Closed flyxiv closed 3 weeks ago
struct MainBoard {
party: Rc<Refcell<Player>> // 8 man party
target: Target // Only single target for now
buffs_rdps_tracker // Tracks Rdps of each buff by ID.
}
Every time damage is dealt to target, we need to find which buffs were on each player/target and dissect the damage by the raw damage and the damage contribution of each buff(explained in https://github.com/flyxiv/ffxiv_simbot/issues/5#issuecomment-2053635532)
1) Players need to keep track of their multipliers and combat time. 2) They need to keep track of all buffs that are applied to only them. 3) After casting a skill/spell, they must tell the turn simulator to update all the player's combat time and the player must calculate at what combat time their next move will be.
This is the final structure version that I think will work. Let's implement based on this
Added all the basic versions. time to add response results etc.
Unlike Wow, FFXIV's damage system is a team effort; we have to calculate the RDPS contribution of each player to actually measure which jobs are beneficial to the party DPS-wise.
To do this, we need to implement a party DPS simulator board instead of a single simulation thread.