Esempio n. 1
0
 private void CalculateEZImpedance(List<Impedance> imps, int maxPlayers, string name, out Impedance toAdd)
 {
     float duration = 20 * 60 * 1000,
         freq = 20 * 60,
         chance = 1f;
     Dictionary<bool, int> BreakCounts = new Dictionary<bool, int>() {
         { false, 0 },
         { true, 0 },
     };
     Dictionary<PLAYER_ROLES, int> ARCounts = new Dictionary<PLAYER_ROLES, int>() {
         { PLAYER_ROLES.MainTank, 0 },
         { PLAYER_ROLES.OffTank, 0 },
         { PLAYER_ROLES.TertiaryTank, 0 },
         { PLAYER_ROLES.MeleeDPS, 0 },
         { PLAYER_ROLES.RangedDPS, 0 },
         { PLAYER_ROLES.RaidHealer, 0 },
         { PLAYER_ROLES.MainTankHealer, 0 },
         { PLAYER_ROLES.OffAndTertTankHealer, 0 },
     };
     //
     foreach (Impedance t in imps)
     {
         duration = Math.Min(duration, t.Duration);
         freq = Math.Min(freq, t.Frequency);
         chance = Math.Min(chance, t.Chance);
         BreakCounts[t.Breakable]++;
         for (int i = 0; i < (int)PLAYER_ROLES.RaidHealer; i++)
         {
             if (t.AffectsRole[(PLAYER_ROLES)i]) { ARCounts[(PLAYER_ROLES)i]++; }
         }
     }
     //
     bool snb = false;
     foreach (bool nb in BreakCounts.Keys)
     {
         if (BreakCounts[nb] > BreakCounts[snb]) { snb = nb; }
         if (BreakCounts[snb] == BreakCounts[false]) { snb = false; }
     }
     toAdd = new Impedance
     {
         Name = name,
         Duration = duration,
         Frequency = freq,
         Chance = chance,
         Breakable = snb,
     };
     foreach (PLAYER_ROLES pr in ARCounts.Keys)
     {
         toAdd.AffectsRole[pr] = ((float)ARCounts[pr] / (float)imps.Count) > 0.25f; // at least 25% of the affected roles matched
     }
 }
Esempio n. 2
0
 private void CalculateAvgImpedance(List<Impedance> imps, float fightDur, int maxPlayers, string name, out Impedance toAdd)
 {
     float duration = 0,
         freq = 0,
         chance = 0,
         phaseUptime = 0;
     Dictionary<bool, int> BreakCounts = new Dictionary<bool, int>() {
         { false, 0 },
         { true, 0 },
     };
     Dictionary<PLAYER_ROLES, int> ARCounts = new Dictionary<PLAYER_ROLES, int>() {
         { PLAYER_ROLES.MainTank, 0 },
         { PLAYER_ROLES.OffTank, 0 },
         { PLAYER_ROLES.TertiaryTank, 0 },
         { PLAYER_ROLES.MeleeDPS, 0 },
         { PLAYER_ROLES.RangedDPS, 0 },
         { PLAYER_ROLES.RaidHealer, 0 },
         { PLAYER_ROLES.MainTankHealer, 0 },
         { PLAYER_ROLES.OffAndTertTankHealer, 0 },
     };
     //
     foreach (Impedance t in imps)
     {
         duration += t.Duration;
         freq += t.Frequency;
         chance += t.Chance;
         phaseUptime += t.FightUptimePercent;
         BreakCounts[t.Breakable]++;
         for (int i = 0; i < (int)PLAYER_ROLES.RaidHealer; i++)
         {
             if (t.AffectsRole[(PLAYER_ROLES)i]) { ARCounts[(PLAYER_ROLES)i]++; }
         }
     }
     //
     duration /= (float)imps.Count;
     freq /= (float)imps.Count;
     chance /= (float)imps.Count;
     phaseUptime /= (float)imps.Count;
     //
     bool snb = false;
     foreach (bool nb in BreakCounts.Keys)
     {
         if (BreakCounts[nb] > BreakCounts[snb]) { snb = nb; }
         if (BreakCounts[snb] == BreakCounts[false]) { snb = false; }
     }
     toAdd = new Impedance
     {
         Name = name,
         Duration = duration,
         Frequency = freq,
         Chance = chance,
         Breakable = snb,
         FightDuration = fightDur,
     };
     toAdd.PhaseTimes[1] = new float[] { 0, fightDur * phaseUptime };
     foreach (PLAYER_ROLES pr in ARCounts.Keys)
     {
         toAdd.AffectsRole[pr] = ((float)ARCounts[pr] / (float)imps.Count) > 0.25f; // at least 25% of the affected roles matched
     }
 }
Esempio n. 3
0
 public Impedance(Impedance i) {
     Impedance clone = (Impedance)i.MemberwiseClone();
     Frequency = clone.Frequency;
     Duration  = clone.Duration;
     Chance    = clone.Chance;
     Breakable = clone.Breakable;
 }