstractCastEvent.AnimationStatus.Reduced:
                    Saved++;
                    TimeSaved += cl.SavedDuration;
                    break;
                }
                if (cl.Skill.IsSwap)
                {
                    SwapCount++;
                }
            }
            TimeSaved  = Math.Round(TimeSaved / 1000.0, ParserHelper.TimeDigit);
            TimeWasted = -Math.Round(TimeWasted / 1000.0, ParserHelper.TimeDigit);

            double avgBoons = 0;

            foreach (long boonDuration in actor.GetBuffPresence(log, start, end).Where(x => log.Buffs.BuffsByIds[x.Key].Classification == BuffClassification.Boon).Select(x => x.Value))
            {
                avgBoons += boonDuration;
            }
            AvgBoons = Math.Round(avgBoons / duration, ParserHelper.BuffDigit);
            long activeDuration = actor.GetActiveDuration(log, start, end);

            AvgActiveBoons = activeDuration > 0 ? Math.Round(avgBoons / activeDuration, ParserHelper.BuffDigit) : 0.0;

            double avgCondis = 0;

            foreach (long conditionDuration in actor.GetBuffPresence(log, start, end).Where(x => log.Buffs.BuffsByIds[x.Key].Classification == BuffClassification.Condition).Select(x => x.Value))
            {
                avgCondis += conditionDuration;
            }
            AvgConditions       = Math.Round(avgCondis / duration, ParserHelper.BuffDigit);
            AvgActiveConditions = activeDuration > 0 ? Math.Round(avgCondis / activeDuration, ParserHelper.BuffDigit) : 0.0;

            if (log.CombatData.HasMovementData && log.FriendlyAgents.Contains(actor.AgentItem) && actor.GetCombatReplayPolledPositions(log).Any(x => x.X > int.MinValue + 1))
            {
                StackDist = GetDistanceToTarget(actor, log, start, end, log.StatisticsHelper.GetStackCenterPositions(log));
                DistToCom = GetDistanceToTarget(actor, log, start, end, log.StatisticsHelper.GetStackCommanderPositions(log));
            }
        }
        internal FinalDefenses(ParsedEvtcLog log, long start, long end, AbstractSingleActor actor, AbstractSingleActor from)
        {
            IReadOnlyList <AbstractHealthDamageEvent> damageLogs = actor.GetDamageTakenEvents(from, log, start, end);

            DamageTaken         = damageLogs.Sum(x => (long)x.HealthDamage);
            BreakbarDamageTaken = Math.Round(actor.GetBreakbarDamageTakenEvents(from, log, start, end).Sum(x => x.BreakbarDamage), 1);
            BlockedCount        = damageLogs.Count(x => x.IsBlocked);
            MissedCount         = damageLogs.Count(x => x.IsBlind);
            InvulnedCount       = damageLogs.Count(x => x.IsAbsorbed);
            EvadedCount         = damageLogs.Count(x => x.IsEvaded);
            DodgeCount          = actor.GetCastEvents(log, start, end).Count(x => x.SkillId == SkillItem.DodgeId || x.SkillId == SkillItem.MirageCloakDodgeId);
            DamageBarrier       = damageLogs.Sum(x => x.ShieldDamage);
            InterruptedCount    = damageLogs.Count(x => x.HasInterrupted);
        }
Example #3
0
        private static long[] GetReses(ParsedEvtcLog log, AbstractSingleActor actor, long start, long end)
        {
            IReadOnlyList <AbstractCastEvent> cls = actor.GetCastEvents(log, start, end);

            long[] reses = { 0, 0 };
            foreach (AbstractCastEvent cl in cls)
            {
                if (cl.SkillId == SkillItem.ResurrectId)
                {
                    reses[0]++;
                    reses[1] += cl.ActualDuration;
                }
            }
            return(reses);
        }