Пример #1
0
        /// <summary>
        /// Get Character Stats for multiple calls.  Allowing means by which to stack different sets/Special effects.
        /// </summary>
        /// <param name="character"></param>
        /// <param name="additionalItem"></param>
        /// <param name="sType">Enum describing which set of stats we want.</param>
        /// <returns></returns>
        private StatsDK GetCharacterStats(Character character, Item additionalItem, StatType sType, TankDKChar TDK, Rotation rot = null)
        {
            StatsDK statsTotal = new StatsDK();
            if (null == character.CalculationOptions)
            {
                // Possibly put some error text here.
                return statsTotal;
            }
            // Warning TDK can be blank at this point.
            TDK.Char = character;
            TDK.calcOpts = character.CalculationOptions as CalculationOptionsTankDK;
            TDK.bo = character.BossOptions;

            // Start populating data w/ Basic racial & class baseline.
            Stats BStats = BaseStats.GetBaseStats(character);
            statsTotal.Accumulate(BStats);
            statsTotal.BaseAgility = BStats.Agility;

            AccumulateItemStats(statsTotal, character, additionalItem);
            // Stack only the info we care about.
            statsTotal = GetRelevantStatsLocal(statsTotal);

            AccumulateBuffsStats(statsTotal, character.ActiveBuffs);
            AccumulateSetBonusStats(statsTotal, character.SetBonusCount);

            #region Tier Bonuses: Tank
            #region T11
            int tierCount;
            if (character.SetBonusCount.TryGetValue("Magma Plated Battlearmor", out tierCount))
            {
                if (tierCount >= 2) { statsTotal.b2T11_Tank = true; }
                if (tierCount >= 4) { statsTotal.b4T11_Tank = true; }
            }
            if (statsTotal.b4T11_Tank)
                statsTotal.AddSpecialEffect(_SE_IBF[1]);
            else
                statsTotal.AddSpecialEffect(_SE_IBF[0]);
            #endregion
            #region T12
            if (character.SetBonusCount.TryGetValue("Elementium Deathplate Battlearmor", out tierCount))
            {
                if (tierCount >= 2) { statsTotal.b2T12_Tank = true; }
                if (tierCount >= 4) { statsTotal.b4T12_Tank = true; }
            }
            if (statsTotal.b2T12_Tank)
            {
                // Your melee attacks cause Burning Blood on your target, 
                // which deals 800 Fire damage every 2 for 6 sec and 
                // causes your abilities to behave as if you had 2 diseases 
                // present on the target.
                // Implemented in CombatState DiseaseCount

                statsTotal.FireDamage = 800 / 2;
            }
            if (statsTotal.b4T12_Tank)
            {
                // Your when your Dancing Rune Weapon expires, it grants 15% additional parry chance for 12 sec.
                // Implemented in DRW talent Static Special Effect.
            }
            #endregion
            #region T13
            if (character.SetBonusCount.TryGetValue("Necrotic Boneplate Armor", out tierCount))
            {
                if (tierCount >= 2) { statsTotal.b2T13_Tank = true; }
                if (tierCount >= 4) { statsTotal.b4T13_Tank = true; }
            }
            if (statsTotal.b2T13_Tank)
            {
                // When an attack drops your health below 35%, one of your Blood Runes 
                // will immediately activate and convert into a Death Rune for the next 
                // 20 sec. This effect cannot occur more than once every 45 sec.
            }
            if (statsTotal.b4T13_Tank)
            {
                // Your Vampiric Blood ability also affects all party and raid members 
                // for 50% of the effect it has on you.
            }
            #endregion
            #endregion

            Rawr.DPSDK.CalculationsDPSDK.RemoveDuplicateRunes(statsTotal, character, true/*statsTotal.bDW*/);
            Rawr.DPSDK.CalculationsDPSDK.AccumulateTalents(statsTotal, character);
            Rawr.DPSDK.CalculationsDPSDK.AccumulatePresenceStats(statsTotal, Presence.Blood, character.DeathKnightTalents);


            statsTotal.ArcaneResistance += statsTotal.ArcaneResistanceBuff; statsTotal.ArcaneResistanceBuff = 0f;
            statsTotal.FireResistance   += statsTotal.FireResistanceBuff;   statsTotal.FireResistanceBuff   = 0f;
            statsTotal.FrostResistance  += statsTotal.FrostResistanceBuff;  statsTotal.FrostResistanceBuff  = 0f;
            statsTotal.NatureResistance += statsTotal.NatureResistanceBuff; statsTotal.NatureResistanceBuff = 0f;
            statsTotal.ShadowResistance += statsTotal.ShadowResistanceBuff; statsTotal.ShadowResistanceBuff = 0f;

            /* At this point, we're combined all the data from gear and talents and all that happy jazz.
             * However, we haven't applied any special effects nor have we applied any multipliers.
             * Many special effects are now getting dependant upon combat info (rotations).
             */
            StatsDK PreRatingsBase = statsTotal.Clone() as StatsDK;
            // Apply the ratings to actual stats.
            ProcessRatings(statsTotal);
            ProcessAvoidance(statsTotal, TDK.bo.Level, TDK.Char, PreRatingsBase);
            statsTotal.EffectiveParry = 0;
            if (character.MainHand != null)
            {
                statsTotal.EffectiveParry = statsTotal.Parry;
            }
            float fChanceToGetHit = 1f - Math.Min(1f, statsTotal.Miss + statsTotal.Dodge + statsTotal.EffectiveParry);

            // Now comes the special handling for secondary stats passes that are dependant upon Boss & Rotation values.
            if (sType != StatType.Unbuffed
                && (null != TDK.bo && null != rot)) // Make sure we have the rotation and Boss info.
            {
                #region Special Effects
                #region Talent: Bone Shield
                if (character.DeathKnightTalents.BoneShield > 0)
                {
                    int BSStacks = 4;  // The number of bones by default.  
                    if (Rawr.Properties.GeneralSettings.Default.PTRMode)
                        BSStacks = 6;  // The number of bones by default.  
                    float BoneLossRate = Math.Max(2f, TDK.bo.DynamicCompiler_Attacks.AttackSpeed / fChanceToGetHit);  // 2 sec internal cooldown on loosing bones so the DK can't get spammed to death.  
                    float moveVal = character.DeathKnightTalents.GlyphofBoneShield ? 0.15f : 0f;
                    SpecialEffect primary = new SpecialEffect(Trigger.Use,
                        new Stats() { DamageTakenReductionMultiplier = 0.20f, BonusDamageMultiplier = 0.02f, MovementSpeed = moveVal, },
                        BoneLossRate * BSStacks, 60) {BypassCache = true,};
                    statsTotal.AddSpecialEffect(primary);
                }
                #endregion
                #region Vengeance
                // Vengence has the chance to increase AP.
                int iVengenceMax = (int)(statsTotal.Stamina + (BaseStats.GetBaseStats(character).Health) * .1);
                int iAttackPowerMax = (int)statsTotal.AttackPower + iVengenceMax;
                float mitigatedDPS = TDK.bo.GetDPSByType(TDK.role, 0, statsTotal.DamageTakenReductionMultiplier,
                    0, .14f, statsTotal.Miss, statsTotal.Dodge, statsTotal.EffectiveParry, 0, 0,
                    0, 0, 0, 0, 0);
                    //statsTotal.ArcaneResistance, statsTotal.FireResistance, statsTotal.FrostResistance, statsTotal.NatureResistance, statsTotal.ShadowResistance);
                mitigatedDPS = mitigatedDPS * (1 - (float)StatConversion.GetArmorDamageReduction(TDK.bo.Level, statsTotal.Armor, 0f, 0f));
                float APStackSingle = mitigatedDPS * 0.05f * TDK.bo.DynamicCompiler_Attacks.AttackSpeed;
                int APStackCountMax = (int)Math.Floor(iVengenceMax / APStackSingle);
                SpecialEffect seVeng = new SpecialEffect(Trigger.DamageTaken,
                    new Stats() { AttackPower = APStackSingle },
                    2 * 10,
                    0,
                    1,
                    APStackCountMax) { BypassCache = true, };
                Dictionary<Trigger, float> triggerInterval = new Dictionary<Trigger,float>();
                Dictionary<Trigger, float> triggerChance = new Dictionary<Trigger,float>();
                triggerInterval.Add(Trigger.DamageTaken, TDK.bo.DynamicCompiler_Attacks.AttackSpeed);
                triggerChance.Add(Trigger.DamageTaken, 1f); // MitigatedDPS already factors in avoidance.
                statsTotal.VengenceAttackPower = seVeng.GetAverageStats(triggerInterval, triggerChance).AttackPower;
                statsTotal.AttackPower += statsTotal.VengenceAttackPower * TDK.calcOpts.VengeanceWeight;
                #endregion
                statsTotal.AddSpecialEffect(_SE_DeathPact);
                // For now we just factor them in once.
                Rawr.DPSDK.StatsSpecialEffects se = new Rawr.DPSDK.StatsSpecialEffects(rot.m_CT, rot, TDK.bo);
                StatsDK statSE = new StatsDK();

                foreach (SpecialEffect effect in statsTotal.SpecialEffects())
                {
                    if (HasRelevantStats(effect.Stats))
                    {
                        statSE.Accumulate(se.getSpecialEffects(effect));
//                        statsTotal.Accumulate(se.getSpecialEffects(effect)); // This is done further down.
                    }
                }

                // Darkmoon card greatness procs
                if (statSE.HighestStat > 0 || statSE.Paragon > 0)
                {
                    if (statSE.Strength >= statSE.Agility) { statSE.Strength += statSE.HighestStat + statSE.Paragon; }
                    else if (statSE.Agility > statSE.Strength) { statSE.Agility += statSE.HighestStat + statSE.Paragon; }
                    statSE.HighestStat = 0;
                    statSE.Paragon = 0;
                }

                // Any Modifiers from stats need to be applied to statSE
                statSE.Strength = StatConversion.ApplyMultiplier(statSE.Strength, statsTotal.BonusStrengthMultiplier);
                statSE.Agility = StatConversion.ApplyMultiplier(statSE.Agility, statsTotal.BonusAgilityMultiplier);
                statSE.Stamina = StatConversion.ApplyMultiplier(statSE.Stamina, statsTotal.BonusStaminaMultiplier);
                //            statSE.Stamina = (float)Math.Floor(statSE.Stamina);
                statSE.Armor = StatConversion.ApplyMultiplier(statSE.Armor, statsTotal.BaseArmorMultiplier);
                statSE.AttackPower = StatConversion.ApplyMultiplier(statSE.AttackPower, statsTotal.BonusAttackPowerMultiplier);
                statSE.BonusArmor = StatConversion.ApplyMultiplier(statSE.BonusArmor, statsTotal.BonusArmorMultiplier);

                statSE.Armor += statSE.BonusArmor;
                statSE.Health += StatConversion.GetHealthFromStamina(statSE.Stamina) + statSE.BattlemasterHealthProc;
                statSE.Health = statSE.Health * (1 + statSE.BonusHealthMultiplier);
                statsTotal.BonusHealthMultiplier = ((1 + statsTotal.BonusHealthMultiplier) * (1 + statSE.BonusHealthMultiplier)) - 1 ;
                if (character.DeathKnightTalents.BladedArmor > 0)
                {
                    statSE.AttackPower += (statSE.Armor / 180f) * (float)character.DeathKnightTalents.BladedArmor;
                }
                statSE.AttackPower += StatConversion.ApplyMultiplier((statSE.Strength * 2), statsTotal.BonusAttackPowerMultiplier);
                statSE.ParryRating += statSE.Strength * 0.27f;

                // Any Modifiers from statSE need to be applied to stats
                statsTotal.Strength = StatConversion.ApplyMultiplier(statsTotal.Strength, statSE.BonusStrengthMultiplier);
                statsTotal.Agility = StatConversion.ApplyMultiplier(statsTotal.Agility, statSE.BonusAgilityMultiplier);
                statsTotal.Stamina = StatConversion.ApplyMultiplier(statsTotal.Stamina, statSE.BonusStaminaMultiplier);
                //            stats.Stamina = (float)Math.Floor(stats.Stamina);
                statsTotal.Armor = StatConversion.ApplyMultiplier(statsTotal.Armor, statSE.BaseArmorMultiplier);
                statsTotal.AttackPower = StatConversion.ApplyMultiplier(statsTotal.AttackPower, statSE.BonusAttackPowerMultiplier);
                statsTotal.BonusArmor = StatConversion.ApplyMultiplier(statsTotal.BonusArmor, statSE.BonusArmorMultiplier);

                statsTotal.Accumulate(statSE);
                PreRatingsBase.Miss += statSE.Miss;
                PreRatingsBase.Dodge += statSE.Dodge;
                PreRatingsBase.Parry += statSE.Parry;
#if DEBUG
                if (float.IsNaN(statsTotal.Stamina))
                    throw new Exception("Something very wrong in stats.");
#endif
                #endregion // Special effects
            }
            // Apply the Multipliers
            ProcessStatModifiers(statsTotal, character.DeathKnightTalents.BladedArmor, character);
            ProcessAvoidance(statsTotal, TDK.bo.Level, TDK.Char, PreRatingsBase);
            if (character.MainHand != null)
            {
                statsTotal.EffectiveParry = statsTotal.Parry;
            }
            return (statsTotal);
        }
Пример #2
0
        /// <summary>
        /// GetCharacterCalculations is the primary method of each model, where a majority of the calculations
        /// and formulae will be used. GetCharacterCalculations should call GetCharacterStats(), and based on
        /// those total stats for the character, and any calculationoptions on the character, perform all the 
        /// calculations required to come up with the final calculations defined in 
        /// CharacterDisplayCalculationLabels, including an Overall rating, and all Sub ratings defined in 
        /// SubPointNameColors.
        /// </summary>
        /// <param name="character">The character to perform calculations for.</param>
        /// <param name="additionalItem">An additional item to treat the character as wearing.
        /// This is used for gems, which don't have a slot on the character to fit in, so are just
        /// added onto the character, in order to get gem calculations.</param>
        /// <returns>A custom CharacterCalculations object which inherits from CharacterCalculationsBase,
        /// containing all of the final calculations defined in CharacterDisplayCalculationLabels. See
        /// CharacterCalculationsBase comments for more details.</returns>
        public override CharacterCalculationsBase GetCharacterCalculations(Character character, Item additionalItem, bool referenceCalculation, bool significantChange, bool needsDisplayCalculations)
        {
            // First things first, we need to ensure that we aren't using bad data
            CharacterCalculationsDPSDK calc = new CharacterCalculationsDPSDK();
            if (character == null) { return calc; }
            CalculationOptionsDPSDK calcOpts = character.CalculationOptions as CalculationOptionsDPSDK;
            if (calcOpts == null) { return calc; }
            //
            StatsDK stats = new StatsDK();
            DeathKnightTalents talents = character.DeathKnightTalents;

            // Setup initial Boss data.
            // Get Boss from BossOptions data.
            BossOptions hBossOptions = character.BossOptions;
            if (hBossOptions == null) hBossOptions = new BossOptions(); 
            int targetLevel = hBossOptions.Level;

            stats = GetCharacterStats(character, additionalItem) as StatsDK;
            calc.BasicStats = stats.Clone() as StatsDK;
            ApplyRatings(calc.BasicStats);

            DKCombatTable combatTable = new DKCombatTable(character, calc.BasicStats, calc, calcOpts, hBossOptions);
            if (needsDisplayCalculations) combatTable.PostAbilitiesSingleUse(false);
            Rotation rot = new Rotation(combatTable);
            Rotation.Type RotT = rot.GetRotationType(character.DeathKnightTalents);

            // TODO: Fix this so we're not using pre-set rotations/priorities.
            if (RotT == Rotation.Type.Frost)
                rot.PRE_Frost();
            else if (RotT == Rotation.Type.Unholy)
                rot.PRE_Unholy();
            else if (RotT == Rotation.Type.Blood)
                rot.PRE_BloodDiseased();
            else
                rot.Solver();

            //TODO: This may need to be handled special since it's to update stats.
            AccumulateSpecialEffectStats(stats, character, calcOpts, combatTable, rot); // Now add in the special effects.
            ApplyRatings(stats);
            #region Cinderglacier
            if (stats.CinderglacierProc > 0)
            {
                // How many frost & shadow abilities do we have per min.?
                float CGabs = ((rot.m_FrostSpecials + rot.m_ShadowSpecials) / rot.CurRotationDuration) * 60f;
                float effCG = 0;
                if (CGabs > 0)
                    // Since 3 of those abilities get the 20% buff
                    // Get the effective ammount of CinderGlacier that would be applied across each ability.
                    // it is a proc after all.
                    effCG = 3 / CGabs;
                stats.BonusFrostDamageMultiplier += (.2f * effCG);
                stats.BonusShadowDamageMultiplier += (.2f * effCG);
            }
            #endregion

            // refresh w/ updated stats.
            combatTable = new DKCombatTable(character, stats, calc, calcOpts, hBossOptions);
            combatTable.PostAbilitiesSingleUse(false);
            rot = new Rotation(combatTable);
            RotT = rot.GetRotationType(character.DeathKnightTalents);

            // TODO: Fix this so we're not using pre-set rotations.
            if (RotT == Rotation.Type.Frost)
                rot.PRE_Frost();
            else if (RotT == Rotation.Type.Unholy)
                rot.PRE_Unholy();
            else if (RotT == Rotation.Type.Blood)
                rot.PRE_BloodDiseased();
            else
                rot.Solver();

            #region Pet Handling 
            // For UH, this is valid.  For Frost/Blood, we need to have this be 1/3 of the value since it has an uptime of 1 min for every 3.
            float ghouluptime = 1f;
            calc.dpsSub[(int)DKability.Gargoyle] = 0;
            if (RotT != Rotation.Type.Unholy) ghouluptime = 1f / 3f;
            else 
            {
                // Unholy will also have gargoyles.
                Pet Gar = new Gargoyle(stats, talents, hBossOptions, calcOpts.presence);
                float garuptime = .5f/3f;
                calc.dpsSub[(int)DKability.Gargoyle] = Gar.DPS * garuptime;
                calc.damSub[(int)DKability.Gargoyle] = Gar.DPS * 30f; // Duration 30 seconds.
            }
            Pet ghoul = new Ghoul(stats, talents, hBossOptions, calcOpts.presence);
            calc.dpsSub[(int)DKability.Ghoul] = ghoul.DPS * ghouluptime;
            calc.damSub[(int)DKability.Ghoul] = ghoul.DPS * 60f; // Duration 1 min.

            #endregion

            // Stats as Fire damage additive value proc.
            if (stats.ArcaneDamage > 1) calc.dpsSub[(int)DKability.OtherArcane] += stats.ArcaneDamage;
            if (stats.FireDamage > 1) calc.dpsSub[(int)DKability.OtherFire] += stats.FireDamage;
            if (stats.FrostDamage > 1) calc.dpsSub[(int)DKability.OtherFrost] += stats.FrostDamage;
            if (stats.HolyDamage > 1) calc.dpsSub[(int)DKability.OtherHoly] += stats.HolyDamage;
            if (stats.NatureDamage > 1) calc.dpsSub[(int)DKability.OtherNature] += stats.NatureDamage;
            if (stats.ShadowDamage > 1) calc.dpsSub[(int)DKability.OtherShadow] += stats.ShadowDamage;
            // Fire Dam Multiplier.

            calc.RotationTime = rot.CurRotationDuration;
            calc.Blood = rot.m_BloodRunes;
            calc.Frost = rot.m_FrostRunes;
            calc.Unholy = rot.m_UnholyRunes;
            calc.Death = rot.m_DeathRunes;
            calc.RP = rot.m_RunicPower;
            calc.FreeRERunes = rot.m_FreeRunesFromRE;

            calc.EffectiveArmor = stats.Armor;

            calc.OverallPoints = calc.DPSPoints = rot.m_DPS 
                // Add in supplemental damage from other sources
                + calc.dpsSub[(int)DKability.Ghoul] 
                + calc.dpsSub[(int)DKability.Gargoyle]
                + calc.dpsSub[(int)DKability.OtherArcane] + calc.dpsSub[(int)DKability.OtherFire] + calc.dpsSub[(int)DKability.OtherFrost] + calc.dpsSub[(int)DKability.OtherHoly] + calc.dpsSub[(int)DKability.OtherNature] + calc.dpsSub[(int)DKability.OtherShadow];
            if (needsDisplayCalculations)
            {
                AbilityDK_Base a = rot.GetAbilityOfType(DKability.White);
                if (rot.ml_Rot.Count > 1)
                {
                    AbilityDK_Base b;
                    b = rot.GetAbilityOfType(DKability.ScourgeStrike);
                    if (b == null) b = rot.GetAbilityOfType(DKability.FrostStrike);
                    if (b == null) b = rot.GetAbilityOfType(DKability.DeathStrike);
                    calc.YellowHitChance = b.HitChance;
                }
                calc.WhiteHitChance = (a == null ? 0 : a.HitChance + a.CritChance + .23f); // + glancing
                calc.MHWeaponDPS = (a == null ? 0 : rot.GetAbilityOfType(DKability.White).DPS);
                if (null != combatTable.MH)
                {
                    calc.MHWeaponDamage = combatTable.MH.damage;
                    calc.MHAttackSpeed = combatTable.MH.hastedSpeed;
                    calc.DodgedAttacks = combatTable.MH.chanceDodged;
                    calc.AvoidedAttacks = combatTable.MH.chanceDodged;
                    if (!hBossOptions.InBack)
                        calc.AvoidedAttacks += combatTable.MH.chanceParried;
                    calc.MissedAttacks = combatTable.MH.chanceMissed;
                }
                if (null != combatTable.OH)
                {
                    a = rot.GetAbilityOfType(DKability.WhiteOH);
                    calc.OHWeaponDPS = (a == null ? 0 : rot.GetAbilityOfType(DKability.WhiteOH).DPS);
                    calc.OHWeaponDamage = combatTable.OH.damage;
                    calc.OHAttackSpeed = combatTable.OH.hastedSpeed;
                }
                calcOpts.szRotReport = rot.ReportRotation();
                calc.m_RuneCD = (float)rot.m_SingleRuneCD / 1000;

                calc.DPSBreakdown(rot);
            }  

            return calc;
        }