internal Gameplay_Metrics(Gameplay_Metrics other) { StartingActors = other.StartingActors.Select(x => new Actor_Metrics(x)).ToList(); Combats = other.Combats.Select(x => new Combat_Metrics(x)).ToList(); Items = other.Items.Select(x => new Item_Metrics(x)).ToList(); EndingActors = other.EndingActors.Select(x => new Actor_Metrics(x)).ToList(); }
public static Gameplay_Metrics read(BinaryReader reader) { Version v = reader.ReadVersion(); Gameplay_Metrics metrics = new Gameplay_Metrics(); metrics.StartingActors.read(reader); metrics.Combats.read(reader); metrics.Items.read(reader); metrics.EndingActors.read(reader); return(metrics); }
internal static Gameplay_Metrics from_query_string(string query) { // Convert hex string into byte stream byte[] data = Enumerable.Range(0, query.Length / 2).Select(x => Convert.ToByte(query.Substring(x * 2, 2), 16)).ToArray(); using (MemoryStream ms = new MemoryStream()) { using (MemoryStream compressed_stream = new MemoryStream(data)) using (DeflateStream decompressor = new DeflateStream(compressed_stream, CompressionMode.Decompress)) decompressor.CopyTo(ms); ms.Position = 0; using (BinaryReader reader = new BinaryReader(ms)) { return(Gameplay_Metrics.read(reader)); } } }
private void initialize() { Metrics = new Metrics.Gameplay_Metrics(); AiState = new Game_Ai_State(); BlockState = new Game_Block_State(); ChapterEndState = new Game_Chapter_End_State(); CombatState = new Game_Combat_State(); ExpState = new Game_Exp_State(); ItemState = new Game_Item_State(); RescueState = new Game_Rescue_State(); ShopState = new Game_Shop_Suspend_State(); SkillsState = new Game_Skills_State(); SupportState = new Game_Support_State(); TalkState = new Game_Talk_State(); VisitState = new Game_Visit_State(); hook_events(); }
internal Metrics_Data(Gameplay_Metrics gameplay) { Chapter = Global.game_system.chapter_id; StartTime = Global.game_system.chapter_start_time; Difficulty = Global.game_system.Difficulty_Mode; Style = Global.game_system.Style; PlayTime = Global.game_system.chapter_play_time; RankTurns = Global.game_system.chapter_turn; RankCombat = Global.game_system.chapter_damage_taken; RankExp = Global.game_system.chapter_exp_gain; RankCompletion = Global.game_system.chapter_completion; RankSurvival = Global.game_system.chapter_deaths; Deployed = Global.game_system.deployed_unit_count; DeployedLvl = Global.game_system.deployed_unit_avg_level; Battalion = Global.battalion.actors.Count; BattalionLvl = Global.battalion.average_level; GameplayStartTime = Global.game_system.gameplay_start_time; Gameplay = gameplay; }