public void TankDK_Rotation() { Rawr.TankDK.CharacterCalculationsTankDK CalcTankDK = new Rawr.TankDK.CharacterCalculationsTankDK(); CalculationOptionsTankDK calcOpts = new CalculationOptionsTankDK(); Rawr.DK.StatsDK TotalStats = new Rawr.DK.StatsDK(); Rawr.DPSDK.CharacterCalculationsDPSDK DPSCalcs = new Rawr.DPSDK.CharacterCalculationsDPSDK(); Rawr.DPSDK.CalculationOptionsDPSDK DPSopts = new Rawr.DPSDK.CalculationOptionsDPSDK(); Rawr.DK.DKCombatTable ct = new Rawr.DK.DKCombatTable(m_char, TotalStats, DPSCalcs, DPSopts, m_char.BossOptions); Rawr.DK.Rotation rot = new Rawr.DK.Rotation(ct, false); rot.PRE_BloodDiseased(); Assert.IsTrue(rot.m_TPS > 0, "rotation BloodDiseased produces 0 DPS"); }
public override CharacterCalculationsBase GetCharacterCalculations(Character character, Item additionalItem, bool referenceCalculation, bool significantChange, bool needsDisplayCalculations) { #region Setup CharacterCalculationsTankDK basecalcs = new CharacterCalculationsTankDK(); CharacterCalculationsTankDK calcs = new CharacterCalculationsTankDK(); TankDKChar TDK = new TankDKChar(); if (character == null) { return calcs; } TDK.calcOpts = character.CalculationOptions as CalculationOptionsTankDK; if (TDK.calcOpts == null) { return calcs; } TDK.Char = character; TDK.bo = character.BossOptions; // Make sure there is at least one attack in the list. // If there's not, add a Default Melee Attack for processing if (TDK.bo.Attacks.Count < 1) { TDK.Char.IsLoading = true; TDK.bo.DamagingTargs = true; TDK.bo.Attacks.Add(BossHandler.ADefaultMeleeAttack); TDK.Char.IsLoading = false; } // Make sure there is a default melee attack // If the above processed, there will be one so this won't have to process // If the above didn't process and there isn't one, add one now if (TDK.bo.DefaultMeleeAttack == null) { TDK.Char.IsLoading = true; TDK.bo.DamagingTargs = true; TDK.bo.Attacks.Add(BossHandler.ADefaultMeleeAttack); TDK.Char.IsLoading = false; } // Since the above forced there to be an attack it's safe to do this without a null check // Attack bossAttack = TDK.bo.DefaultMeleeAttack; #endregion #region Stats // Get base stats that will be used for paperdoll: StatsDK stats = GetCharacterStats(TDK.Char, additionalItem) as StatsDK; // validate that we get a stats object; if (null == stats) { return calcs; } // This is the point that SHOULD have the right values according to the paper-doll. StatsDK sPaperDoll = stats.Clone() as StatsDK; #endregion #region Evaluation Rawr.DPSDK.CharacterCalculationsDPSDK DPSCalcs = new Rawr.DPSDK.CharacterCalculationsDPSDK(); Rawr.DPSDK.CalculationOptionsDPSDK DPSopts = new Rawr.DPSDK.CalculationOptionsDPSDK(); DPSopts.presence = Presence.Blood; DKCombatTable ct = new DKCombatTable(TDK.Char, stats, DPSCalcs, DPSopts, TDK.bo); Rotation rot = new Rotation(ct, true); rot.PRE_BloodDiseased(); // Base calculation values. This will give us Mitigation, and Survival w/ base stats. basecalcs = GetCharacterCalculations(TDK, stats, rot, false, needsDisplayCalculations); // Setup max values w/ everything turned on. stats = GetCharacterStats(TDK.Char, additionalItem, StatType.Maximum, TDK, rot); calcs.SEStats = stats.Clone() as StatsDK; ct = new DKCombatTable(TDK.Char, stats, DPSCalcs, DPSopts, TDK.bo); rot = new Rotation(ct, true); rot.PRE_BloodDiseased(); calcs = GetCharacterCalculations(TDK, stats, rot, true, needsDisplayCalculations); #region Burst // Burst as On-Use Abilties. calcs.Burst = 0; calcs.BurstWeight = TDK.calcOpts.BurstWeight; if (calcs.BurstWeight > 0) { calcs.Burst += calcs.Survivability - basecalcs.Survivability; if (calcs.Burst < 0 || float.IsNaN(calcs.Burst)) { calcs.Burst = 0; } // This should never happen but just in case calcs.Burst += calcs.Mitigation - basecalcs.Mitigation; if (calcs.Burst < 0 || float.IsNaN(calcs.Burst)) { calcs.Burst = 0; } // This should never happen but just in case // Survival calcs.PhysicalSurvival = basecalcs.PhysicalSurvival; calcs.MagicSurvival = basecalcs.MagicSurvival; calcs.BleedSurvival = basecalcs.BleedSurvival; // Mitigation calcs.Mitigation = basecalcs.Mitigation; } #endregion #region **** Recovery: DS & Blood Shield **** float minDSHeal = stats.Health * .07f; // 4.1: DS Heals for 20% of Dam Taken over the last 5 secs. float DTPSFactor = calcs.DTPS * 5f; if (TDK.calcOpts.b_RecoveryInclAvoidance == false) { DTPSFactor = calcs.DTPSNoAvoidance * 5f; } float DamDSHeal = (DTPSFactor * .20f) * (1 + .15f * TDK.Char.DeathKnightTalents.ImprovedDeathStrike); // IDS increases heals by .15 * level float DSHeal = Math.Max(minDSHeal, DamDSHeal); calcs.DSHeal = DSHeal; calcs.DSOverHeal = DSHeal * TDK.calcOpts.pOverHealing; calcs.DSCount = TDK.bo.BerserkTimer * rot.m_DSperSec; float BloodShield = (DSHeal * .5f) * (1 + (stats.Mastery * .0625f)); calcs.BShield = BloodShield; // 4.3 Removing Hitchance for healing float DSHealsPSec = (DSHeal * rot.m_DSperSec * (1f - TDK.calcOpts.pOverHealing)); calcs.TotalDShealed = DSHealsPSec * TDK.bo.BerserkTimer; float BShieldPSec = BloodShield * rot.m_DSperSec; // A new shield w/ each DS. calcs.TotalBShield = BShieldPSec * TDK.bo.BerserkTimer; calcs.Recovery = BloodShield + (DSHeal * (1f - TDK.calcOpts.pOverHealing)); calcs.HPS += DSHealsPSec; calcs.DTPS -= BShieldPSec; calcs.RecoveryWeight = TDK.calcOpts.RecoveryWeight; #endregion #endregion #region Key Data Validation if (float.IsNaN(calcs.Threat) || float.IsNaN(calcs.Survivability) || float.IsNaN(calcs.Burst) || float.IsNaN(calcs.Recovery) || float.IsNaN(calcs.Mitigation) || float.IsNaN(calcs.OverallPoints)) { #if DEBUG throw new Exception("One of the Subpoints are Invalid."); #endif } #endregion #region Display only work calcs.Miss = sPaperDoll.Miss; calcs.Dodge = sPaperDoll.Dodge; calcs.Parry = sPaperDoll.Parry; calcs.BasicStats = sPaperDoll; calcs.SEStats = stats.Clone() as StatsDK; // The full character data. calcs.TargetLevel = TDK.bo.Level; if (null != rot.m_CT.MH) { calcs.TargetDodge = rot.m_CT.MH.chanceDodged; calcs.TargetMiss = rot.m_CT.MH.chanceMissed; calcs.TargetParry = rot.m_CT.MH.chanceParried; calcs.Expertise = rot.m_CT.m_Calcs.MHExpertise; } #endregion return calcs; }
public void TankDK_Rotation() { Rawr.TankDK.CharacterCalculationsTankDK CalcTankDK = new Rawr.TankDK.CharacterCalculationsTankDK(); CalculationOptionsTankDK calcOpts = new CalculationOptionsTankDK(); Rawr.DK.StatsDK TotalStats = new Rawr.DK.StatsDK(); Rawr.DPSDK.CharacterCalculationsDPSDK DPSCalcs = new Rawr.DPSDK.CharacterCalculationsDPSDK(); Rawr.DPSDK.CalculationOptionsDPSDK DPSopts = new Rawr.DPSDK.CalculationOptionsDPSDK(); Rawr.DK.DKCombatTable ct = new Rawr.DK.DKCombatTable(m_char, TotalStats, DPSCalcs, DPSopts, m_char.BossOptions); Rawr.DK.Rotation rot = new Rawr.DK.Rotation(ct, false); rot.PRE_BloodDiseased(); Assert.IsTrue(rot.m_TPS > 0, "rotation BloodDiseased produces 0 DPS"); }