/
results.go
236 lines (213 loc) · 8.97 KB
/
results.go
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package result
import (
"fmt"
"sort"
"strings"
"github.com/genshinsim/gcsim/pkg/agg"
"github.com/genshinsim/gcsim/pkg/enemy"
"github.com/genshinsim/gcsim/pkg/gcs/ast"
"github.com/genshinsim/gcsim/pkg/simulation"
)
// TODO: only here for support with the existing UI
// TODO: this entire results class will be refactored with the stats redesign
// TODO: initial refactor: https://github.com/unleashurgeek/gcsim/blob/18b9356f51294270affb846382bc1f292ffb1c23/pkg/result/results.go
type Summary struct {
//version stuff
V2 bool `json:"v2"`
Version string `json:"version"`
BuildDate string `json:"build_date"`
IsDamageMode bool `json:"is_damage_mode"`
ActiveChar string `json:"active_char"`
CharNames []string `json:"char_names"`
DamageByChar []map[string]agg.FloatStat `json:"damage_by_char"`
DamageInstancesByChar []map[string]agg.IntStat `json:"damage_instances_by_char"`
DamageByCharByTargets []map[int]agg.FloatStat `json:"damage_by_char_by_targets"`
CharActiveTime []agg.IntStat `json:"char_active_time"`
AbilUsageCountByChar []map[string]agg.IntStat `json:"abil_usage_count_by_char"`
ParticleCount map[string]agg.FloatStat `json:"particle_count"`
ReactionsTriggered map[string]agg.IntStat `json:"reactions_triggered"`
ElementUptime []map[string]agg.IntStat `json:"ele_uptime"`
RequiredER []float64 `json:"required_er"`
IncompleteChars []string `json:"incomplete_chars"`
Duration agg.FloatStat `json:"sim_duration"`
//final result
Damage agg.FloatStat `json:"damage"`
DPS agg.FloatStat `json:"dps"`
DPSByTarget map[int]agg.FloatStat `json:"dps_by_target"`
DamageOverTime map[string]agg.FloatStat `json:"damage_over_time"`
Iterations int `json:"iter"`
Runtime float64 `json:"runtime"`
//other info
NumTargets int `json:"num_targets"` //TODO: to deprecate this
CharDetails []simulation.CharacterDetail `json:"char_details"`
TargetDetails []enemy.EnemyProfile `json:"target_details"`
//for tracking min/max run
MinSeed int64 `json:"-"`
MaxSeed int64 `json:"-"`
//put these last so result is kinda readable by human
Config string `json:"config_file"`
Text string `json:"text"`
Debug []map[string]interface{} `json:"debug"`
DebugMinDPSRun []map[string]interface{} `json:"debug_min_dps_run,omitempty"`
DebugMaxDPSRun []map[string]interface{} `json:"debug_max_dps_run,omitempty"`
}
// TODO: very temporary mess to have the new aggregate system connect to the legacy summary
func (r *Summary) Map(cfg *ast.ActionList, result *agg.Result) {
for _, v := range cfg.Characters {
r.CharNames = append(r.CharNames, v.Base.Key.String())
if !IsCharacterComplete(v.Base.Key) {
r.IncompleteChars = append(r.IncompleteChars, v.Base.Key.String())
}
}
// metadata agg
r.MinSeed = int64(result.MinSeed)
r.MaxSeed = int64(result.MaxSeed)
r.Duration = result.Duration
// overview agg
r.DPS = result.DPS
r.Damage = result.TotalDamage
// legacy agg
r.DamageByChar = result.Legacy.DamageByChar
r.DamageInstancesByChar = result.Legacy.DamageInstancesByChar
r.DamageByCharByTargets = result.Legacy.DamageByCharByTargets
r.CharActiveTime = result.Legacy.CharActiveTime
r.AbilUsageCountByChar = result.Legacy.AbilUsageCountByChar
r.ParticleCount = result.Legacy.ParticleCount
r.ReactionsTriggered = result.Legacy.ReactionsTriggered
r.ElementUptime = result.Legacy.ElementUptime
r.DPSByTarget = result.Legacy.DPSByTarget
r.DamageOverTime = result.Legacy.DamageOverTime
}
func (r *Summary) PrettyPrint() string {
var sb strings.Builder
for i, t := range r.DamageByChar {
if i == 0 {
sb.WriteString("------------------------------------------\n")
}
sb.WriteString(fmt.Sprintf("%v contributed the following dps:\n", r.CharNames[i]))
keys := make([]string, 0, len(t))
for k := range t {
keys = append(keys, k)
}
sort.Strings(keys)
var total float64
for _, k := range keys {
v := t[k]
damageInstances := r.DamageInstancesByChar[i][k]
sb.WriteString(fmt.Sprintf("\t%v (%.2f%% of total, %.2f average damage procs): avg %.2f [min: %.2f | max: %.2f] \n", k, 100*v.Mean/r.DPS.Mean, damageInstances.Mean, v.Mean, v.Min, v.Max))
total += v.Mean
}
sb.WriteString(fmt.Sprintf("%v total avg dps: %.2f; total percentage: %.0f%%\n", r.CharNames[i], total, 100*total/r.DPS.Mean))
}
for i, t := range r.AbilUsageCountByChar {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Character ability usage:\n")
}
sb.WriteString(fmt.Sprintf("%v used the following abilities:\n", r.CharNames[i]))
keys := make([]string, 0, len(t))
for k := range t {
keys = append(keys, k)
}
sort.Strings(keys)
for _, k := range keys {
v := t[k]
sb.WriteString(fmt.Sprintf("\t%v: avg %.2f [min: %v | max: %v]\n", k, v.Mean, v.Min, v.Max))
}
}
for i, v := range r.CharActiveTime {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Character field time:\n")
}
sb.WriteString(fmt.Sprintf("%v on average active for %.0f%% [min: %.0f%% | max: %.0f%%]\n", r.CharNames[i], 100*v.Mean/(r.Duration.Mean*60), float64(100*v.Min)/(r.Duration.Mean*60), float64(100*v.Max)/(r.Duration.Mean*60)))
}
pk := make([]string, 0, len(r.ParticleCount))
for k := range r.ParticleCount {
pk = append(pk, k)
}
sort.Strings(pk)
for i, k := range pk {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Particle count:\n")
}
v := r.ParticleCount[k]
sb.WriteString(fmt.Sprintf("\t%v: avg %.2f [min: %v max: %v]\n", k, v.Mean, v.Min, v.Max))
}
rk := make([]string, 0, len(r.ReactionsTriggered))
for k := range r.ReactionsTriggered {
rk = append(rk, k)
}
for i, k := range rk {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Reactions:\n")
}
v := r.ReactionsTriggered[k]
sb.WriteString(fmt.Sprintf("\t%v: avg %.2f [min: %v max: %v]\n", k, v.Mean, v.Min, v.Max))
}
for i, m := range r.ElementUptime {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Element up time:\n")
}
sb.WriteString(fmt.Sprintf("\tTarget #%v\n", i+1))
for k, v := range m {
if k == "" {
k = "none"
}
sb.WriteString(fmt.Sprintf("\t\t%v: avg %.2f%% [min: %.2f%% max: %.2f%%]\n", k, 100*v.Mean/(r.Duration.Mean*60), float64(100*v.Min)/(r.Duration.Mean*60), float64(100*v.Max)/(r.Duration.Mean*60)))
}
}
// Recommended ER, only in ER calc mode
if r.RequiredER != nil {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Recommended Total Energy Recharge:\n")
for i, t := range r.RequiredER {
sb.WriteString(fmt.Sprintf("\t%v: %.0f%% \n", r.CharNames[i], t*100))
}
}
flagDamageByTargets := true
for i, t := range r.DamageByCharByTargets {
// Save some space if there is only one target - redundant information
if len(t) == 1 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Damage by Target Omitted (Only 1 Target)\n")
flagDamageByTargets = false
break
}
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Damage by Target:\n")
}
sb.WriteString(fmt.Sprintf("%v contributed the following dps:\n", r.CharNames[i]))
keys := make([]int, 0, len(t))
for k := range t {
keys = append(keys, k)
}
sort.Ints(keys)
var total float64
for _, k := range keys {
v := t[k]
sb.WriteString(fmt.Sprintf("\t%v (%.2f%% of total): avg %.2f [min: %.2f | max: %.2f] \n", k, 100*v.Mean/r.DPS.Mean, v.Mean, v.Min, v.Max))
total += v.Mean
}
sb.WriteString(fmt.Sprintf("%v total avg dps: %.2f; total percentage: %.0f%%\n", r.CharNames[i], total, 100*total/r.DPS.Mean))
}
if flagDamageByTargets {
keys := make([]int, 0, len(r.DPSByTarget))
for k := range r.DPSByTarget {
keys = append(keys, k)
}
sort.Ints(keys)
for _, i := range keys {
sb.WriteString(fmt.Sprintf("%v (%.2f%% of total): Average %.2f DPS over %.2f seconds (std: %.2f)\n", i, 100*r.DPSByTarget[i].Mean/r.DPS.Mean, r.DPSByTarget[i].Mean, r.Duration.Mean, r.DPSByTarget[i].SD))
}
}
sb.WriteString("------------------------------------------\n")
sb.WriteString(fmt.Sprintf("Average duration of %.2f seconds (min: %.2f max: %.2f std: %.2f)\n", r.Duration.Mean, r.Duration.Min, r.Duration.Max, r.Duration.SD))
sb.WriteString(fmt.Sprintf("Average %.2f damage over %.2f seconds, resulting in %.0f dps (min: %.2f max: %.2f std: %.2f) \n", r.Damage.Mean, r.Duration.Mean, r.DPS.Mean, r.DPS.Min, r.DPS.Max, r.DPS.SD))
sb.WriteString(fmt.Sprintf("Simulation completed %v iterations in %.3f seconds\n", r.Iterations, r.Runtime/1000000000))
return sb.String()
}