Пример #1
0
        private void SetSupport(ParsedLog log)
        {
            _support = new List <FinalSupport>();
            List <PhaseData> phases = log.FightData.GetPhases(log);

            for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++)
            {
                FinalSupport final = new FinalSupport();
                _support.Add(final);
                PhaseData phase = phases[phaseIndex];

                int[] resArray     = GetReses(log, phase.Start, phase.End);
                int[] cleanseArray = GetCleanses(log, phaseIndex);
                //List<DamageLog> healingLogs = player.getHealingLogs(log, phase.getStart(), phase.getEnd());
                //final.allHeal = healingLogs.Sum(x => x.getDamage());
                final.Resurrects       = resArray[0];
                final.ResurrectTime    = resArray[1] / 1000.0;
                final.CondiCleanse     = cleanseArray[0];
                final.CondiCleanseTime = cleanseArray[1] / 1000.0;
            }
        }
Пример #2
0
        private void SetBuffs(ParsedLog log)
        {
            // Boons applied to self
            _selfBuffs = new List <Dictionary <long, FinalBuffs> >();
            List <PhaseData> phases = log.FightData.GetPhases(log);

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

                PhaseData phase = phases[phaseIndex];

                BoonDistribution        selfBoons    = GetBoonDistribution(log, phaseIndex);
                Dictionary <long, long> buffPresence = GetBuffPresence(log, phaseIndex);

                long fightDuration = phase.End - phase.Start;
                foreach (Boon boon in TrackedBoons)
                {
                    if (selfBoons.ContainsKey(boon.ID))
                    {
                        FinalBuffs uptime = new FinalBuffs
                        {
                            Uptime          = 0,
                            Generation      = 0,
                            Overstack       = 0,
                            Wasted          = 0,
                            UnknownExtended = 0,
                            ByExtension     = 0,
                            Extended        = 0
                        };
                        final[boon.ID] = uptime;
                        long generation = selfBoons.GetGeneration(boon.ID, AgentItem);
                        if (boon.Type == Boon.BoonType.Duration)
                        {
                            uptime.Uptime          = Math.Round(100.0 * selfBoons.GetUptime(boon.ID) / fightDuration, 3);
                            uptime.Generation      = Math.Round(100.0 * generation / fightDuration, 3);
                            uptime.Overstack       = Math.Round(100.0 * (selfBoons.GetOverstack(boon.ID, AgentItem) + generation) / fightDuration, 3);
                            uptime.Wasted          = Math.Round(100.0 * selfBoons.GetWaste(boon.ID, AgentItem) / fightDuration, 3);
                            uptime.UnknownExtended = Math.Round(100.0 * selfBoons.GetUnknownExtension(boon.ID, AgentItem) / fightDuration, 3);
                            uptime.ByExtension     = Math.Round(100.0 * selfBoons.GetExtension(boon.ID, AgentItem) / fightDuration, 3);
                            uptime.Extended        = Math.Round(100.0 * selfBoons.GetExtended(boon.ID, AgentItem) / fightDuration, 3);
                        }
                        else if (boon.Type == Boon.BoonType.Intensity)
                        {
                            uptime.Uptime          = Math.Round((double)selfBoons.GetUptime(boon.ID) / fightDuration, 3);
                            uptime.Generation      = Math.Round((double)generation / fightDuration, 3);
                            uptime.Overstack       = Math.Round((double)(selfBoons.GetOverstack(boon.ID, AgentItem) + generation) / fightDuration, 3);
                            uptime.Wasted          = Math.Round((double)selfBoons.GetWaste(boon.ID, AgentItem) / fightDuration, 3);
                            uptime.UnknownExtended = Math.Round((double)selfBoons.GetUnknownExtension(boon.ID, AgentItem) / fightDuration, 3);
                            uptime.ByExtension     = Math.Round((double)selfBoons.GetExtension(boon.ID, AgentItem) / fightDuration, 3);
                            uptime.Extended        = Math.Round((double)selfBoons.GetExtended(boon.ID, AgentItem) / fightDuration, 3);
                            if (buffPresence.TryGetValue(boon.ID, out long presenceValueBoon))
                            {
                                uptime.Presence = Math.Round(100.0 * presenceValueBoon / fightDuration, 3);
                            }
                        }
                    }
                }

                _selfBuffs.Add(final);
            }

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

            _groupBuffs = GetBoonsForPlayers(otherPlayersInGroup, log);

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

            _offGroupBuffs = GetBoonsForPlayers(offGroupPlayers, log);

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

            _squadBuffs = GetBoonsForPlayers(otherPlayers, log);
        }
Пример #3
0
        private List <Dictionary <long, FinalBuffs> > GetBoonsForPlayers(List <Player> playerList, ParsedLog log)
        {
            List <Dictionary <long, FinalBuffs> > uptimesByPhase = new List <Dictionary <long, FinalBuffs> >();

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

            for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++)
            {
                PhaseData phase         = phases[phaseIndex];
                long      fightDuration = phase.End - phase.Start;

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

                HashSet <Boon> boonsToTrack = new HashSet <Boon>(boonDistributions.SelectMany(x => x.Value).Select(x => Boon.BoonsByIds[x.Key]));

                Dictionary <long, FinalBuffs> final =
                    new Dictionary <long, FinalBuffs>();

                foreach (Boon boon in boonsToTrack)
                {
                    long totalGeneration       = 0;
                    long totalOverstack        = 0;
                    long totalWasted           = 0;
                    long totalUnknownExtension = 0;
                    long totalExtension        = 0;
                    long totalExtended         = 0;
                    bool hasGeneration         = false;
                    foreach (BoonDistribution boons in boonDistributions.Values)
                    {
                        if (boons.ContainsKey(boon.ID))
                        {
                            hasGeneration          = hasGeneration || boons.HasSrc(boon.ID, AgentItem);
                            totalGeneration       += boons.GetGeneration(boon.ID, AgentItem);
                            totalOverstack        += boons.GetOverstack(boon.ID, AgentItem);
                            totalWasted           += boons.GetWaste(boon.ID, AgentItem);
                            totalUnknownExtension += boons.GetUnknownExtension(boon.ID, AgentItem);
                            totalExtension        += boons.GetExtension(boon.ID, AgentItem);
                            totalExtended         += boons.GetExtended(boon.ID, AgentItem);
                        }
                    }

                    if (hasGeneration)
                    {
                        FinalBuffs uptime = new FinalBuffs();
                        final[boon.ID] = uptime;
                        if (boon.Type == Boon.BoonType.Duration)
                        {
                            uptime.Generation      = Math.Round(100.0 * totalGeneration / fightDuration / playerList.Count, 3);
                            uptime.Overstack       = Math.Round(100.0 * (totalOverstack + totalGeneration) / fightDuration / playerList.Count, 3);
                            uptime.Wasted          = Math.Round(100.0 * (totalWasted) / fightDuration / playerList.Count, 3);
                            uptime.UnknownExtended = Math.Round(100.0 * (totalUnknownExtension) / fightDuration / playerList.Count, 3);
                            uptime.ByExtension     = Math.Round(100.0 * (totalExtension) / fightDuration / playerList.Count, 3);
                            uptime.Extended        = Math.Round(100.0 * (totalExtended) / fightDuration / playerList.Count, 3);
                        }
                        else if (boon.Type == Boon.BoonType.Intensity)
                        {
                            uptime.Generation      = Math.Round((double)totalGeneration / fightDuration / playerList.Count, 3);
                            uptime.Overstack       = Math.Round((double)(totalOverstack + totalGeneration) / fightDuration / playerList.Count, 3);
                            uptime.Wasted          = Math.Round((double)(totalWasted) / fightDuration / playerList.Count, 3);
                            uptime.UnknownExtended = Math.Round((double)(totalUnknownExtension) / fightDuration / playerList.Count, 3);
                            uptime.ByExtension     = Math.Round((double)(totalExtension) / fightDuration / playerList.Count, 3);
                            uptime.Extended        = Math.Round((double)(totalExtended) / fightDuration / playerList.Count, 3);
                        }
                    }
                }

                uptimesByPhase.Add(final);
            }

            return(uptimesByPhase);
        }
Пример #4
0
 public List <DamageLog> GetJustPlayerDamageLogs(AbstractActor target, ParsedLog log, PhaseData phase)
 {
     if (!_selfDamageLogsPerPhasePerTarget.TryGetValue(phase, out Dictionary <AbstractActor, List <DamageLog> > targetDict))
     {
         targetDict = new Dictionary <AbstractActor, List <DamageLog> >();
         _selfDamageLogsPerPhasePerTarget[phase] = targetDict;
     }
     if (!targetDict.TryGetValue(target ?? GeneralHelper.NullActor, out List <DamageLog> dls))
     {
         dls = GetDamageLogs(target, log, phase).Where(x => x.SrcInstId == InstID).ToList();
         targetDict[target ?? GeneralHelper.NullActor] = dls;
     }
     return(dls);
 }
Пример #5
0
        protected FinalDPS GetFinalDPS(ParsedLog log, PhaseData phase, Target target)
        {
            double   phaseDuration = (phase.DurationInMS) / 1000.0;
            int      damage;
            double   dps   = 0.0;
            FinalDPS final = new FinalDPS();

            //DPS
            damage = GetDamageLogs(target, log, phase).Sum(x => x.Damage);

            if (phaseDuration > 0)
            {
                dps = damage / phaseDuration;
            }
            final.Dps    = (int)Math.Round(dps);
            final.Damage = damage;
            //Condi DPS
            damage = GetDamageLogs(target, log, phase).Sum(x => x.IsCondi ? x.Damage : 0);

            if (phaseDuration > 0)
            {
                dps = damage / phaseDuration;
            }
            final.CondiDps    = (int)Math.Round(dps);
            final.CondiDamage = damage;
            //Power DPS
            damage = final.Damage - final.CondiDamage;
            if (phaseDuration > 0)
            {
                dps = damage / phaseDuration;
            }
            final.PowerDps    = (int)Math.Round(dps);
            final.PowerDamage = damage;
            // Actor DPS
            damage = GetJustPlayerDamageLogs(target, log, phase).Sum(x => x.Damage);

            if (phaseDuration > 0)
            {
                dps = damage / phaseDuration;
            }
            final.ActorDps    = (int)Math.Round(dps);
            final.ActorDamage = damage;
            //Actor Condi DPS
            damage = GetJustPlayerDamageLogs(target, log, phase).Sum(x => x.IsCondi ? x.Damage : 0);

            if (phaseDuration > 0)
            {
                dps = damage / phaseDuration;
            }
            final.ActorCondiDps    = (int)Math.Round(dps);
            final.ActorCondiDamage = damage;
            //Actor Power DPS
            damage = final.ActorDamage - final.ActorCondiDamage;
            if (phaseDuration > 0)
            {
                dps = damage / phaseDuration;
            }
            final.ActorPowerDps    = (int)Math.Round(dps);
            final.ActorPowerDamage = damage;
            return(final);
        }