Exemplo n.º 1
0
        /// <summary>
        /// Computes the average uptime of specific effects being active/inactive.
        /// </summary>
        /// <param name="triggerInterval">Average time interval between triggers in seconds for each effect.</param>
        /// <param name="triggerChance">Chance that trigger of correct type is produced for each effect.</param>
        /// <param name="active">Determines if specific effects are being active/inactive for the uptime calculation.</param>
        /// <param name="offset">Initial cooldown for each effect.</param>
        /// <param name="attackSpeed">Average unhasted attack speed, used in PPM calculations.</param>
        /// <param name="fightDuration">Duration of fight in seconds.</param>
        /// <param name="scale">Chance that the effect will give the desired proc.</param>
        /// <param name="effects">The effects for which the combined uptime is to be computed.</param>
        /// <param name="value">The value of special effects when procced, used to compute the value in returned WeightedStat.</param>
        public static WeightedStat[] GetAverageCombinedUptimeCombinationsMultiplicative(SpecialEffect[] effects, float[] triggerInterval, float[] triggerChance, float[] offset, float[] scale, float attackSpeed, float fightDuration, float[] value)
        {
            // CombinedAverageUptime = integrate_0..fightDuration prod_i Uptime[i](t) dt

            // initialize data, translate into interval time
            Parameters p = new Parameters(effects, triggerInterval, triggerChance, offset, attackSpeed, scale, value, fightDuration);

            // integrate using adaptive Simspon's method
            // if there's only one nonstationary use noncombination solution for efficiency
            if (p.N > 1)
            {
                AdaptiveSimpsonsMethodCombinations(p, fightDuration, 0.001f, maxRecursionDepth);
            }
            else if (p.N == 1)
            {
                p.partialIntegral[0, 1] = fightDuration * p.k[0] * p.effects[0].GetAverageUptime(triggerInterval[p.I], triggerChance[p.I], attackSpeed, fightDuration);
                p.partialIntegral[0, 0] = fightDuration - p.partialIntegral[0, 1];
            }

            WeightedStat[] result = new WeightedStat[1 << effects.Length];

            int mask = p.NC - 1;

            for (int i = 0; i < (1 << effects.Length); i++)
            {
                if (p.N > 0)
                {
                    result[i].Chance = p.partialIntegral[0, i & mask] / fightDuration;
                }
                else
                {
                    result[i].Chance = 1.0f;
                }
                for (int j = 0; j < effects.Length; j++)
                {
                    if ((i & (1 << j)) != 0)
                    {
                        result[i].Value = (1 + result[i].Value) * (1 + p.v[j]) - 1;
                        if (j >= p.N)
                        {
                            result[i].Chance *= p.uptime[j];
                        }
                    }
                    else
                    {
                        if (j >= p.N)
                        {
                            result[i].Chance *= (1.0f - p.uptime[j]);
                        }
                    }
                }
            }

            return(result);
        }
        /// <summary>
        /// Computes the average uptime of specific effects being active/inactive.
        /// </summary>
        /// <param name="triggerInterval">Average time interval between triggers in seconds for each effect.</param>
        /// <param name="triggerChance">Chance that trigger of correct type is produced for each effect.</param>
        /// <param name="active">Determines if specific effects are being active/inactive for the uptime calculation.</param>
        /// <param name="offset">Initial cooldown for each effect.</param>
        /// <param name="attackSpeed">Average unhasted attack speed, used in PPM calculations.</param>
        /// <param name="fightDuration">Duration of fight in seconds.</param>
        /// <param name="scale">Chance that the effect will give the desired proc.</param>
        /// <param name="effects">The effects for which the combined uptime is to be computed.</param>
        /// <param name="value">The value of special effects when procced, used to compute the value in returned WeightedStat.</param>
        public static WeightedStat[] GetAverageCombinedUptimeCombinationsMultiplicative(SpecialEffect[] effects, float[] triggerInterval, float[] triggerChance, float[] offset, float[] scale, float attackSpeed, float fightDuration, float[] value)
        {
            // CombinedAverageUptime = integrate_0..fightDuration prod_i Uptime[i](t) dt

            // initialize data, translate into interval time
            Parameters p = new Parameters(effects, triggerInterval, triggerChance, offset, attackSpeed, scale, value, fightDuration);

            // integrate using adaptive Simspon's method
            // if there's only one nonstationary use noncombination solution for efficiency
            if (p.N > 1)
            {
                AdaptiveSimpsonsMethodCombinations(p, fightDuration, 0.001f, maxRecursionDepth);
            }
            else if (p.N == 1)
            {
                p.partialIntegral[0, 1] = fightDuration * p.k[0] * p.effects[0].GetAverageUptime(triggerInterval[p.I], triggerChance[p.I], attackSpeed, fightDuration);
                p.partialIntegral[0, 0] = fightDuration - p.partialIntegral[0, 1];
            }

            WeightedStat[] result = new WeightedStat[1 << effects.Length];

            int mask = p.NC - 1;
            for (int i = 0; i < (1 << effects.Length); i++)
            {
                if (p.N > 0)
                {
                    result[i].Chance = p.partialIntegral[0, i & mask] / fightDuration;
                }
                else
                {
                    result[i].Chance = 1.0f;
                }
                for (int j = 0; j < effects.Length; j++)
                {
                    if ((i & (1 << j)) != 0)
                    {
                        result[i].Value = (1 + result[i].Value) * (1 + p.v[j]) - 1;
                        if (j >= p.N)
                        {
                            result[i].Chance *= p.uptime[j];
                        }
                    }
                    else
                    {
                        if (j >= p.N)
                        {
                            result[i].Chance *= (1.0f - p.uptime[j]);
                        }
                    }
                }
            }

            return result;
        }