forked from wowsims/wotlk
/
character.go
730 lines (615 loc) · 23.1 KB
/
character.go
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package core
import (
"fmt"
"strconv"
"strings"
"time"
"golang.org/x/exp/slices"
"github.com/Tereneckla/wotlk/sim/core/proto"
"github.com/Tereneckla/wotlk/sim/core/stats"
"google.golang.org/protobuf/encoding/protowire"
"google.golang.org/protobuf/reflect/protoreflect"
)
type CharacterBuildPhase uint8
func (cbp CharacterBuildPhase) Matches(other CharacterBuildPhase) bool {
return (cbp & other) != 0
}
const (
CharacterBuildPhaseNone CharacterBuildPhase = 0
CharacterBuildPhaseBase CharacterBuildPhase = 1 << iota
CharacterBuildPhaseGear
CharacterBuildPhaseTalents
CharacterBuildPhaseBuffs
CharacterBuildPhaseConsumes
)
const CharacterBuildPhaseAll = CharacterBuildPhaseBase | CharacterBuildPhaseGear | CharacterBuildPhaseTalents | CharacterBuildPhaseBuffs | CharacterBuildPhaseConsumes
// Character is a data structure to hold all the shared values that all
// class logic shares.
// All players have stats, equipment, auras, etc
type Character struct {
Unit
Name string // Different from Label, needed for returned results.
Race proto.Race
Class proto.Class
Spec proto.Spec
ShattFaction proto.ShattrathFaction
// Current gear.
Equipment
//Item Swap Handler
ItemSwap ItemSwap
// Consumables this Character will be using.
Consumes *proto.Consumes
// Base stats for this Character.
baseStats stats.Stats
// Handles scaling that only affects stats from items
itemStatMultipliers stats.Stats
// Used to track if we need to separately apply multipliers, because
// equipment was already applied
equipStatsApplied bool
// Bonus stats for this Character, specified in the UI and/or EP
// calculator
bonusStats stats.Stats
bonusMHDps float64
bonusOHDps float64
bonusRangedDps float64
professions [2]proto.Profession
glyphs [6]int32
PrimaryTalentTree uint8
// Provides major cooldown management behavior.
majorCooldownManager
// Up reference to this Character's Party.
Party *Party
// This character's index within its party [0-4].
PartyIndex int
defensiveTrinketCD *Timer
offensiveTrinketCD *Timer
conjuredCD *Timer
Pets []*Pet // cached in AddPet, for advance()
}
func NewCharacter(party *Party, partyIndex int, player *proto.Player) Character {
if player.Database != nil {
addToDatabase(player.Database)
}
character := Character{
Unit: Unit{
Type: PlayerUnit,
Index: int32(party.Index*5 + partyIndex),
Level: CharacterLevel,
auraTracker: newAuraTracker(),
PseudoStats: stats.NewPseudoStats(),
Metrics: NewUnitMetrics(),
StatDependencyManager: stats.NewStatDependencyManager(),
ReactionTime: MaxDuration(0, time.Duration(player.ReactionTimeMs)*time.Millisecond),
ChannelClipDelay: MaxDuration(0, time.Duration(player.ChannelClipDelayMs)*time.Millisecond),
DistanceFromTarget: player.DistanceFromTarget,
IsUsingAPL: player.Rotation != nil && player.Rotation.Type == proto.APLRotation_TypeAPL,
},
Name: player.Name,
Race: player.Race,
Class: player.Class,
Spec: PlayerProtoToSpec(player),
ShattFaction: player.ShattFaction,
Equipment: ProtoToEquipment(player.Equipment),
professions: [2]proto.Profession{
player.Profession1,
player.Profession2,
},
Party: party,
PartyIndex: partyIndex,
majorCooldownManager: newMajorCooldownManager(player.Cooldowns),
}
character.GCD = character.NewTimer()
character.Label = fmt.Sprintf("%s (#%d)", character.Name, character.Index+1)
if player.Glyphs != nil {
character.glyphs = [6]int32{
player.Glyphs.Major1,
player.Glyphs.Major2,
player.Glyphs.Major3,
player.Glyphs.Minor1,
player.Glyphs.Minor2,
player.Glyphs.Minor3,
}
}
character.PrimaryTalentTree = GetPrimaryTalentTreeIndex(player.TalentsString)
character.Consumes = &proto.Consumes{}
if player.Consumes != nil {
character.Consumes = player.Consumes
}
character.baseStats = BaseStats[BaseStatsKey{Race: character.Race, Class: character.Class}]
character.AddStats(character.baseStats)
character.addUniversalStatDependencies()
for i := range character.itemStatMultipliers {
character.itemStatMultipliers[i] = 1
}
if player.BonusStats != nil {
if player.BonusStats.Stats != nil {
character.bonusStats = stats.FromFloatArray(player.BonusStats.Stats)
}
if player.BonusStats.PseudoStats != nil {
ps := player.BonusStats.PseudoStats
character.bonusMHDps = ps[proto.PseudoStat_PseudoStatMainHandDps]
character.bonusOHDps = ps[proto.PseudoStat_PseudoStatOffHandDps]
character.bonusRangedDps = ps[proto.PseudoStat_PseudoStatRangedDps]
character.PseudoStats.BonusMHDps += character.bonusMHDps
character.PseudoStats.BonusOHDps += character.bonusOHDps
character.PseudoStats.BonusRangedDps += character.bonusRangedDps
}
}
if weapon := character.OffHand(); weapon.ID != 0 {
if weapon.WeaponType == proto.WeaponType_WeaponTypeShield {
character.PseudoStats.CanBlock = true
}
}
character.PseudoStats.InFrontOfTarget = player.InFrontOfTarget
return character
}
func (character *Character) applyEquipScaling(stat stats.Stat, multiplier float64) float64 {
var oldValue = character.EquipStats()[stat]
character.itemStatMultipliers[stat] *= multiplier
var newValue = character.EquipStats()[stat]
return newValue - oldValue
}
func (character *Character) ApplyEquipScaling(stat stats.Stat, multiplier float64) {
var statDiff stats.Stats
statDiff[stat] = character.applyEquipScaling(stat, multiplier)
// Equipment stats already applied, so need to manually at the bonus to
// the character now to ensure correct values
if character.equipStatsApplied {
character.AddStats(statDiff)
}
}
func (character *Character) ApplyDynamicEquipScaling(sim *Simulation, stat stats.Stat, multiplier float64) {
statDiff := character.applyEquipScaling(stat, multiplier)
character.AddStatDynamic(sim, stat, statDiff)
}
func (character *Character) RemoveEquipScaling(stat stats.Stat, multiplier float64) {
var statDiff stats.Stats
statDiff[stat] = character.applyEquipScaling(stat, 1/multiplier)
// Equipment stats already applied, so need to manually at the bonus to
// the character now to ensure correct values
if character.equipStatsApplied {
character.AddStats(statDiff)
}
}
func (character *Character) RemoveDynamicEquipScaling(sim *Simulation, stat stats.Stat, multiplier float64) {
statDiff := character.applyEquipScaling(stat, 1/multiplier)
character.AddStatDynamic(sim, stat, statDiff)
}
func (character *Character) EquipStats() stats.Stats {
var baseEquipStats = character.Equipment.Stats()
var bonusEquipStats = baseEquipStats.Add(character.bonusStats)
return bonusEquipStats.DotProduct(character.itemStatMultipliers)
}
func (character *Character) applyEquipment() {
if character.equipStatsApplied {
panic("Equipment stats already applied to character!")
}
character.AddStats(character.EquipStats())
character.equipStatsApplied = true
}
func (character *Character) addUniversalStatDependencies() {
character.AddStat(stats.Health, 20-10*20)
character.AddStatDependency(stats.Stamina, stats.Health, 10)
character.AddStatDependency(stats.Agility, stats.Armor, 2)
}
// Returns a partially-filled PlayerStats proto for use in the CharacterStats api call.
func (character *Character) applyAllEffects(agent Agent, raidBuffs *proto.RaidBuffs, partyBuffs *proto.PartyBuffs, individualBuffs *proto.IndividualBuffs) *proto.PlayerStats {
playerStats := &proto.PlayerStats{}
measureStats := func() *proto.UnitStats {
return &proto.UnitStats{
Stats: character.SortAndApplyStatDependencies(character.stats).ToFloatArray(),
PseudoStats: character.GetPseudoStatsProto(),
}
}
applyRaceEffects(agent)
character.applyProfessionEffects()
character.applyBuildPhaseAuras(CharacterBuildPhaseBase)
playerStats.BaseStats = measureStats()
character.applyEquipment()
character.applyItemEffects(agent)
character.applyItemSetBonusEffects(agent)
character.applyBuildPhaseAuras(CharacterBuildPhaseGear)
playerStats.GearStats = measureStats()
agent.ApplyTalents()
character.applyBuildPhaseAuras(CharacterBuildPhaseTalents)
playerStats.TalentsStats = measureStats()
applyBuffEffects(agent, raidBuffs, partyBuffs, individualBuffs)
character.applyBuildPhaseAuras(CharacterBuildPhaseBuffs)
playerStats.BuffsStats = measureStats()
applyConsumeEffects(agent)
character.applyBuildPhaseAuras(CharacterBuildPhaseConsumes)
playerStats.ConsumesStats = measureStats()
character.clearBuildPhaseAuras(CharacterBuildPhaseAll)
for _, petAgent := range character.PetAgents {
applyPetBuffEffects(petAgent, raidBuffs, partyBuffs, individualBuffs)
}
return playerStats
}
func (character *Character) applyBuildPhaseAuras(phase CharacterBuildPhase) {
sim := Simulation{}
character.Env.MeasuringStats = true
for _, aura := range character.auras {
if aura.BuildPhase.Matches(phase) {
aura.Activate(&sim)
}
}
character.Env.MeasuringStats = false
}
func (character *Character) clearBuildPhaseAuras(phase CharacterBuildPhase) {
sim := Simulation{}
character.Env.MeasuringStats = true
for _, aura := range character.auras {
if aura.BuildPhase.Matches(phase) {
aura.Deactivate(&sim)
}
}
character.Env.MeasuringStats = false
}
// Apply effects from all equipped core.
func (character *Character) applyItemEffects(agent Agent) {
for slot, eq := range character.Equipment {
if applyItemEffect, ok := itemEffects[eq.ID]; ok {
applyItemEffect(agent)
}
for _, g := range eq.Gems {
if applyGemEffect, ok := itemEffects[g.ID]; ok {
applyGemEffect(agent)
}
}
// TODO: should we use eq.Enchant.EffectID because some enchants use a spellID instead of itemID?
if applyEnchantEffect, ok := enchantEffects[eq.Enchant.EffectID]; ok {
applyEnchantEffect(agent)
}
if applyWeaponEffect, ok := weaponEffects[eq.Enchant.EffectID]; ok {
applyWeaponEffect(agent, proto.ItemSlot(slot))
}
}
if character.ItemSwap.IsEnabled() {
offset := int(proto.ItemSlot_ItemSlotMainHand)
for i, item := range character.ItemSwap.unEquippedItems {
if applyEnchantEffect, ok := enchantEffects[item.Enchant.EffectID]; ok {
applyEnchantEffect(agent)
}
if applyWeaponEffect, ok := weaponEffects[item.Enchant.EffectID]; ok {
applyWeaponEffect(agent, proto.ItemSlot(offset+i))
}
}
}
}
func (character *Character) AddPet(pet PetAgent) {
if character.Env != nil {
panic("Pets must be added during construction!")
}
character.PetAgents = append(character.PetAgents, pet)
character.Pets = append(character.Pets, pet.GetPet())
}
func (character *Character) MultiplyMeleeSpeed(sim *Simulation, amount float64) {
character.Unit.MultiplyMeleeSpeed(sim, amount)
}
func (character *Character) MultiplyRangedSpeed(sim *Simulation, amount float64) {
character.Unit.MultiplyRangedSpeed(sim, amount)
}
func (character *Character) MultiplyAttackSpeed(sim *Simulation, amount float64) {
character.Unit.MultiplyAttackSpeed(sim, amount)
}
func (character *Character) GetBaseStats() stats.Stats {
return character.baseStats
}
// Returns the crit multiplier for a spell.
// https://web.archive.org/web/20081014064638/http://elitistjerks.com/f31/t12595-relentless_earthstorm_diamond_-_melee_only/p4/
// https://github.com/TheGroxEmpire/TBC_DPS_Warrior_Sim/issues/30
func (character *Character) calculateCritMultiplier(normalCritDamage float64, primaryModifiers float64, secondaryModifiers float64) float64 {
if character.HasMetaGemEquipped(34220) ||
character.HasMetaGemEquipped(32409) ||
character.HasMetaGemEquipped(41285) ||
character.HasMetaGemEquipped(41398) {
primaryModifiers *= 1.03
}
return 1.0 + (normalCritDamage*primaryModifiers-1.0)*(1.0+secondaryModifiers)
}
func (character *Character) calculateHealingCritMultiplier(normalCritDamage float64, primaryModifiers float64, secondaryModifiers float64) float64 {
if character.HasMetaGemEquipped(41376) {
primaryModifiers *= 1.03
}
return 1.0 + (normalCritDamage*primaryModifiers-1.0)*(1.0+secondaryModifiers)
}
func (character *Character) SpellCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64 {
return character.calculateCritMultiplier(1.5, primaryModifiers, secondaryModifiers)
}
func (character *Character) MeleeCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64 {
return character.calculateCritMultiplier(2.0, primaryModifiers, secondaryModifiers)
}
func (character *Character) HealingCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64 {
return character.calculateHealingCritMultiplier(1.5, primaryModifiers, secondaryModifiers)
}
func (character *Character) DefaultSpellCritMultiplier() float64 {
return character.SpellCritMultiplier(1, 0)
}
func (character *Character) DefaultMeleeCritMultiplier() float64 {
return character.MeleeCritMultiplier(1, 0)
}
func (character *Character) DefaultHealingCritMultiplier() float64 {
return character.HealingCritMultiplier(1, 0)
}
func (character *Character) AddRaidBuffs(_ *proto.RaidBuffs) {
}
func (character *Character) AddPartyBuffs(partyBuffs *proto.PartyBuffs) {
if character.Race == proto.Race_RaceDraenei {
partyBuffs.HeroicPresence = true
}
switch character.MainHand().ID {
case ItemIDAtieshMage:
partyBuffs.AtieshMage += 1
case ItemIDAtieshWarlock:
partyBuffs.AtieshWarlock += 1
}
switch character.Neck().ID {
case ItemIDBraidedEterniumChain:
partyBuffs.BraidedEterniumChain = true
case ItemIDChainOfTheTwilightOwl:
partyBuffs.ChainOfTheTwilightOwl = true
case ItemIDEyeOfTheNight:
partyBuffs.EyeOfTheNight = true
}
}
func (character *Character) initialize(agent Agent) {
character.majorCooldownManager.initialize(character)
if !character.IsUsingAPL {
character.DesyncTrinketProcs()
}
character.gcdAction = &PendingAction{
Priority: ActionPriorityGCD,
OnAction: func(sim *Simulation) {
if sim.CurrentTime < 0 {
return
}
if sim.Options.Interactive {
if character.GCD.IsReady(sim) {
sim.NeedsInput = true
character.doNothing = false
}
return
}
if character.Rotation != nil {
character.Rotation.DoNextAction(sim)
return
}
character.TryUseCooldowns(sim)
if character.GCD.IsReady(sim) {
agent.OnGCDReady(sim)
if !character.doNothing && character.GCD.IsReady(sim) && (!character.IsWaiting() && !character.IsWaitingForMana()) {
msg := fmt.Sprintf("Character `%s` did not perform any actions. Either this is a bug or agent should use 'WaitUntil' or 'WaitForMana' to explicitly wait.\n\tIf character has no action to perform use 'DoNothing'.", character.Label)
panic(msg)
}
character.doNothing = false
}
},
}
}
func (character *Character) Finalize() {
if character.Env.IsFinalized() {
return
}
character.PseudoStats.ParryHaste = character.PseudoStats.CanParry
character.Unit.finalize()
character.majorCooldownManager.finalize()
character.ItemSwap.finalize()
}
func (character *Character) FillPlayerStats(playerStats *proto.PlayerStats) {
if playerStats == nil {
return
}
character.applyBuildPhaseAuras(CharacterBuildPhaseAll)
playerStats.FinalStats = &proto.UnitStats{
Stats: character.GetStats().ToFloatArray(),
PseudoStats: character.GetPseudoStatsProto(),
}
character.clearBuildPhaseAuras(CharacterBuildPhaseAll)
playerStats.Sets = character.GetActiveSetBonusNames()
playerStats.Metadata = character.GetMetadata()
for _, pet := range character.Pets {
playerStats.Pets = append(playerStats.Pets, &proto.PetStats{
Metadata: pet.GetMetadata(),
})
}
if character.Rotation != nil {
playerStats.RotationStats = character.Rotation.getStats()
}
}
func (character *Character) init(sim *Simulation) {
character.Unit.init(sim)
}
func (character *Character) reset(sim *Simulation, agent Agent) {
character.Unit.reset(sim, agent)
character.majorCooldownManager.reset(sim)
character.ItemSwap.reset(sim)
character.CurrentTarget = character.defaultTarget
agent.Reset(sim)
for _, petAgent := range character.PetAgents {
petAgent.GetPet().reset(sim, petAgent)
}
}
// Advance moves time forward counting down auras, CDs, mana regen, etc
func (character *Character) advance(sim *Simulation) {
character.Unit.advance(sim)
for _, pet := range character.Pets {
if pet.enabled {
pet.advance(sim)
}
}
}
func (character *Character) HasProfession(prof proto.Profession) bool {
return prof == character.professions[0] || prof == character.professions[1]
}
func (character *Character) HasGlyph(glyphID int32) bool {
for _, g := range character.glyphs {
if g == glyphID {
return true
}
}
return false
}
func (character *Character) HasTrinketEquipped(itemID int32) bool {
return character.Trinket1().ID == itemID ||
character.Trinket2().ID == itemID
}
func (character *Character) HasRingEquipped(itemID int32) bool {
return character.Finger1().ID == itemID || character.Finger2().ID == itemID
}
func (character *Character) HasMetaGemEquipped(gemID int32) bool {
for _, gem := range character.Head().Gems {
if gem.ID == gemID {
return true
}
}
return false
}
// Returns the MH weapon if one is equipped, and null otherwise.
func (character *Character) GetMHWeapon() *Item {
weapon := character.MainHand()
if weapon.ID == 0 {
return nil
}
return weapon
}
func (character *Character) HasMHWeapon() bool {
return character.GetMHWeapon() != nil
}
// Returns the OH weapon if one is equipped, and null otherwise. Note that
// shields / Held-in-off-hand items are NOT counted as weapons in this function.
func (character *Character) GetOHWeapon() *Item {
weapon := character.OffHand()
if weapon.ID == 0 ||
weapon.WeaponType == proto.WeaponType_WeaponTypeShield ||
weapon.WeaponType == proto.WeaponType_WeaponTypeOffHand {
return nil
} else {
return weapon
}
}
func (character *Character) HasOHWeapon() bool {
return character.GetOHWeapon() != nil
}
// Returns the ranged weapon if one is equipped, and null otherwise.
func (character *Character) GetRangedWeapon() *Item {
weapon := character.Ranged()
if weapon.ID == 0 ||
weapon.RangedWeaponType == proto.RangedWeaponType_RangedWeaponTypeIdol ||
weapon.RangedWeaponType == proto.RangedWeaponType_RangedWeaponTypeLibram ||
weapon.RangedWeaponType == proto.RangedWeaponType_RangedWeaponTypeTotem {
return nil
} else {
return weapon
}
}
func (character *Character) HasRangedWeapon() bool {
return character.GetRangedWeapon() != nil
}
func (character *Character) GetProcMaskForEnchant(effectID int32) ProcMask {
return character.getProcMaskFor(func(weapon *Item) bool {
return weapon.Enchant.EffectID == effectID
})
}
func (character *Character) GetProcMaskForItem(itemID int32) ProcMask {
return character.getProcMaskFor(func(weapon *Item) bool {
return weapon.ID == itemID
})
}
func (character *Character) GetProcMaskForTypes(weaponTypes ...proto.WeaponType) ProcMask {
return character.getProcMaskFor(func(weapon *Item) bool {
return slices.Contains(weaponTypes, weapon.WeaponType)
})
}
func (character *Character) getProcMaskFor(pred func(weapon *Item) bool) ProcMask {
mask := ProcMaskUnknown
if pred(character.MainHand()) {
mask |= ProcMaskMeleeMH
}
if pred(character.OffHand()) {
mask |= ProcMaskMeleeOH
}
return mask
}
func (character *Character) doneIteration(sim *Simulation) {
// Need to do pets first, so we can add their results to the owners.
for _, pet := range character.Pets {
pet.doneIteration(sim)
character.Metrics.AddFinalPetMetrics(&pet.Metrics)
}
character.Unit.doneIteration(sim)
}
func (character *Character) GetPseudoStatsProto() []float64 {
vals := make([]float64, stats.PseudoStatsLen)
vals[proto.PseudoStat_PseudoStatMainHandDps] = character.AutoAttacks.MH.DPS()
vals[proto.PseudoStat_PseudoStatOffHandDps] = character.AutoAttacks.OH.DPS()
vals[proto.PseudoStat_PseudoStatRangedDps] = character.AutoAttacks.Ranged.DPS()
vals[proto.PseudoStat_PseudoStatBlockValueMultiplier] = character.PseudoStats.BlockValueMultiplier
// Base values are modified by Enemy attackTables, but we display for LVL 80 enemy as paperdoll default
vals[proto.PseudoStat_PseudoStatDodge] = character.PseudoStats.BaseDodge + character.GetDiminishedDodgeChance()
vals[proto.PseudoStat_PseudoStatParry] = character.PseudoStats.BaseParry + character.GetDiminishedParryChance()
//vals[proto.PseudoStat_PseudoStatMiss] = 0.05 + character.GetDiminishedMissChance() + character.PseudoStats.ReducedPhysicalHitTakenChance
return vals
}
func (character *Character) GetMetricsProto() *proto.UnitMetrics {
metrics := character.Metrics.ToProto()
metrics.Name = character.Name
metrics.UnitIndex = character.UnitIndex
metrics.Auras = character.auraTracker.GetMetricsProto()
metrics.Pets = make([]*proto.UnitMetrics, len(character.Pets))
for i, pet := range character.Pets {
metrics.Pets[i] = pet.GetMetricsProto()
}
return metrics
}
func (character *Character) GetDefensiveTrinketCD() *Timer {
return character.GetOrInitTimer(&character.defensiveTrinketCD)
}
func (character *Character) GetOffensiveTrinketCD() *Timer {
return character.GetOrInitTimer(&character.offensiveTrinketCD)
}
func (character *Character) GetConjuredCD() *Timer {
return character.GetOrInitTimer(&character.conjuredCD)
}
// Returns the talent tree (0, 1, or 2) of the tree with the most points.
//
// talentStr is expected to be a wowhead-formatted talent string, e.g.
// "12123131-123123123-123123213"
func GetPrimaryTalentTreeIndex(talentStr string) uint8 {
trees := strings.Split(talentStr, "-")
bestTree := 0
bestTreePoints := 0
for treeIdx, treeStr := range trees {
points := 0
for talentIdx := 0; talentIdx < len(treeStr); talentIdx++ {
v, _ := strconv.Atoi(string(treeStr[talentIdx]))
points += v
}
if points > bestTreePoints {
bestTreePoints = points
bestTree = treeIdx
}
}
return uint8(bestTree)
}
// Uses proto reflection to set fields in a talents proto (e.g. MageTalents,
// WarriorTalents) based on a talentsStr. treeSizes should contain the number
// of talents in each tree, usually around 30. This is needed because talent
// strings truncate 0's at the end of each tree, so we can't infer the start index
// of the tree from the string.
func FillTalentsProto(data protoreflect.Message, talentsStr string, treeSizes [3]int) {
treeStrs := strings.Split(talentsStr, "-")
fieldDescriptors := data.Descriptor().Fields()
var offset int
for treeIdx, treeStr := range treeStrs {
for talentIdx, talentValStr := range treeStr {
talentVal, _ := strconv.Atoi(string(talentValStr))
fd := fieldDescriptors.ByNumber(protowire.Number(offset + talentIdx + 1))
if fd.Kind() == protoreflect.BoolKind {
data.Set(fd, protoreflect.ValueOfBool(talentVal == 1))
} else { // Int32Kind
data.Set(fd, protoreflect.ValueOfInt32(int32(talentVal)))
}
}
offset += treeSizes[treeIdx]
}
}