public AnalyzerSettings.PartyMemberSettings this[string Name] { get { AnalyzerSettings.PartyMemberSettings partyMemberSettings = (AnalyzerSettings.PartyMemberSettings)null; if (this.mConfiguration.TryGetValue(Name, out partyMemberSettings)) { return(partyMemberSettings); } return(this == AnalyzerSettings.mDefaultSettings ? AnalyzerSettings.mDefaultMemberSettings.Clone() : AnalyzerSettings.mDefaultSettings[Name]); } }
public void Run() { // First run through and compute the effective stats of each item based // on the value of the item level consideration setting. DebugParallelForEach(mItems.Where(x => !x.Ignore), item => { byte effective_level = item.Item.Level; switch (mSettings.LevelConsideration) { case AnalyzerSettings.ItemLevelConsideration.Current: effective_level = item.Item.Level; break; case AnalyzerSettings.ItemLevelConsideration.CurrentRankMaxLevel: effective_level = item.Item.LevelMax; break; case AnalyzerSettings.ItemLevelConsideration.FullyMaxed: effective_level = StatCalculator.MaxLevel( StatCalculator.Evolve(item.Item.BaseRarity, SchemaConstants.EvolutionLevel.PlusPlus)); break; } item.NonSynergizedStats = StatCalculator.ComputeStatsForLevel(item.Item.BaseRarity, item.BaseStats, item.MaxStats, effective_level); effective_level = StatCalculator.EffectiveLevelWithSynergy(effective_level); item.SynergizedStats = StatCalculator.ComputeStatsForLevel(item.Item.BaseRarity, item.BaseStats, item.MaxStats, effective_level); }); RealmSynergy.SynergyValue[] synergy_values = RealmSynergy.Values.ToArray(); AnalyzerSettings.DefensiveStat[] defensive_stats = Enum.GetValues(typeof(AnalyzerSettings.DefensiveStat)).Cast <AnalyzerSettings.DefensiveStat>().ToArray(); AnalyzerSettings.OffensiveStat[] offensive_stats = Enum.GetValues(typeof(AnalyzerSettings.OffensiveStat)).Cast <AnalyzerSettings.OffensiveStat>().ToArray(); List <AnalysisItem>[,] best_defensive_items = new List <AnalysisItem> [synergy_values.Length, defensive_stats.Length]; List <AnalysisItem>[,] best_offensive_items = new List <AnalysisItem> [synergy_values.Length, offensive_stats.Length]; // Sort the item list MxN different ways, once for each combination of (realm,stat) DebugParallelForEach(CartesianProduct(synergy_values, defensive_stats), x => { RealmSynergy.SynergyValue synergy = x.Key; AnalyzerSettings.DefensiveStat stat = x.Value; List <AnalysisItem> sorted_items = new List <AnalysisItem>(mItems.Where(y => !y.Ignore)); sorted_items.Sort((a, b) => { EquipStats a_stats = a.GetEffectiveStats(synergy); EquipStats b_stats = b.GetEffectiveStats(synergy); short a_value = ChooseDefensiveStat(a_stats, stat); short b_value = ChooseDefensiveStat(b_stats, stat); return(-a_value.CompareTo(b_value)); }); best_defensive_items[(int)synergy.Realm + 1, (int)stat] = sorted_items; }); DebugParallelForEach(CartesianProduct(synergy_values, offensive_stats), x => { RealmSynergy.SynergyValue synergy = x.Key; AnalyzerSettings.OffensiveStat stat = x.Value; List <AnalysisItem> sorted_items = new List <AnalysisItem>(mItems.Where(y => !y.Ignore)); sorted_items.Sort((a, b) => { EquipStats a_stats = a.GetEffectiveStats(synergy); EquipStats b_stats = b.GetEffectiveStats(synergy); short a_value = ChooseOffensiveStat(a_stats, stat); short b_value = ChooseOffensiveStat(b_stats, stat); return(-a_value.CompareTo(b_value)); }); best_offensive_items[(int)synergy.Realm + 1, (int)stat] = sorted_items; }); // Compute the top N items for each character. DebugParallelForEach(mBuddies.Where(x => x.Settings.Score), buddy => { buddy.TopNDefense = new List <AnalysisItem> [synergy_values.Length, defensive_stats.Length]; buddy.TopNOffense = new List <AnalysisItem> [synergy_values.Length, offensive_stats.Length]; for (int x = 0; x < best_defensive_items.GetLength(0); ++x) { for (int y = 0; y < best_defensive_items.GetLength(1); ++y) { List <AnalysisItem> best_items = best_defensive_items[x, y]; buddy.TopNDefense[x, y] = best_items.Where(item => item.EnabledUsers.Contains(buddy)).Take(mTopN).ToList(); } } for (int x = 0; x < best_offensive_items.GetLength(0); ++x) { for (int y = 0; y < best_offensive_items.GetLength(1); ++y) { List <AnalysisItem> best_items = best_offensive_items[x, y]; buddy.TopNOffense[x, y] = best_items.Where(item => item.EnabledUsers.Contains(buddy)).Take(mTopN).ToList(); } } }); // Finally, go through each item and assign it a score based on how many times it appears in someone's Top N list. DebugParallelForEach(mItems.Where(x => !x.Ignore), item => { bool is_weapon = false; switch (item.Item.Type) { case SchemaConstants.ItemType.Weapon: is_weapon = true; break; case SchemaConstants.ItemType.Armor: is_weapon = false; break; default: return; } // In the worst case the item appears 0 times in the top N for any character and any realm. In the best // case it appears somewhere in the top N for every character who can use it, and in every single realm. // Furthermore, we weight appearances by their rank, so the max *score* is that value times the best // possible rank. int usable_by = item.EnabledUsers.Count; int max_denormalized_score = mTopN * usable_by * synergy_values.Length; int denormalized_score = 0; foreach (AnalysisBuddy buddy in mBuddies.Where(b => b.Settings.Score)) { AnalyzerSettings.PartyMemberSettings buddy_settings = mSettings[buddy.Buddy.Name]; List <AnalysisItem>[,] rank_array = is_weapon ? buddy.TopNOffense : buddy.TopNDefense; int stat_index = is_weapon ? (int)buddy_settings.OffensiveStat : (int)buddy_settings.DefensiveStat; for (int realm = 0; realm < rank_array.GetLength(0); ++realm) { List <AnalysisItem> top_n_for_stat = rank_array[realm, stat_index]; int index = top_n_for_stat.IndexOf(item); if (index == -1) { continue; } denormalized_score += top_n_for_stat.Count - index; } } System.Diagnostics.Debug.Assert(denormalized_score <= max_denormalized_score); item.Result.IsValid = true; item.Result.Score = (double)denormalized_score / (double)max_denormalized_score; item.Result.Score *= 100.0; }); }