コード例 #1
0
        public Stats getSpecialEffects(CalculationOptionsTankDK calcOpts, SpecialEffect effect)
        {
            Stats    statsAverage = new Stats();
            Rotation rRotation    = calcOpts.m_Rotation;

            if (effect.Trigger == Trigger.Use)
            {
                if (calcOpts.bUseOnUseAbilities == true)
                {
                    statsAverage.Accumulate(effect.GetAverageStats());
                }
            }
            else
            {
                float trigger             = 0f;
                float chance              = effect.Chance;
                float duration            = effect.Duration;
                float unhastedAttackSpeed = 2f;
                switch (effect.Trigger)
                {
                case Trigger.MeleeCrit:
                case Trigger.PhysicalCrit:
                    trigger             = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.combinedSwingTime != 0 ? 1f / combatTable.combinedSwingTime : 0.5f);
                    chance              = combatTable.physCrits * effect.Chance;
                    unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f);
                    break;

                case Trigger.MeleeHit:
                case Trigger.PhysicalHit:
                    trigger             = (1f / (rRotation.getMeleeSpecialsPerSecond() * (combatTable.m_bDW ? 2 : 1))) + (combatTable.combinedSwingTime != 0 ? 1f / combatTable.combinedSwingTime : 0.5f);
                    chance              = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial));
                    unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f);
                    break;

                case Trigger.CurrentHandHit:
                case Trigger.MainHandHit:
                    trigger             = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.MH.hastedSpeed != 0 ? 1f / combatTable.MH.hastedSpeed : 0.5f);
                    chance              = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial));
                    unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f);
                    break;

                case Trigger.OffHandHit:
                    trigger             = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.OH.hastedSpeed != 0 ? 1f / combatTable.OH.hastedSpeed : 0.5f);
                    chance              = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial));
                    unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f);
                    break;

                case Trigger.DamageDone:
                case Trigger.DamageOrHealingDone:
                    trigger             = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.combinedSwingTime != 0 ? 1f / combatTable.combinedSwingTime : 0.5f);
                    unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f);
                    chance = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial));
                    break;

                case Trigger.DamageSpellCast:
                case Trigger.SpellCast:
                case Trigger.DamageSpellHit:
                case Trigger.SpellHit:
                    trigger = 1f / rRotation.getSpellSpecialsPerSecond();
                    chance  = 1f - combatTable.spellResist;
                    break;

                case Trigger.DamageSpellCrit:
                case Trigger.SpellCrit:
                    trigger = 1f / rRotation.getSpellSpecialsPerSecond();
                    chance  = combatTable.spellCrits * effect.Chance;
                    break;

                case Trigger.DoTTick:
                    trigger = (rRotation.BloodPlague + rRotation.FrostFever) / 3;
                    break;

                case Trigger.DamageTaken:
                case Trigger.DamageTakenPhysical:
                    trigger             = calcOpts.BossAttackSpeed;
                    chance             *= 1f - (stats.Dodge + stats.Parry + stats.Miss);
                    unhastedAttackSpeed = calcOpts.BossAttackSpeed;
                    break;

                case Trigger.DamageTakenMagical:
                    trigger = calcOpts.IncomingFromMagicFrequency;
                    break;

                //////////////////////////////////
                // DK specific triggers:
                case Trigger.BloodStrikeHit:
                case Trigger.HeartStrikeHit:
                    trigger = rRotation.curRotationDuration / (rRotation.BloodStrike + rRotation.HeartStrike);
                    break;

                case Trigger.PlagueStrikeHit:
                    trigger = rRotation.curRotationDuration / rRotation.PlagueStrike;
                    break;

                case Trigger.RuneStrikeHit:
                    trigger = rRotation.curRotationDuration / rRotation.RuneStrike;
                    break;

                case Trigger.IcyTouchHit:
                    trigger = rRotation.curRotationDuration / rRotation.IcyTouch;
                    break;

                case Trigger.DeathStrikeHit:
                    trigger = rRotation.curRotationDuration / rRotation.DeathStrike;
                    break;

                case Trigger.ObliterateHit:
                    trigger = rRotation.curRotationDuration / rRotation.Obliterate;
                    break;

                case Trigger.ScourgeStrikeHit:
                    trigger = rRotation.curRotationDuration / rRotation.ScourgeStrike;
                    break;

                case Trigger.FrostFeverHit:
                    // Icy Talons triggers off this.
                    trigger = rRotation.curRotationDuration / rRotation.IcyTouch;
                    if (character.DeathKnightTalents.GlyphofHowlingBlast)
                    {
                        trigger += rRotation.curRotationDuration / rRotation.HowlingBlast;
                    }
                    break;
                }
                if (!float.IsInfinity(trigger) && !float.IsNaN(trigger))
                {
                    if (effect.UsesPPM())
                    {
                        // If effect.chance < 0 , then it's using PPM.
                        // Let's get the duration * how many times it procs per min:
                        float UptimePerMin = 0;
                        float fWeight      = 0;
                        if (duration == 0) // Duration of 0 means that it's a 1 time effect that procs every time the proc comes up.
                        {
                            fWeight = Math.Abs(effect.Chance) / 60;
                        }
                        else
                        {
                            UptimePerMin = duration * Math.Abs(effect.Chance);
                            fWeight      = UptimePerMin / 60;
                        }
                        statsAverage.Accumulate(effect.Stats, fWeight);
                    }
                    else
                    {
                        effect.AccumulateAverageStats(statsAverage, trigger, chance, unhastedAttackSpeed, calcOpts.FightLength * 60);
                    }
                }
            }
            return(statsAverage);
        }