Пример #1
0
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("Health", BasicStats.Health.ToString());
            dictValues.Add("Strength", BasicStats.Strength.ToString());
            dictValues.Add("Agility", BasicStats.Agility.ToString());
            dictValues.Add("Stamina", BasicStats.Stamina.ToString());
            dictValues.Add("Armor", string.Format("{0}*Reduces physical damage taken by {1:0.00%}", BasicStats.Armor, ArmorReduction));
            dictValues.Add("Defense", Defense.ToString() + string.Format("*Defense Rating {0}", BasicStats.DefenseRating));
            dictValues.Add("Dodge", string.Format("{0:0.00%}*Dodge Rating {1}", Dodge, BasicStats.DodgeRating));
            dictValues.Add("Parry", string.Format("{0:0.00%}*Parry Rating {1}", Parry, BasicStats.ParryRating));
            dictValues.Add("Block", string.Format("{0:0.00%}*Block Rating {1}", Block, BasicStats.BlockRating));
            dictValues.Add("Miss", string.Format("{0:0.00%}", Miss));
            dictValues.Add("Block Value", string.Format("{0}", BlockValue));
            dictValues.Add("Guaranteed Reduction", string.Format("{0:0.00%}", GuaranteedReduction));
            dictValues.Add("Avoidance", string.Format("{0:0.00%} (+Block {1:0.00%})", DodgePlusMissPlusParry, DodgePlusMissPlusParryPlusBlock));
            dictValues.Add("Total Mitigation", string.Format("{0:0.00%}", TotalMitigation));

            if (AttackerSpeed == BaseAttackerSpeed)
            {
                dictValues.Add("Attacker Speed", string.Format("{0:0.00}s", AttackerSpeed));
            }
            else
            {
                dictValues.Add("Attacker Speed", string.Format("{0:0.00}s*Base speed of {1:0.00}s (reduced by parry haste)", AttackerSpeed, BaseAttackerSpeed));
            }

            dictValues.Add("Damage Taken",
                           string.Format("{0:0.0} DPS*{1:0} damage per normal attack" + Environment.NewLine +
                                         "{2:0} damage per blocked attack" + Environment.NewLine +
                                         "{3:0} damage per critical attack", DamageTaken, DamageTakenPerHit, DamageTakenPerBlock, DamageTakenPerCrit));

            dictValues.Add("Resilience",
                           string.Format(@"{0}*Reduces the damage of critical strikes and chance to be critically hit by {1}%.",
                                         BasicStats.Resilience,
                                         StatConversion.GetResilienceCritReduction(BasicStats.Resilience, CharacterClass.Warrior)));

            if (CritVulnerability > 0.0001f)
            {
                float resilienceNeeded = (float)Math.Ceiling((StatConversion.CRITREDUC_PER_RESILIENCE * (CritVulnerability * 100.0f)));
                dictValues.Add("Chance to be Crit",
                               string.Format("{0:0.00%}*CRITTABLE! Short by {1:0} defense or {2:0} resilience to be uncrittable.",
                                             CritVulnerability, DefenseRatingNeeded, resilienceNeeded));
            }
            else
            {
                dictValues.Add("Chance to be Crit", string.Format("{0:0.00%}*Chance to crit reduced by {1:0.00%}", CritVulnerability, CritReduction));
            }

            dictValues.Add("Nature Resist", string.Format("{0:0}*{1:0.00%} Total Reduction in Defensive Stance", BasicStats.NatureResistance + BasicStats.AllResist, NatureReduction));
            dictValues.Add("Arcane Resist", string.Format("{0:0}*{1:0.00%} Total Reduction in Defensive Stance", BasicStats.ArcaneResistance + BasicStats.AllResist, ArcaneReduction));
            dictValues.Add("Frost Resist", string.Format("{0:0}*{1:0.00%} Total Reduction in Defensive Stance", BasicStats.FrostResistance + BasicStats.AllResist, FrostReduction));
            dictValues.Add("Fire Resist", string.Format("{0:0}*{1:0.00%} Total Reduction in Defensive Stance", BasicStats.FireResistance + BasicStats.AllResist, FireReduction));
            dictValues.Add("Shadow Resist", string.Format("{0:0}*{1:0.00%} Total Reduction in Defensive Stance", BasicStats.ShadowResistance + BasicStats.AllResist, ShadowReduction));
            dictValues["Nature Survival"] = NatureSurvivalPoints.ToString();
            dictValues["Frost Survival"]  = FrostSurvivalPoints.ToString();
            dictValues["Fire Survival"]   = FireSurvivalPoints.ToString();
            dictValues["Shadow Survival"] = ShadowSurvivalPoints.ToString();
            dictValues["Arcane Survival"] = ArcaneSurvivalPoints.ToString();

            dictValues.Add("Weapon Speed", string.Format("{0:0.00}*{1:0.00%} Haste", WeaponSpeed, Haste));
            dictValues.Add("Attack Power", string.Format("{0}", BasicStats.AttackPower));
            dictValues.Add("Hit", string.Format("{0:0.00%}*Hit Rating {1}", Hit, BasicStats.HitRating));
            dictValues.Add("Expertise",
                           string.Format("{0}*Expertise Rating {1}" + Environment.NewLine + "Reduces chance to be dodged or parried by {2:0.00%}.",
                                         Math.Round(StatConversion.GetExpertiseFromRating(BasicStats.ExpertiseRating, CharacterClass.Warrior) + BasicStats.Expertise),
                                         BasicStats.ExpertiseRating, Expertise));
            dictValues.Add("Haste", string.Format("{0:0.00%}*Haste Rating {1:0.00}", Haste, BasicStats.HasteRating));
            dictValues.Add("Armor Penetration",
                           string.Format("{0:0.00%}*Armor Penetration Rating {1}" + Environment.NewLine + "Armor Reduction {2}",
                                         ArmorPenetration, BasicStats.ArmorPenetrationRating, BasicStats.ArmorPenetration));
            dictValues.Add("Crit", string.Format("{0:0.00%}*Crit Rating {1}", Crit, BasicStats.CritRating));
            // Never really used in current WoW itemization, just taking up space
            // dictValues.Add("Weapon Damage", string.Format("{0}", BasicStats.WeaponDamage));
            dictValues.Add("Missed Attacks",
                           string.Format("{0:0.00%}*Attacks Missed: {1:0.00%}" + Environment.NewLine + "Attacks Dodged: {2:0.00%}" + Environment.NewLine +
                                         "Attacks Parried: {3:0.00%}", AvoidedAttacks, MissedAttacks, DodgedAttacks, ParriedAttacks));
            dictValues.Add("Total Damage/sec", string.Format("{0:0.0}", TotalDamagePerSecond) + "*" + ThreatModel);
            dictValues.Add("Limited Threat/sec", string.Format("{0:0.0}", LimitedThreat) + "*" + ThreatModel);
            dictValues.Add("Unlimited Threat/sec", string.Format("{0:0.0}", UnlimitedThreat) + "*" + ThreatModel);

            switch (RankingMode)
            {
            case 2:
                dictValues.Add("Ranking Mode", "TankPoints*The average amount of unmitigated damage which can be taken before dying");
                dictValues.Add("Survival Points", string.Format("{0:0}*Effective Health", SurvivalPoints));
                break;

            case 3:
                dictValues.Add("Ranking Mode", "Burst Time*The average amount of time between events which have a chance to result in a burst death");
                dictValues.Add("Survival Points", string.Format("{0:0}*{1:0.00} seconds between events", SurvivalPoints, SurvivalPoints / 100.0f));
                break;

            case 4:
                dictValues.Add("Ranking Mode", "Damage Output*The average amount of DPS which can be produced");
                dictValues.Add("Survival Points", string.Format("{0:0}*Survival is not weighted in this mode", SurvivalPoints, SurvivalPoints / 100.0f));
                break;

            default:
                dictValues.Add("Ranking Mode", "Mitigation Scale*Customizable scale which allows you to weight mitigation vs. effective health.");
                dictValues.Add("Survival Points", string.Format("{0:0}*Effective Health", SurvivalPoints));
                break;
            }
            dictValues.Add("Overall Points", string.Format("{0:0}", OverallPoints));
            dictValues.Add("Mitigation Points", string.Format("{0:0}", MitigationPoints));
            dictValues.Add("Threat Points", string.Format("{0:0}", ThreatPoints));

            return(dictValues);
        }