Slice 2: telemetry, vitals, chat, spawn/portal, rare, kills and combat stats

The frames the backend reads most, each pinned by a golden test written from
the original's source (field order, JSON types, string-formatted numbers,
mem_mb in bytes, the PascalCase aggregates Newtonsoft emits for combat_stats).
Coordinates repeat the original's float arithmetic from the landblock-local
float, so ew/ns carry the same float-widened values as before. Telemetry goes
out on connect and every 5 s, vitals every 5 s, combat stats every 10 s when
dirty. The rare meta-state switch is not carried over (owner decision); the
allegiance rare announcement and the !report reply are. Kill patterns and
combat patterns are the original's, unchanged.

Also fixes the tick scheduler re-arming repeating jobs from now instead of
from their due time, which made every cadence drift a frame late per period.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-09-25 12:12:22 +02:00
parent 5dbb294a96
commit 1ff0a40aeb
19 changed files with 1824 additions and 5 deletions

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// The combat_stats wire model, kept exactly as the original declared it:
// public fields with snake_case names, enum names as strings, and the
// aggregate getters Newtonsoft also emits (the backend receives those too).
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace OpenAC.MosswartMassacre.Trackers
{
[JsonConverter(typeof(StringEnumConverter))]
public enum DamageElement
{
None,
Unknown,
Typeless,
Slash,
Pierce,
Bludgeon,
Fire,
Cold,
Acid,
Electric,
}
[JsonConverter(typeof(StringEnumConverter))]
public enum AttackType
{
Unknown,
MeleeMissile,
Magic,
}
/// <summary>
/// Per-element damage statistics within a single attack type.
/// Mirrors Mag-Tools CombatInfo.DamageByAttackType.DamageByElement.
/// </summary>
public class DamageStats
{
[JsonProperty("total_attacks")] public int TotalAttacks;
[JsonProperty("failed_attacks")] public int FailedAttacks;
[JsonProperty("crits")] public int Crits;
[JsonProperty("total_normal_damage")] public int TotalNormalDamage;
[JsonProperty("max_normal_damage")] public int MaxNormalDamage;
[JsonProperty("total_crit_damage")] public int TotalCritDamage;
[JsonProperty("max_crit_damage")] public int MaxCritDamage;
[JsonProperty("killing_blows")] public int KillingBlows;
[JsonProperty("damage")]
public int Damage => TotalNormalDamage + TotalCritDamage;
}
/// <summary>
/// Per-monster combat record. Stores offense and defense breakdowns
/// keyed by AttackType → DamageElement → DamageStats. Mirrors
/// Mag-Tools CombatInfo but without the source/target pair split
/// (we always track relative to the local character).
/// </summary>
public class MonsterCombatRecord
{
[JsonProperty("name")] public string Name;
[JsonProperty("kill_count")] public int KillCount;
[JsonProperty("damage_given")] public long DamageGiven;
[JsonProperty("damage_received")] public long DamageReceived;
[JsonProperty("aetheria_surges")] public int AetheriaSurges;
[JsonProperty("cloak_surges")] public int CloakSurges;
// offense[AttackType][DamageElement] = stats for damage WE dealt
[JsonProperty("offense")]
public Dictionary<AttackType, Dictionary<DamageElement, DamageStats>> Offense
= new Dictionary<AttackType, Dictionary<DamageElement, DamageStats>>();
// defense[AttackType][DamageElement] = stats for damage WE received
[JsonProperty("defense")]
public Dictionary<AttackType, Dictionary<DamageElement, DamageStats>> Defense
= new Dictionary<AttackType, Dictionary<DamageElement, DamageStats>>();
public DamageStats GetOrCreateStats(
Dictionary<AttackType, Dictionary<DamageElement, DamageStats>> side,
AttackType at, DamageElement el)
{
if (!side.TryGetValue(at, out var byElement))
{
byElement = new Dictionary<DamageElement, DamageStats>();
side[at] = byElement;
}
if (!byElement.TryGetValue(el, out var stats))
{
stats = new DamageStats();
byElement[el] = stats;
}
return stats;
}
// ── Aggregate helpers matching Mag-Tools CombatTrackerGUI calculations ──
public int TotalOffenseAttacks =>
Offense.Values.SelectMany(d => d.Values).Sum(s => s.TotalAttacks);
public int TotalOffenseFailedAttacks =>
Offense.Values.SelectMany(d => d.Values).Sum(s => s.FailedAttacks);
public int TotalOffenseCrits =>
Offense.Values.SelectMany(d => d.Values).Sum(s => s.Crits);
public long TotalOffenseNormalDamage =>
Offense.Values.SelectMany(d => d.Values).Sum(s => (long)s.TotalNormalDamage);
public int MaxOffenseNormalDamage =>
Offense.Values.SelectMany(d => d.Values).Select(s => s.MaxNormalDamage).DefaultIfEmpty(0).Max();
public long TotalOffenseCritDamage =>
Offense.Values.SelectMany(d => d.Values).Sum(s => (long)s.TotalCritDamage);
public int MaxOffenseCritDamage =>
Offense.Values.SelectMany(d => d.Values).Select(s => s.MaxCritDamage).DefaultIfEmpty(0).Max();
public int TotalDefenseAttacks =>
Defense.Values.SelectMany(d => d.Values).Sum(s => s.TotalAttacks);
public int TotalDefenseFailedAttacks =>
Defense.Values.SelectMany(d => d.Values).Sum(s => s.FailedAttacks);
// Defense damage by element for the breakdown grid
public int GetDefenseDamage(AttackType at, DamageElement el)
{
if (!Defense.TryGetValue(at, out var byEl)) return 0;
if (!byEl.TryGetValue(el, out var stats)) return 0;
return stats.Damage;
}
}
/// <summary>
/// Holds all combat data for a single session (or lifetime accumulation).
/// Serializes cleanly to JSON for the WebSocket combat_stats envelope.
/// </summary>
public class CombatSessionState
{
[JsonProperty("total_damage_given")] public long TotalDamageGiven;
[JsonProperty("total_damage_received")] public long TotalDamageReceived;
[JsonProperty("total_kills")] public int TotalKills;
[JsonProperty("total_aetheria_surges")] public int TotalAetheriaSurges;
[JsonProperty("total_cloak_surges")] public int TotalCloakSurges;
[JsonProperty("session_start")] public string SessionStart;
[JsonProperty("monsters")]
public Dictionary<string, MonsterCombatRecord> Monsters
= new Dictionary<string, MonsterCombatRecord>(StringComparer.OrdinalIgnoreCase);
public MonsterCombatRecord GetOrCreateMonster(string name)
{
if (!Monsters.TryGetValue(name, out var rec))
{
rec = new MonsterCombatRecord { Name = name };
Monsters[name] = rec;
}
return rec;
}
public void Clear()
{
TotalDamageGiven = 0;
TotalDamageReceived = 0;
TotalKills = 0;
TotalAetheriaSurges = 0;
TotalCloakSurges = 0;
SessionStart = DateTime.UtcNow.ToString("o");
Monsters.Clear();
}
}
}

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using System.Text.RegularExpressions;
using OpenAC.MosswartMassacre.Backend;
namespace OpenAC.MosswartMassacre.Trackers;
/// <summary>
/// Parses combat chat into per-monster offense and defense statistics and
/// sends a <c>combat_stats</c> snapshot every ten seconds when anything
/// changed. The patterns and their order are the original's, which mirror
/// Mag-Tools' combat tracker; the backend accumulates the lifetime totals.
/// </summary>
internal sealed class CombatStatsTracker : IMmFeature
{
public static readonly TimeSpan SendInterval = TimeSpan.FromSeconds(10);
private readonly MmContext _context;
private CombatSessionState _sessionState = new();
private IDisposable? _sendTimer;
private bool _dirty;
public CombatStatsTracker(MmContext context)
{
_context = context;
}
internal CombatSessionState Session => _sessionState;
public void OnLogin()
{
RestartSession();
_sendTimer ??= _context.Scheduler.Every(SendInterval, OnSendTick);
}
public void OnLogoff()
{
_sendTimer?.Dispose();
_sendTimer = null;
}
public void Dispose() => OnLogoff();
public void RestartSession()
{
_sessionState = new CombatSessionState();
_sessionState.Clear();
_sessionState.SessionStart = Wire.Timestamp(_context.Clock);
_dirty = true;
}
public void ProcessChatLine(string text)
{
if (string.IsNullOrEmpty(text))
return;
try
{
// Chat lines carry tell-link tags and may end in a line break;
// strip both so the ^...$ anchors work.
text = Regex.Replace(text, "<[^>]+>", "");
text = text.TrimEnd('\r', '\n', ' ');
if (string.IsNullOrEmpty(text))
return;
if (IsNonCombatChat(text))
return;
bool isCrit = text.Contains("Critical hit!");
bool isOverpower = text.Contains("Overpower!");
bool isSneakAttack = text.Contains("Sneak Attack!");
bool isRecklessness = text.Contains("Recklessness!");
string myName = _context.CharacterName;
if (TryParseAetheriaSurge(text))
return;
if (TryParseCloakSurge(text))
return;
if (TryParseFailedAttack(text, myName))
return;
if (TryParseKill(text))
return;
if (TryMatchPatterns(MeleeMissileReceived, text, out string recvSource, out int recvDmg))
{
RecordHit(recvSource, myName, AttackType.MeleeMissile, GetElementFromText(text),
recvDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
if (TryMatchPatterns(MeleeMissileGiven, text, out string givenTarget, out int givenDmg))
{
RecordHit(myName, givenTarget, AttackType.MeleeMissile, GetElementFromText(text),
givenDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
if (TryMatchPatterns(MagicReceived, text, out string magRecvSource, out int magRecvDmg))
{
RecordHit(magRecvSource, myName, AttackType.Magic, GetElementFromText(text),
magRecvDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
return;
}
if (TryMatchPatterns(MagicGiven, text, out string magGivenTarget, out int magGivenDmg))
{
RecordHit(myName, magGivenTarget, AttackType.Magic, GetElementFromText(text),
magGivenDmg, isCrit, isOverpower, isSneakAttack, isRecklessness);
}
}
catch (Exception ex)
{
_context.Verbose($"[CombatStats] Parse error: {ex.Message}");
}
}
// ── Recording ──
private void RecordHit(string source, string target, AttackType at, DamageElement el,
int damage, bool isCrit, bool isOverpower, bool isSneakAttack, bool isRecklessness)
{
_ = isOverpower;
_ = isSneakAttack;
_ = isRecklessness;
string myName = _context.CharacterName;
bool weAreSource = source.Equals(myName, StringComparison.OrdinalIgnoreCase);
string monsterName = weAreSource ? target : source;
if (string.IsNullOrEmpty(monsterName))
return;
MonsterCombatRecord rec = _sessionState.GetOrCreateMonster(monsterName);
var side = weAreSource ? rec.Offense : rec.Defense;
DamageStats 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;
_sessionState.TotalDamageGiven += damage;
}
else
{
rec.DamageReceived += damage;
_sessionState.TotalDamageReceived += damage;
}
_dirty = true;
}
private void RecordFailedAttack(string source, string target, AttackType at)
{
string myName = _context.CharacterName;
bool weAreSource = source.Equals(myName, StringComparison.OrdinalIgnoreCase);
string monsterName = weAreSource ? target : source;
if (string.IsNullOrEmpty(monsterName))
return;
MonsterCombatRecord rec = _sessionState.GetOrCreateMonster(monsterName);
var side = weAreSource ? rec.Offense : rec.Defense;
DamageStats stats = rec.GetOrCreateStats(side, at, DamageElement.None);
stats.TotalAttacks++;
stats.FailedAttacks++;
_dirty = true;
}
private void RecordKill(string targetName)
{
if (string.IsNullOrEmpty(targetName))
return;
MonsterCombatRecord rec = _sessionState.GetOrCreateMonster(targetName);
rec.KillCount++;
_sessionState.TotalKills++;
_dirty = true;
}
private void RecordAetheriaSurge(string targetName)
{
if (string.IsNullOrEmpty(targetName))
return;
MonsterCombatRecord rec = _sessionState.GetOrCreateMonster(targetName);
rec.AetheriaSurges++;
_sessionState.TotalAetheriaSurges++;
_dirty = true;
}
private void RecordCloakSurge(string sourceName)
{
if (string.IsNullOrEmpty(sourceName))
return;
MonsterCombatRecord rec = _sessionState.GetOrCreateMonster(sourceName);
rec.CloakSurges++;
_sessionState.TotalCloakSurges++;
_dirty = true;
}
// ── Patterns, as the original listed them ──
private static readonly Regex[] FailedAttacks =
[
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 (Regex rx in FailedAttacks)
{
Match m = rx.Match(text);
if (!m.Success)
continue;
string parsed = m.Groups["name"].Value;
if (text.StartsWith("You evaded ", StringComparison.Ordinal))
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 ", StringComparison.Ordinal))
RecordFailedAttack(parsed, myName, AttackType.Magic);
else if (text.Contains(" resists your spell"))
RecordFailedAttack(myName, parsed, AttackType.Magic);
return true;
}
return false;
}
private static readonly Regex[] KillPatterns =
[.. KillTracker.KillPatterns.Select(pattern => new Regex(pattern, RegexOptions.Compiled))];
private bool TryParseKill(string text)
{
foreach (Regex rx in KillPatterns)
{
Match m = rx.Match(text);
if (m.Success)
{
RecordKill(m.Groups["targetname"].Value);
return true;
}
}
return false;
}
private static readonly Regex[] MeleeMissileReceived =
[
new Regex(@"^Critical hit! Overpower! (?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Critical hit! (?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Overpower! (?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^(?<name>.+) [\w]+ your .+ for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
];
private static readonly Regex[] MeleeMissileGiven =
[
new Regex(@"^Critical hit!\s+Sneak Attack! Recklessness! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Critical hit!\s+Sneak Attack! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Critical hit!\s+You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Sneak Attack! Recklessness! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Sneak Attack! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^Recklessness! You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
new Regex(@"^You [\w]+ (?<name>.+) for (?<points>\d+) point.* of .+ damage", RegexOptions.Compiled),
];
private static readonly Regex[] MagicReceived =
[
new Regex(@"^Critical hit! Overpower! (?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
new Regex(@"^Critical hit! (?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
new Regex(@"^Overpower! (?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
new Regex(@"^(?<name>.+) [\w]+ you for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
new Regex(@"^Magical energies lose (?<points>\d+) point.* of health due to (?<name>.+) casting .+$", RegexOptions.Compiled),
new Regex(@"^You lose (?<points>\d+) point.* of health due to (?<name>.+) casting .+$", RegexOptions.Compiled),
new Regex(@"^(?<name>.+) casts .+ and drains (?<points>\d+) point.* .+$", RegexOptions.Compiled),
];
private static readonly Regex[] MagicGiven =
[
new Regex(@"^Critical hit! You [\w]+ (?<name>.+) for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
new Regex(@"^You [\w]+ (?<name>.+) for (?<points>\d+) point.* with .+$", RegexOptions.Compiled),
];
private static readonly Regex AetheriaSurge =
new(@"^Aetheria surges on (?<name>.+) with the ", RegexOptions.Compiled);
private bool TryParseAetheriaSurge(string text)
{
if (!text.StartsWith("Aetheria surges on ", StringComparison.Ordinal))
return false;
Match m = AetheriaSurge.Match(text);
if (!m.Success)
return false;
RecordAetheriaSurge(m.Groups["name"].Value);
return true;
}
private bool TryParseCloakSurge(string text)
{
// Cloak surges are tracked as one total under a synthetic monster key.
if (text.StartsWith("Your cloak", StringComparison.Ordinal) || text.Contains("Shroud of Darkness"))
{
RecordCloakSurge("__cloak_surges__");
return true;
}
return false;
}
private static bool TryMatchPatterns(Regex[] patterns, string text, out string name, out int points)
{
foreach (Regex rx in patterns)
{
Match m = rx.Match(text);
if (m.Success)
{
name = m.Groups["name"].Value;
int.TryParse(m.Groups["points"].Value, out points);
return true;
}
}
name = string.Empty;
points = 0;
return false;
}
private static DamageElement GetElementFromText(string text)
{
if (text.Contains("slash") || text.Contains(" cut") || text.Contains(" scratch") || text.Contains(" mangle"))
return DamageElement.Slash;
if (text.Contains("pierc") || text.Contains(" gore") || text.Contains(" impale") || text.Contains(" nick") || text.Contains(" stab"))
return DamageElement.Pierce;
if (text.Contains("bludge") || text.Contains(" smash") || text.Contains(" bash") || text.Contains(" graze") || text.Contains(" crush"))
return DamageElement.Bludgeon;
if (text.Contains("fire") || text.Contains(" burn") || text.Contains(" singe") || text.Contains(" scorch") || text.Contains(" incinerate"))
return DamageElement.Fire;
if (text.Contains("cold") || text.Contains(" frost") || text.Contains(" chill") || text.Contains(" numb") || text.Contains(" freeze"))
return DamageElement.Cold;
if (text.Contains("acid") || text.Contains(" blister") || text.Contains(" sear") || text.Contains(" corrode") || text.Contains(" dissolve"))
return DamageElement.Acid;
if (text.Contains("electric") || text.Contains(" lightning") || text.Contains(" jolt") || text.Contains(" shock") || text.Contains(" spark") || text.Contains(" blast"))
return DamageElement.Electric;
if (text.Contains(" eradicate") || text.Contains(" wither") || text.Contains(" scar") || text.Contains(" twist"))
return DamageElement.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;
}
private static bool IsNonCombatChat(string text)
{
if (text.StartsWith("<Tell:", StringComparison.Ordinal) || text.StartsWith('['))
return true;
if (text.StartsWith("You say,", StringComparison.Ordinal) || text.StartsWith("You tell ", StringComparison.Ordinal))
return true;
if (text.Contains(" tells you,") || text.Contains(" says,"))
return true;
return false;
}
// ── Sending ──
/// <summary>The ten-second send: one snapshot when anything changed since the last.</summary>
internal void OnSendTick()
{
if (!_dirty)
return;
_dirty = false;
var payload = new
{
type = "combat_stats",
timestamp = Wire.Timestamp(_context.Clock),
character_name = _context.CharacterName,
session_id = _context.ConnectionSessionId ?? "",
session = _sessionState,
lifetime = (object?)null,
};
_context.Send(payload);
}
}

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using System.Text.RegularExpressions;
using OpenAC.MosswartMassacre.Infrastructure;
namespace OpenAC.MosswartMassacre.Trackers;
/// <summary>
/// Kills, deaths and kill rate for the session, from the player's own kill
/// messages. The pattern list is the original's, unchanged.
/// </summary>
internal sealed class KillTracker(IClock clock)
{
// Kill message patterns, preserved exactly.
internal static readonly string[] KillPatterns =
[
@"^You flatten (?<targetname>.+)'s body with the force of your assault!$",
@"^You bring (?<targetname>.+) to a fiery end!$",
@"^You beat (?<targetname>.+) to a lifeless pulp!$",
@"^You smite (?<targetname>.+) mightily!$",
@"^You obliterate (?<targetname>.+)!$",
@"^You run (?<targetname>.+) through!$",
@"^You reduce (?<targetname>.+) to a sizzling, oozing mass!$",
@"^You knock (?<targetname>.+) into next Morningthaw!$",
@"^You split (?<targetname>.+) apart!$",
@"^You cleave (?<targetname>.+) in twain!$",
@"^You slay (?<targetname>.+) viciously enough to impart death several times over!$",
@"^You reduce (?<targetname>.+) to a drained, twisted corpse!$",
@"^Your killing blow nearly turns (?<targetname>.+) inside-out!$",
@"^Your attack stops (?<targetname>.+) cold!$",
@"^Your lightning coruscates over (?<targetname>.+)'s mortal remains!$",
@"^Your assault sends (?<targetname>.+) to an icy death!$",
@"^You killed (?<targetname>.+)!$",
@"^The thunder of crushing (?<targetname>.+) is followed by the deafening silence of death!$",
@"^The deadly force of your attack is so strong that (?<targetname>.+)'s ancestors feel it!$",
@"^(?<targetname>.+)'s seared corpse smolders before you!$",
@"^(?<targetname>.+) is reduced to cinders!$",
@"^(?<targetname>.+) is shattered by your assault!$",
@"^(?<targetname>.+) catches your attack, with dire consequences!$",
@"^(?<targetname>.+) is utterly destroyed by your attack!$",
@"^(?<targetname>.+) suffers a frozen fate!$",
@"^(?<targetname>.+)'s perforated corpse falls before you!$",
@"^(?<targetname>.+) is fatally punctured!$",
@"^(?<targetname>.+)'s death is preceded by a sharp, stabbing pain!$",
@"^(?<targetname>.+) is torn to ribbons by your assault!$",
@"^(?<targetname>.+) is liquified by your attack!$",
@"^(?<targetname>.+)'s last strength dissolves before you!$",
@"^Electricity tears (?<targetname>.+) apart!$",
@"^Blistered by lightning, (?<targetname>.+) falls!$",
@"^(?<targetname>.+)'s last strength withers before you!$",
@"^(?<targetname>.+) is dessicated by your attack!$",
@"^(?<targetname>.+) is incinerated by your assault!$",
];
private static readonly Regex[] Compiled =
[.. KillPatterns.Select(pattern => new Regex(pattern, RegexOptions.Compiled))];
public int TotalKills { get; private set; }
public double KillsPerHour { get; private set; }
public double KillsPer5Min { get; private set; }
public int SessionDeaths { get; private set; }
public int TotalDeaths { get; private set; }
public DateTime StatsStartTime { get; private set; } = clock.Now;
public DateTime LastKillTime { get; private set; } = clock.Now;
public int RareCount { get; set; }
/// <summary>Counts a kill when <paramref name="text"/> is one of the player's kill messages.</summary>
public bool CheckForKill(string text)
{
if (!IsKilledByMeMessage(text))
return false;
TotalKills++;
LastKillTime = clock.Now;
CalculateKillsPerInterval();
return true;
}
public void OnDeath() => SessionDeaths++;
public void SetTotalDeaths(int totalDeaths) => TotalDeaths = totalDeaths;
public void RestartStats()
{
TotalKills = 0;
RareCount = 0;
SessionDeaths = 0;
StatsStartTime = clock.Now;
KillsPer5Min = 0;
KillsPerHour = 0;
}
/// <summary>The once-a-second refresh the original ran on its stats timer.</summary>
public void Update() => CalculateKillsPerInterval();
private void CalculateKillsPerInterval()
{
double minutesElapsed = (clock.Now - StatsStartTime).TotalMinutes;
if (minutesElapsed > 0)
{
KillsPer5Min = (TotalKills / minutesElapsed) * 5;
KillsPerHour = (TotalKills / minutesElapsed) * 60;
}
}
private static bool IsKilledByMeMessage(string text)
{
foreach (Regex pattern in Compiled)
{
if (pattern.IsMatch(text))
return true;
}
return false;
}
}

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using System.Text.RegularExpressions;
using OpenAC.MosswartMassacre.Backend;
using OpenAC.MosswartMassacre.Infrastructure;
namespace OpenAC.MosswartMassacre.Trackers;
/// <summary>
/// The player's own rare discoveries: counts them, announces the rare in
/// allegiance chat three seconds later and sends the <c>rare</c> frame. (The
/// original could also switch the bot's meta state on a rare; that is not
/// carried over.)
/// </summary>
internal sealed class RareTracker(MmContext context, DelayedCommands delayed)
{
private static readonly Regex RarePattern =
new(@"^(?<name>['A-Za-z ]+)\shas discovered the (?<item>.*?)!$", RegexOptions.Compiled);
public int RareCount { get; set; }
public bool CheckForRare(string text, out string? rareText)
{
rareText = null;
Match match = RarePattern.Match(text);
if (!match.Success || match.Groups["name"].Value != context.CharacterName)
return false;
rareText = match.Groups["item"].Value;
RareCount++;
delayed.Add($"/a {rareText}", 3000);
SendRare(rareText);
return true;
}
private void SendRare(string rare)
{
MmCoordinates coords = MmCoordinates.From(context.Automation.Navigation.Snapshot.Position);
context.Send(new
{
type = "rare",
timestamp = Wire.Timestamp(context.Clock),
character_name = context.CharacterName,
name = rare,
ew = coords.EW,
ns = coords.NS,
z = coords.Z,
});
}
}