MosswartMassacre/MosswartMassacre/CombatStatsTracker.cs
Erik 0b1abf69f9 fix(combat): remove plugin-side lifetime — backend accumulates now
The plugin's _lifetimeState was always identical to _sessionState
because both started fresh on every load/login and accumulated the
same events. Lifetime needs persistence across sessions.

Fix: plugin now only maintains _sessionState and sends lifetime=null.
The backend computes deltas between consecutive session snapshots and
accumulates them into a persisted lifetime in the combat_stats DB table.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:58:21 +02:00

569 lines
28 KiB
C#

using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Decal.Adapter;
using Newtonsoft.Json;
namespace MosswartMassacre
{
/// <summary>
/// Parses Asheron's Call combat chat messages into structured stats,
/// matching every pattern tracked by Mag-Tools' Combat Tracker
/// (StandardTracker + AetheriaTracker + CloakTracker).
///
/// Maintains two CombatSessionState objects:
/// - _sessionState: cleared on login / manual reset
/// - Lifetime: accumulated on the backend by merging session deltas
///
/// Every 10 seconds, sends a combat_stats snapshot to MosswartOverlord
/// via WebSocket so the browser dashboard can display the same grid
/// that Mag-Tools shows in-game.
/// </summary>
public class CombatStatsTracker : IDisposable
{
private const int SendIntervalMs = 10000;
private readonly IPluginLogger _logger;
private CombatSessionState _sessionState = new CombatSessionState();
private System.Windows.Forms.Timer _sendTimer;
private bool _dirty;
private bool _disposed;
public CombatStatsTracker(IPluginLogger logger)
{
_logger = logger;
_sessionState.SessionStart = DateTime.UtcNow.ToString("o");
}
public void Start()
{
if (_sendTimer != null) return;
_sendTimer = new System.Windows.Forms.Timer();
_sendTimer.Interval = SendIntervalMs;
_sendTimer.Tick += OnSendTick;
_sendTimer.Start();
_logger?.Log("[CombatStats] Tracker started (10s send interval)");
}
public void Stop()
{
if (_sendTimer != null)
{
_sendTimer.Stop();
_sendTimer.Tick -= OnSendTick;
_sendTimer.Dispose();
_sendTimer = null;
}
}
public void RestartSession()
{
_sessionState.Clear();
_dirty = true;
}
// ═══════════════════════════════════════════════════════════════
// Public entry point — called from ChatEventRouter.OnChatText
// ═══════════════════════════════════════════════════════════════
private int _parseCount;
public void ProcessChatLine(string text)
{
if (string.IsNullOrEmpty(text)) return;
try
{
// DECAL ChatBoxMessage delivers raw text with HTML tags and
// trailing newlines. Strip them so ^...$ regex anchors work.
text = System.Text.RegularExpressions.Regex.Replace(text, "<[^>]+>", "");
text = text.TrimEnd('\r', '\n', ' ');
if (string.IsNullOrEmpty(text)) return;
// Skip non-combat chat (tells, channels, etc.)
if (IsNonCombatChat(text)) return;
// Diagnostic: log first few parses to verify the pipeline is live
if (_parseCount < 3)
{
_logger?.Log($"[CombatStats] ProcessChatLine invoked (#{_parseCount}): \"{text.Substring(0, Math.Min(text.Length, 80))}\"");
_parseCount++;
}
// Detect prefix flags (Mag-Tools does this via text.Contains)
bool isCrit = text.Contains("Critical hit!");
bool isOverpower = text.Contains("Overpower!");
bool isSneakAttack = text.Contains("Sneak Attack!");
bool isRecklessness = text.Contains("Recklessness!");
string myName = SafeCharacterName();
// ── Aetheria surges ──
if (TryParseAetheriaSurge(text, myName))
return;
// ── Cloak surges ──
if (TryParseCloakSurge(text, myName))
return;
// ── Evade / Resist (failed attacks) ──
if (TryParseFailedAttack(text, myName))
return;
// ── Kill messages ──
if (TryParseKill(text, myName))
return;
// ── Melee/Missile received ──
if (TryMatchPatterns(_meleeMissileReceived, text, out string recvSource, out int recvDmg))
{
RecordHit(recvSource, myName, AttackType.MeleeMissile, GetElementFromText(text),
recvDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
// ── Melee/Missile given ──
if (TryMatchPatterns(_meleeMissileGiven, text, out string givenTarget, out int givenDmg))
{
RecordHit(myName, givenTarget, AttackType.MeleeMissile, GetElementFromText(text),
givenDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
// ── Magic received ──
if (TryMatchPatterns(_magicReceived, text, out string magRecvSource, out int magRecvDmg))
{
RecordHit(magRecvSource, myName, AttackType.Magic, GetElementFromText(text),
magRecvDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
// ── Magic given ──
if (TryMatchPatterns(_magicGiven, text, out string magGivenTarget, out int magGivenDmg))
{
RecordHit(myName, magGivenTarget, AttackType.Magic, GetElementFromText(text),
magGivenDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
}
catch (Exception ex)
{
_logger?.Log($"[CombatStats] Parse error: {ex.Message}");
}
}
// ═══════════════════════════════════════════════════════════════
// Recording helpers
// ═══════════════════════════════════════════════════════════════
private void RecordHit(string source, string target, AttackType at, DamageElement el,
int damage, bool isCrit, bool isOverpower, bool isSneakAttack, bool isRecklessness)
{
string myName = SafeCharacterName();
bool weAreSource = source.Equals(myName, StringComparison.OrdinalIgnoreCase);
string monsterName = weAreSource ? target : source;
if (string.IsNullOrEmpty(monsterName)) return;
Action<CombatSessionState> apply = state =>
{
var rec = state.GetOrCreateMonster(monsterName);
var side = weAreSource ? rec.Offense : rec.Defense;
var stats = rec.GetOrCreateStats(side, at, el);
stats.TotalAttacks++;
if (isCrit)
{
stats.Crits++;
stats.TotalCritDamage += damage;
if (damage > stats.MaxCritDamage) stats.MaxCritDamage = damage;
}
else
{
stats.TotalNormalDamage += damage;
if (damage > stats.MaxNormalDamage) stats.MaxNormalDamage = damage;
}
if (weAreSource)
{
rec.DamageGiven += damage;
state.TotalDamageGiven += damage;
}
else
{
rec.DamageReceived += damage;
state.TotalDamageReceived += damage;
}
};
apply(_sessionState);
_dirty = true;
}
private void RecordFailedAttack(string source, string target, AttackType at)
{
string myName = SafeCharacterName();
bool weAreSource = source.Equals(myName, StringComparison.OrdinalIgnoreCase);
string monsterName = weAreSource ? target : source;
if (string.IsNullOrEmpty(monsterName)) return;
Action<CombatSessionState> apply = state =>
{
var rec = state.GetOrCreateMonster(monsterName);
var side = weAreSource ? rec.Offense : rec.Defense;
var stats = rec.GetOrCreateStats(side, at, DamageElement.None);
stats.TotalAttacks++;
stats.FailedAttacks++;
};
apply(_sessionState);
_dirty = true;
}
private void RecordKill(string targetName)
{
if (string.IsNullOrEmpty(targetName)) return;
Action<CombatSessionState> apply = state =>
{
var rec = state.GetOrCreateMonster(targetName);
rec.KillCount++;
state.TotalKills++;
};
apply(_sessionState);
_dirty = true;
}
private void RecordAetheriaSurge(string targetName)
{
if (string.IsNullOrEmpty(targetName)) return;
Action<CombatSessionState> apply = state =>
{
var rec = state.GetOrCreateMonster(targetName);
rec.AetheriaSurges++;
state.TotalAetheriaSurges++;
};
apply(_sessionState);
_dirty = true;
}
private void RecordCloakSurge(string sourceName)
{
if (string.IsNullOrEmpty(sourceName)) return;
Action<CombatSessionState> apply = state =>
{
var rec = state.GetOrCreateMonster(sourceName);
rec.CloakSurges++;
state.TotalCloakSurges++;
};
apply(_sessionState);
_dirty = true;
}
// ═══════════════════════════════════════════════════════════════
// Regex pattern matching — mirrors Mag-Tools CombatMessages.cs
// ═══════════════════════════════════════════════════════════════
// ── Failed attacks (evade/resist) ──
private static readonly Regex[] _failedAttacks = new[]
{
new Regex(@"^You evaded (?<name>.+)!$", RegexOptions.Compiled),
new Regex(@"^(?<name>.+) evaded your attack\.$", RegexOptions.Compiled),
new Regex(@"^You resist the spell cast by (?<name>.+)$", RegexOptions.Compiled),
new Regex(@"^(?<name>.+) resists your spell$", RegexOptions.Compiled),
};
private bool TryParseFailedAttack(string text, string myName)
{
foreach (var rx in _failedAttacks)
{
var m = rx.Match(text);
if (!m.Success) continue;
string parsed = m.Groups["name"].Value;
if (text.StartsWith("You evaded "))
RecordFailedAttack(parsed, myName, AttackType.MeleeMissile);
else if (text.Contains(" evaded your attack"))
RecordFailedAttack(myName, parsed, AttackType.MeleeMissile);
else if (text.StartsWith("You resist the spell cast by "))
RecordFailedAttack(parsed, myName, AttackType.Magic);
else if (text.Contains(" resists your spell"))
RecordFailedAttack(myName, parsed, AttackType.Magic);
return true;
}
return false;
}
// ── Kill messages — same patterns as KillTracker ──
private static readonly Regex[] _killPatterns = new[]
{
new Regex(@"^You flatten (?<targetname>.+)'s body with the force of your assault!$", RegexOptions.Compiled),
new Regex(@"^You bring (?<targetname>.+) to a fiery end!$", RegexOptions.Compiled),
new Regex(@"^You beat (?<targetname>.+) to a lifeless pulp!$", RegexOptions.Compiled),
new Regex(@"^You smite (?<targetname>.+) mightily!$", RegexOptions.Compiled),
new Regex(@"^You obliterate (?<targetname>.+)!$", RegexOptions.Compiled),
new Regex(@"^You run (?<targetname>.+) through!$", RegexOptions.Compiled),
new Regex(@"^You reduce (?<targetname>.+) to a sizzling, oozing mass!$", RegexOptions.Compiled),
new Regex(@"^You knock (?<targetname>.+) into next Morningthaw!$", RegexOptions.Compiled),
new Regex(@"^You split (?<targetname>.+) apart!$", RegexOptions.Compiled),
new Regex(@"^You cleave (?<targetname>.+) in twain!$", RegexOptions.Compiled),
new Regex(@"^You slay (?<targetname>.+) viciously enough to impart death several times over!$", RegexOptions.Compiled),
new Regex(@"^You reduce (?<targetname>.+) to a drained, twisted corpse!$", RegexOptions.Compiled),
new Regex(@"^Your killing blow nearly turns (?<targetname>.+) inside-out!$", RegexOptions.Compiled),
new Regex(@"^Your attack stops (?<targetname>.+) cold!$", RegexOptions.Compiled),
new Regex(@"^Your lightning coruscates over (?<targetname>.+)'s mortal remains!$", RegexOptions.Compiled),
new Regex(@"^Your assault sends (?<targetname>.+) to an icy death!$", RegexOptions.Compiled),
new Regex(@"^You killed (?<targetname>.+)!$", RegexOptions.Compiled),
new Regex(@"^The thunder of crushing (?<targetname>.+) is followed by the deafening silence of death!$", RegexOptions.Compiled),
new Regex(@"^The deadly force of your attack is so strong that (?<targetname>.+)'s ancestors feel it!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+)'s seared corpse smolders before you!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is reduced to cinders!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is shattered by your assault!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) catches your attack, with dire consequences!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is utterly destroyed by your attack!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) suffers a frozen fate!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+)'s perforated corpse falls before you!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is fatally punctured!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+)'s death is preceded by a sharp, stabbing pain!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is torn to ribbons by your assault!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is liquified by your attack!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+)'s last strength dissolves before you!$", RegexOptions.Compiled),
new Regex(@"^Electricity tears (?<targetname>.+) apart!$", RegexOptions.Compiled),
new Regex(@"^Blistered by lightning, (?<targetname>.+) falls!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+)'s last strength withers before you!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is dessicated by your attack!$", RegexOptions.Compiled),
new Regex(@"^(?<targetname>.+) is incinerated by your assault!$", RegexOptions.Compiled),
};
private bool TryParseKill(string text, string myName)
{
foreach (var rx in _killPatterns)
{
var m = rx.Match(text);
if (m.Success)
{
RecordKill(m.Groups["targetname"].Value);
return true;
}
}
return false;
}
// ── Melee/Missile received ──
private static readonly Regex[] _meleeMissileReceived = new[]
{
// Critical hit! Overpower! X smashes your leg for N points of bludgeoning damage!
new Regex(@"^Critical hit! Overpower! (?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Critical hit! X scratches your leg for N points of slashing damage!
new Regex(@"^Critical hit! (?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Overpower! X bashes your foot for N points of bludgeoning damage!
new Regex(@"^Overpower! (?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// X grazes your upper arm for N points of bludgeoning damage!
new Regex(@"^(?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
};
// ── Melee/Missile given ──
private static readonly Regex[] _meleeMissileGiven = new[]
{
// Critical hit! Sneak Attack! Recklessness! You crush X for N points of bludgeoning damage!
new Regex(@"^Critical hit!\s+Sneak Attack! Recklessness! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Critical hit! Sneak Attack! You chill X for N points of cold damage!
new Regex(@"^Critical hit!\s+Sneak Attack! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Critical hit! You scorch X for N points of fire damage!
new Regex(@"^Critical hit!\s+You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Sneak Attack! Recklessness! You scratch X for N points of slashing damage!
new Regex(@"^Sneak Attack! Recklessness! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Sneak Attack! You chill X for N points of cold damage!
new Regex(@"^Sneak Attack! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// Recklessness! You scratch X for N points of slashing damage!
new Regex(@"^Recklessness! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
// You scorch X for N points of fire damage!
new Regex(@"^You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
};
// ── Magic received ──
private static readonly Regex[] _magicReceived = new[]
{
// Critical hit! Overpower! X shocks you for N points with Incantation of Lightning Arc.
new Regex(@"^Critical hit! Overpower! (?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
// Critical hit! X smashes you for N points with Incantation of Shock Wave Streak.
new Regex(@"^Critical hit! (?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
// Overpower! X shocks you for N points with Incantation of Lightning Arc.
new Regex(@"^Overpower! (?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
// X scorches you for N points with Flame Arc VII.
new Regex(@"^(?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
// Magical energies lose N points of health due to X casting Vitality Siphon
new Regex(@"^Magical energies lose (?<points>\d+) point.* of health due to (?<name>.+) casting .+$", RegexOptions.Compiled),
// You lose N points of health due to X casting Drain Health Other V on you
new Regex(@"^You lose (?<points>\d+) point.* of health due to (?<name>.+) casting .+$", RegexOptions.Compiled),
// X casts Harm Other VI and drains N points ...
new Regex(@"^(?<name>.+) casts .+ and drains (?<points>\d+) point.* .+$", RegexOptions.Compiled),
};
// ── Magic given ──
private static readonly Regex[] _magicGiven = new[]
{
// Critical hit! You smash X for N points with Incantation of Shock Wave Streak.
new Regex(@"^Critical hit! You [\w]+ (?<name>.+) for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
// You nick X for N points with Incantation of Force Bolt.
new Regex(@"^You [\w]+ (?<name>.+) for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
};
// ── Aetheria surges ──
private static readonly Regex _aetheriaSurge =
new Regex(@"^Aetheria surges on (?<name>.+) with the ", RegexOptions.Compiled);
private bool TryParseAetheriaSurge(string text, string myName)
{
if (!text.StartsWith("Aetheria surges on ")) return false;
var m = _aetheriaSurge.Match(text);
if (!m.Success) return false;
RecordAetheriaSurge(m.Groups["name"].Value);
return true;
}
// ── Cloak surges ──
private bool TryParseCloakSurge(string text, string myName)
{
// "Your cloak ..." messages indicate our cloak procc'd against an attacker.
// We don't have the attacker name easily, so we track as a global surge count.
if (text.StartsWith("Your cloak") || text.Contains("Shroud of Darkness"))
{
// For cloak surges we store against a synthetic "Cloak Surges" monster key
// since MT tracks them as a total count, not per-monster.
RecordCloakSurge("__cloak_surges__");
return true;
}
return false;
}
// ── Generic pattern matcher (returns name + points) ──
private static bool TryMatchPatterns(Regex[] patterns, string text,
out string name, out int points)
{
foreach (var rx in patterns)
{
var m = rx.Match(text);
if (m.Success)
{
name = m.Groups["name"].Value;
int.TryParse(m.Groups["points"].Value, out points);
return true;
}
}
name = null;
points = 0;
return false;
}
// ═══════════════════════════════════════════════════════════════
// Element detection — matches Mag-Tools StandardTracker logic
// ═══════════════════════════════════════════════════════════════
private static DamageElement GetElementFromText(string text)
{
// Slash
if (text.Contains("slash") || text.Contains(" cut") || text.Contains(" scratch") || text.Contains(" mangle"))
return DamageElement.Slash;
// Pierce
if (text.Contains("pierc") || text.Contains(" gore") || text.Contains(" impale") || text.Contains(" nick") || text.Contains(" stab"))
return DamageElement.Pierce;
// Bludgeon
if (text.Contains("bludge") || text.Contains(" smash") || text.Contains(" bash") || text.Contains(" graze") || text.Contains(" crush"))
return DamageElement.Bludgeon;
// Fire
if (text.Contains("fire") || text.Contains(" burn") || text.Contains(" singe") || text.Contains(" scorch") || text.Contains(" incinerate"))
return DamageElement.Fire;
// Cold
if (text.Contains("cold") || text.Contains(" frost") || text.Contains(" chill") || text.Contains(" numb") || text.Contains(" freeze"))
return DamageElement.Cold;
// Acid
if (text.Contains("acid") || text.Contains(" blister") || text.Contains(" sear") || text.Contains(" corrode") || text.Contains(" dissolve"))
return DamageElement.Acid;
// Electric
if (text.Contains("electric") || text.Contains(" lightning") || text.Contains(" jolt") || text.Contains(" shock") || text.Contains(" spark") || text.Contains(" blast"))
return DamageElement.Electric;
// Nether → Typeless
if (text.Contains(" eradicate") || text.Contains(" wither") || text.Contains(" scar") || text.Contains(" twist"))
return DamageElement.Typeless;
// Life magic drains → Typeless
if (text.Contains(" deplete") || text.Contains(" siphon") || text.Contains(" exhaust") || text.Contains(" drain") || text.Contains(" lose ") || text.Contains(" health "))
return DamageElement.Typeless;
return DamageElement.Unknown;
}
// ═══════════════════════════════════════════════════════════════
// Chat filtering
// ═══════════════════════════════════════════════════════════════
private static bool IsNonCombatChat(string text)
{
// Quick filters to skip non-combat lines before regex work
if (text.StartsWith("<Tell:") || text.StartsWith("[")) return true;
if (text.StartsWith("You say,") || text.StartsWith("You tell ")) return true;
if (text.Contains(" tells you,") || text.Contains(" says,")) return true;
return false;
}
// ═══════════════════════════════════════════════════════════════
// Periodic send
// ═══════════════════════════════════════════════════════════════
private int _sendCount;
private void OnSendTick(object sender, EventArgs e)
{
if (!_dirty) return;
_dirty = false;
_sendCount++;
if (_sendCount <= 3)
_logger?.Log($"[CombatStats] Sending snapshot #{_sendCount}: {_sessionState.TotalKills} kills, {_sessionState.TotalDamageGiven} dmg given, {_sessionState.Monsters.Count} monsters");
try
{
var payload = new
{
type = "combat_stats",
timestamp = DateTime.UtcNow.ToString("o"),
character_name = SafeCharacterName(),
session_id = WebSocket.SessionId ?? "",
session = _sessionState,
lifetime = (object)null, // lifetime is accumulated on the backend
};
_ = WebSocket.SendCombatStatsAsync(payload);
}
catch (Exception ex)
{
_logger?.Log($"[CombatStats] Send error: {ex.Message}");
}
}
// ═══════════════════════════════════════════════════════════════
// Helpers
// ═══════════════════════════════════════════════════════════════
private static string SafeCharacterName()
{
try { return CoreManager.Current.CharacterFilter?.Name ?? ""; }
catch { return ""; }
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
Stop();
}
}
}