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raid.go
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raid.go
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package core
import (
"slices"
"github.com/wowsims/sod/sim/core/proto"
"github.com/wowsims/sod/sim/core/stats"
googleProto "google.golang.org/protobuf/proto"
)
type Party struct {
Raid *Raid
Index int
Players []Agent
Pets []PetAgent // Cached list of all the pets in the party.
PlayersAndPets []Agent // Cached list of players + pets, concatenated.
dpsMetrics DistributionMetrics
hpsMetrics DistributionMetrics
}
func NewParty(raid *Raid, index int, partyConfig *proto.Party) *Party {
party := &Party{
Raid: raid,
Index: index,
dpsMetrics: NewDistributionMetrics(),
hpsMetrics: NewDistributionMetrics(),
}
for playerIndex, playerConfig := range partyConfig.Players {
if playerConfig != nil && playerConfig.Class != proto.Class_ClassUnknown {
party.Players = append(party.Players, NewAgent(party, playerIndex, playerConfig))
}
}
return party
}
func (party *Party) Size() int {
return len(party.Players)
}
func (party *Party) IsFull() bool {
return party.Size() >= 5
}
func (party *Party) GetPartyBuffs(basePartyBuffs *proto.PartyBuffs) *proto.PartyBuffs {
// Compute the full party buffs for this party.
partyBuffs := &proto.PartyBuffs{}
if basePartyBuffs != nil {
partyBuffs = googleProto.Clone(basePartyBuffs).(*proto.PartyBuffs)
}
for _, player := range party.Players {
player.AddPartyBuffs(partyBuffs)
player.GetCharacter().AddPartyBuffs(partyBuffs)
}
return partyBuffs
}
func (party *Party) AddStats(newStats stats.Stats) {
for _, agent := range party.Players {
agent.GetCharacter().AddStats(newStats)
}
}
func (party *Party) AddStat(stat stats.Stat, amount float64) {
for _, agent := range party.Players {
agent.GetCharacter().AddStat(stat, amount)
}
}
func (party *Party) reset(sim *Simulation) {
for _, agent := range party.Players {
agent.GetCharacter().reset(sim, agent)
}
party.dpsMetrics.reset()
party.hpsMetrics.reset()
}
func (party *Party) doneIteration(sim *Simulation) {
for _, agent := range party.Players {
agent.GetCharacter().doneIteration(sim)
party.dpsMetrics.Total += agent.GetCharacter().Metrics.dps.Total
party.hpsMetrics.Total += agent.GetCharacter().Metrics.hps.Total
}
party.dpsMetrics.doneIteration(sim)
party.hpsMetrics.doneIteration(sim)
}
func (party *Party) GetMetrics() *proto.PartyMetrics {
metrics := &proto.PartyMetrics{
Dps: party.dpsMetrics.ToProto(),
Hps: party.hpsMetrics.ToProto(),
}
playerIdx := 0
i := 0
for playerIdx < len(party.Players) {
player := party.Players[playerIdx]
if player.GetCharacter().PartyIndex == i {
metrics.Players = append(metrics.Players, player.GetCharacter().GetMetricsProto())
playerIdx++
} else {
metrics.Players = append(metrics.Players, &proto.UnitMetrics{})
}
i++
}
return metrics
}
type Raid struct {
Parties []*Party
dpsMetrics DistributionMetrics
hpsMetrics DistributionMetrics
AllPlayerUnits []*Unit // Cached list of all Players in the raid.
AllUnits []*Unit // Cached list of all Units (players and pets) in the raid.
nextPetIndex int32
replenishmentUnits []*Unit // All units who can receive replenishment.
curReplenishmentUnits [][]*Unit // Units that currently have replenishment active, separated by source.
leftoverReplenishmentUnits []*Unit // Units without replenishment currently active.
}
func (raid *Raid) GetActiveUnits() []*Unit {
activeUnits := []*Unit{}
for _, unit := range raid.AllUnits {
if unit.IsActive() {
activeUnits = append(activeUnits, unit)
}
}
return activeUnits
}
// Makes a new raid.
func NewRaid(raidConfig *proto.Raid) *Raid {
numParties := int(raidConfig.NumActiveParties)
if numParties == 0 {
numParties = len(raidConfig.Parties)
}
raid := &Raid{
dpsMetrics: NewDistributionMetrics(),
hpsMetrics: NewDistributionMetrics(),
nextPetIndex: int32(numParties) * 5,
}
for partyIndex, partyConfig := range raidConfig.Parties {
if partyConfig != nil && partyIndex < numParties {
raid.Parties = append(raid.Parties, NewParty(raid, partyIndex, partyConfig))
}
}
numDummies := min(24, int(raidConfig.TargetDummies))
for i := 0; i < numDummies; i++ {
party, partyIndex := raid.GetFirstEmptyRaidIndex()
dummy := NewTargetDummy(i, party, partyIndex)
party.Players = append(party.Players, dummy)
}
return raid
}
func (raid *Raid) Size() int {
totalPlayers := 0
for _, party := range raid.Parties {
totalPlayers += party.Size()
}
return totalPlayers
}
// Returns (party, index within party)
func (raid *Raid) GetFirstEmptyRaidIndex() (*Party, int) {
for _, party := range raid.Parties {
if party.IsFull() {
continue
}
for partyIndex := 0; partyIndex < 5; partyIndex++ {
slotTaken := false
for _, player := range party.Players {
if player.GetCharacter().PartyIndex == partyIndex {
slotTaken = true
}
}
if !slotTaken {
return party, partyIndex
}
}
}
panic("Raid is full")
}
func (raid *Raid) GetFirstTargetDummy() *TargetDummy {
for _, party := range raid.Parties {
for _, player := range party.Players {
dummy, ok := player.(*TargetDummy)
if ok {
return dummy
}
}
}
return nil
}
func (raid *Raid) getNextPetIndex() int32 {
petIndex := raid.nextPetIndex
raid.nextPetIndex++
return petIndex
}
func (raid *Raid) GetRaidBuffs(baseRaidBuffs *proto.RaidBuffs) *proto.RaidBuffs {
// Compute the full raid buffs from the raid.
raidBuffs := &proto.RaidBuffs{}
if baseRaidBuffs != nil {
raidBuffs = baseRaidBuffs
}
for _, party := range raid.Parties {
for _, player := range party.Players {
player.AddRaidBuffs(raidBuffs)
player.GetCharacter().AddRaidBuffs(raidBuffs)
}
}
return raidBuffs
}
// Precompute the playersAndPets array for each party.
func (raid *Raid) updatePlayersAndPets() {
var raidPlayers []*Unit
var raidPets []*Unit
for _, party := range raid.Parties {
party.Pets = []PetAgent{}
for _, player := range party.Players {
for _, petAgent := range player.GetCharacter().PetAgents {
party.Pets = append(party.Pets, petAgent)
raidPets = append(raidPets, &petAgent.GetPet().Unit)
}
}
party.PlayersAndPets = make([]Agent, len(party.Players)+len(party.Pets))
for i, player := range party.Players {
party.PlayersAndPets[i] = player
raidPlayers = append(raidPlayers, &player.GetCharacter().Unit)
}
for i, pet := range party.Pets {
party.PlayersAndPets[len(party.Players)+i] = pet
}
}
raid.AllUnits = append(raidPlayers, raidPets...)
raid.AllPlayerUnits = raidPlayers
slices.SortFunc(raid.AllUnits, func(u1, u2 *Unit) int {
return int(u1.Index - u2.Index)
})
slices.SortFunc(raid.AllPlayerUnits, func(u1, u2 *Unit) int {
return int(u1.Index - u2.Index)
})
}
func (raid *Raid) applyCharacterEffects(raidConfig *proto.Raid) *proto.RaidStats {
raidBuffs := raid.GetRaidBuffs(raidConfig.Buffs)
raidStats := &proto.RaidStats{}
for partyIdx, party := range raid.Parties {
partyConfig := raidConfig.Parties[partyIdx]
partyBuffs := party.GetPartyBuffs(partyConfig.Buffs)
partyStats := &proto.PartyStats{
Players: make([]*proto.PlayerStats, 5),
}
// Apply all buffs to the players in this party.
for playerIdx, player := range party.Players {
if playerIdx >= len(partyConfig.Players) {
// This happens for target dummies.
continue
}
playerConfig := partyConfig.Players[playerIdx]
individualBuffs := &proto.IndividualBuffs{}
if playerConfig.Buffs != nil {
individualBuffs = playerConfig.Buffs
}
char := player.GetCharacter()
char.EnableHealthBar()
char.trackChanceOfDeath(playerConfig.HealingModel)
partyStats.Players[char.PartyIndex] = char.applyAllEffects(player, raidBuffs, partyBuffs, individualBuffs)
for _, pet := range char.Pets {
pet.EnableHealthBar()
}
}
raidStats.Parties = append(raidStats.Parties, partyStats)
}
return raidStats
}
func (raid *Raid) AddStats(s stats.Stats) {
for _, party := range raid.Parties {
party.AddStats(s)
}
}
func (raid *Raid) GetPlayerParty(unit *Unit) *Party {
for _, party := range raid.Parties {
for _, agent := range party.Players {
if &agent.GetCharacter().Unit == unit {
return party
}
}
}
return &Party{}
}
func (raid *Raid) GetPlayersOfClass(class proto.Class) []Agent {
classPlayers := []Agent{}
for _, party := range raid.Parties {
for _, agent := range party.Players {
if agent.GetCharacter().Class == class {
classPlayers = append(classPlayers, agent)
}
}
}
return classPlayers
}
func (raid *Raid) GetPlayerFromUnit(unit *Unit) Agent {
for _, party := range raid.Parties {
for _, agent := range party.PlayersAndPets {
if &agent.GetCharacter().Unit == unit {
return agent
}
}
}
return nil
}
func (raid *Raid) GetFirstNPlayersOrPets(n int32) []*Unit {
return raid.AllUnits[:min(n, int32(len(raid.AllUnits)))]
}
func (raid *Raid) GetPlayerFromUnitIndex(unitIndex int32) Agent {
for _, party := range raid.Parties {
for _, agent := range party.PlayersAndPets {
if agent.GetCharacter().UnitIndex == unitIndex {
return agent
}
}
}
return nil
}
func (raid *Raid) reset(sim *Simulation) {
for _, party := range raid.Parties {
party.reset(sim)
}
raid.dpsMetrics.reset()
raid.hpsMetrics.reset()
}
func (raid *Raid) doneIteration(sim *Simulation) {
for _, party := range raid.Parties {
party.doneIteration(sim)
raid.dpsMetrics.Total += party.dpsMetrics.Total
raid.hpsMetrics.Total += party.hpsMetrics.Total
}
raid.dpsMetrics.doneIteration(sim)
raid.hpsMetrics.doneIteration(sim)
}
func (raid *Raid) GetMetrics() *proto.RaidMetrics {
metrics := &proto.RaidMetrics{
Dps: raid.dpsMetrics.ToProto(),
Hps: raid.hpsMetrics.ToProto(),
}
for _, party := range raid.Parties {
metrics.Parties = append(metrics.Parties, party.GetMetrics())
}
return metrics
}
func SinglePlayerRaidProto(player *proto.Player, partyBuffs *proto.PartyBuffs, raidBuffs *proto.RaidBuffs, debuffs *proto.Debuffs) *proto.Raid {
return &proto.Raid{
Parties: []*proto.Party{
{
Players: []*proto.Player{
player,
},
Buffs: partyBuffs,
},
},
Buffs: raidBuffs,
Debuffs: debuffs,
}
}
func RaidPlayersWithClass(raid *proto.Raid, class proto.Class) []*proto.Player {
var players []*proto.Player
for _, party := range raid.Parties {
for _, player := range party.Players {
if player != nil && player.Class == class {
players = append(players, player)
}
}
}
return players
}