Documentation ¶
Index ¶
- Constants
- Variables
- type FireElemental
- func (fireElemental *FireElemental) GetPet() *core.Pet
- func (fireElemental *FireElemental) Initialize()
- func (fireElemental *FireElemental) OnGCDReady(sim *core.Simulation)
- func (fireElemental *FireElemental) Reset(sim *core.Simulation)
- func (fireElemental *FireElemental) TryCast(sim *core.Simulation, target *core.Unit, spell *core.Spell, maxCastCount int32) bool
- type SelfBuffs
- type Shaman
- func (shaman *Shaman) AddPartyBuffs(partyBuffs *proto.PartyBuffs)
- func (shaman *Shaman) AddRaidBuffs(raidBuffs *proto.RaidBuffs)
- func (shaman *Shaman) ApplyFlametongueImbueToItem(item *core.Item, isDownranked bool)
- func (shaman *Shaman) ApplyTalents()
- func (shaman *Shaman) BloodlustActionID() core.ActionID
- func (shaman *Shaman) ElementalCritMultiplier(secondary float64) float64
- func (shaman *Shaman) FrostbrandDebuffAura(target *core.Unit) *core.Aura
- func (shaman *Shaman) GetCharacter() *core.Character
- func (shaman *Shaman) HasMajorGlyph(glyph proto.ShamanMajorGlyph) bool
- func (shaman *Shaman) HasMinorGlyph(glyph proto.ShamanMinorGlyph) bool
- func (shaman *Shaman) Initialize()
- func (shaman *Shaman) IsFireNovaCastable(sim *core.Simulation) bool
- func (shaman *Shaman) IsLavaLashCastable(sim *core.Simulation) bool
- func (shaman *Shaman) NewFireElemental() *FireElemental
- func (shaman *Shaman) NewSpiritWolf(index int) *SpiritWolf
- func (shaman *Shaman) NextTotemAt(_ *core.Simulation) time.Duration
- func (shaman *Shaman) RegisterFlametongueDownrankImbue(mh bool, oh bool)
- func (shaman *Shaman) RegisterFlametongueImbue(mh bool, oh bool)
- func (shaman *Shaman) RegisterFrostbrandImbue(mh bool, oh bool)
- func (shaman *Shaman) RegisterOnItemSwapWithImbue(effectID int32, procMask *core.ProcMask, aura *core.Aura)
- func (shaman *Shaman) RegisterWindfuryImbue(mh bool, oh bool)
- func (shaman *Shaman) Reset(sim *core.Simulation)
- func (shaman *Shaman) ShockCD() time.Duration
- func (shaman *Shaman) StormstrikeDebuffAura(target *core.Unit) *core.Aura
- func (shaman *Shaman) TryDropTotems(sim *core.Simulation) bool
- type ShamanAgent
- type SpiritWolf
- type SpiritWolves
Constants ¶
View Source
const ( StormfuryTotem = 31031 TotemOfAncestralGuidance = 32330 TotemOfStorms = 23199 TotemOfTheVoid = 28248 TotemOfHex = 40267 VentureCoLightningRod = 38361 ThunderfallTotem = 45255 )
Totem Item IDs
View Source
const ( VentureCoFlameSlicer = 38367 DeadlyGladiatorsTotemOfIndomitability = 42607 FuriousGladiatorsTotemOfIndomitability = 42608 RelentlessGladiatorsTotemOfIndomitability = 42609 WrathfulGladiatorsTotemOfIndomitability = 51507 )
Totem IDs
View Source
const ( SpellFlagShock = core.SpellFlagAgentReserved1 SpellFlagElectric = core.SpellFlagAgentReserved2 SpellFlagTotem = core.SpellFlagAgentReserved3 SpellFlagFocusable = core.SpellFlagAgentReserved4 )
View Source
const ( AirTotem int = iota EarthTotem FireTotem WaterTotem )
Indexes into NextTotemDrops for self buffs
View Source
const ( // This could be value or bitflag if we ended up needing multiple flags at the same time. //1 to 5 are used by MaelstromWeapon Stacks CastTagLightningOverload int32 = 6 )
View Source
const PetExpertiseScale = 3.25
View Source
const TotemRefreshTime5M = time.Second * 295
Start looking to refresh 5 minute totems at 4:55.
Variables ¶
View Source
var ItemSetCataclysmHarness = core.NewItemSet(core.ItemSet{ Name: "Cataclysm Harness", Bonuses: map[int32]core.ApplyEffect{ 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetCataclysmRegalia = core.NewItemSet(core.ItemSet{ Name: "Cataclysm Regalia", Bonuses: map[int32]core.ApplyEffect{ 4: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() manaMetrics := shaman.NewManaMetrics(core.ActionID{SpellID: 37237}) shaman.RegisterAura(core.Aura{ Label: "Cataclysm Regalia 4pc", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if spell.ProcMask.Matches(core.ProcMaskMeleeOrRanged) { return } if !result.Outcome.Matches(core.OutcomeCrit) || sim.RandomFloat("cata4p") > 0.25 { return } shaman.AddMana(sim, 120, manaMetrics) }, }) }, }, })
View Source
var ItemSetCycloneHarness = core.NewItemSet(core.ItemSet{ Name: "Cyclone Harness", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetCycloneRegalia = core.NewItemSet(core.ItemSet{ Name: "Cyclone Regalia", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() procAura := shaman.RegisterAura(core.Aura{ Label: "Cyclone Regalia 4pc Proc", Duration: time.Second * 15, OnGain: func(aura *core.Aura, sim *core.Simulation) { aura.Unit.PseudoStats.CostReduction += 270 }, OnExpire: func(aura *core.Aura, sim *core.Simulation) { aura.Unit.PseudoStats.CostReduction -= 270 }, OnCastComplete: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell) { aura.Deactivate(sim) }, }) shaman.RegisterAura(core.Aura{ Label: "Cyclone Regalia 4pc", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if spell.ProcMask.Matches(core.ProcMaskMeleeOrRanged) { return } if !result.Outcome.Matches(core.OutcomeCrit) || sim.RandomFloat("cycl4p") > 0.11 { return } procAura.Activate(sim) }, }) }, }, })
View Source
var ItemSetEarthShatterGarb = core.NewItemSet(core.ItemSet{ Name: "Earthshatter Garb", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetEarthshatterBattlegear = core.NewItemSet(core.ItemSet{ Name: "Earthshatter Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetFrostWitchBattlegear = core.NewItemSet(core.ItemSet{ Name: "Frost Witch's Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetFrostWitchRegalia = core.NewItemSet(core.ItemSet{ Name: "Frost Witch's Regalia", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() shaman.RegisterAura(core.Aura{ Label: "Shaman T10 Elemental 4P Bonus", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { fsDot := shaman.FlameShock.Dot(result.Target) if fsDot.IsActive() { fsDot.Duration = fsDot.RemainingDuration(sim) + time.Second*6 fsDot.Refresh(sim) } }, }) }, }, })
View Source
var ItemSetGladiatorsEarthshaker = core.NewItemSet(core.ItemSet{ Name: "Gladiator's Earthshaker", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() shaman.AddStat(stats.AttackPower, 50) shaman.AddStat(stats.Resilience, 100) }, 4: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() shaman.AddStat(stats.AttackPower, 150) }, }, })
View Source
var ItemSetGladiatorsWartide = core.NewItemSet(core.ItemSet{ Name: "Gladiator's Wartide", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() shaman.AddStat(stats.SpellPower, 29) shaman.AddStat(stats.Resilience, 100) }, 4: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() shaman.AddStat(stats.SpellPower, 88) }, }, })
View Source
var ItemSetSkyshatterHarness = core.NewItemSet(core.ItemSet{ Name: "Skyshatter Harness", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetSkyshatterRegalia = core.NewItemSet(core.ItemSet{ Name: "Skyshatter Regalia", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() if shaman.Totems.Air == proto.AirTotem_NoAirTotem || shaman.Totems.Water == proto.WaterTotem_NoWaterTotem || shaman.Totems.Earth == proto.EarthTotem_NoEarthTotem || shaman.Totems.Fire == proto.FireTotem_NoFireTotem { return } shaman.AddStat(stats.MP5, 19) shaman.AddStat(stats.SpellCrit, 35) shaman.AddStat(stats.SpellPower, 45) }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetThrallsBattlegear = core.NewItemSet(core.ItemSet{ Name: "Thrall's Battlegear", AlternativeName: "Nobundo's Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetThrallsRegalia = core.NewItemSet(core.ItemSet{ Name: "Thrall's Regalia", AlternativeName: "Nobundo's Regalia", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetTidefury = core.NewItemSet(core.ItemSet{ Name: "Tidefury Raiment", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { shaman := agent.(ShamanAgent).GetShaman() if shaman.SelfBuffs.Shield == proto.ShamanShield_WaterShield { shaman.AddStat(stats.MP5, 3) } }, }, })
View Source
var ItemSetWorldbreakerBattlegear = core.NewItemSet(core.ItemSet{ Name: "Worldbreaker Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var ItemSetWorldbreakerGarb = core.NewItemSet(core.ItemSet{ Name: "Worldbreaker Garb", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
View Source
var StormstrikeActionID = core.ActionID{SpellID: 17364}
View Source
var TalentTreeSizes = [3]int{25, 29, 26}
View Source
var TotemOfDueling int32 = 40322
View Source
var TotemOfSplintering int32 = 40710
View Source
var TotemOfTheAstralWinds int32 = 27815
View Source
var TotemOfTheDancingFlame int32 = 45169
Functions ¶
This section is empty.
Types ¶
type FireElemental ¶
type FireElemental struct { core.Pet FireBlast *core.Spell FireNova *core.Spell FireShieldAura *core.Aura // contains filtered or unexported fields }
func (*FireElemental) GetPet ¶
func (fireElemental *FireElemental) GetPet() *core.Pet
func (*FireElemental) Initialize ¶
func (fireElemental *FireElemental) Initialize()
func (*FireElemental) OnGCDReady ¶
func (fireElemental *FireElemental) OnGCDReady(sim *core.Simulation)
func (*FireElemental) Reset ¶
func (fireElemental *FireElemental) Reset(sim *core.Simulation)
type SelfBuffs ¶
type SelfBuffs struct { Bloodlust bool Shield proto.ShamanShield ImbueMH proto.ShamanImbue ImbueOH proto.ShamanImbue }
Which buffs this shaman is using.
type Shaman ¶
type Shaman struct { core.Character ShamanisticRageManaThreshold float64 //% of mana to use sham. rage at Talents *proto.ShamanTalents SelfBuffs SelfBuffs Totems *proto.ShamanTotems // The type of totem which should be dropped next and time to drop it, for // each totem type (earth, air, fire, water). NextTotemDropType [4]int32 NextTotemDrops [4]time.Duration LightningBolt *core.Spell LightningBoltLO *core.Spell ChainLightning *core.Spell ChainLightningHits []*core.Spell ChainLightningLOs []*core.Spell //LavaBurst *core.Spell FireNova *core.Spell LavaLash *core.Spell Stormstrike *core.Spell LightningShield *core.Spell LightningShieldAura *core.Aura Thunderstorm *core.Spell EarthShock *core.Spell FlameShock *core.Spell FrostShock *core.Spell FeralSpirit *core.Spell SpiritWolves *SpiritWolves FireElemental *FireElemental FireElementalTotem *core.Spell MagmaTotem *core.Spell ManaSpringTotem *core.Spell SearingTotem *core.Spell StrengthOfEarthTotem *core.Spell TotemOfWrath *core.Spell TremorTotem *core.Spell StoneskinTotem *core.Spell WindfuryTotem *core.Spell WrathOfAirTotem *core.Spell FlametongueTotem *core.Spell MaelstromWeaponAura *core.Aura // contains filtered or unexported fields }
Shaman represents a shaman character.
func (*Shaman) AddPartyBuffs ¶
func (shaman *Shaman) AddPartyBuffs(partyBuffs *proto.PartyBuffs)
func (*Shaman) AddRaidBuffs ¶
func (*Shaman) ApplyFlametongueImbueToItem ¶
func (*Shaman) ApplyTalents ¶
func (shaman *Shaman) ApplyTalents()
func (*Shaman) BloodlustActionID ¶
func (*Shaman) ElementalCritMultiplier ¶
func (*Shaman) FrostbrandDebuffAura ¶
func (*Shaman) GetCharacter ¶
func (*Shaman) HasMajorGlyph ¶
func (shaman *Shaman) HasMajorGlyph(glyph proto.ShamanMajorGlyph) bool
func (*Shaman) HasMinorGlyph ¶
func (shaman *Shaman) HasMinorGlyph(glyph proto.ShamanMinorGlyph) bool
func (*Shaman) Initialize ¶
func (shaman *Shaman) Initialize()
func (*Shaman) IsFireNovaCastable ¶
func (shaman *Shaman) IsFireNovaCastable(sim *core.Simulation) bool
func (*Shaman) IsLavaLashCastable ¶
func (shaman *Shaman) IsLavaLashCastable(sim *core.Simulation) bool
func (*Shaman) NewFireElemental ¶
func (shaman *Shaman) NewFireElemental() *FireElemental
func (*Shaman) NewSpiritWolf ¶
func (shaman *Shaman) NewSpiritWolf(index int) *SpiritWolf
func (*Shaman) NextTotemAt ¶
func (shaman *Shaman) NextTotemAt(_ *core.Simulation) time.Duration
func (*Shaman) RegisterFlametongueDownrankImbue ¶
func (*Shaman) RegisterFlametongueImbue ¶
func (*Shaman) RegisterFrostbrandImbue ¶
func (*Shaman) RegisterOnItemSwapWithImbue ¶
func (*Shaman) RegisterWindfuryImbue ¶
func (*Shaman) Reset ¶
func (shaman *Shaman) Reset(sim *core.Simulation)
func (*Shaman) StormstrikeDebuffAura ¶
func (*Shaman) TryDropTotems ¶
func (shaman *Shaman) TryDropTotems(sim *core.Simulation) bool
TryDropTotems will check to see if totems need to be re-cast.
Returns whether we tried to cast a totem, regardless of whether it succeeded.
type ShamanAgent ¶
type ShamanAgent interface { core.Agent // The Shaman controlled by this Agent. GetShaman() *Shaman }
Implemented by each Shaman spec.
type SpiritWolf ¶
func (*SpiritWolf) GetPet ¶
func (spiritWolf *SpiritWolf) GetPet() *core.Pet
func (*SpiritWolf) Initialize ¶
func (spiritWolf *SpiritWolf) Initialize()
func (*SpiritWolf) OnGCDReady ¶
func (spiritWolf *SpiritWolf) OnGCDReady(sim *core.Simulation)
func (*SpiritWolf) Reset ¶
func (spiritWolf *SpiritWolf) Reset(sim *core.Simulation)
type SpiritWolves ¶
type SpiritWolves struct { SpiritWolf1 *SpiritWolf SpiritWolf2 *SpiritWolf }
func (*SpiritWolves) CancelGCDTimer ¶
func (SpiritWolves *SpiritWolves) CancelGCDTimer(sim *core.Simulation)
func (*SpiritWolves) EnableWithTimeout ¶
func (SpiritWolves *SpiritWolves) EnableWithTimeout(sim *core.Simulation)
Source Files ¶
- bloodlust.go
- chain_lightning.go
- electric_spell.go
- feral_spirit.go
- fire_elemental_pet.go
- fire_elemental_spells.go
- fire_elemental_totem.go
- fire_totems.go
- firenova.go
- items.go
- items_wotlk.go
- lavaburst.go
- lavalash.go
- lightning_bolt.go
- lightning_shield.go
- shaman.go
- shamanistic_rage.go
- shocks.go
- spirit_wolves.go
- stormstrike.go
- talents.go
- thunderstorm.go
- totems.go
- weapon_imbues.go
Click to show internal directories.
Click to hide internal directories.