private void CalculateConditions()
        {
            foreach (Target target in _log.FightData.Logic.Targets)
            {
                Dictionary <long, FinalTargetBuffs>[] stats = new Dictionary <long, FinalTargetBuffs> [_statistics.Phases.Count];
                for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
                {
                    BoonDistribution boonDistribution                 = target.GetBoonDistribution(_log, phaseIndex);
                    Dictionary <long, FinalTargetBuffs> rates         = new Dictionary <long, FinalTargetBuffs>();
                    Dictionary <long, long>             boonPresence  = target.GetBoonPresence(_log, phaseIndex);
                    Dictionary <long, long>             condiPresence = target.GetCondiPresence(_log, phaseIndex);

                    PhaseData phase         = _statistics.Phases[phaseIndex];
                    long      fightDuration = phase.GetDuration();

                    foreach (Boon boon in target.TrackedBoons)
                    {
                        if (boonDistribution.ContainsKey(boon.ID))
                        {
                            FinalTargetBuffs buff = new FinalTargetBuffs(_log.PlayerList);
                            rates[boon.ID] = buff;
                            if (boon.Type == Boon.BoonType.Duration)
                            {
                                buff.Uptime = Math.Round(100.0 * boonDistribution.GetUptime(boon.ID) / fightDuration, 2);
                                foreach (Player p in _log.PlayerList)
                                {
                                    long gen = boonDistribution.GetGeneration(boon.ID, p.AgentItem);
                                    buff.Generated[p]        = Math.Round(100.0 * gen / fightDuration, 2);
                                    buff.Overstacked[p]      = Math.Round(100.0 * (boonDistribution.GetOverstack(boon.ID, p.AgentItem) + gen) / fightDuration, 2);
                                    buff.Wasted[p]           = Math.Round(100.0 * boonDistribution.GetWaste(boon.ID, p.AgentItem) / fightDuration, 2);
                                    buff.UnknownExtension[p] = Math.Round(100.0 * boonDistribution.GetUnknownExtension(boon.ID, p.AgentItem) / fightDuration, 2);
                                    buff.Extension[p]        = Math.Round(100.0 * boonDistribution.GetExtension(boon.ID, p.AgentItem) / fightDuration, 2);
                                    buff.Extended[p]         = Math.Round(100.0 * boonDistribution.GetExtended(boon.ID, p.AgentItem) / fightDuration, 2);
                                }
                            }
                            else if (boon.Type == Boon.BoonType.Intensity)
                            {
                                buff.Uptime = Math.Round((double)boonDistribution.GetUptime(boon.ID) / fightDuration, 2);
                                foreach (Player p in _log.PlayerList)
                                {
                                    long gen = boonDistribution.GetGeneration(boon.ID, p.AgentItem);
                                    buff.Generated[p]        = Math.Round((double)gen / fightDuration, 2);
                                    buff.Overstacked[p]      = Math.Round((double)(boonDistribution.GetOverstack(boon.ID, p.AgentItem) + gen) / fightDuration, 2);
                                    buff.Wasted[p]           = Math.Round((double)boonDistribution.GetWaste(boon.ID, p.AgentItem) / fightDuration, 2);
                                    buff.UnknownExtension[p] = Math.Round((double)boonDistribution.GetUnknownExtension(boon.ID, p.AgentItem) / fightDuration, 2);
                                    buff.Extension[p]        = Math.Round((double)boonDistribution.GetExtension(boon.ID, p.AgentItem) / fightDuration, 2);
                                    buff.Extended[p]         = Math.Round((double)boonDistribution.GetExtended(boon.ID, p.AgentItem) / fightDuration, 2);
                                }
                                if (boonPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                                {
                                    buff.Presence = Math.Round(100.0 * presenceValueBoon / fightDuration, 2);
                                }
                                else if (condiPresence.TryGetValue(boon.ID, out long presenceValueCondi))
                                {
                                    buff.Presence = Math.Round(100.0 * presenceValueCondi / fightDuration, 2);
                                }
                            }
                        }
                    }
                    stats[phaseIndex] = rates;
                }
                _statistics.TargetBuffs[target] = stats;
            }
        }
        private void CalculateBoons()
        {
            foreach (Player player in _log.PlayerList)
            {
                // Boons applied to self
                Dictionary <long, FinalBuffs>[] selfUptimesByPhase = new Dictionary <long, FinalBuffs> [_statistics.Phases.Count];
                for (int phaseIndex = 0; phaseIndex < _statistics.Phases.Count; phaseIndex++)
                {
                    Dictionary <long, FinalBuffs> final = new Dictionary <long, FinalBuffs>();

                    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.TrackedBoons)
                    {
                        if (selfBoons.ContainsKey(boon.ID))
                        {
                            FinalBuffs uptime = new FinalBuffs
                            {
                                Uptime          = 0,
                                Generation      = 0,
                                Overstack       = 0,
                                Wasted          = 0,
                                UnknownExtended = 0,
                                ByExtension     = 0,
                                Extended        = 0
                            };
                            final[boon.ID] = uptime;
                            long generation = selfBoons.GetGeneration(boon.ID, player.AgentItem);
                            if (boon.Type == Boon.BoonType.Duration)
                            {
                                uptime.Uptime          = Math.Round(100.0 * selfBoons.GetUptime(boon.ID) / fightDuration, 2);
                                uptime.Generation      = Math.Round(100.0 * generation / fightDuration, 2);
                                uptime.Overstack       = Math.Round(100.0 * (selfBoons.GetOverstack(boon.ID, player.AgentItem) + generation) / fightDuration, 2);
                                uptime.Wasted          = Math.Round(100.0 * selfBoons.GetWaste(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.UnknownExtended = Math.Round(100.0 * selfBoons.GetUnknownExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.ByExtension     = Math.Round(100.0 * selfBoons.GetExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.Extended        = Math.Round(100.0 * selfBoons.GetExtended(boon.ID, player.AgentItem) / fightDuration, 2);
                            }
                            else if (boon.Type == Boon.BoonType.Intensity)
                            {
                                uptime.Uptime          = Math.Round((double)selfBoons.GetUptime(boon.ID) / fightDuration, 2);
                                uptime.Generation      = Math.Round((double)generation / fightDuration, 2);
                                uptime.Overstack       = Math.Round((double)(selfBoons.GetOverstack(boon.ID, player.AgentItem) + generation) / fightDuration, 2);
                                uptime.Wasted          = Math.Round((double)selfBoons.GetWaste(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.UnknownExtended = Math.Round((double)selfBoons.GetUnknownExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.ByExtension     = Math.Round((double)selfBoons.GetExtension(boon.ID, player.AgentItem) / fightDuration, 2);
                                uptime.Extended        = Math.Round((double)selfBoons.GetExtended(boon.ID, player.AgentItem) / fightDuration, 2);
                                if (boonPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                                {
                                    uptime.Presence = Math.Round(100.0 * presenceValueBoon / fightDuration, 2);
                                }
                                else if (condiPresence.TryGetValue(boon.ID, out long presenceValueCondi))
                                {
                                    uptime.Presence = Math.Round(100.0 * presenceValueCondi / fightDuration, 2);
                                }
                            }
                        }
                    }

                    selfUptimesByPhase[phaseIndex] = final;
                }
                _statistics.SelfBuffs[player] = selfUptimesByPhase;

                // Boons applied to player's group
                var otherPlayersInGroup = _log.PlayerList
                                          .Where(p => p.Group == player.Group && player.InstID != p.InstID)
                                          .ToList();
                _statistics.GroupBuffs[player] = GetBoonsForPlayers(otherPlayersInGroup, player);

                // Boons applied to other groups
                var offGroupPlayers = _log.PlayerList.Where(p => p.Group != player.Group).ToList();
                _statistics.OffGroupBuffs[player] = GetBoonsForPlayers(offGroupPlayers, player);

                // Boons applied to squad
                var otherPlayers = _log.PlayerList.Where(p => p.InstID != player.InstID).ToList();
                _statistics.SquadBuffs[player] = GetBoonsForPlayers(otherPlayers, player);
            }
        }