예제 #1
0
        private void TrackHit(LogHitEvent hit)
        {
            var foe = Chars.GetFoe(hit.Source, hit.Target);

            if (foe == null)
            {
                //Console.WriteLine("*** " + hit);
                if (hit.Source != hit.Target)
                {
                    PendingHits.Add(hit);
                }
                return;
            }

            if (hit.Source.EndsWith("'s corpse"))
            {
                if (hit.Target == foe)
                {
                    // rename source to track damage from dead player
                    hit = new LogHitEvent
                    {
                        Timestamp = hit.Timestamp,
                        Type      = hit.Type,
                        Source    = hit.Source.Substring(0, hit.Source.Length - 9),
                        Target    = hit.Target,
                        Amount    = hit.Amount,
                        Mod       = hit.Mod,
                        Spell     = hit.Spell
                    };
                }
                else
                {
                    // do not track damage from a dead mob
                    return;
                }
            }

            var f = GetOrAddFight(foe);

            if (f == null)
            {
                return;
            }

            f.AddHit(hit);
            //LastHit = hit;
            LastFight = f;
        }
예제 #2
0
        /// <summary>
        /// Get tick offset from beginning of fight. This is used as the index for the damage/healing arrays.
        /// </summary>
        //private int GetTick(LogEvent e)
        //{
        //    var interval = (int)(e.Timestamp - StartedOn).TotalSeconds / 6;
        //    // if the log is altered and entries are saved out of order then our intervals might be negative
        //    if (interval < 0)
        //        interval = 0;
        //    return interval;
        //}

        public void AddHit(LogHitEvent hit)
        {
            var interval = GetTick(hit.Timestamp);

            // hit source may be null if caster dies
            if (hit.Source != null)
            {
                AddParticipant(hit.Source).AddHit(hit, interval);
            }
            AddParticipant(hit.Target).AddHit(hit, interval);

            // special counters for the mob/target only
            //if (hit.Source == Name)
            //{
            //    if (hit.Special != null && hit.Special.Contains("strikethrough"))
            //    {
            //        StrikeCount += 1;
            //    }
            //}
        }
예제 #3
0
        public void AddHit(LogHitEvent hit, int interval = -1)
        {
            if (FirstAction == null)
            {
                FirstAction = hit.Timestamp;
            }
            LastAction = hit.Timestamp;

            if (hit.Source == Name)
            {
                OutboundHitCount += 1;
                OutboundHitSum   += hit.Amount;

                if (hit.Spell != null)
                {
                    //OutboundSpellCount += 1;
                    //OutboundSpellSum += hit.Amount;

                    var spell = AddSpell(hit.Spell, "hit");
                    spell.HitCount += 1;
                    spell.HitSum   += hit.Amount;
                    if (hit.Amount > spell.HitMax)
                    {
                        spell.HitMax = hit.Amount;
                    }

                    if (hit.Mod.HasFlag(LogEventMod.Critical))
                    {
                        spell.CritCount += 1;
                        spell.CritSum   += hit.Amount;
                    }

                    if (hit.Mod.HasFlag(LogEventMod.Twincast))
                    {
                        spell.TwinCount += 1;
                        //spell.TwinSum += hit.Amount;
                    }
                }
                else
                {
                    //if (hit.Amount > OutboundMaxHit)
                    //{
                    //    OutboundMaxHit = hit.Amount;
                    //}
                    //OutboundMeleeCount += 1;
                    //OutboundMeleeSum += hit.Amount;
                }

                var type = hit.Type;

                // alter the attack type on some special hits
                if (hit.Mod.HasFlag(LogEventMod.Finishing_Blow))
                {
                    type = "finishing";
                }
                else if (hit.Mod.HasFlag(LogEventMod.Headshot))
                {
                    type = "headshot";
                }
                else if (hit.Mod.HasFlag(LogEventMod.Assassinate))
                {
                    type = "assassinate";
                }
                else if (hit.Mod.HasFlag(LogEventMod.Decapitate))
                {
                    type = "decapitate";
                }
                else if (hit.Mod.HasFlag(LogEventMod.Slay_Undead))
                {
                    type = "slay";
                }
                //else if (hit.Mod.HasFlag(LogEventMod.Special))
                //    type += ":special";
                else if (hit.Mod.HasFlag(LogEventMod.Riposte))
                {
                    type = "riposte";
                }

                var at = AddAttack(type);
                at.HitCount += 1;
                at.HitSum   += hit.Amount;
                if (hit.Amount > at.HitMax)
                {
                    at.HitMax = hit.Amount;
                }

                if (hit.Mod.HasFlag(LogEventMod.Critical))
                {
                    at.CritCount += 1;
                    at.CritSum   += hit.Amount;
                }

                if (hit.Mod.HasFlag(LogEventMod.Strikethrough))
                {
                    OutboundStrikeCount += 1;
                }

                if (interval >= 0)
                {
                    while (DPS.Count <= interval)
                    {
                        DPS.Add(0);
                    }
                    DPS[interval] += hit.Amount;
                }
            }
            else if (hit.Target == Name)
            {
                InboundHitCount += 1;
                InboundHitSum   += hit.Amount;

                if (hit.Spell != null)
                {
                    //InboundSpellSum += hit.Amount;
                }
                else
                {
                    InboundMeleeCount += 1;
                    InboundMeleeSum   += hit.Amount;

                    if (interval >= 0)
                    {
                        while (TankDPS.Count <= interval)
                        {
                            TankDPS.Add(0);
                        }
                        TankDPS[interval] += hit.Amount;
                    }

                    //TankHits.TryGetValue(hit.Amount, out int count);
                    //TankHits[hit.Amount] = count + 1;
                }

                if (hit.Mod.HasFlag(LogEventMod.Riposte))
                {
                    InboundRiposteSum += hit.Amount;
                }

                if (hit.Mod.HasFlag(LogEventMod.Strikethrough))
                {
                    InboundStrikeCount += 1;

                    // strikethroughs are reported on hits and riposte, but other defenses do get not reported on a strikethrough
                    // in order to properly count these defenses we should log a mystery defense that was never reported
                    // i.e. for riposte the log will show this:
                    // [Wed Jan 19 20:54:58 2022] A shadowbone tries to bash YOU, but YOU riposte!(Strikethrough)
                    // [Wed Jan 19 20:54:58 2022] A shadowbone bashes YOU for 5625 points of damage. (Riposte Strikethrough)
                    // but for dodge/parry/etc.. it will only show this:
                    // [Wed Jan 19 20:54:58 2022] A shadowbone bashes YOU for 5625 points of damage. (Strikethrough)
                    if (!hit.Mod.HasFlag(LogEventMod.Riposte))
                    {
                        AddMiss(new LogMissEvent {
                            Timestamp = hit.Timestamp, Source = hit.Source, Target = hit.Target, Type = "unknown"
                        });
                    }
                }
            }
        }