Exemplo n.º 1
0
        private void SetBuffs(ParsedLog log)
        {
            // Boons applied to self

            (_selfBuffs, _selfBuffsActive) = FinalPlayerBuffs.GetBuffsForSelf(log, this);

            // Boons applied to player's group
            var otherPlayersInGroup = log.PlayerList
                                      .Where(p => p.Group == Group && Agent != p.Agent)
                                      .ToList();

            (_groupBuffs, _groupActiveBuffs) = FinalPlayerBuffs.GetBuffsForPlayers(otherPlayersInGroup, log, AgentItem);

            // Boons applied to other groups
            var offGroupPlayers = log.PlayerList.Where(p => p.Group != Group).ToList();

            (_offGroupBuffs, _offGroupActiveBuffs) = FinalPlayerBuffs.GetBuffsForPlayers(offGroupPlayers, log, AgentItem);

            // Boons applied to squad
            var otherPlayers = log.PlayerList.Where(p => p.Agent != Agent).ToList();

            (_squadBuffs, _squadActiveBuffs) = FinalPlayerBuffs.GetBuffsForPlayers(otherPlayers, log, AgentItem);
        }
        public static (List <Dictionary <long, FinalPlayerBuffs> >, List <Dictionary <long, FinalPlayerBuffs> >) GetBuffsForPlayers(List <Player> playerList, ParsedLog log, AgentItem agentItem)
        {
            var uptimesByPhase       = new List <Dictionary <long, FinalPlayerBuffs> >();
            var uptimesActiveByPhase = new List <Dictionary <long, FinalPlayerBuffs> >();

            List <PhaseData> phases = log.FightData.GetPhases(log);

            for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++)
            {
                PhaseData phase         = phases[phaseIndex];
                long      phaseDuration = phase.DurationInMS;

                var boonDistributions = new Dictionary <Player, BuffDistribution>();
                foreach (Player p in playerList)
                {
                    boonDistributions[p] = p.GetBuffDistribution(log, phaseIndex);
                }

                var boonsToTrack = new HashSet <Buff>(boonDistributions.SelectMany(x => x.Value).Select(x => log.Buffs.BuffsByIds[x.Key]));

                var final =
                    new Dictionary <long, FinalPlayerBuffs>();
                var finalActive =
                    new Dictionary <long, FinalPlayerBuffs>();

                foreach (Buff boon in boonsToTrack)
                {
                    double totalGeneration       = 0;
                    double totalOverstack        = 0;
                    double totalWasted           = 0;
                    double totalUnknownExtension = 0;
                    double totalExtension        = 0;
                    double totalExtended         = 0;
                    //
                    double totalActiveGeneration       = 0;
                    double totalActiveOverstack        = 0;
                    double totalActiveWasted           = 0;
                    double totalActiveUnknownExtension = 0;
                    double totalActiveExtension        = 0;
                    double totalActiveExtended         = 0;
                    bool   hasGeneration     = false;
                    int    activePlayerCount = 0;
                    foreach (KeyValuePair <Player, BuffDistribution> pair in boonDistributions)
                    {
                        BuffDistribution boons = pair.Value;
                        long             playerActiveDuration = phase.GetActorActiveDuration(pair.Key, log);
                        if (boons.ContainsKey(boon.ID))
                        {
                            hasGeneration = hasGeneration || boons.HasSrc(boon.ID, agentItem);
                            double generation       = boons.GetGeneration(boon.ID, agentItem);
                            double overstack        = boons.GetOverstack(boon.ID, agentItem);
                            double wasted           = boons.GetWaste(boon.ID, agentItem);
                            double unknownExtension = boons.GetUnknownExtension(boon.ID, agentItem);
                            double extension        = boons.GetExtension(boon.ID, agentItem);
                            double extended         = boons.GetExtended(boon.ID, agentItem);

                            totalGeneration       += generation;
                            totalOverstack        += overstack;
                            totalWasted           += wasted;
                            totalUnknownExtension += unknownExtension;
                            totalExtension        += extension;
                            totalExtended         += extended;
                            if (playerActiveDuration > 0)
                            {
                                activePlayerCount++;
                                totalActiveGeneration       += generation / playerActiveDuration;
                                totalActiveOverstack        += overstack / playerActiveDuration;
                                totalActiveWasted           += wasted / playerActiveDuration;
                                totalActiveUnknownExtension += unknownExtension / playerActiveDuration;
                                totalActiveExtension        += extension / playerActiveDuration;
                                totalActiveExtended         += extended / playerActiveDuration;
                            }
                        }
                    }
                    totalGeneration       /= phaseDuration;
                    totalOverstack        /= phaseDuration;
                    totalWasted           /= phaseDuration;
                    totalUnknownExtension /= phaseDuration;
                    totalExtension        /= phaseDuration;
                    totalExtended         /= phaseDuration;

                    if (hasGeneration)
                    {
                        var uptime       = new FinalPlayerBuffs();
                        var uptimeActive = new FinalPlayerBuffs();
                        final[boon.ID]       = uptime;
                        finalActive[boon.ID] = uptimeActive;
                        if (boon.Type == BuffType.Duration)
                        {
                            uptime.Generation      = Math.Round(100.0 * totalGeneration / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.Overstack       = Math.Round(100.0 * (totalOverstack + totalGeneration) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.Wasted          = Math.Round(100.0 * (totalWasted) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.UnknownExtended = Math.Round(100.0 * (totalUnknownExtension) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.ByExtension     = Math.Round(100.0 * (totalExtension) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.Extended        = Math.Round(100.0 * (totalExtended) / playerList.Count, GeneralHelper.BuffDigit);
                            //
                            if (activePlayerCount > 0)
                            {
                                uptimeActive.Generation      = Math.Round(100.0 * totalActiveGeneration / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.Overstack       = Math.Round(100.0 * (totalActiveOverstack + totalActiveGeneration) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.Wasted          = Math.Round(100.0 * (totalActiveWasted) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.UnknownExtended = Math.Round(100.0 * (totalActiveUnknownExtension) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.ByExtension     = Math.Round(100.0 * (totalActiveExtension) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.Extended        = Math.Round(100.0 * (totalActiveExtended) / activePlayerCount, GeneralHelper.BuffDigit);
                            }
                        }
                        else if (boon.Type == BuffType.Intensity)
                        {
                            uptime.Generation      = Math.Round(totalGeneration / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.Overstack       = Math.Round((totalOverstack + totalGeneration) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.Wasted          = Math.Round((totalWasted) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.UnknownExtended = Math.Round((totalUnknownExtension) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.ByExtension     = Math.Round((totalExtension) / playerList.Count, GeneralHelper.BuffDigit);
                            uptime.Extended        = Math.Round((totalExtended) / playerList.Count, GeneralHelper.BuffDigit);
                            //
                            if (activePlayerCount > 0)
                            {
                                uptimeActive.Generation      = Math.Round(totalActiveGeneration / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.Overstack       = Math.Round((totalActiveOverstack + totalActiveGeneration) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.Wasted          = Math.Round((totalActiveWasted) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.UnknownExtended = Math.Round((totalActiveUnknownExtension) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.ByExtension     = Math.Round((totalActiveExtension) / activePlayerCount, GeneralHelper.BuffDigit);
                                uptimeActive.Extended        = Math.Round((totalActiveExtended) / activePlayerCount, GeneralHelper.BuffDigit);
                            }
                        }
                    }
                }

                uptimesByPhase.Add(final);
                uptimesActiveByPhase.Add(finalActive);
            }

            return(uptimesByPhase, uptimesActiveByPhase);
        }
        public static (List <Dictionary <long, FinalPlayerBuffs> >, List <Dictionary <long, FinalPlayerBuffs> >) GetBuffsForSelf(ParsedLog log, Player player)
        {
            var selfBuffsActive     = new List <Dictionary <long, FinalPlayerBuffs> >();
            var selfBuffs           = new List <Dictionary <long, FinalPlayerBuffs> >();
            List <PhaseData> phases = log.FightData.GetPhases(log);

            for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++)
            {
                var final       = new Dictionary <long, FinalPlayerBuffs>();
                var finalActive = new Dictionary <long, FinalPlayerBuffs>();

                PhaseData phase = phases[phaseIndex];

                BuffDistribution        selfBoons    = player.GetBuffDistribution(log, phaseIndex);
                Dictionary <long, long> buffPresence = player.GetBuffPresence(log, phaseIndex);

                long phaseDuration        = phase.DurationInMS;
                long playerActiveDuration = phase.GetActorActiveDuration(player, log);
                foreach (Buff boon in player.TrackedBuffs)
                {
                    if (selfBoons.ContainsKey(boon.ID))
                    {
                        var uptime = new FinalPlayerBuffs
                        {
                            Uptime          = 0,
                            Generation      = 0,
                            Overstack       = 0,
                            Wasted          = 0,
                            UnknownExtended = 0,
                            ByExtension     = 0,
                            Extended        = 0
                        };
                        var uptimeActive = new FinalPlayerBuffs
                        {
                            Uptime          = 0,
                            Generation      = 0,
                            Overstack       = 0,
                            Wasted          = 0,
                            UnknownExtended = 0,
                            ByExtension     = 0,
                            Extended        = 0
                        };
                        final[boon.ID]       = uptime;
                        finalActive[boon.ID] = uptimeActive;
                        double generationValue       = selfBoons.GetGeneration(boon.ID, player.AgentItem);
                        double uptimeValue           = selfBoons.GetUptime(boon.ID);
                        double overstackValue        = selfBoons.GetOverstack(boon.ID, player.AgentItem);
                        double wasteValue            = selfBoons.GetWaste(boon.ID, player.AgentItem);
                        double unknownExtensionValue = selfBoons.GetUnknownExtension(boon.ID, player.AgentItem);
                        double extensionValue        = selfBoons.GetExtension(boon.ID, player.AgentItem);
                        double extendedValue         = selfBoons.GetExtended(boon.ID, player.AgentItem);
                        if (boon.Type == BuffType.Duration)
                        {
                            uptime.Uptime          = Math.Round(100.0 * uptimeValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Generation      = Math.Round(100.0 * generationValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Overstack       = Math.Round(100.0 * (overstackValue + generationValue) / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Wasted          = Math.Round(100.0 * wasteValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.UnknownExtended = Math.Round(100.0 * unknownExtensionValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.ByExtension     = Math.Round(100.0 * extensionValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Extended        = Math.Round(100.0 * extendedValue / phaseDuration, GeneralHelper.BuffDigit);
                            //
                            if (playerActiveDuration > 0)
                            {
                                uptimeActive.Uptime          = Math.Round(100.0 * uptimeValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Generation      = Math.Round(100.0 * generationValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Overstack       = Math.Round(100.0 * (overstackValue + generationValue) / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Wasted          = Math.Round(100.0 * wasteValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.UnknownExtended = Math.Round(100.0 * unknownExtensionValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.ByExtension     = Math.Round(100.0 * extensionValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Extended        = Math.Round(100.0 * extendedValue / playerActiveDuration, GeneralHelper.BuffDigit);
                            }
                        }
                        else if (boon.Type == BuffType.Intensity)
                        {
                            uptime.Uptime          = Math.Round(uptimeValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Generation      = Math.Round(generationValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Overstack       = Math.Round((overstackValue + generationValue) / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Wasted          = Math.Round(wasteValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.UnknownExtended = Math.Round(unknownExtensionValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.ByExtension     = Math.Round(extensionValue / phaseDuration, GeneralHelper.BuffDigit);
                            uptime.Extended        = Math.Round(extendedValue / phaseDuration, GeneralHelper.BuffDigit);
                            //
                            if (playerActiveDuration > 0)
                            {
                                uptimeActive.Uptime          = Math.Round(uptimeValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Generation      = Math.Round(generationValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Overstack       = Math.Round((overstackValue + generationValue) / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Wasted          = Math.Round(wasteValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.UnknownExtended = Math.Round(unknownExtensionValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.ByExtension     = Math.Round(extensionValue / playerActiveDuration, GeneralHelper.BuffDigit);
                                uptimeActive.Extended        = Math.Round(extendedValue / playerActiveDuration, GeneralHelper.BuffDigit);
                            }
                            //
                            if (buffPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                            {
                                uptime.Presence = Math.Round(100.0 * presenceValueBoon / phaseDuration, GeneralHelper.BuffDigit);
                                //
                                if (playerActiveDuration > 0)
                                {
                                    uptimeActive.Presence = Math.Round(100.0 * presenceValueBoon / playerActiveDuration, GeneralHelper.BuffDigit);
                                }
                            }
                        }
                    }
                }

                selfBuffs.Add(final);
                selfBuffsActive.Add(finalActive);
            }
            return(selfBuffs, selfBuffsActive);
        }