示例#1
0
        public static void ApplyRegen(ISimulationData data, SimulationSampleSet sampleSet)
        {
            // Resources
            float primaryMax = data.AttributeSet.GetValue(D3Attribute.PrimaryResource);
            float secondaryMax = data.AttributeSet.GetValue(D3Attribute.SecondaryResource);

            float primaryRegen = data.AttributeSet.GetValue(D3Attribute.PrimaryResourceRegen);
            float secondaryRegen = data.AttributeSet.GetValue(D3Attribute.SecondaryResourceRegen);

            primaryRegen = data.Character.AddValue(D3EntityAttribute.PrimaryResource, primaryRegen, primaryMax);
            secondaryRegen = data.Character.AddValue(D3EntityAttribute.SecondaryResource, secondaryRegen, secondaryMax);
            sampleSet.AddStat(SimulationStat.PrimaryResourceRegen, primaryRegen);
            sampleSet.AddStat(SimulationStat.SecondaryResourceRegen, secondaryRegen);

            // Life
            float lifeMax = data.AttributeSet.GetValue(D3Attribute.Life);
            float lifeRegen = data.AttributeSet.GetValue(D3Attribute.LifeRegen);

            lifeRegen = data.Character.AddValue(D3EntityAttribute.Life, lifeRegen, lifeMax);
            sampleSet.AddStat(SimulationStat.LifeRegen, lifeRegen);
        }
示例#2
0
        public static void ApplyRunningSkills(ISimulationData data, SimulationSampleSet set)
        {
            // Save the selection to restore after we are done
            SkillCombo currentSkill = data.SelectedSkill;
            IList<SkillCombo> runningSkills = data.GetRunningSkills();
            foreach (SkillCombo skill in runningSkills)
            {
                if (data.CurrentTime - skill.LastTrigger > 1.0f)
                {
                    // Select the skill and execute it
                    data.SelectedSkill = skill;
                    ExecuteSkillRunning(data, set);
                    set.AddStat(SimulationStat.RunningExecutions);
                }
            }

            data.SelectedSkill = currentSkill;
        }
        public SimulationSampleSet Simulate(ISimulationData data)
        {
            AttributeSet skillAttributes = SimulateShared.GetSkillAttributes(data, this.skillName, this.runeName);
            if (skillAttributes == null)
            {
                return null;
            }

            var set = new SimulationSampleSet { Name = this.Name };

            SimulateShared.DeductSkillInitialCost(data);
            float lastRegen = 0;
            while (data.CurrentTime < data.MaxTime)
            {
                // Apply Regeneration
                while (data.CurrentTime - lastRegen > 1.0f)
                {
                    SimulateShared.ApplyRegen(data, set);
                    lastRegen += 1.0f;
                }

                // Update the targets and running skills
                data.UpdateTargets(set);
                data.UpdateSkills();

                // Process running skills
                SimulateShared.ApplyRunningSkills(data, set);

                // Check if we have enough resources to perform the action
                ExecuteSkillResult result = SimulateShared.ExecuteSkill(data, set);
                switch (result)
                {
                    case ExecuteSkillResult.Cooldown:
                        {
                            set.AddStat(SimulationStat.DelayCooldown, TestInterval);
                            break;
                        }

                    case ExecuteSkillResult.Running:
                        {
                            set.AddStat(SimulationStat.DelayRunning, TestInterval);
                            break;
                        }

                    case ExecuteSkillResult.InsufficientResources:
                        {
                            set.AddStat(SimulationStat.DelayResource, TestInterval);
                            break;
                        }

                    case ExecuteSkillResult.InsufficientTime:
                        {
                            set.AddStat(SimulationStat.DelayTime, TestInterval);
                            break;
                        }

                    case ExecuteSkillResult.Success:
                        {
                            // We are done
                            continue;
                        }

                    default:
                        {
                            throw new NotImplementedException();
                        }
                }

                // The skill was not executed so pass some time
                data.CurrentTime += TestInterval;
            }

            return set;
        }
示例#4
0
 public static void FinalizeAction(ISimulationData data, SimulationSampleSet sampleSet)
 {
     float actionTime = GetActionTime(data);
     data.CurrentTime += actionTime;
     sampleSet.AddStat(SimulationStat.ActionTime, actionTime);
     sampleSet.AddStat(SimulationStat.DelayTime, data.MainData.Generic.ActionDelay);
     sampleSet.AddStat(SimulationStat.Actions);
 }