private void SetBuffs(ParsedLog log) { _buffs = new List <Dictionary <long, FinalBuffs> >(); List <PhaseData> phases = log.FightData.GetPhases(log); for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++) { BuffDistribution buffDistribution = GetBuffDistribution(log, phaseIndex); var rates = new Dictionary <long, FinalBuffs>(); _buffs.Add(rates); Dictionary <long, long> buffPresence = GetBuffPresence(log, phaseIndex); PhaseData phase = phases[phaseIndex]; long phaseDuration = phase.DurationInMS; foreach (Buff buff in TrackedBuffs) { if (buffDistribution.ContainsKey(buff.ID)) { rates[buff.ID] = new FinalBuffs(buff, buffDistribution, buffPresence, phaseDuration); } } } }
private static double GetDistanceToTarget(Player player, ParsedLog log, PhaseData phase, List <Point3D> reference) { var positions = player.GetCombatReplayPolledPositions(log).Where(x => x.Time >= phase.Start && x.Time <= phase.End).ToList(); int offset = player.GetCombatReplayPolledPositions(log).Count(x => x.Time < phase.Start); if (positions.Count > 1 && reference.Count > 0) { var distances = new List <float>(); for (int time = 0; time < positions.Count; time++) { float deltaX = positions[time].X - reference[time + offset].X; float deltaY = positions[time].Y - reference[time + offset].Y; //float deltaZ = positions[time].Z - StackCenterPositions[time].Z; distances.Add((float)Math.Sqrt(deltaX * deltaX + deltaY * deltaY)); } return(distances.Sum() / distances.Count); } else { return(-1); } }
public List <AbstractDamageEvent> GetDamageLogs(Player p, ParsedLog log, NPC t, PhaseData phase) { switch (_srcType) { case DamageType.All: return(_dmgSrc == DamageSource.All ? p.GetDamageLogs(t, log, phase) : p.GetJustPlayerDamageLogs(t, log, phase)); case DamageType.Condition: return((_dmgSrc == DamageSource.All ? p.GetDamageLogs(t, log, phase) : p.GetJustPlayerDamageLogs(t, log, phase)).Where(x => x.IsCondi(log)).ToList()); case DamageType.Power: default: return((_dmgSrc == DamageSource.All ? p.GetDamageLogs(t, log, phase) : p.GetJustPlayerDamageLogs(t, log, phase)).Where(x => !x.IsCondi(log)).ToList()); } }
public static (List <Dictionary <long, FinalPlayerBuffs> >, List <Dictionary <long, FinalPlayerBuffs> >) GetBuffsForPlayers(List <Player> playerList, ParsedLog log, AgentItem agentItem) { var uptimesByPhase = new List <Dictionary <long, FinalPlayerBuffs> >(); var uptimesActiveByPhase = new List <Dictionary <long, FinalPlayerBuffs> >(); List <PhaseData> phases = log.FightData.GetPhases(log); for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++) { PhaseData phase = phases[phaseIndex]; long phaseDuration = phase.DurationInMS; var boonDistributions = new Dictionary <Player, BuffDistribution>(); foreach (Player p in playerList) { boonDistributions[p] = p.GetBuffDistribution(log, phaseIndex); } var boonsToTrack = new HashSet <Buff>(boonDistributions.SelectMany(x => x.Value).Select(x => log.Buffs.BuffsByIds[x.Key])); var final = new Dictionary <long, FinalPlayerBuffs>(); var finalActive = new Dictionary <long, FinalPlayerBuffs>(); foreach (Buff boon in boonsToTrack) { double totalGeneration = 0; double totalOverstack = 0; double totalWasted = 0; double totalUnknownExtension = 0; double totalExtension = 0; double totalExtended = 0; // double totalActiveGeneration = 0; double totalActiveOverstack = 0; double totalActiveWasted = 0; double totalActiveUnknownExtension = 0; double totalActiveExtension = 0; double totalActiveExtended = 0; bool hasGeneration = false; int activePlayerCount = 0; foreach (KeyValuePair <Player, BuffDistribution> pair in boonDistributions) { BuffDistribution boons = pair.Value; long playerActiveDuration = phase.GetActorActiveDuration(pair.Key, log); if (boons.ContainsKey(boon.ID)) { hasGeneration = hasGeneration || boons.HasSrc(boon.ID, agentItem); double generation = boons.GetGeneration(boon.ID, agentItem); double overstack = boons.GetOverstack(boon.ID, agentItem); double wasted = boons.GetWaste(boon.ID, agentItem); double unknownExtension = boons.GetUnknownExtension(boon.ID, agentItem); double extension = boons.GetExtension(boon.ID, agentItem); double extended = boons.GetExtended(boon.ID, agentItem); totalGeneration += generation; totalOverstack += overstack; totalWasted += wasted; totalUnknownExtension += unknownExtension; totalExtension += extension; totalExtended += extended; if (playerActiveDuration > 0) { activePlayerCount++; totalActiveGeneration += generation / playerActiveDuration; totalActiveOverstack += overstack / playerActiveDuration; totalActiveWasted += wasted / playerActiveDuration; totalActiveUnknownExtension += unknownExtension / playerActiveDuration; totalActiveExtension += extension / playerActiveDuration; totalActiveExtended += extended / playerActiveDuration; } } } totalGeneration /= phaseDuration; totalOverstack /= phaseDuration; totalWasted /= phaseDuration; totalUnknownExtension /= phaseDuration; totalExtension /= phaseDuration; totalExtended /= phaseDuration; if (hasGeneration) { var uptime = new FinalPlayerBuffs(); var uptimeActive = new FinalPlayerBuffs(); final[boon.ID] = uptime; finalActive[boon.ID] = uptimeActive; if (boon.Type == BuffType.Duration) { uptime.Generation = Math.Round(100.0 * totalGeneration / playerList.Count, GeneralHelper.BuffDigit); uptime.Overstack = Math.Round(100.0 * (totalOverstack + totalGeneration) / playerList.Count, GeneralHelper.BuffDigit); uptime.Wasted = Math.Round(100.0 * (totalWasted) / playerList.Count, GeneralHelper.BuffDigit); uptime.UnknownExtended = Math.Round(100.0 * (totalUnknownExtension) / playerList.Count, GeneralHelper.BuffDigit); uptime.ByExtension = Math.Round(100.0 * (totalExtension) / playerList.Count, GeneralHelper.BuffDigit); uptime.Extended = Math.Round(100.0 * (totalExtended) / playerList.Count, GeneralHelper.BuffDigit); // if (activePlayerCount > 0) { uptimeActive.Generation = Math.Round(100.0 * totalActiveGeneration / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.Overstack = Math.Round(100.0 * (totalActiveOverstack + totalActiveGeneration) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.Wasted = Math.Round(100.0 * (totalActiveWasted) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.UnknownExtended = Math.Round(100.0 * (totalActiveUnknownExtension) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.ByExtension = Math.Round(100.0 * (totalActiveExtension) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.Extended = Math.Round(100.0 * (totalActiveExtended) / activePlayerCount, GeneralHelper.BuffDigit); } } else if (boon.Type == BuffType.Intensity) { uptime.Generation = Math.Round(totalGeneration / playerList.Count, GeneralHelper.BuffDigit); uptime.Overstack = Math.Round((totalOverstack + totalGeneration) / playerList.Count, GeneralHelper.BuffDigit); uptime.Wasted = Math.Round((totalWasted) / playerList.Count, GeneralHelper.BuffDigit); uptime.UnknownExtended = Math.Round((totalUnknownExtension) / playerList.Count, GeneralHelper.BuffDigit); uptime.ByExtension = Math.Round((totalExtension) / playerList.Count, GeneralHelper.BuffDigit); uptime.Extended = Math.Round((totalExtended) / playerList.Count, GeneralHelper.BuffDigit); // if (activePlayerCount > 0) { uptimeActive.Generation = Math.Round(totalActiveGeneration / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.Overstack = Math.Round((totalActiveOverstack + totalActiveGeneration) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.Wasted = Math.Round((totalActiveWasted) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.UnknownExtended = Math.Round((totalActiveUnknownExtension) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.ByExtension = Math.Round((totalActiveExtension) / activePlayerCount, GeneralHelper.BuffDigit); uptimeActive.Extended = Math.Round((totalActiveExtended) / activePlayerCount, GeneralHelper.BuffDigit); } } } } uptimesByPhase.Add(final); uptimesActiveByPhase.Add(finalActive); } return(uptimesByPhase, uptimesActiveByPhase); }
public static (List <Dictionary <long, FinalPlayerBuffs> >, List <Dictionary <long, FinalPlayerBuffs> >) GetBuffsForSelf(ParsedLog log, Player player) { var selfBuffsActive = new List <Dictionary <long, FinalPlayerBuffs> >(); var selfBuffs = new List <Dictionary <long, FinalPlayerBuffs> >(); List <PhaseData> phases = log.FightData.GetPhases(log); for (int phaseIndex = 0; phaseIndex < phases.Count; phaseIndex++) { var final = new Dictionary <long, FinalPlayerBuffs>(); var finalActive = new Dictionary <long, FinalPlayerBuffs>(); PhaseData phase = phases[phaseIndex]; BuffDistribution selfBoons = player.GetBuffDistribution(log, phaseIndex); Dictionary <long, long> buffPresence = player.GetBuffPresence(log, phaseIndex); long phaseDuration = phase.DurationInMS; long playerActiveDuration = phase.GetActorActiveDuration(player, log); foreach (Buff boon in player.TrackedBuffs) { if (selfBoons.ContainsKey(boon.ID)) { var uptime = new FinalPlayerBuffs { Uptime = 0, Generation = 0, Overstack = 0, Wasted = 0, UnknownExtended = 0, ByExtension = 0, Extended = 0 }; var uptimeActive = new FinalPlayerBuffs { Uptime = 0, Generation = 0, Overstack = 0, Wasted = 0, UnknownExtended = 0, ByExtension = 0, Extended = 0 }; final[boon.ID] = uptime; finalActive[boon.ID] = uptimeActive; double generationValue = selfBoons.GetGeneration(boon.ID, player.AgentItem); double uptimeValue = selfBoons.GetUptime(boon.ID); double overstackValue = selfBoons.GetOverstack(boon.ID, player.AgentItem); double wasteValue = selfBoons.GetWaste(boon.ID, player.AgentItem); double unknownExtensionValue = selfBoons.GetUnknownExtension(boon.ID, player.AgentItem); double extensionValue = selfBoons.GetExtension(boon.ID, player.AgentItem); double extendedValue = selfBoons.GetExtended(boon.ID, player.AgentItem); if (boon.Type == BuffType.Duration) { uptime.Uptime = Math.Round(100.0 * uptimeValue / phaseDuration, GeneralHelper.BuffDigit); uptime.Generation = Math.Round(100.0 * generationValue / phaseDuration, GeneralHelper.BuffDigit); uptime.Overstack = Math.Round(100.0 * (overstackValue + generationValue) / phaseDuration, GeneralHelper.BuffDigit); uptime.Wasted = Math.Round(100.0 * wasteValue / phaseDuration, GeneralHelper.BuffDigit); uptime.UnknownExtended = Math.Round(100.0 * unknownExtensionValue / phaseDuration, GeneralHelper.BuffDigit); uptime.ByExtension = Math.Round(100.0 * extensionValue / phaseDuration, GeneralHelper.BuffDigit); uptime.Extended = Math.Round(100.0 * extendedValue / phaseDuration, GeneralHelper.BuffDigit); // if (playerActiveDuration > 0) { uptimeActive.Uptime = Math.Round(100.0 * uptimeValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Generation = Math.Round(100.0 * generationValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Overstack = Math.Round(100.0 * (overstackValue + generationValue) / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Wasted = Math.Round(100.0 * wasteValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.UnknownExtended = Math.Round(100.0 * unknownExtensionValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.ByExtension = Math.Round(100.0 * extensionValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Extended = Math.Round(100.0 * extendedValue / playerActiveDuration, GeneralHelper.BuffDigit); } } else if (boon.Type == BuffType.Intensity) { uptime.Uptime = Math.Round(uptimeValue / phaseDuration, GeneralHelper.BuffDigit); uptime.Generation = Math.Round(generationValue / phaseDuration, GeneralHelper.BuffDigit); uptime.Overstack = Math.Round((overstackValue + generationValue) / phaseDuration, GeneralHelper.BuffDigit); uptime.Wasted = Math.Round(wasteValue / phaseDuration, GeneralHelper.BuffDigit); uptime.UnknownExtended = Math.Round(unknownExtensionValue / phaseDuration, GeneralHelper.BuffDigit); uptime.ByExtension = Math.Round(extensionValue / phaseDuration, GeneralHelper.BuffDigit); uptime.Extended = Math.Round(extendedValue / phaseDuration, GeneralHelper.BuffDigit); // if (playerActiveDuration > 0) { uptimeActive.Uptime = Math.Round(uptimeValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Generation = Math.Round(generationValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Overstack = Math.Round((overstackValue + generationValue) / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Wasted = Math.Round(wasteValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.UnknownExtended = Math.Round(unknownExtensionValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.ByExtension = Math.Round(extensionValue / playerActiveDuration, GeneralHelper.BuffDigit); uptimeActive.Extended = Math.Round(extendedValue / playerActiveDuration, GeneralHelper.BuffDigit); } // if (buffPresence.TryGetValue(boon.ID, out long presenceValueBoon)) { uptime.Presence = Math.Round(100.0 * presenceValueBoon / phaseDuration, GeneralHelper.BuffDigit); // if (playerActiveDuration > 0) { uptimeActive.Presence = Math.Round(100.0 * presenceValueBoon / playerActiveDuration, GeneralHelper.BuffDigit); } } } } } selfBuffs.Add(final); selfBuffsActive.Add(finalActive); } return(selfBuffs, selfBuffsActive); }
public List <AbstractDamageEvent> GetDamageLogs(AbstractActor target, ParsedLog log, PhaseData phase) { if (!_damageLogsPerPhasePerTarget.TryGetValue(phase, out Dictionary <AbstractActor, List <AbstractDamageEvent> > targetDict)) { targetDict = new Dictionary <AbstractActor, List <AbstractDamageEvent> >(); _damageLogsPerPhasePerTarget[phase] = targetDict; } if (!targetDict.TryGetValue(target ?? GeneralHelper.NullActor, out List <AbstractDamageEvent> dls)) { dls = GetDamageLogs(target, log, phase.Start, phase.End); targetDict[target ?? GeneralHelper.NullActor] = dls; } return(dls); }
public FinalGameplayStatsAll(ParsedLog log, PhaseData phase, AbstractSingleActor actor) : base(log, phase, actor, null) { // If fake actor, stop if (actor.IsFakeActor) { return; } int phaseIndex = log.FightData.GetPhases(log).IndexOf(phase); foreach (AbstractCastEvent cl in actor.GetCastLogs(log, phase.Start, phase.End)) { switch (cl.Status) { case AbstractCastEvent.AnimationStatus.Iterrupted: Wasted++; TimeWasted += cl.SavedDuration; break; case AbstractCastEvent.AnimationStatus.Reduced: Saved++; TimeSaved += cl.SavedDuration; break; } if (cl.SkillId == SkillItem.WeaponSwapId) { SwapCount++; } } TimeSaved = Math.Round(TimeSaved / 1000.0, GeneralHelper.TimeDigit); TimeWasted = -Math.Round(TimeWasted / 1000.0, GeneralHelper.TimeDigit); double avgBoons = 0; foreach (long duration in actor.GetBuffPresence(log, phaseIndex).Where(x => log.Buffs.BuffsByIds[x.Key].Nature == BuffNature.Boon).Select(x => x.Value)) { avgBoons += duration; } AvgBoons = Math.Round(avgBoons / phase.DurationInMS, GeneralHelper.BuffDigit); long activeDuration = phase.GetActorActiveDuration(actor, log); AvgActiveBoons = activeDuration > 0 ? Math.Round(avgBoons / activeDuration, GeneralHelper.BuffDigit) : 0.0; double avgCondis = 0; foreach (long duration in actor.GetBuffPresence(log, phaseIndex).Where(x => log.Buffs.BuffsByIds[x.Key].Nature == BuffNature.Condition).Select(x => x.Value)) { avgCondis += duration; } AvgConditions = Math.Round(avgCondis / phase.DurationInMS, GeneralHelper.BuffDigit); AvgActiveConditions = activeDuration > 0 ? Math.Round(avgCondis / activeDuration, GeneralHelper.BuffDigit) : 0.0; if (log.CombatData.HasMovementData && actor is Player) { var positions = actor.GetCombatReplayPolledPositions(log).Where(x => x.Time >= phase.Start && x.Time <= phase.End).ToList(); List <Point3D> stackCenterPositions = log.Statistics.GetStackCenterPositions(log); int offset = actor.GetCombatReplayPolledPositions(log).Count(x => x.Time < phase.Start); if (positions.Count > 1) { var distances = new List <float>(); for (int time = 0; time < positions.Count; time++) { float deltaX = positions[time].X - stackCenterPositions[time + offset].X; float deltaY = positions[time].Y - stackCenterPositions[time + offset].Y; //float deltaZ = positions[time].Z - StackCenterPositions[time].Z; distances.Add((float)Math.Sqrt(deltaX * deltaX + deltaY * deltaY)); } StackDist = distances.Sum() / distances.Count; } else { StackDist = -1; } } }
public FinalSupportAll(ParsedLog log, PhaseData phase, AbstractSingleActor actor) : base(log, phase, actor, null) { long[] resArray = GetReses(log, actor, phase.Start, phase.End); Resurrects = (int)resArray[0]; ResurrectTime = resArray[1]; }