public void AddHeal(LogHealEvent heal, int interval = -1) { if (FirstAction == null) { FirstAction = heal.Timestamp; } LastAction = heal.Timestamp; // promised heals appear as self heals // we may want to ignore them for self healing stats //var promised = heal.Source == Name && heal.Target == Name && heal.Spell != null && heal.Spell.StartsWith("Promised"); //if (heal.Source == Name && heal.Target == Name) //{ // SelfHealSum += heal.Amount; //} if (heal.Source == Name) { OutboundHealSum += heal.Amount; OutboundFullHealSum += heal.FullAmount; var h = Heals.FirstOrDefault(x => x.Target == heal.Target); if (h == null) { h = new FightHeal(); h.Target = heal.Target; Heals.Add(h); } h.HitCount += 1; h.HitSum += heal.Amount; h.FullHitSum += heal.FullAmount; // should we label unknown heals as lifetap or unknown? var spell = AddSpell(heal.Spell ?? "Lifetap", "heal"); spell.HitCount += 1; spell.HitSum += heal.Amount; spell.FullHitSum += heal.FullAmount; if (heal.Mod.HasFlag(LogEventMod.Critical)) { spell.CritCount += 1; spell.CritSum += heal.Amount; } if (heal.Mod.HasFlag(LogEventMod.Twincast)) { spell.TwinCount += 1; } if (interval >= 0) { while (HPS.Count <= interval) { HPS.Add(0); } HPS[interval] += heal.Amount; } } if (heal.Target == Name) { InboundHealSum += heal.Amount; InboundFullHealSum += heal.FullAmount; if (interval >= 0) { while (InboundHPS.Count <= interval) { InboundHPS.Add(0); } InboundHPS[interval] += heal.Amount; } } }
/// <summary> /// Merge data from another participant into this participant. /// </summary> public void Merge(FightParticipant p, int intervalOffset = 0, int timeOffset = 0) { OutboundMissCount += p.OutboundMissCount; OutboundHitCount += p.OutboundHitCount; OutboundHitSum += p.OutboundHitSum; OutboundStrikeCount += p.OutboundStrikeCount; InboundMissCount += p.InboundMissCount; InboundHitCount += p.InboundHitCount; InboundHitSum += p.InboundHitSum; InboundMeleeCount += p.InboundMeleeCount; InboundMeleeSum += p.InboundMeleeSum; InboundRiposteSum += p.InboundRiposteSum; //InboundSpellCount += p.InboundSpellCount; //InboundSpellSum += p.InboundSpellSum; InboundStrikeCount += p.InboundStrikeCount; OutboundHealSum += p.OutboundHealSum; InboundHealSum += p.InboundHealSum; InboundFullHealSum += p.InboundFullHealSum; DeathCount += p.DeathCount; // merge intervals starting at 'intervalOffset' base for (var i = 0; i < p.DPS.Count; i++) { while (DPS.Count <= intervalOffset + i) { DPS.Add(0); } DPS[intervalOffset + i] += p.DPS[i]; } for (var i = 0; i < p.TankDPS.Count; i++) { while (TankDPS.Count <= intervalOffset + i) { TankDPS.Add(0); } TankDPS[intervalOffset + i] += p.TankDPS[i]; } for (var i = 0; i < p.HPS.Count; i++) { while (HPS.Count <= intervalOffset + i) { HPS.Add(0); } HPS[intervalOffset + i] += p.HPS[i]; } for (var i = 0; i < p.InboundHPS.Count; i++) { while (InboundHPS.Count <= intervalOffset + i) { InboundHPS.Add(0); } InboundHPS[intervalOffset + i] += p.InboundHPS[i]; } foreach (var at in p.AttackTypes) { var _at = AttackTypes.FirstOrDefault(x => x.Type == at.Type); if (_at == null) { _at = new FightHit(); _at.Type = at.Type; AttackTypes.Add(_at); } _at.Merge(at); } foreach (var dt in p.DefenseTypes) { var _dt = DefenseTypes.FirstOrDefault(x => x.Type == dt.Type); if (_dt == null) { _dt = new FightMiss(); _dt.Type = dt.Type; DefenseTypes.Add(_dt); } _dt.Merge(dt); } foreach (var h in p.Heals) { var _h = Heals.FirstOrDefault(x => x.Target == h.Target); if (_h == null) { _h = new FightHeal(); _h.Target = h.Target; Heals.Add(_h); } _h.Merge(h); } foreach (var s in p.Spells) { var _s = Spells.FirstOrDefault(x => x.Name == s.Name && x.Type == s.Type); if (_s == null) { _s = new FightSpell(); _s.Type = s.Type; _s.Name = s.Name; //_s.Times = // todo Spells.Add(_s); } _s.Merge(s); } // disabled - merging buffs will create duplicates if fights overlap and include the same buff // it would be better to recreate buffs after merging p.Buffs.Clear(); // >= 0 avoids any pre fight buffs //foreach (var b in p.Buffs.Where(x => x.Time >= 0)) //{ // if (timeOffset == 0) // Buffs.Add(b); // else // Buffs.Add(new FightBuff { Name = b.Name, Time = b.Time + timeOffset }); //} }
/// <summary> /// Trim the long tail of participants that fall under a low threshold of activity to make the data structure smaller. /// These players will be consolidated into an "*Other" entry. /// This should be done after all other merging -- possibly just on the server side. /// </summary> public void TrimParticipants() { var other = new FightParticipant(); other.FirstAction = StartedOn; other.LastAction = UpdatedOn; other.Name = "*Other"; // damage: anyone that does less than 5% of top damage dealer var min = Participants.Max(x => x.OutboundHitSum) * 0.05; foreach (var p in Participants.Where(x => x.OutboundHitSum < min)) { // participant names will be anonymized at this point //other.AttackTypes.Add(new FightHit { Type = p.Name, HitCount = p.OutboundHitCount, HitSum = (int)p.OutboundHitSum }); other.OutboundHitSum += p.OutboundHitSum; p.OutboundHitSum = 0; other.OutboundHitCount += p.OutboundHitCount; p.OutboundHitCount = 0; p.DPS.Clear(); p.AttackTypes.Clear(); p.Spells.RemoveAll(x => x.Type == "hit"); } // tanking: anyone that does less than 10% of the top tank // this just ends up being filled with swarm pets and rampage targets min = Participants.Max(x => x.InboundMeleeSum) * 0.1; foreach (var p in Participants.Where(x => x.InboundMeleeSum < min)) { other.InboundMeleeSum += p.InboundMeleeSum; p.InboundMeleeSum = 0; other.InboundMeleeCount += p.InboundMeleeCount; other.InboundMissCount += p.InboundMissCount; p.InboundMeleeCount = 0; p.InboundMissCount = 0; p.TankDPS.Clear(); p.InboundHPS.Clear(); p.DefenseTypes.Clear(); } // healing: anyone that does less than 10% of top healer min = Participants.Max(x => x.OutboundHealSum) * 0.1; foreach (var p in Participants.Where(x => x.OutboundHealSum < min)) { other.OutboundHealSum += p.OutboundHealSum; p.OutboundHealSum = 0; p.HPS.Clear(); foreach (var h in p.Heals) { var ot = other.Heals.Find(x => x.Target == h.Target); if (ot == null) { ot = new FightHeal() { Target = h.Target }; other.Heals.Add(h); } ot.HitSum += h.HitSum; ot.HitCount += h.HitCount; } p.Heals.Clear(); p.Spells.RemoveAll(x => x.Type == "heal"); } if (other.OutboundHitSum > 0 || other.OutboundHealSum > 0 || other.InboundMeleeSum > 0) { Participants.Add(other); } Participants.RemoveAll(x => x.OutboundHealSum == 0 && x.OutboundHitSum == 0 && x.InboundHitSum == 0 && !x.DPS.Any(y => y > 0)); }