} // currently only used for heals /// <summary> /// Each time the spell is cast an entry is added with the # seconds from start of fight /// </summary> //public List<int> Times = new List<int>(); public void Merge(FightSpell x) { HitSum += x.HitSum; HitCount += x.HitCount; CritSum += x.CritSum; CritCount += x.CritCount; TwinCount += x.TwinCount; FullHitSum += x.FullHitSum; if (HitMax < x.HitMax) { HitMax = x.HitMax; } }
private FightSpell AddSpell(string name, string type) { var spell = Spells.FirstOrDefault(x => x.Name == name && x.Type == type); if (spell == null) { spell = new FightSpell() { Name = name, Type = type }; Spells.Add(spell); } return(spell); }
/// <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 }); //} }