public string GetEncounterName(IEncounterData encounterData, GameLanguage logLanguage) { string name = null; // Get encounter name in the game language if names are available if (EncounterNames.TryGetNamesForLanguage(logLanguage, out var names)) { names.TryGetValue(encounterData.Encounter, out name); } // If a translation is not available, try the default language if (name == null) { if (EncounterNames.TryGetNamesForLanguage(DefaultLanguage, out var englishNames)) { englishNames.TryGetValue(encounterData.Encounter, out name); } } // If no translated name is available, default to using the name of the agent name ??= new BossEncounterNameProvider().GetEncounterName(encounterData, logLanguage); // If a name is still unavailable, fall back to a default name name ??= UnknownName; return(name); }
public string GetEncounterName(IEncounterData encounterData, GameLanguage logLanguage) { var bosses = encounterData.Targets.ToList(); if (bosses.Count <= bossIndex) { return(null); } return(bosses[bossIndex].Name); }
public Log(Agent mainTarget, LogProcessorContext context) { MainTarget = mainTarget; LogType = context.LogType; EncounterData = context.EncounterData; GameLanguage = context.GameLanguage; EvtcVersion = context.EvtcVersion; StartTime = context.LogStartTime; EndTime = context.LogEndTime; PointOfView = context.PointOfView; LanguageId = context.GameLanguageId; GameLanguage = context.GameLanguage; GameBuild = context.GameBuild; GameShardId = context.GameShardId; MapId = context.MapId; Events = context.Events; Agents = context.Agents; Skills = context.Skills; }
/// <summary> /// Creates a new instance of a <see cref="Log"/>. /// </summary> /// <param name="mainTarget">The main target of the log.</param> /// <param name="state">The context of a <see cref="LogProcessor"/>.</param> internal Log(Agent mainTarget, LogProcessorState state) { MainTarget = mainTarget; LogType = state.LogType; EncounterData = state.EncounterData; GameLanguage = state.GameLanguage; EvtcVersion = state.EvtcVersion; StartTime = state.LogStartTime; EndTime = state.LogEndTime; PointOfView = state.PointOfView; LanguageId = state.GameLanguageId; GameLanguage = state.GameLanguage; GameBuild = state.GameBuild; GameShardId = state.GameShardId; MapId = state.MapId; Events = state.Events; Agents = state.Agents; Skills = state.Skills; }
public Log(Agent mainTarget, LogType logType, IEnumerable <Event> events, IEnumerable <Agent> agents, IEnumerable <Skill> skills, IEncounterData encounterData, GameLanguage gameLanguage, string evtcVersion, LogTime startTime, LogTime endTime, Player pointOfView, int?language, int?gameBuild, int?gameShardId, int?mapId) { MainTarget = mainTarget; LogType = logType; EncounterData = encounterData; GameLanguage = gameLanguage; EvtcVersion = evtcVersion; StartTime = startTime; EndTime = endTime; PointOfView = pointOfView; LanguageId = language; GameBuild = gameBuild; GameShardId = gameShardId; MapId = mapId; Events = events as Event[] ?? events.ToArray(); Agents = agents as Agent[] ?? agents.ToArray(); Skills = skills as Skill[] ?? skills.ToArray(); }
public string GetEncounterName(IEncounterData encounterData, GameLanguage logLanguage) { return(encounterName); }