internal PlayerCombatReplayDescription(AbstractPlayer player, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) : base(player, log, map, replay, !log.PlayerAgents.Contains(player.AgentItem) ? "TargetPlayer" : "Player") { Group = player.Group; SetStatus(log, player); }
internal NPCCombatReplayDescription(NPC npc, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) : base(npc, log, map, replay, log.FightData.Logic.TargetAgents.Contains(npc.AgentItem) ? "Target" : (log.FightData.Logic.NonPlayerFriendlyAgents.Contains(npc.AgentItem) || npc.AgentItem.GetFinalMaster().Type == ParsedData.AgentItem.AgentType.Player) ? "Friendly" : "Mob") { if (log.FriendlyAgents.Contains(npc.AgentItem)) { SetStatus(log, npc); } if (npc.AgentItem.GetFinalMaster() != npc.AgentItem) { MasterID = npc.AgentItem.GetFinalMaster().UniqueID; } }
internal PlayerSerializable(Player player, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) : base(player, log, map, replay, "Player") { Group = player.Group; Dead = new List <long>(); Down = new List <long>(); Dc = new List <long>(); (IReadOnlyList <(long start, long end)> deads, IReadOnlyList <(long start, long end)> downs, IReadOnlyList <(long start, long end)> dcs) = player.GetStatus(log); foreach ((long start, long end) in deads) { Dead.Add(start); Dead.Add(end); } foreach ((long start, long end) in downs) { Down.Add(start); Down.Add(end); } foreach ((long start, long end) in dcs) { Dc.Add(start); Dc.Add(end); } }
internal NPCCombatReplayDescription(NPC npc, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) : base(npc, log, map, replay) { if (log.FriendlyAgents.Contains(npc.AgentItem)) { SetStatus(log, npc); } AgentItem master = npc.AgentItem.GetFinalMaster(); // Don't put minions of NPC into the minion display system if (master != npc.AgentItem && master.IsPlayer) { MasterID = master.UniqueID; } }
public static void ComputeMinionCombatReplayActors(AbstractSingleActor minion, AbstractSingleActor master, ParsedEvtcLog log, CombatReplay combatReplay) { }
internal AbstractSingleActorCombatReplayDescription(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) { Start = replay.TimeOffsets.start; End = replay.TimeOffsets.end; Img = actor.GetIcon(); ID = actor.UniqueID; var positions = new List <float>(); Positions = positions; Type = GetActorType(actor, log); HitboxWidth = actor.AgentItem.HitboxWidth; foreach (Point3D pos in replay.PolledPositions) { (float x, float y) = map.GetMapCoord(pos.X, pos.Y); positions.Add(x); positions.Add(y); } }
internal PlayerSerializable(Player player, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) : base(player, log, map, replay, "Player") { Group = player.Group; }
internal AbstractSingleActorSerializable(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay, string type) { Img = actor.GetIcon(); ID = actor.UniqueID; Positions = new List <double>(); Type = type; foreach (Point3D pos in replay.PolledPositions) { (double x, double y) = map.GetMapCoord(pos.X, pos.Y); Positions.Add(x); Positions.Add(y); } if (actor.AgentItem.IsPlayer) { Dead = new List <long>(); Down = new List <long>(); Dc = new List <long>(); (IReadOnlyList <(long start, long end)> deads, IReadOnlyList <(long start, long end)> downs, IReadOnlyList <(long start, long end)> dcs) = actor.GetStatus(log); foreach ((long start, long end) in deads) { Dead.Add(start); Dead.Add(end); } foreach ((long start, long end) in downs) { Down.Add(start); Down.Add(end); } foreach ((long start, long end) in dcs) { Dc.Add(start); Dc.Add(end); } } }
internal AbstractSingleActorSerializable(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay, string type) { Img = actor.GetIcon(); ID = actor.CombatReplayID; Positions = new List <double>(); Type = type; foreach (Point3D pos in replay.PolledPositions) { (double x, double y) = map.GetMapCoord(pos.X, pos.Y); Positions.Add(x); Positions.Add(y); } }
internal PlayerCombatReplayDescription(AbstractPlayer player, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay) : base(player, log, map, replay) { Group = player.Group; SetStatus(log, player); }