コード例 #1
0
        public override CharacterCalculationsBase GetCharacterCalculations(Character character, Item additionalItem, bool referenceCalculation, bool significantChange, bool needsDisplayCalculations)
        {
            CalculationOptionsElemental calcOpts = character.CalculationOptions as CalculationOptionsElemental;

            if (calcOpts == null)
            {
                calcOpts = new CalculationOptionsElemental();
            }
            BossOptions bossOpts = character.BossOptions;

            if (bossOpts == null)
            {
                bossOpts = new BossOptions();
            }
            Stats stats = GetCharacterStats(character, additionalItem);

            CharacterCalculationsElemental calculatedStats = new CharacterCalculationsElemental();

            calculatedStats.BasicStats     = stats;
            calculatedStats.LocalCharacter = character;
            calcOpts.calculatedStats       = calculatedStats;

            Rawr.Elemental.Estimation.solve(calculatedStats, calcOpts, bossOpts);

            return(calculatedStats);
        }
コード例 #2
0
ファイル: CalculationsElemental.cs プロジェクト: rakot/rawr
        public override CharacterCalculationsBase GetCharacterCalculations(Character character, Item additionalItem, bool referenceCalculation, bool significantChange, bool needsDisplayCalculations)
        {
            // First things first, we need to ensure that we aren't using bad data
            CharacterCalculationsElemental calc = new CharacterCalculationsElemental();

            if (character == null)
            {
                return(calc);
            }
            CalculationOptionsElemental calcOpts = character.CalculationOptions as CalculationOptionsElemental;

            if (calcOpts == null)
            {
                return(calc);
            }
            //
            BossOptions bossOpts = character.BossOptions;
            Stats       stats    = GetCharacterStats(character, additionalItem);

            calc.BasicStats     = stats;
            calc.LocalCharacter = character;

            Rawr.Elemental.Estimation.solve(calc, calcOpts, bossOpts);

            return(calc);
        }
コード例 #3
0
ファイル: CalculationsElemental.cs プロジェクト: rakot/rawr
        public override ICalculationOptionBase DeserializeDataObject(string xml)
        {
            System.Xml.Serialization.XmlSerializer serializer =
                new System.Xml.Serialization.XmlSerializer(typeof(CalculationOptionsElemental));
            System.IO.StringReader      reader   = new System.IO.StringReader(xml);
            CalculationOptionsElemental calcOpts = serializer.Deserialize(reader) as CalculationOptionsElemental;

            return(calcOpts);
        }
コード例 #4
0
 public void LoadCalculationOptions()
 {
     _loadingCalculationOptions = true;
     if (Character.CalculationOptions == null) Character.CalculationOptions = new CalculationOptionsElemental();
     calcOpts = Character.CalculationOptions as CalculationOptionsElemental;
     // Model Specific Code
     //
     _loadingCalculationOptions = false;
 }
コード例 #5
0
        private void checkBox1_CheckedChanged(object sender, EventArgs e)
        {
            if (loading)
            {
                return;
            }
            CalculationOptionsElemental calcOpts = Character.CalculationOptions as CalculationOptionsElemental;

            calcOpts.UseThunderstorm = cbThunderstorm.Checked;
            Character.OnCalculationsInvalidated();
        }
コード例 #6
0
        private void cbFireEle_CheckedChanged(object sender, EventArgs e)
        {
            if (loading)
            {
                return;
            }
            CalculationOptionsElemental calcOpts = Character.CalculationOptions as CalculationOptionsElemental;

            calcOpts.UseFireEle = cbFireEle.Checked;
            Character.OnCalculationsInvalidated();
        }
コード例 #7
0
 public void LoadCalculationOptions()
 {
     _loadingCalculationOptions = true;
     if (Character.CalculationOptions == null)
     {
         Character.CalculationOptions = new CalculationOptionsElemental();
     }
     calcOpts = Character.CalculationOptions as CalculationOptionsElemental;
     // Model Specific Code
     //
     _loadingCalculationOptions = false;
 }
コード例 #8
0
        private void trkTargets_Scroll(object sender, EventArgs e)
        {
            if (loading)
            {
                return;
            }
            CalculationOptionsElemental calcOpts = Character.CalculationOptions as CalculationOptionsElemental;

            calcOpts.NumberOfTargets = trkTargets.Value;
            lbTargets.Text           = "Number of Targets: " + trkTargets.Value;
            Character.OnCalculationsInvalidated();
        }
コード例 #9
0
ファイル: Estimation.cs プロジェクト: LucasPeacecraft/rawr
        /// <summary>
        /// Beware when updating: The spells from an earlier returned Rotation are references to the SpellBox from this Estimation.
        /// </summary>
        /// <param name="baseStats"></param>
        /// <param name="procStats"></param>
        /// <param name="talents"></param>
        /// <param name="calcOpts"></param>
        public void Update(Stats baseStats, Stats procStats, ShamanTalents talents, CalculationOptionsElemental calcOpts)
        {
            this.baseStats = baseStats;
            this.procStats = procStats;
            this.talents = talents;
            this.calcOpts = calcOpts;

            Stats addedStats = baseStats.Clone();
            addedStats.Accumulate(procStats);
            CombatFactors combatFactors = new CombatFactors(talents, addedStats, Math.Max(calcOpts.NumberOfTargets - 1, 0), calcOpts.LatencyCast, calcOpts.LatencyGcd, calcOpts.UseFireNova, calcOpts.UseChainLightning, calcOpts.UseDpsTotem);
            spellbox.Update(combatFactors);
        }
コード例 #10
0
ファイル: Estimation.cs プロジェクト: edekk/rawr-2.3.23
        /// <summary>
        /// Beware when updating: The spells from an earlier returned Rotation are references to the SpellBox from this Estimation.
        /// </summary>
        /// <param name="baseStats"></param>
        /// <param name="procStats"></param>
        /// <param name="talents"></param>
        /// <param name="calcOpts"></param>
        public void Update(Stats baseStats, Stats procStats, ShamanTalents talents, CalculationOptionsElemental calcOpts)
        {
            this.baseStats = baseStats;
            this.procStats = procStats;
            this.talents   = talents;
            this.calcOpts  = calcOpts;

            Stats addedStats = baseStats.Clone();

            addedStats.Accumulate(procStats);
            CombatFactors combatFactors = new CombatFactors(talents, addedStats, Math.Max(calcOpts.NumberOfTargets - 1, 0), calcOpts.LatencyCast, calcOpts.LatencyGcd, calcOpts.UseFireNova, calcOpts.UseChainLightning, calcOpts.UseDpsTotem);

            spellbox.Update(combatFactors);
        }
コード例 #11
0
        private void trkFightLength_Scroll(object sender, EventArgs e)
        {
            if (loading)
            {
                return;
            }
            CalculationOptionsElemental calcOpts = Character.CalculationOptions as CalculationOptionsElemental;

            calcOpts.FightDuration = trkFightLength.Value * 15;
            int m = trkFightLength.Value / 4;
            int s = calcOpts.FightDuration - 60 * m;

            lblFightLength.Text = "Fight duration: " + m + ":" + s;
            Character.OnCalculationsInvalidated();
        }
コード例 #12
0
        private void tbBSRatio_Scroll(object sender, EventArgs e)
        {
            if (loading)
            {
                return;
            }
            CalculationOptionsElemental calcOpts = Character.CalculationOptions as CalculationOptionsElemental;

            calcOpts.BSRatio = tbBSRatio.Value;
            int burst = 100 - tbBSRatio.Value;
            int sust  = tbBSRatio.Value;

            lblBSRatio.Text = "Ratio: " + burst + "% Burst, " + sust + "% Sustained.";
            Character.OnCalculationsInvalidated();
        }
コード例 #13
0
        private void textBoxGCDLatency_TextChanged(object sender, EventArgs e)
        {
            if (loading)
            {
                return;
            }
            CalculationOptionsElemental calcOpts = Character.CalculationOptions as CalculationOptionsElemental;
            float lag;

            if (!float.TryParse(textBoxGCDLatency.Text, System.Globalization.NumberStyles.Float, System.Globalization.CultureInfo.InvariantCulture, out lag))
            {
                textBoxGCDLatency.Text = calcOpts.LatencyGcd.ToString(System.Globalization.CultureInfo.InvariantCulture);
                return;
            }
            calcOpts.LatencyGcd = lag;
            Character.OnCalculationsInvalidated();
        }
コード例 #14
0
        protected override void LoadCalculationOptions()
        {
            loading = true;

            CalculationOptionsElemental calcOpts;

            if (Character.CalculationOptions == null)
            {
                calcOpts = new CalculationOptionsElemental();
                Character.CalculationOptions = calcOpts;
            }
            else
            {
                calcOpts = (CalculationOptionsElemental)Character.CalculationOptions;
            }

            tbBSRatio.Value = calcOpts.BSRatio;
            int burst = 100 - tbBSRatio.Value;
            int sust  = tbBSRatio.Value;

            lblBSRatio.Text = "Ratio: " + burst + "% Burst, " + sust + "% Sustained.";

            trkFightLength.Value = calcOpts.FightDuration / 15;
            int m = trkFightLength.Value / 4;
            int s = calcOpts.FightDuration - 60 * m;

            lblFightLength.Text = "Fight duration: " + m + ":" + s;

            trkTargets.Value = calcOpts.NumberOfTargets;
            lbTargets.Text   = "Number of targets: " + calcOpts.NumberOfTargets;

            textBoxCastLatency.Text = calcOpts.LatencyCast.ToString(System.Globalization.CultureInfo.InvariantCulture);
            textBoxGCDLatency.Text  = calcOpts.LatencyGcd.ToString(System.Globalization.CultureInfo.InvariantCulture);

            cbThunderstorm.Checked   = calcOpts.UseThunderstorm;
            cbFireNova.Checked       = calcOpts.UseFireNova;
            cbChainLightning.Checked = calcOpts.UseChainLightning;
            cbFireDpsTotem.Checked   = calcOpts.UseDpsTotem;
            cbFireEle.Checked        = calcOpts.UseFireEle;

            loading = false;
        }
コード例 #15
0
ファイル: CalculationsElemental.cs プロジェクト: rakot/rawr
        public Stats GetBuffsStats(Character character, CalculationOptionsElemental calcOpts)
        {
            List <Buff> removedBuffs = new List <Buff>();
            List <Buff> addedBuffs   = new List <Buff>();

            //float hasRelevantBuff;

            #region Passive Ability Auto-Fixing
            // Removes the Trueshot Aura Buff and it's equivalents Unleashed Rage and Abomination's Might if you are
            // maintaining it yourself. We are now calculating this internally for better accuracy and to provide
            // value to relevant talents

            /*{
             *  hasRelevantBuff = character.HunterTalents.TrueshotAura;
             *  Buff a = Buff.GetBuffByName("Trueshot Aura");
             *  Buff b = Buff.GetBuffByName("Unleashed Rage");
             *  Buff c = Buff.GetBuffByName("Abomination's Might");
             *  if (hasRelevantBuff > 0)
             *  {
             *      if (character.ActiveBuffs.Contains(a)) { character.ActiveBuffs.Remove(a); removedBuffs.Add(a); }
             *      if (character.ActiveBuffs.Contains(b)) { character.ActiveBuffs.Remove(b); removedBuffs.Add(b); }
             *      if (character.ActiveBuffs.Contains(c)) { character.ActiveBuffs.Remove(c); removedBuffs.Add(c); }
             *  }
             * }*/
            #endregion

            Stats statsBuffs = GetBuffsStats(character.ActiveBuffs, character.SetBonusCount);

            foreach (Buff b in removedBuffs)
            {
                character.ActiveBuffsAdd(b);
            }
            foreach (Buff b in addedBuffs)
            {
                character.ActiveBuffs.Remove(b);
            }

            return(statsBuffs);
        }
コード例 #16
0
ファイル: Estimation.cs プロジェクト: edekk/rawr-2.3.23
        public static void solve(CharacterCalculationsElemental calculatedStats, CalculationOptionsElemental calcOpts, BossOptions bossOpts)
        {
            Stats         stats     = calculatedStats.BasicStats;
            Character     character = calculatedStats.LocalCharacter;
            ShamanTalents talents   = character.ShamanTalents;

            /* Effects:
             * Clearcasting (-40% mana cost next 2 spells)
             * Glyph of flame shock or not
             * Clearcasting (5/10% more total damage)
             * Elemental Mastery (+15% haste chance, 15 sec/3 min cd)
             * Trinkets
             *
             * Assume LvB used on CD and FS either after LvB, on dot drop or before LvB
             * Filler: LB
             * NYI Optional: use of CL
             */
            Estimation e;
            Rotation   rot;
            float      damage;
            Stats      procStats;

#if RAWR3 || SILVERLIGHT
            float FightDuration = bossOpts.BerserkTimer;
#else
            float FightDuration = calcOpts.FightDuration;
#endif

            // WITHOUT PROCS
            e   = new Estimation(stats, new Stats {
            }, talents, calcOpts);
            rot = e.getPriorityRotation(calcOpts.RotationType);
            // WITH PROCS
            int nPasses = 2, k;
            for (k = 0; k < nPasses; k++)
            {
                procStats = DoSpecialEffects(character, stats, rot, FightDuration);
                //procStats = getTrinketStats(character, stats, calcOpts.FightDuration, rot);
                e.Update(stats, procStats, talents, calcOpts);
                rot = e.getPriorityRotation(calcOpts.RotationType);
            }

            // Thunderstorm usage
            float thunderstormRegen = 0f;
            #region Thunderstorm
            if (calcOpts.UseThunderstorm)
            {
                float procsPerSecond = Thunderstorm.getProcsPerSecond(talents.GlyphofThunder, (int)FightDuration);
                thunderstormRegen += (talents.GlyphofThunderstorm ? .1f : .08f) * stats.Mana * procsPerSecond * 5;
            }
            #endregion

            /* Regen variables: (divide by 5 for regen per second)
             * While casting: ManaRegInFSR
             * During regen: ManaRegOutFSR */
            #region Calculate Regen
            float spiRegen       = 5 * StatConversion.GetSpiritRegenSec(stats.Spirit, stats.Intellect);
            float replenishRegen = 5 * stats.Mana * stats.ManaRestoreFromMaxManaPerSecond;
            float judgementRegen = 5 * rot.GetBaseCastTime() / rot.Duration * stats.ManaRestoreFromBaseManaPPM / 60f * BaseStats.GetBaseStats(character).Mana;
            float ManaRegInFSR   = spiRegen * stats.SpellCombatManaRegeneration + stats.Mp5 + replenishRegen + judgementRegen + thunderstormRegen;
            float ManaRegOutFSR  = spiRegen + stats.Mp5 + replenishRegen + thunderstormRegen;
            float ManaRegen      = ManaRegInFSR;
            #endregion

            // TotalDamage, CastFraction, TimeUntilOOM
            #region Calculate total damage in the fight
            float TimeUntilOOM = 0;
            float effectiveMPS = rot.MPS - ManaRegen / 5f;
            if (effectiveMPS <= 0)
            {
                TimeUntilOOM = FightDuration;
            }
            else
            {
                TimeUntilOOM = (calculatedStats.BasicStats.Mana) / effectiveMPS;
            }
            if (TimeUntilOOM > FightDuration)
            {
                TimeUntilOOM = FightDuration;
            }

            #region SpecialEffects from procs etc.
            procStats = DoSpecialEffects(character, stats, rot, FightDuration);
            //procStats = getTrinketStats(character, stats, calcOpts.FightDuration, rot);
            //damage procs (Thunder Capacitor etc.) are effected by spellcrit and damage debuffs
            damage = procStats.ArcaneDamage * (1 + stats.BonusArcaneDamageMultiplier) + procStats.NatureDamage * (1 + stats.BonusNatureDamageMultiplier) + procStats.FireDamage * (1 + stats.BonusFireDamageMultiplier) + procStats.ShadowDamage * (1 + stats.BonusShadowDamageMultiplier);
            if (damage > 0)
            {
                damage  *= (1 + stats.SpellCrit * .5f); // but only with the normal 50% dmg bonus
                rot.DPS += damage;
            }
            #endregion

            float TotalDamage     = TimeUntilOOM * rot.DPS;
            float TimeToRegenFull = 5f * calculatedStats.BasicStats.Mana / ManaRegOutFSR;
            float TimeToBurnAll   = calculatedStats.BasicStats.Mana / effectiveMPS;
            float CastFraction    = 1f;
            if (ManaRegOutFSR > 0 && FightDuration > TimeUntilOOM)
            {
                float timeLeft = FightDuration - TimeUntilOOM;
                if (TimeToRegenFull + TimeToBurnAll == 0)
                {
                    CastFraction = 0;
                }
                else
                {
                    CastFraction = TimeToBurnAll / (TimeToRegenFull + TimeToBurnAll);
                }
                TotalDamage += timeLeft * rot.DPS * CastFraction;
            }
            #endregion

            float bsRatio = ((float)calcOpts.BSRatio) * 0.01f;
            calculatedStats.BurstPoints     = (1f - bsRatio) * 2f * rot.DPS;
            calculatedStats.SustainedPoints = bsRatio * 2f * TotalDamage / FightDuration;
            calculatedStats.OverallPoints   = calculatedStats.BurstPoints + calculatedStats.SustainedPoints;

            calculatedStats.CombatStats = stats.Clone();
            calculatedStats.CombatStats.Accumulate(procStats);

            calculatedStats.ManaRegenInFSR    = ManaRegInFSR;
            calculatedStats.ManaRegenOutFSR   = ManaRegOutFSR;
            calculatedStats.ReplenishMP5      = replenishRegen;
            calculatedStats.LightningBolt     = rot.LB;
            calculatedStats.ChainLightning    = rot.CL;
            calculatedStats.FlameShock        = rot.FS;
            calculatedStats.LavaBurst         = rot.LvB;
            calculatedStats.EarthShock        = rot.ES;
            calculatedStats.FrostShock        = rot.FrS;
            calculatedStats.FireNova          = rot.FN;
            calculatedStats.SearingTotem      = rot.ST;
            calculatedStats.MagmaTotem        = rot.MT;
            calculatedStats.TimeToOOM         = TimeUntilOOM;
            calculatedStats.CastRegenFraction = CastFraction;
            calculatedStats.CastsPerSecond    = rot.getCastsPerSecond();
            calculatedStats.CritsPerSecond    = rot.getWeightedCritchance() * rot.getCastsPerSecond();
            calculatedStats.MissesPerSecond   = rot.getCastsPerSecond() * (1f - rot.getWeightedHitchance());
            calculatedStats.LvBPerSecond      = rot.getCastsPerSecond(typeof(LavaBurst));
            calculatedStats.LBPerSecond       = rot.getCastsPerSecond(typeof(LightningBolt));
            calculatedStats.FSPerSecond       = rot.getCastsPerSecond(typeof(FlameShock));
            calculatedStats.LatencyPerSecond  = rot.LatencyPerSecond;
            calculatedStats.RotationDPS       = rot.DPS;
            calculatedStats.RotationMPS       = rot.MPS;
            calculatedStats.TotalDPS          = TotalDamage / FightDuration;
            rot.ClearCasting.TryGetValue(typeof(FlameShock), out calculatedStats.ClearCast_FlameShock);
            rot.ClearCasting.TryGetValue(typeof(LavaBurst), out calculatedStats.ClearCast_LavaBurst);
            rot.ClearCasting.TryGetValue(typeof(LightningBolt), out calculatedStats.ClearCast_LightningBolt);
            calculatedStats.Rotation        = rot.ToString();
            calculatedStats.RotationDetails = rot.ToDetailedString();
        }
コード例 #17
0
ファイル: Estimation.cs プロジェクト: LucasPeacecraft/rawr
        public static void solve(CharacterCalculationsElemental calculatedStats, CalculationOptionsElemental calcOpts, BossOptions bossOpts)
        {
            Stats stats = calculatedStats.BasicStats;
            Character character = calculatedStats.LocalCharacter;
            ShamanTalents talents = character.ShamanTalents;

            /* Effects:
             * Clearcasting (-40% mana cost next 2 spells)
             * Glyph of flame shock or not
             * Clearcasting (5/10% more total damage)
             * Elemental Mastery (+15% haste chance, 15 sec/3 min cd)
             * Trinkets
             * 
             * Assume LvB used on CD and FS either after LvB, on dot drop or before LvB
             * Filler: LB 
             * NYI Optional: use of CL
             */
            Estimation e;
            Rotation rot;
            float damage;
            Stats procStats;
            float FightDuration = bossOpts.BerserkTimer;

            // WITHOUT PROCS
            e = new Estimation(stats, new Stats{}, talents, calcOpts);
            rot = e.getPriorityRotation(calcOpts.RotationType);
            // WITH PROCS
            int nPasses = 2, k;
            for (k = 0; k < nPasses; k++)
            {
                procStats = DoSpecialEffects(character, stats, rot, FightDuration);
                //procStats = getTrinketStats(character, stats, calcOpts.FightDuration, rot);
                e.Update(stats, procStats, talents, calcOpts);
                rot = e.getPriorityRotation(calcOpts.RotationType);
            }

            // Thunderstorm usage
            float thunderstormRegen = 0f;
            #region Thunderstorm
            if (calcOpts.UseThunderstorm)
            {
                float procsPerSecond = Thunderstorm.getProcsPerSecond(talents.GlyphofThunder, (int)FightDuration);
                thunderstormRegen += (talents.GlyphofThunderstorm ? .1f : .08f) * stats.Mana * procsPerSecond * 5;
            }
            #endregion

            /* Regen variables: (divide by 5 for regen per second)
             * While casting: ManaRegInFSR
             * During regen: ManaRegOutFSR */
            #region Calculate Regen
            float spiRegen = 5 * StatConversion.GetSpiritRegenSec(stats.Spirit, stats.Intellect);
            float replenishRegen = 5 * stats.Mana * stats.ManaRestoreFromMaxManaPerSecond;
            float judgementRegen = 0;// 5 * rot.GetBaseCastTime() / rot.Duration * stats.ManaRestoreFromBaseManaPPM / 60f * BaseStats.GetBaseStats(character).Mana;
            float ManaRegInFSR = /*spiRegen * stats.SpellCombatManaRegeneration +*/ stats.Mp5 + replenishRegen + judgementRegen + thunderstormRegen;
            float ManaRegOutFSR = spiRegen + stats.Mp5 + replenishRegen + thunderstormRegen;
            float ManaRegen = ManaRegInFSR;
            #endregion

            // TotalDamage, CastFraction, TimeUntilOOM
            #region Calculate total damage in the fight
            float TimeUntilOOM = 0;
            float effectiveMPS = rot.MPS - ManaRegen / 5f;
            if (effectiveMPS <= 0) TimeUntilOOM = FightDuration;
            else TimeUntilOOM = (calculatedStats.BasicStats.Mana) / effectiveMPS;
            if (TimeUntilOOM > FightDuration) TimeUntilOOM = FightDuration;

            #region SpecialEffects from procs etc.
            procStats = DoSpecialEffects(character, stats, rot, FightDuration);
            //procStats = getTrinketStats(character, stats, calcOpts.FightDuration, rot);
            //damage procs (Thunder Capacitor etc.) are effected by spellcrit and damage debuffs
            damage = procStats.ArcaneDamage * (1 + stats.BonusArcaneDamageMultiplier) + procStats.NatureDamage * (1 + stats.BonusNatureDamageMultiplier) + procStats.FireDamage * (1 + stats.BonusFireDamageMultiplier) + procStats.ShadowDamage * (1 + stats.BonusShadowDamageMultiplier);
            if (damage > 0)
            {
                damage *= (1 + stats.SpellCrit * .5f); // but only with the normal 50% dmg bonus
                rot.DPS += damage;
            }
            #endregion

            float TotalDamage = TimeUntilOOM * rot.DPS;
            float TimeToRegenFull = 5f * calculatedStats.BasicStats.Mana / ManaRegOutFSR;
            float TimeToBurnAll = calculatedStats.BasicStats.Mana / effectiveMPS;
            float CastFraction = 1f;
            if (ManaRegOutFSR > 0 && FightDuration > TimeUntilOOM)
            {
                float timeLeft = FightDuration - TimeUntilOOM;
                if (TimeToRegenFull + TimeToBurnAll == 0)
                    CastFraction = 0;
                else
                    CastFraction = TimeToBurnAll / (TimeToRegenFull + TimeToBurnAll);
                TotalDamage += timeLeft * rot.DPS * CastFraction;
            }
            #endregion

            float bsRatio = ((float)calcOpts.BSRatio) * 0.01f;
            calculatedStats.BurstPoints = (1f - bsRatio) * 2f * rot.DPS;
            calculatedStats.SustainedPoints = bsRatio * 2f * TotalDamage / FightDuration;
            calculatedStats.OverallPoints = calculatedStats.BurstPoints + calculatedStats.SustainedPoints;

            calculatedStats.CombatStats = stats.Clone();
            calculatedStats.CombatStats.Accumulate(procStats);
            calculatedStats.ManaRegenInFSR = ManaRegInFSR;
            calculatedStats.ReplenishMP5 = replenishRegen;
            calculatedStats.LightningBolt = rot.LB;
            calculatedStats.ChainLightning = rot.CL;
            calculatedStats.FlameShock = rot.FS;
            calculatedStats.LavaBurst = rot.LvB;
            calculatedStats.EarthShock = rot.ES;
            calculatedStats.FrostShock = rot.FrS;
            // asd
            calculatedStats.FireNova = rot.FN;
            calculatedStats.SearingTotem = rot.ST;
            calculatedStats.MagmaTotem = rot.MT;
            calculatedStats.TimeToOOM = TimeUntilOOM;
            calculatedStats.CastRegenFraction = CastFraction;
            calculatedStats.CastsPerSecond = rot.getCastsPerSecond();
            calculatedStats.CritsPerSecond = rot.getWeightedCritchance() * rot.getCastsPerSecond();
            calculatedStats.MissesPerSecond = rot.getCastsPerSecond() * (1f - rot.getWeightedHitchance());
            calculatedStats.LvBPerSecond = rot.getCastsPerSecond(typeof(LavaBurst));
            calculatedStats.LBPerSecond = rot.getCastsPerSecond(typeof(LightningBolt));
            calculatedStats.FSPerSecond = rot.getCastsPerSecond(typeof(FlameShock));
            calculatedStats.LatencyPerSecond = rot.LatencyPerSecond;
            calculatedStats.RotationDPS = rot.DPS;
            calculatedStats.RotationMPS = rot.MPS;
            calculatedStats.TotalDPS = TotalDamage / FightDuration;
            rot.ClearCasting.TryGetValue(typeof(FlameShock), out calculatedStats.ClearCast_FlameShock);
            rot.ClearCasting.TryGetValue(typeof(LavaBurst), out calculatedStats.ClearCast_LavaBurst);
            rot.ClearCasting.TryGetValue(typeof(LightningBolt), out calculatedStats.ClearCast_LightningBolt);
            calculatedStats.Rotation = rot.ToString();
            calculatedStats.RotationDetails = rot.ToDetailedString();
        }
コード例 #18
0
        public Stats GetBuffsStats(Character character, CalculationOptionsElemental calcOpts) {
            List<Buff> removedBuffs = new List<Buff>();
            List<Buff> addedBuffs = new List<Buff>();

            //float hasRelevantBuff;

            #region Passive Ability Auto-Fixing
            // Removes the Trueshot Aura Buff and it's equivalents Unleashed Rage and Abomination's Might if you are
            // maintaining it yourself. We are now calculating this internally for better accuracy and to provide
            // value to relevant talents
            /*{
                hasRelevantBuff = character.HunterTalents.TrueshotAura;
                Buff a = Buff.GetBuffByName("Trueshot Aura");
                Buff b = Buff.GetBuffByName("Unleashed Rage");
                Buff c = Buff.GetBuffByName("Abomination's Might");
                if (hasRelevantBuff > 0)
                {
                    if (character.ActiveBuffs.Contains(a)) { character.ActiveBuffs.Remove(a); removedBuffs.Add(a); }
                    if (character.ActiveBuffs.Contains(b)) { character.ActiveBuffs.Remove(b); removedBuffs.Add(b); }
                    if (character.ActiveBuffs.Contains(c)) { character.ActiveBuffs.Remove(c); removedBuffs.Add(c); }
                }
            }*/
            #endregion

            Stats statsBuffs = GetBuffsStats(character.ActiveBuffs, character.SetBonusCount);

            foreach (Buff b in removedBuffs) {
                character.ActiveBuffsAdd(b);
            }
            foreach (Buff b in addedBuffs) {
                character.ActiveBuffs.Remove(b);
            }

            return statsBuffs;
        }
コード例 #19
0
ファイル: CalculationsElemental.cs プロジェクト: rakot/rawr
        public override Stats GetCharacterStats(Character character, Item additionalItem)
        {
            CalculationOptionsElemental calcOpts = character.CalculationOptions as CalculationOptionsElemental;

            Stats statsRace  = BaseStats.GetBaseStats(character);
            Stats statsItems = GetItemStats(character, additionalItem);
            Stats statsBuffs = GetBuffsStats(character, calcOpts);

            Stats statsTotal = statsRace + statsItems + statsBuffs;

            if (statsTotal.HighestStat > 0)
            {
                if (statsTotal.Spirit > statsTotal.Intellect)
                {
                    statsTotal.Spirit += (statsTotal.HighestStat * 15f / 50f);
                }
                else
                {
                    statsTotal.Intellect += (statsTotal.HighestStat * 15f / 50f);
                }
            }

            statsTotal.Strength  *= 1 + statsTotal.BonusStrengthMultiplier;
            statsTotal.Agility   *= 1 + statsTotal.BonusAgilityMultiplier;
            statsTotal.Stamina   *= 1 + statsTotal.BonusStaminaMultiplier;
            statsTotal.Intellect *= 1 + statsTotal.BonusIntellectMultiplier;
            statsTotal.Spirit    *= 1 + statsTotal.BonusSpiritMultiplier;

            statsTotal.Strength  = (float)Math.Floor(statsTotal.Strength);
            statsTotal.Agility   = (float)Math.Floor(statsTotal.Agility);
            statsTotal.Stamina   = (float)Math.Floor(statsTotal.Stamina);
            statsTotal.Intellect = (float)Math.Floor(statsTotal.Intellect);
            statsTotal.Spirit    = (float)Math.Floor(statsTotal.Spirit);

            if (Character.ValidateArmorSpecialization(character, ItemType.Mail))
            {
                statsTotal.Intellect *= 1.05f;
            }

            statsTotal.AttackPower += statsTotal.Strength + statsTotal.Agility;

            statsTotal.Mana += StatConversion.GetManaFromIntellect(statsTotal.Intellect);
            statsTotal.Mana *= (float)Math.Round(1f + statsTotal.BonusManaMultiplier);

            statsTotal.Health += StatConversion.GetHealthFromStamina(statsTotal.Stamina);
            statsTotal.Health *= (float)Math.Round(1f + statsTotal.BonusHealthMultiplier);

            statsTotal.SpellCrit += StatConversion.GetSpellCritFromRating(statsTotal.CritRating);
            statsTotal.SpellCrit += StatConversion.GetSpellCritFromIntellect(statsTotal.Intellect);
            statsTotal.SpellCrit += statsTotal.SpellCritOnTarget;
            statsTotal.SpellHit  += StatConversion.GetSpellHitFromRating(statsTotal.HitRating +
                                                                         ((.33f * character.ShamanTalents.ElementalPrecision) * statsTotal.Spirit));

            // Flametongue weapon assumed
            statsTotal.SpellPower += (float)Math.Floor(747.78 * (1f + character.ShamanTalents.ElementalWeapons * .2f));
            if (character.ShamanTalents.GlyphofFlametongueWeapon)
            {
                statsTotal.SpellCrit += .02f;
            }

            // Water shield assumed
            statsTotal.Mp5 += 100;
            if (character.ShamanTalents.GlyphofWaterShield)
            {
                statsTotal.Mp5 += 30;
            }

            return(statsTotal);
        }