Esempio n. 1
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        public float GetMaxTimeQueued(Spell spell)
        {
            if (Cooldowns.ContainsKey(spell))
            {
                return -Cooldowns[spell];
            }

            // This method answers the qusetion, "If my spell is being cast now,
            // how long could it have been since it queued up to be cast?"
            // 
            // We know if there are lower priority spells that have already been
            // cast, it was not queued before that.  So we backtrack until we
            // find a lower priority spell.
            // 
            // Lower index == higher priority.

            float t = 0;
            int newPriority = Mommy.Priorities.IndexOf(spell);
            for (int i = SeriesTimes.Count; --i >= 0; )
            {
                t += SeriesTimes[i];
                if (SeriesPriorities[i] > newPriority)
                {
                    return t;
                }
            }
            return Elapsed;
        }
Esempio n. 2
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 public void AddSpell(Spell spell, float timeAdvance, bool hit)
 {
     Elapsed += timeAdvance;
     Series.Add(spell);
     SeriesTimes.Add(timeAdvance);
     SeriesPriorities.Add(Mommy.Priorities.IndexOf(spell));
     SeriesHits.Add(hit);
     foreach (Spell key in new List<Spell>(Cooldowns.Keys))
     {
         Cooldowns[key] -= timeAdvance;
     }
 }
Esempio n. 3
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        public CastingState(CharacterCalculationsWarlock mommy, Spell precedingSpell, float probability)
        {
            Mommy = mommy;
            Probability = probability;
            Cooldowns = new Dictionary<Spell, float>();
            SeriesPriorities = new List<int>();
            Series = new List<Spell>();
            SeriesTimes = new List<float>();
            SeriesHits = new List<bool>();

            if (precedingSpell != null)
            {
                Elapsed = precedingSpell.GetAvgTimeUsed();
            }
        }
Esempio n. 4
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        public float GetUprate(CastingState state, Spell spell)
        {
            // Assumes the effect == requeue time.
            // If this method is going to be called, be sure to enable RecordMissesSeparately.
            Debug.Assert(RecordMissesSeparately);

            float castTime = spell.GetCastTime(state);
            if (state.Cooldowns.ContainsKey(this))
            {
                float cooldown = state.Cooldowns[this] - castTime;
                if (cooldown <= 0 || !state.LastCastHit(this))
                {
                    return 0f;
                }
                else
                {
                    return 1f;
                }
            }

            float maxQueued = castTime;
            if (Mommy.IsPriorityOrdered(spell, this))
            {
                maxQueued += state.GetMaxTimeQueued(this);
            }
            float unqueuable = (state.Elapsed + castTime) - maxQueued;
            float chanceQueued = Math.Min(maxQueued / (GetAvgRequeueTime() - unqueuable), 1f);
            return 1 - chanceQueued;
        }
Esempio n. 5
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        public float AddCastsForRegen(float timeRemaining, float manaRemaining, Spell spammedSpell)
        {
            // getting our cast time is not safe until the backdraft multilpier
            // has been set.  fortunetly that's easy to "calculate"
            // BackdraftMultiplier = 1f;

            // The number of needed lifetaps is obtained by solving this
            // system of equations:
            //
            // spamCasts * spamMana + ltCasts * ltMana = manaRemaining
            // spamCasts * spamCast + ltCasts * ltCast = timeRemaining

            float latency = Mommy.CalcOpts.Latency;
            float a = spammedSpell.ManaCost;
            float b = ManaCost;
            float c = manaRemaining;
            float d = spammedSpell.GetAvgTimeUsed();
            float e = GetAvgTimeUsed();
            float f = timeRemaining;
            float toAdd = Math.Max(0f, (c * d - a * f) / (b * d - a * e));

            NumCasts += toAdd;

            if (toAdd > 0 && !Mommy.CastSpells.ContainsKey("Life Tap"))
            {
                Mommy.CastSpells.Add("Life Tap", this);
            }

            return toAdd;
        }
Esempio n. 6
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 /// <summary>
 /// Records the chance that a given spell is cast while immolate is on
 /// the target.
 /// </summary>
 public void RecordUpChance(Spell spell, CastingState state)
 {
     float chance;
     chance = GetUprate(state, spell);
     spell.RecordSimulatedStat("immolate up-chance", chance, state.Probability);
 }
Esempio n. 7
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 public bool LastCastHit(Spell spell)
 {
     return SeriesHits[Series.LastIndexOf(spell)];
 }
 public bool IsPriorityOrdered(Spell s1, Spell s2)
 {
     int i1 = Priorities.IndexOf(s1);
     int i2 = Priorities.IndexOf(s2);
     return (i1 < i2 && i1 != -1) || (i1 != -1 && i2 == -1);
 }
Esempio n. 9
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        public bool LastCastHit(Spell spell) {

            return SeriesHits[Series.LastIndexOf(spell)];
        }