Documentation ¶
Overview ¶
Proto-based function interface for the simulator
Functions for creating common types of auras.
Index ¶
- Constants
- Variables
- func APLRotationFromJsonString(jsonString string) *proto.APLRotation
- func AddBaseStatsCombo(r proto.Race, c proto.Class)
- func AddPresetEncounter(name string, targetPaths []string)
- func AddPresetTarget(newPreset *PresetTarget)
- func AddWeaponEffect(id int32, weaponEffect ApplyWeaponEffect)
- func ApplyFixedUptimeAura(aura *Aura, uptime float64, tickLength time.Duration, startTime time.Duration)
- func ApplyInspiration(character *Character, uptime float64)
- func ApplyPetConsumeEffects(pet *Character, ownerConsumes *proto.Consumes)
- func ApplyProcTriggerCallback(unit *Unit, aura *Aura, config ProcTrigger)
- func BlessingOfSanctuaryAura(character *Character)
- func BothTimersReady(t1 *Timer, t2 *Timer, sim *Simulation) bool
- func BothTimersReadyAt(t1 *Timer, t2 *Timer) time.Duration
- func BulkSim(ctx context.Context, request *proto.BulkSimRequest, ...) *proto.BulkSimResult
- func CharacterStatsTest(label string, t *testing.T, raid *proto.Raid, expectedStats stats.Stats)
- func ColorIntersects(g proto.GemColor, o proto.GemColor) bool
- func ComputeStats(csr *proto.ComputeStatsRequest) *proto.ComputeStatsResult
- func DurationFromSeconds(numSeconds float64) time.Duration
- func EquipmentSpecFromJsonString(jsonString string) *proto.EquipmentSpec
- func FillTalentsProto(data protoreflect.Message, talentsStr string, treeSizes [3]int)
- func FilterMap[K comparable, V any](src map[K]V, f func(K, V) bool) map[K]V
- func FilterSlice[T any](src []T, f func(T) bool) []T
- func Flatten[T any](src [][]T) []T
- func FocusMagicAura(caster *Unit, target *Unit) (*Aura, *Aura)
- func GetPrimaryTalentTreeIndex(talentStr string) uint8
- func GetTristateValueFloat(effect proto.TristateEffect, regularValue float64, impValue float64) float64
- func GetTristateValueInt32(effect proto.TristateEffect, regularValue int32, impValue int32) int32
- func HasEnchantEffect(id int32) bool
- func HasItemEffect(id int32) bool
- func HasItemEffectForTest(id int32) bool
- func HasWeaponEffect(id int32) bool
- func InnervateManaThreshold(character *Character) float64
- func ItemTypeToSlot(it proto.ItemType) proto.ItemSlot
- func MakeSingleTargetEncounter(variation float64) *proto.Encounter
- func MakeTristateValue(hasRegular bool, hasImproved bool) proto.TristateEffect
- func MapMap[KI comparable, VI any, KO comparable, VO any](src map[KI]VI, f func(KI, VI) (KO, VO)) map[KO]VO
- func MapSlice[I any, O any](src []I, f func(I) O) []O
- func MaxDuration(a time.Duration, b time.Duration) time.Duration
- func MaxFloat(a float64, b float64) float64
- func MaxInt(a int, b int) int
- func MaxInt32(a int32, b int32) int32
- func MaxTimeToReady(t1 *Timer, t2 *Timer, sim *Simulation) time.Duration
- func MaxTristate(a proto.TristateEffect, b proto.TristateEffect) proto.TristateEffect
- func MinDuration(a time.Duration, b time.Duration) time.Duration
- func MinFloat(a float64, b float64) float64
- func MinInt(a int, b int) int
- func MinInt32(a int32, b int32) int32
- func NewDefaultTarget() *proto.Target
- func NewEnchantEffect(id int32, enchantEffect ApplyEffect)
- func NewItemEffect(id int32, itemEffect ApplyEffect)
- func NewSimpleStatDefensiveTrinketEffect(itemID int32, bonus stats.Stats, duration time.Duration, ...)
- func NewSimpleStatItemActiveEffect(itemID int32, bonus stats.Stats, duration time.Duration, ...)
- func NewSimpleStatItemEffect(itemID int32, bonus stats.Stats, duration time.Duration, ...)
- func NewSimpleStatOffensiveTrinketEffect(itemID int32, bonus stats.Stats, duration time.Duration, ...)
- func NewSimpleStatOffensiveTrinketEffectWithOtherEffects(itemID int32, bonus stats.Stats, duration time.Duration, ...)
- func PlayerProtoToSpec(player *proto.Player) proto.Spec
- func RaidBenchmark(b *testing.B, rsr *proto.RaidSimRequest)
- func RaidPlayersWithClass(raid *proto.Raid, class proto.Class) []*proto.Player
- func RaidSimTest(label string, t *testing.T, rsr *proto.RaidSimRequest, expectedDps float64)
- func RegisterAgentFactory(emptyOptions interface{}, spec proto.Spec, factory AgentFactory, ...)
- func RegisterTemporaryStatsOnUseCD(character *Character, auraLabel string, tempStats stats.Stats, ...)
- func ResetRunes(runeMeta *RuneMeta)
- func RunBulkSim(request *proto.BulkSimRequest) *proto.BulkSimResult
- func RunBulkSimAsync(ctx context.Context, request *proto.BulkSimRequest, ...)
- func RunRaidSim(request *proto.RaidSimRequest) *proto.RaidSimResult
- func RunRaidSimAsync(request *proto.RaidSimRequest, progress chan *proto.ProgressMetrics)
- func RunSim(rsr *proto.RaidSimRequest, progress chan *proto.ProgressMetrics) *proto.RaidSimResult
- func RunTestSuite(t *testing.T, suiteName string, generator TestGenerator)
- func ScheduledMajorArmorAura(aura *Aura, options PeriodicActionOptions, raid *proto.Raid)
- func SinglePlayerRaidProto(player *proto.Player, partyBuffs *proto.PartyBuffs, raidBuffs *proto.RaidBuffs, ...) *proto.Raid
- func StatWeights(request *proto.StatWeightsRequest) *proto.StatWeightsResult
- func StatWeightsAsync(request *proto.StatWeightsRequest, progress chan *proto.ProgressMetrics)
- func StatWeightsTest(label string, t *testing.T, _swr *proto.StatWeightsRequest, ...)
- func Ternary[T any](condition bool, val1 T, val2 T) T
- func TernaryDuration(condition bool, val1 time.Duration, val2 time.Duration) time.Duration
- func TernaryFloat64(condition bool, val1 float64, val2 float64) float64
- func TernaryInt(condition bool, val1 int, val2 int) int
- func TernaryInt32(condition bool, val1 int32, val2 int32) int32
- func UnitLevelFloat64(unitLevel int32, maxLevelPlus0Val float64, maxLevelPlus1Val float64, ...) float64
- func WithSpec(player *proto.Player, spec interface{}) *proto.Player
- func WithinToleranceFloat64(expectedValue float64, actualValue float64, tolerance float64) bool
- type AIFactory
- type APLAction
- func (action *APLAction) Execute(sim *Simulation)
- func (action *APLAction) Finalize(rot *APLRotation)
- func (action *APLAction) GetAllAPLValues() []APLValue
- func (action *APLAction) GetAllActions() []*APLAction
- func (action *APLAction) GetAllSpells() []*Spell
- func (action *APLAction) IsReady(sim *Simulation) bool
- func (action *APLAction) String() string
- type APLActionActivateAura
- func (action *APLActionActivateAura) Execute(sim *Simulation)
- func (impl APLActionActivateAura) Finalize(*APLRotation)
- func (impl APLActionActivateAura) GetAPLValues() []APLValue
- func (impl APLActionActivateAura) GetInnerActions() []*APLAction
- func (impl APLActionActivateAura) GetNextAction(*Simulation) *APLAction
- func (action *APLActionActivateAura) IsReady(sim *Simulation) bool
- func (impl APLActionActivateAura) Reset(*Simulation)
- func (action *APLActionActivateAura) String() string
- type APLActionAutocastOtherCooldowns
- func (action *APLActionAutocastOtherCooldowns) Execute(sim *Simulation)
- func (impl APLActionAutocastOtherCooldowns) Finalize(*APLRotation)
- func (impl APLActionAutocastOtherCooldowns) GetAPLValues() []APLValue
- func (impl APLActionAutocastOtherCooldowns) GetInnerActions() []*APLAction
- func (impl APLActionAutocastOtherCooldowns) GetNextAction(*Simulation) *APLAction
- func (action *APLActionAutocastOtherCooldowns) IsReady(sim *Simulation) bool
- func (action *APLActionAutocastOtherCooldowns) Reset(*Simulation)
- func (action *APLActionAutocastOtherCooldowns) String() string
- type APLActionCancelAura
- func (action *APLActionCancelAura) Execute(sim *Simulation)
- func (impl APLActionCancelAura) Finalize(*APLRotation)
- func (impl APLActionCancelAura) GetAPLValues() []APLValue
- func (impl APLActionCancelAura) GetInnerActions() []*APLAction
- func (impl APLActionCancelAura) GetNextAction(*Simulation) *APLAction
- func (action *APLActionCancelAura) IsReady(sim *Simulation) bool
- func (impl APLActionCancelAura) Reset(*Simulation)
- func (action *APLActionCancelAura) String() string
- type APLActionCastSpell
- func (action *APLActionCastSpell) Execute(sim *Simulation)
- func (impl APLActionCastSpell) Finalize(*APLRotation)
- func (impl APLActionCastSpell) GetAPLValues() []APLValue
- func (impl APLActionCastSpell) GetInnerActions() []*APLAction
- func (impl APLActionCastSpell) GetNextAction(*Simulation) *APLAction
- func (action *APLActionCastSpell) IsReady(sim *Simulation) bool
- func (impl APLActionCastSpell) Reset(*Simulation)
- func (action *APLActionCastSpell) String() string
- type APLActionChangeTarget
- func (action *APLActionChangeTarget) Execute(sim *Simulation)
- func (impl APLActionChangeTarget) Finalize(*APLRotation)
- func (impl APLActionChangeTarget) GetAPLValues() []APLValue
- func (impl APLActionChangeTarget) GetInnerActions() []*APLAction
- func (impl APLActionChangeTarget) GetNextAction(*Simulation) *APLAction
- func (action *APLActionChangeTarget) IsReady(sim *Simulation) bool
- func (impl APLActionChangeTarget) Reset(*Simulation)
- func (action *APLActionChangeTarget) String() string
- type APLActionChannelSpell
- func (action *APLActionChannelSpell) Execute(sim *Simulation)
- func (impl APLActionChannelSpell) Finalize(*APLRotation)
- func (impl APLActionChannelSpell) GetAPLValues() []APLValue
- func (impl APLActionChannelSpell) GetInnerActions() []*APLAction
- func (impl APLActionChannelSpell) GetNextAction(*Simulation) *APLAction
- func (action *APLActionChannelSpell) IsReady(sim *Simulation) bool
- func (impl APLActionChannelSpell) Reset(*Simulation)
- func (action *APLActionChannelSpell) String() string
- type APLActionImpl
- type APLActionMultidot
- func (action *APLActionMultidot) Execute(sim *Simulation)
- func (impl APLActionMultidot) Finalize(*APLRotation)
- func (action *APLActionMultidot) GetAPLValues() []APLValue
- func (impl APLActionMultidot) GetInnerActions() []*APLAction
- func (impl APLActionMultidot) GetNextAction(*Simulation) *APLAction
- func (action *APLActionMultidot) IsReady(sim *Simulation) bool
- func (action *APLActionMultidot) Reset(*Simulation)
- func (action *APLActionMultidot) String() string
- type APLActionMultishield
- func (action *APLActionMultishield) Execute(sim *Simulation)
- func (impl APLActionMultishield) Finalize(*APLRotation)
- func (action *APLActionMultishield) GetAPLValues() []APLValue
- func (impl APLActionMultishield) GetInnerActions() []*APLAction
- func (impl APLActionMultishield) GetNextAction(*Simulation) *APLAction
- func (action *APLActionMultishield) IsReady(sim *Simulation) bool
- func (action *APLActionMultishield) Reset(*Simulation)
- func (action *APLActionMultishield) String() string
- type APLActionResetSequence
- func (action *APLActionResetSequence) Execute(sim *Simulation)
- func (action *APLActionResetSequence) Finalize(rot *APLRotation)
- func (impl APLActionResetSequence) GetAPLValues() []APLValue
- func (impl APLActionResetSequence) GetInnerActions() []*APLAction
- func (impl APLActionResetSequence) GetNextAction(*Simulation) *APLAction
- func (action *APLActionResetSequence) IsReady(sim *Simulation) bool
- func (impl APLActionResetSequence) Reset(*Simulation)
- func (action *APLActionResetSequence) String() string
- type APLActionSchedule
- func (action *APLActionSchedule) Execute(sim *Simulation)
- func (impl APLActionSchedule) Finalize(*APLRotation)
- func (impl APLActionSchedule) GetAPLValues() []APLValue
- func (action *APLActionSchedule) GetInnerActions() []*APLAction
- func (impl APLActionSchedule) GetNextAction(*Simulation) *APLAction
- func (action *APLActionSchedule) IsReady(sim *Simulation) bool
- func (action *APLActionSchedule) Reset(*Simulation)
- func (action *APLActionSchedule) String() string
- type APLActionSequence
- func (action *APLActionSequence) Execute(sim *Simulation)
- func (action *APLActionSequence) Finalize(rot *APLRotation)
- func (impl APLActionSequence) GetAPLValues() []APLValue
- func (action *APLActionSequence) GetInnerActions() []*APLAction
- func (impl APLActionSequence) GetNextAction(*Simulation) *APLAction
- func (action *APLActionSequence) IsReady(sim *Simulation) bool
- func (action *APLActionSequence) Reset(*Simulation)
- func (action *APLActionSequence) String() string
- type APLActionStrictSequence
- func (action *APLActionStrictSequence) Execute(sim *Simulation)
- func (action *APLActionStrictSequence) Finalize(rot *APLRotation)
- func (impl APLActionStrictSequence) GetAPLValues() []APLValue
- func (action *APLActionStrictSequence) GetInnerActions() []*APLAction
- func (action *APLActionStrictSequence) GetNextAction(sim *Simulation) *APLAction
- func (action *APLActionStrictSequence) IsReady(sim *Simulation) bool
- func (action *APLActionStrictSequence) Reset(*Simulation)
- func (action *APLActionStrictSequence) String() string
- type APLActionTriggerICD
- func (action *APLActionTriggerICD) Execute(sim *Simulation)
- func (impl APLActionTriggerICD) Finalize(*APLRotation)
- func (impl APLActionTriggerICD) GetAPLValues() []APLValue
- func (impl APLActionTriggerICD) GetInnerActions() []*APLAction
- func (impl APLActionTriggerICD) GetNextAction(*Simulation) *APLAction
- func (action *APLActionTriggerICD) IsReady(sim *Simulation) bool
- func (impl APLActionTriggerICD) Reset(*Simulation)
- func (action *APLActionTriggerICD) String() string
- type APLActionWait
- func (action *APLActionWait) Execute(sim *Simulation)
- func (impl APLActionWait) Finalize(*APLRotation)
- func (action *APLActionWait) GetAPLValues() []APLValue
- func (impl APLActionWait) GetInnerActions() []*APLAction
- func (action *APLActionWait) GetNextAction(sim *Simulation) *APLAction
- func (action *APLActionWait) IsReady(sim *Simulation) bool
- func (impl APLActionWait) Reset(*Simulation)
- func (action *APLActionWait) String() string
- type APLActionWaitUntil
- func (action *APLActionWaitUntil) Execute(sim *Simulation)
- func (impl APLActionWaitUntil) Finalize(*APLRotation)
- func (action *APLActionWaitUntil) GetAPLValues() []APLValue
- func (impl APLActionWaitUntil) GetInnerActions() []*APLAction
- func (action *APLActionWaitUntil) GetNextAction(sim *Simulation) *APLAction
- func (action *APLActionWaitUntil) IsReady(sim *Simulation) bool
- func (impl APLActionWaitUntil) Reset(*Simulation)
- func (action *APLActionWaitUntil) String() string
- type APLRotation
- func (apl *APLRotation) DoNextAction(sim *Simulation)
- func (rot *APLRotation) GetAPLAura(sourceUnit UnitReference, auraId *proto.ActionID) AuraReference
- func (rot *APLRotation) GetAPLDot(targetUnit UnitReference, spellId *proto.ActionID) *Dot
- func (rot *APLRotation) GetAPLICDAura(sourceUnit UnitReference, auraId *proto.ActionID) AuraReference
- func (rot *APLRotation) GetAPLMultidotSpell(spellId *proto.ActionID) *Spell
- func (rot *APLRotation) GetAPLMultishieldSpell(spellId *proto.ActionID) *Spell
- func (rot *APLRotation) GetAPLSpell(spellId *proto.ActionID) *Spell
- func (rot *APLRotation) GetSourceUnit(ref *proto.UnitReference) UnitReference
- func (rot *APLRotation) GetTargetUnit(ref *proto.UnitReference) UnitReference
- func (rot *APLRotation) ValidationWarning(message string, vals ...interface{})
- type APLValue
- type APLValueAnd
- type APLValueAuraICDIsReadyWithReactionTime
- type APLValueAuraInternalCooldown
- type APLValueAuraIsActive
- type APLValueAuraIsActiveWithReactionTime
- type APLValueAuraNumStacks
- type APLValueAuraRemainingTime
- type APLValueAuraShouldRefresh
- type APLValueAutoTimeToNext
- type APLValueCoerced
- func (value *APLValueCoerced) GetBool(sim *Simulation) bool
- func (value APLValueCoerced) GetDuration(sim *Simulation) time.Duration
- func (value APLValueCoerced) GetFloat(sim *Simulation) float64
- func (value *APLValueCoerced) GetInnerValues() []APLValue
- func (value APLValueCoerced) GetInt(sim *Simulation) int32
- func (value APLValueCoerced) GetString(sim *Simulation) string
- func (value *APLValueCoerced) String() string
- func (value *APLValueCoerced) Type() proto.APLValueType
- type APLValueCompare
- type APLValueConst
- func (value *APLValueConst) GetBool(sim *Simulation) bool
- func (value *APLValueConst) GetDuration(sim *Simulation) time.Duration
- func (value *APLValueConst) GetFloat(sim *Simulation) float64
- func (value *APLValueConst) GetInt(sim *Simulation) int32
- func (value *APLValueConst) GetString(sim *Simulation) string
- func (value *APLValueConst) String() string
- func (value *APLValueConst) Type() proto.APLValueType
- type APLValueCurrentComboPoints
- type APLValueCurrentEnergy
- type APLValueCurrentHealth
- type APLValueCurrentHealthPercent
- type APLValueCurrentMana
- type APLValueCurrentManaPercent
- type APLValueCurrentNonDeathRuneCount
- type APLValueCurrentRage
- type APLValueCurrentRuneActive
- type APLValueCurrentRuneCount
- type APLValueCurrentRuneDeath
- type APLValueCurrentRunicPower
- type APLValueCurrentTime
- type APLValueCurrentTimePercent
- type APLValueDotIsActive
- type APLValueDotRemainingTime
- type APLValueGCDIsReady
- type APLValueGCDTimeToReady
- type APLValueIsExecutePhase
- type APLValueMath
- func (value *APLValueMath) GetDuration(sim *Simulation) time.Duration
- func (value *APLValueMath) GetFloat(sim *Simulation) float64
- func (value *APLValueMath) GetInnerValues() []APLValue
- func (value *APLValueMath) GetInt(sim *Simulation) int32
- func (value *APLValueMath) String() string
- func (value *APLValueMath) Type() proto.APLValueType
- type APLValueMax
- func (value *APLValueMax) GetDuration(sim *Simulation) time.Duration
- func (value *APLValueMax) GetFloat(sim *Simulation) float64
- func (value *APLValueMax) GetInnerValues() []APLValue
- func (value *APLValueMax) GetInt(sim *Simulation) int32
- func (value *APLValueMax) String() string
- func (value *APLValueMax) Type() proto.APLValueType
- type APLValueMin
- func (value *APLValueMin) GetDuration(sim *Simulation) time.Duration
- func (value *APLValueMin) GetFloat(sim *Simulation) float64
- func (value *APLValueMin) GetInnerValues() []APLValue
- func (value *APLValueMin) GetInt(sim *Simulation) int32
- func (value *APLValueMin) String() string
- func (value *APLValueMin) Type() proto.APLValueType
- type APLValueNextRuneCooldown
- type APLValueNot
- type APLValueNumberTargets
- type APLValueOr
- type APLValueRemainingTime
- type APLValueRemainingTimePercent
- type APLValueRuneCooldown
- type APLValueRuneGrace
- type APLValueRuneSlotCooldown
- type APLValueRuneSlotGrace
- type APLValueSequenceIsComplete
- type APLValueSequenceIsReady
- type APLValueSequenceTimeToReady
- type APLValueSpellCPM
- type APLValueSpellCanCast
- type APLValueSpellCastTime
- type APLValueSpellChannelTime
- type APLValueSpellChanneledTicks
- type APLValueSpellIsChanneling
- type APLValueSpellIsReady
- type APLValueSpellTimeToReady
- type APLValueSpellTravelTime
- type ActionID
- func (actionID ActionID) IsEmptyAction() bool
- func (actionID ActionID) IsItemAction(itemID int32) bool
- func (actionID ActionID) IsOtherAction(otherID proto.OtherAction) bool
- func (actionID ActionID) IsSpellAction(spellID int32) bool
- func (actionID ActionID) SameAction(other ActionID) bool
- func (actionID ActionID) SameActionIgnoreTag(other ActionID) bool
- func (actionID ActionID) String() string
- func (actionID ActionID) ToProto() *proto.ActionID
- func (actionID ActionID) WithTag(tag int32) ActionID
- type ActionMetrics
- type ActionPriority
- type ActiveSetBonus
- type Agent
- type AgentFactory
- type ApplyEffect
- type ApplySpellResults
- type ApplyWeaponEffect
- type AttackTable
- type Aura
- func AcidSpitAura(target *Unit) *Aura
- func BattleShoutAura(unit *Unit, commandingPresencePts int32, boomingVoicePts int32, ...) *Aura
- func BlessingOfMightAura(unit *Unit, impBomPts int32) *Aura
- func BloodFrenzyAura(target *Unit, points int32) *Aura
- func BloodPactAura(unit *Unit, impImpPts int32) *Aura
- func BloodlustAura(character *Character, actionTag int32) *Aura
- func CommandingShoutAura(unit *Unit, commandingPresencePts int32, boomingVoicePts int32, ...) *Aura
- func CrystalYieldAura(target *Unit) *Aura
- func CurseOfElementsAura(target *Unit) *Aura
- func CurseOfWeaknessAura(target *Unit, points int32) *Aura
- func DemonicPactAura(character *Character) *Aura
- func DemoralizingRoarAura(target *Unit, points int32) *Aura
- func DemoralizingScreechAura(target *Unit) *Aura
- func DemoralizingShoutAura(target *Unit, boomingVoicePts int32, impDemoShoutPts int32) *Aura
- func DivineGuardianAura(character *Character, actionTag int32) *Aura
- func EarthAndMoonAura(target *Unit, points int32) *Aura
- func EbonPlaguebringerOrCryptFeverAura(caster *Character, target *Unit, ...) *Aura
- func ExposeArmorAura(target *Unit, hasGlyph bool) *Aura
- func FaerieFireAura(target *Unit, points int32) *Aura
- func FlametongueTotemAura(character *Character) *Aura
- func FrostFeverAura(target *Unit, impIcyTouch int32, epidemic int32) *Aura
- func GiftOfArthasAura(target *Unit) *Aura
- func GuardianSpiritAura(character *Character, actionTag int32) *Aura
- func HandOfSacrificeAura(character *Character, actionTag int32) *Aura
- func HeartOfTheCrusaderDebuff(target *Unit, points int32) *Aura
- func HuntersMarkAura(target *Unit, points int32, glyphed bool) *Aura
- func ImprovedScorchAura(target *Unit) *Aura
- func InfectedWoundsAura(target *Unit, points int32) *Aura
- func InnervateAura(character *Character, actionTag int32) *Aura
- func InsectSwarmAura(target *Unit) *Aura
- func InspirationAura(unit *Unit, points int32) *Aura
- func JudgementOfLightAura(target *Unit) *Aura
- func JudgementOfWisdomAura(target *Unit) *Aura
- func JudgementsOfTheJustAura(target *Unit, points int32) *Aura
- func MakePermanent(aura *Aura) *Aura
- func MakeProcTriggerAura(unit *Unit, config ProcTrigger) *Aura
- func MakeStackingAura(character *Character, config StackingStatAura) *Aura
- func ManaTideTotemAura(character *Character, actionTag int32) *Aura
- func MangleAura(target *Unit) *Aura
- func MarkOfBloodAura(target *Unit) *Aura
- func MasterPoisonerDebuff(target *Unit, points int32) *Aura
- func MiseryAura(target *Unit, points int32) *Aura
- func PainSuppressionAura(character *Character, actionTag int32) *Aura
- func PowerInfusionAura(character *Unit, actionTag int32) *Aura
- func RetributionAura(character *Character, sanctifiedRetribution bool) *Aura
- func RuneOfRazoriceVulnerabilityAura(target *Unit) *Aura
- func SavageCombatAura(target *Unit, points int32) *Aura
- func ScorpidStingAura(target *Unit) *Aura
- func ShadowMasteryAura(target *Unit) *Aura
- func SporeCloudAura(target *Unit) *Aura
- func StampedeAura(target *Unit) *Aura
- func StingAura(target *Unit) *Aura
- func SunderArmorAura(target *Unit) *Aura
- func ThornsAura(character *Character, points int32) *Aura
- func ThunderClapAura(target *Unit, points int32) *Aura
- func TotemOfWrathAura(character *Character) *Aura
- func TotemOfWrathDebuff(target *Unit) *Aura
- func TraumaAura(target *Unit, points int) *Aura
- func VindicationAura(target *Unit, points int32) *Aura
- func WintersChillAura(target *Unit, startingStacks int32) *Aura
- func (aura *Aura) Activate(sim *Simulation)
- func (aura *Aura) AddStack(sim *Simulation)
- func (aura *Aura) ApplyOnExpire(newOnExpire OnExpire)
- func (aura *Aura) ApplyOnGain(newOnGain OnGain)
- func (aura *Aura) Deactivate(sim *Simulation)
- func (aura *Aura) ExpiresAt() time.Duration
- func (aura *Aura) GetStacks() int32
- func (aura *Aura) IsActive() bool
- func (aura *Aura) NewExclusiveEffect(categoryName string, singleAura bool, config ExclusiveEffect) *ExclusiveEffect
- func (aura *Aura) Refresh(sim *Simulation)
- func (aura *Aura) RemainingDuration(sim *Simulation) time.Duration
- func (aura *Aura) RemoveStack(sim *Simulation)
- func (aura *Aura) SetStacks(sim *Simulation, newStacks int32)
- func (aura *Aura) ShouldRefreshExclusiveEffects(sim *Simulation, refreshWindow time.Duration) bool
- func (aura *Aura) StartedAt() time.Duration
- func (aura *Aura) TimeActive(sim *Simulation) time.Duration
- func (aura *Aura) UpdateExpires(newExpires time.Duration)
- type AuraArray
- type AuraCallback
- type AuraFactory
- type AuraMetrics
- type AuraReference
- type AutoAttackOptions
- type AutoAttacks
- func (aa *AutoAttacks) CancelAutoSwing(sim *Simulation)
- func (aa *AutoAttacks) DelayMeleeBy(sim *Simulation, delay time.Duration)
- func (aa *AutoAttacks) DelayRangedUntil(sim *Simulation, readyAt time.Duration)
- func (aa *AutoAttacks) EnableAutoSwing(sim *Simulation)
- func (aa *AutoAttacks) MainhandSwingSpeed() time.Duration
- func (aa *AutoAttacks) MaybeReplaceMHSwing(sim *Simulation, mhSwingSpell *Spell) *Spell
- func (aa *AutoAttacks) NewPPMManager(ppm float64, procMask ProcMask) PPMManager
- func (aa *AutoAttacks) NextAttackAt() time.Duration
- func (aa *AutoAttacks) OffhandSwingSpeed() time.Duration
- func (aa *AutoAttacks) PPMProc(sim *Simulation, ppm float64, procMask ProcMask, label string, spell *Spell) bool
- func (aa *AutoAttacks) RangedSwingSpeed() time.Duration
- func (aa *AutoAttacks) StopMeleeUntil(sim *Simulation, readyAt time.Duration, desyncOH bool)
- func (aa *AutoAttacks) SwingMelee(sim *Simulation, target *Unit)
- func (aa *AutoAttacks) SwingRanged(sim *Simulation, target *Unit)
- func (aa *AutoAttacks) TrySwingMH(sim *Simulation, target *Unit)
- func (aa *AutoAttacks) TrySwingOH(sim *Simulation, target *Unit)
- func (aa *AutoAttacks) TrySwingRanged(sim *Simulation, target *Unit)
- func (aa *AutoAttacks) UpdateMeleeDurations()
- func (aa *AutoAttacks) UpdateRangedDuration()
- func (aa *AutoAttacks) UpdateSwingTimers(sim *Simulation)
- type BaseStatsKey
- type BuffsCombo
- type CanCastCondition
- type Cast
- type CastConfig
- type CastFunc
- type CastSuccessFunc
- type Character
- func (eb *Character) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
- func (eb *Character) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Character) AddFocus(sim *Simulation, amount float64, actionID ActionID)
- func (mcdm *Character) AddMajorCooldown(mcd MajorCooldown)
- func (character *Character) AddPartyBuffs(partyBuffs *proto.PartyBuffs)
- func (character *Character) AddPet(pet PetAgent)
- func (rb *Character) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (character *Character) AddRaidBuffs(_ *proto.RaidBuffs)
- func (character *Character) ApplyDynamicEquipScaling(sim *Simulation, stat stats.Stat, multiplier float64)
- func (character *Character) ApplyEquipScaling(stat stats.Stat, multiplier float64)
- func (fb *Character) Cancel(sim *Simulation)
- func (eb *Character) ComboPoints() int32
- func (eb *Character) CurrentEnergy() float64
- func (fb *Character) CurrentFocus() float64
- func (hb *Character) CurrentHealth() float64
- func (hb *Character) CurrentHealthPercent() float64
- func (rb *Character) CurrentRage() float64
- func (character *Character) DefaultHealingCritMultiplier() float64
- func (character *Character) DefaultMeleeCritMultiplier() float64
- func (character *Character) DefaultSpellCritMultiplier() float64
- func (mcdm *Character) DelayDPSCooldowns(delay time.Duration)
- func (mcdm *Character) DelayDPSCooldownsForArmorDebuffs(delay time.Duration)
- func (mcdm *Character) DesyncTrinketProcs()
- func (character *Character) EnableItemSwap(itemSwap *proto.ItemSwap, mhCritMultiplier float64, ohCritMultiplier float64, ...)
- func (character *Character) EnableManaBar()
- func (character *Character) EnableManaBarWithModifier(modifier float64)
- func (character *Character) EnableResumeAfterManaWait(callback func(sim *Simulation))
- func (character *Character) EquipStats() stats.Stats
- func (character *Character) FillPlayerStats(playerStats *proto.PlayerStats)
- func (character *Character) Finalize()
- func (hb *Character) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (at *Character) GetActiveAuraWithTag(tag string) *Aura
- func (character *Character) GetActiveSetBonusNames() []string
- func (character *Character) GetActiveSetBonuses() []ActiveSetBonus
- func (at *Character) GetAura(label string) *Aura
- func (at *Character) GetAuraByID(actionID ActionID) *Aura
- func (at *Character) GetAuras() []*Aura
- func (at *Character) GetAurasWithTag(tag string) []*Aura
- func (character *Character) GetBaseStats() stats.Stats
- func (character *Character) GetConjuredCD() *Timer
- func (character *Character) GetDefensiveTrinketCD() *Timer
- func (at *Character) GetIcdAuraByID(actionID ActionID) *Aura
- func (mcdm *Character) GetInitialMajorCooldown(actionID ActionID) MajorCooldown
- func (character *Character) GetMHWeapon() *Item
- func (mcdm *Character) GetMajorCooldown(actionID ActionID) *MajorCooldown
- func (mcdm *Character) GetMajorCooldownIDs() []*proto.ActionID
- func (mcdm *Character) GetMajorCooldownIgnoreTag(actionID ActionID) *MajorCooldown
- func (mcdm *Character) GetMajorCooldowns() []*MajorCooldown
- func (character *Character) GetMetricsProto() *proto.UnitMetrics
- func (character *Character) GetOHWeapon() *Item
- func (character *Character) GetOffensiveTrinketCD() *Timer
- func (character *Character) GetPresimOptions(playerConfig *proto.Player) *PresimOptions
- func (character *Character) GetProcMaskForEnchant(effectID int32) ProcMask
- func (character *Character) GetProcMaskForItem(itemID int32) ProcMask
- func (character *Character) GetProcMaskForTypes(weaponTypes ...proto.WeaponType) ProcMask
- func (character *Character) GetPseudoStatsProto() []float64
- func (character *Character) GetRangedWeapon() *Item
- func (at *Character) HasActiveAura(label string) bool
- func (at *Character) HasActiveAuraWithTag(tag string) bool
- func (at *Character) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool
- func (character *Character) HasAlchStone() bool
- func (at *Character) HasAura(label string) bool
- func (at *Character) HasAuraWithTag(tag string) bool
- func (character *Character) HasGlyph(glyphID int32) bool
- func (character *Character) HasMHWeapon() bool
- func (character *Character) HasMetaGemEquipped(gemID int32) bool
- func (character *Character) HasOHWeapon() bool
- func (character *Character) HasProfession(prof proto.Profession) bool
- func (character *Character) HasRangedWeapon() bool
- func (character *Character) HasRingEquipped(itemID int32) bool
- func (character *Character) HasSetBonus(set *ItemSet, numItems int32) bool
- func (character *Character) HasTrinketEquipped(itemID int32) bool
- func (character *Character) HealingCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64
- func (hb *Character) MaxHealth() float64
- func (character *Character) MeleeCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64
- func (character *Character) MultiplyAttackSpeed(sim *Simulation, amount float64)
- func (character *Character) MultiplyMeleeSpeed(sim *Simulation, amount float64)
- func (character *Character) MultiplyRangedSpeed(sim *Simulation, amount float64)
- func (character *Character) NewTemporaryStatsAura(auraLabel string, actionID ActionID, tempStats stats.Stats, ...) *Aura
- func (character *Character) NewTemporaryStatsAuraWrapped(auraLabel string, actionID ActionID, buffs stats.Stats, duration time.Duration, ...) *Aura
- func (eb *Character) NextEnergyTickAt() time.Duration
- func (at *Character) NumActiveAurasWithTag(tag string) int32
- func (at *Character) OnCastComplete(sim *Simulation, spell *Spell)
- func (at *Character) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Character) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (character *Character) RegisterOnItemSwap(callback OnSwapItem)
- func (at *Character) RegisterResetEffect(resetEffect ResetEffect)
- func (character *Character) RemoveDynamicEquipScaling(sim *Simulation, stat stats.Stat, multiplier float64)
- func (character *Character) RemoveEquipScaling(stat stats.Stat, multiplier float64)
- func (hb *Character) RemoveHealth(sim *Simulation, amount float64)
- func (eb *Character) ResetEnergyTick(sim *Simulation)
- func (character *Character) SpellCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64
- func (eb *Character) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
- func (eb *Character) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Character) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rb *Character) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (mcdm *Character) TryUseCooldowns(sim *Simulation)
- func (mcdm *Character) UpdateMajorCooldowns()
- func (character *Character) WeaponFromMainHand(critMultiplier float64) Weapon
- func (character *Character) WeaponFromOffHand(critMultiplier float64) Weapon
- func (character *Character) WeaponFromRanged(critMultiplier float64) Weapon
- type CharacterBuildPhase
- type CharacterIterationMetrics
- type CharacterSuiteConfig
- type CombinedTestGenerator
- type Cooldown
- type CooldownActivation
- type CooldownActivationCondition
- type CooldownType
- type DefaultAPLValueImpl
- func (impl DefaultAPLValueImpl) Finalize(*APLRotation)
- func (impl DefaultAPLValueImpl) GetBool(sim *Simulation) bool
- func (impl DefaultAPLValueImpl) GetDuration(sim *Simulation) time.Duration
- func (impl DefaultAPLValueImpl) GetFloat(sim *Simulation) float64
- func (impl DefaultAPLValueImpl) GetInnerValues() []APLValue
- func (impl DefaultAPLValueImpl) GetInt(sim *Simulation) int32
- func (impl DefaultAPLValueImpl) GetString(sim *Simulation) string
- type DelayedActionOptions
- type DistributionMetrics
- type Dot
- func (dot *Dot) Apply(sim *Simulation)
- func (dot *Dot) ApplyOrRefresh(sim *Simulation)
- func (dot *Dot) ApplyOrReset(sim *Simulation)
- func (dot *Dot) CalcAndDealPeriodicSnapshotDamage(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
- func (dot *Dot) CalcAndDealPeriodicSnapshotHealing(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
- func (dot *Dot) CalcSnapshotDamage(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
- func (dot *Dot) CalcSnapshotHealing(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
- func (dot *Dot) Cancel(sim *Simulation)
- func (dot *Dot) ManualTick(sim *Simulation)
- func (dot *Dot) MaxTicksRemaining() int32
- func (dot *Dot) NextTickAt() time.Duration
- func (dot *Dot) NumTicksRemaining(sim *Simulation) int
- func (dot *Dot) OutcomeExpectedMagicSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) OutcomeMagicHitAndSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) OutcomeRangedHitAndCritSnapshot(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) OutcomeSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) OutcomeTick(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) OutcomeTickCounted(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) OutcomeTickPhysicalCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (dot *Dot) RecomputeAuraDuration()
- func (dot *Dot) Rollover(sim *Simulation)
- func (dot *Dot) TakeSnapshot(sim *Simulation, doRollover bool)
- func (dot *Dot) TickOnce(sim *Simulation)
- func (dot *Dot) TickPeriod() time.Duration
- func (dot *Dot) TimeUntilNextTick(sim *Simulation) time.Duration
- type DotArray
- type DotConfig
- type DynamicDamageTakenModifier
- type Enchant
- type Encounter
- type EncounterCombo
- type EnergyCost
- type EnergyCostOptions
- type Environment
- func (env *Environment) GetMaxDuration() time.Duration
- func (env *Environment) GetNumTargets() int32
- func (env *Environment) GetTarget(index int32) *Target
- func (env *Environment) GetTargetUnit(index int32) *Unit
- func (env *Environment) GetUnit(ref *proto.UnitReference, contextUnit *Unit) *Unit
- func (env *Environment) IsFinalized() bool
- func (env *Environment) NextTarget(target *Unit) *Target
- func (env *Environment) NextTargetUnit(target *Unit) *Unit
- func (env *Environment) PrepullStartTime() time.Duration
- func (env *Environment) RegisterPostFinalizeEffect(postFinalizeEffect PostFinalizeEffect)
- func (env *Environment) RegisterPreFinalizeEffect(preFinalizeEffect PostFinalizeEffect)
- type EnvironmentState
- type Equipment
- func (equipment *Equipment) EquipItem(item Item)
- func (equipment *Equipment) Finger1() *Item
- func (equipment *Equipment) Finger2() *Item
- func (equipment *Equipment) Hands() *Item
- func (equipment *Equipment) Head() *Item
- func (equipment *Equipment) MainHand() *Item
- func (equipment *Equipment) Neck() *Item
- func (equipment *Equipment) OffHand() *Item
- func (equipment *Equipment) Ranged() *Item
- func (equipment *Equipment) Stats() stats.Stats
- func (equipment *Equipment) ToEquipmentSpecProto() *proto.EquipmentSpec
- func (equipment *Equipment) Trinket1() *Item
- func (equipment *Equipment) Trinket2() *Item
- type EquipmentSpec
- type ExclusiveCategory
- func (ec *ExclusiveCategory) AnyActive() bool
- func (ec *ExclusiveCategory) GetActiveAura() *Aura
- func (ec *ExclusiveCategory) GetActiveEffect() *ExclusiveEffect
- func (ec *ExclusiveCategory) GetHighestPrioActiveEffect() *ExclusiveEffect
- func (ec *ExclusiveCategory) SetActive(sim *Simulation, newActiveEffect *ExclusiveEffect)
- type ExclusiveCategoryArray
- type ExclusiveEffect
- type ExclusiveEffectManager
- type ExpectedDamageCalculator
- type FocusCost
- type FocusCostOptions
- type GearSetCombo
- type Gem
- type GoRand
- type Hand
- type Hardcast
- type HitOutcome
- type IndividualTestSuite
- func (testSuite *IndividualTestSuite) Done(t *testing.T)
- func (testSuite *IndividualTestSuite) TestCasts(testName string, rsr *proto.RaidSimRequest)
- func (testSuite *IndividualTestSuite) TestCharacterStats(testName string, csr *proto.ComputeStatsRequest)
- func (testSuite *IndividualTestSuite) TestDPS(testName string, rsr *proto.RaidSimRequest)
- func (testSuite *IndividualTestSuite) TestStatWeights(testName string, swr *proto.StatWeightsRequest)
- type Item
- type ItemComboChecker
- type ItemFilter
- type ItemSet
- type ItemSpec
- type ItemStringSpec
- type ItemSwap
- func (swap *ItemSwap) CalcStatChanges(slots []proto.ItemSlot) stats.Stats
- func (swap *ItemSwap) GetItem(slot proto.ItemSlot) *Item
- func (swap *ItemSwap) IsEnabled() bool
- func (swap *ItemSwap) IsSwapped() bool
- func (swap *ItemSwap) RegisterOnSwapItemForEffect(effectID int32, aura *Aura)
- func (swap *ItemSwap) RegisterOnSwapItemForEffectWithPPMManager(effectID int32, ppm float64, ppmm *PPMManager, aura *Aura)
- func (swap *ItemSwap) SwapItems(sim *Simulation, slots []proto.ItemSlot, useGCD bool)
- type ItemsTestGenerator
- type MajorCooldown
- func (mcd *MajorCooldown) Disable()
- func (mcd *MajorCooldown) Enable()
- func (mcd *MajorCooldown) GetTimings() []time.Duration
- func (mcd *MajorCooldown) IsEnabled() bool
- func (mcd *MajorCooldown) IsReady(sim *Simulation) bool
- func (mcd *MajorCooldown) ReadyAt() time.Duration
- func (mcd *MajorCooldown) TimeToNextCast(sim *Simulation) time.Duration
- func (mcd *MajorCooldown) TimeToReady(sim *Simulation) time.Duration
- func (mcd *MajorCooldown) TryActivate(sim *Simulation, character *Character) bool
- type ManaCost
- type ManaCostOptions
- type MeleeDamageCalculator
- type OnCastComplete
- type OnDoneIteration
- type OnEnergyGain
- type OnExpire
- type OnFocusGain
- type OnGain
- type OnInit
- type OnManaTick
- type OnPeriodicDamage
- type OnPetDisable
- type OnPetEnable
- type OnRageGain
- type OnReset
- type OnRune
- type OnRunicPowerGain
- type OnSnapshot
- type OnSpellHit
- type OnStacksChange
- type OnStatsChange
- type OnSwapItem
- type OnTick
- type OutcomeApplier
- type PPMManager
- type Party
- func (party *Party) AddStat(stat stats.Stat, amount float64)
- func (party *Party) AddStats(newStats stats.Stats)
- func (party *Party) GetMetrics() *proto.PartyMetrics
- func (party *Party) GetPartyBuffs(basePartyBuffs *proto.PartyBuffs) *proto.PartyBuffs
- func (party *Party) IsFull() bool
- func (party *Party) Size() int
- type PendingAction
- func NewDelayedAction(sim *Simulation, options DelayedActionOptions) *PendingAction
- func NewPeriodicAction(sim *Simulation, options PeriodicActionOptions) *PendingAction
- func StartDelayedAction(sim *Simulation, options DelayedActionOptions) *PendingAction
- func StartPeriodicAction(sim *Simulation, options PeriodicActionOptions) *PendingAction
- type PeriodicActionOptions
- type Pet
- func (eb *Pet) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
- func (eb *Pet) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Pet) AddFocus(sim *Simulation, amount float64, actionID ActionID)
- func (mcdm *Pet) AddMajorCooldown(mcd MajorCooldown)
- func (pet *Pet) AddPartyBuffs(_ *proto.PartyBuffs)
- func (rb *Pet) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (pet *Pet) AddRaidBuffs(_ *proto.RaidBuffs)
- func (pet *Pet) ApplyTalents()
- func (fb *Pet) Cancel(sim *Simulation)
- func (eb *Pet) ComboPoints() int32
- func (eb *Pet) CurrentEnergy() float64
- func (fb *Pet) CurrentFocus() float64
- func (hb *Pet) CurrentHealth() float64
- func (hb *Pet) CurrentHealthPercent() float64
- func (rb *Pet) CurrentRage() float64
- func (mcdm *Pet) DelayDPSCooldowns(delay time.Duration)
- func (mcdm *Pet) DelayDPSCooldownsForArmorDebuffs(delay time.Duration)
- func (mcdm *Pet) DesyncTrinketProcs()
- func (pet *Pet) Disable(sim *Simulation)
- func (pet *Pet) Enable(sim *Simulation, petAgent PetAgent)
- func (pet *Pet) EnableDynamicMeleeSpeed(inheritance PetMeleeSpeedInheritance)
- func (pet *Pet) EnableDynamicStats(inheritance PetStatInheritance)
- func (pet *Pet) EnableWithTimeout(sim *Simulation, petAgent PetAgent, petDuration time.Duration)
- func (hb *Pet) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (at *Pet) GetActiveAuraWithTag(tag string) *Aura
- func (at *Pet) GetAura(label string) *Aura
- func (at *Pet) GetAuraByID(actionID ActionID) *Aura
- func (at *Pet) GetAuras() []*Aura
- func (at *Pet) GetAurasWithTag(tag string) []*Aura
- func (pet *Pet) GetCharacter() *Character
- func (at *Pet) GetIcdAuraByID(actionID ActionID) *Aura
- func (mcdm *Pet) GetInitialMajorCooldown(actionID ActionID) MajorCooldown
- func (mcdm *Pet) GetMajorCooldown(actionID ActionID) *MajorCooldown
- func (mcdm *Pet) GetMajorCooldownIDs() []*proto.ActionID
- func (mcdm *Pet) GetMajorCooldownIgnoreTag(actionID ActionID) *MajorCooldown
- func (mcdm *Pet) GetMajorCooldowns() []*MajorCooldown
- func (at *Pet) HasActiveAura(label string) bool
- func (at *Pet) HasActiveAuraWithTag(tag string) bool
- func (at *Pet) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool
- func (at *Pet) HasAura(label string) bool
- func (at *Pet) HasAuraWithTag(tag string) bool
- func (pet *Pet) IsGuardian() bool
- func (hb *Pet) MaxHealth() float64
- func (eb *Pet) NextEnergyTickAt() time.Duration
- func (at *Pet) NumActiveAurasWithTag(tag string) int32
- func (at *Pet) OnCastComplete(sim *Simulation, spell *Spell)
- func (at *Pet) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Pet) RegisterResetEffect(resetEffect ResetEffect)
- func (hb *Pet) RemoveHealth(sim *Simulation, amount float64)
- func (eb *Pet) ResetEnergyTick(sim *Simulation)
- func (eb *Pet) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
- func (eb *Pet) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Pet) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rb *Pet) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (mcdm *Pet) TryUseCooldowns(sim *Simulation)
- func (mcdm *Pet) UpdateMajorCooldowns()
- type PetAgent
- type PetMeleeSpeedInheritance
- type PetStatInheritance
- type PostFinalizeEffect
- type PowerBarType
- type PrepullAction
- type PresetTarget
- type PresimOptions
- type Presimmer
- type ProcHandler
- type ProcMask
- type ProcTrigger
- type RageBarOptions
- type RageCost
- type RageCostOptions
- type Raid
- func (raid *Raid) AddStats(s stats.Stats)
- func (raid *Raid) GetActiveUnits() []*Unit
- func (raid *Raid) GetFirstEmptyRaidIndex() (*Party, int)
- func (raid *Raid) GetFirstNPlayersOrPets(n int32) []*Unit
- func (raid *Raid) GetFirstTargetDummy() *TargetDummy
- func (raid *Raid) GetMetrics() *proto.RaidMetrics
- func (raid *Raid) GetPlayerFromUnit(unit *Unit) Agent
- func (raid *Raid) GetPlayerFromUnitIndex(unitIndex int32) Agent
- func (raid *Raid) GetPlayersOfClass(class proto.Class) []Agent
- func (raid *Raid) GetRaidBuffs(baseRaidBuffs *proto.RaidBuffs) *proto.RaidBuffs
- func (raid *Raid) NewReplenishmentSource(actionID ActionID) ReplenishmentSource
- func (raid *Raid) ProcReplenishment(sim *Simulation, src ReplenishmentSource)
- func (raid *Raid) Size() int
- type Rand
- type ReplaceMHSwing
- type ReplenishmentSource
- type ResetEffect
- type ResourceKey
- type ResourceMetrics
- func (resourceMetrics *ResourceMetrics) ActualGainForCurrentIteration() float64
- func (resourceMetrics *ResourceMetrics) AddEvent(gain float64, actualGain float64)
- func (resourceMetrics *ResourceMetrics) EventsForCurrentIteration() int32
- func (resourceMetrics *ResourceMetrics) ToProto() *proto.ResourceMetrics
- type RotationCastsTestGenerator
- type RotationCombo
- type RuneConvertType
- type RuneCost
- type RuneCostImpl
- func (rc *RuneCostImpl) IssueRefund(sim *Simulation, spell *Spell)
- func (rc *RuneCostImpl) LogCostFailure(sim *Simulation, spell *Spell)
- func (rc *RuneCostImpl) MeetsRequirement(spell *Spell) bool
- func (rc *RuneCostImpl) SpendCost(sim *Simulation, spell *Spell)
- func (rc *RuneCostImpl) SpendRefundableCost(sim *Simulation, spell *Spell, result *SpellResult)
- func (rc *RuneCostImpl) SpendRefundableCostAndConvertBloodRune(sim *Simulation, spell *Spell, result *SpellResult, convertChance float64)
- func (rc *RuneCostImpl) SpendRefundableCostAndConvertFrostOrUnholyRune(sim *Simulation, spell *Spell, result *SpellResult, convertChance float64)
- type RuneCostOptions
- type RuneKind
- type RuneMeta
- type RunicPowerBar
- func (rp *RunicPowerBar) AddRunicPower(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rp *RunicPowerBar) Advance(sim *Simulation, newTime time.Duration)
- func (rp *RunicPowerBar) AllBloodRunesSpent() bool
- func (rp *RunicPowerBar) AllFrostSpent() bool
- func (rp *RunicPowerBar) AllRunesSpent() bool
- func (rp *RunicPowerBar) AllUnholySpent() bool
- func (rp *RunicPowerBar) AnyRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) AnySpentRuneReadyAt() time.Duration
- func (rp *RunicPowerBar) BloodDeathRuneBothReadyAt() time.Duration
- func (rp *RunicPowerBar) BloodRuneGainMetrics() *ResourceMetrics
- func (rp *RunicPowerBar) BloodRuneGraceRemaining(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) BloodRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) BloodRuneSpentAt(dur time.Duration) int32
- func (rp *RunicPowerBar) BloodRunesBTSync() bool
- func (rp *RunicPowerBar) CancelBloodTap(sim *Simulation)
- func (rp *RunicPowerBar) CastCostPossible(sim *Simulation, runicPowerAmount float64, bloodAmount int8, frostAmount int8, ...) bool
- func (rp *RunicPowerBar) ConvertFromDeath(sim *Simulation, slot int8)
- func (rp *RunicPowerBar) ConvertToDeath(sim *Simulation, slot int8, revertAt time.Duration)
- func (rp *RunicPowerBar) CopyRunicPowerBar() *RunicPowerBar
- func (rp *RunicPowerBar) CorrectBloodTapConversion(sim *Simulation, bloodGainMetrics *ResourceMetrics, ...)
- func (rp *RunicPowerBar) CurrentBloodRuneGrace(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) CurrentBloodRunes() int8
- func (rp *RunicPowerBar) CurrentDeathRunes() int8
- func (rp *RunicPowerBar) CurrentFrostRuneGrace(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) CurrentFrostRunes() int8
- func (rp *RunicPowerBar) CurrentRuneGrace(sim *Simulation, slot int8) time.Duration
- func (rp *RunicPowerBar) CurrentRunicPower() float64
- func (rp *RunicPowerBar) CurrentUnholyRuneGrace(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) CurrentUnholyRunes() int8
- func (rp *RunicPowerBar) DeathRuneGainMetrics() *ResourceMetrics
- func (rp *RunicPowerBar) DeathRuneRegenAt(slot int32) time.Duration
- func (rp *RunicPowerBar) DeathRuneRevertAt() time.Duration
- func (rp *RunicPowerBar) DeathRunesInFU() int8
- func (rp *RunicPowerBar) DebugString() string
- func (rp *RunicPowerBar) FrostRuneGainMetrics() *ResourceMetrics
- func (rp *RunicPowerBar) FrostRuneGraceRemaining(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) FrostRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) FrostRuneSpentAt(dur time.Duration) int32
- func (rp *RunicPowerBar) GainDeathRuneMetrics(sim *Simulation, spell *Spell, currRunes int32, newRunes int32)
- func (rp *RunicPowerBar) GainRuneMetrics(sim *Simulation, metrics *ResourceMetrics, gainAmount int8)
- func (rp *RunicPowerBar) IsBloodTappedRune(slot int8) bool
- func (rp *RunicPowerBar) LaunchRuneRegen(sim *Simulation, slot int8)
- func (rp *RunicPowerBar) LeftBloodRuneReady() bool
- func (rp *RunicPowerBar) MaxRunicPower() float64
- func (rp *RunicPowerBar) NextBloodRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NextFrostRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NextRuneTypeReadyAt(sim *Simulation, left int8, right int8) time.Duration
- func (rp *RunicPowerBar) NextUnholyRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NormalCurrentBloodRunes() int32
- func (rp *RunicPowerBar) NormalCurrentFrostRunes() int32
- func (rp *RunicPowerBar) NormalCurrentRunes() (int32, int32, int32)
- func (rp *RunicPowerBar) NormalCurrentUnholyRunes() int32
- func (rp *RunicPowerBar) NormalFrostRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NormalSpentBloodRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NormalSpentFrostRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NormalSpentUnholyRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) NormalUnholyRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) OptimalRuneCost(cost RuneCost) RuneCost
- func (rp *RunicPowerBar) PercentRunicPower() float64
- func (rp *RunicPowerBar) Print()
- func (rp *RunicPowerBar) ReadyDeathRune() int8
- func (rp *RunicPowerBar) RegenAllRunes(sim *Simulation)
- func (rp *RunicPowerBar) RegenRune(sim *Simulation, regenAt time.Duration, slot int8)
- func (rp *RunicPowerBar) RightBloodRuneReady() bool
- func (rp *RunicPowerBar) RuneGraceAt(slot int8, at time.Duration) (runeGraceDuration time.Duration)
- func (rp *RunicPowerBar) RuneGraceRemaining(sim *Simulation, slot int8) time.Duration
- func (rp *RunicPowerBar) RuneIsActive(slot int8) bool
- func (rp *RunicPowerBar) RuneIsDeath(slot int8) bool
- func (rp *RunicPowerBar) RuneReadyAt(sim *Simulation, slot int8) time.Duration
- func (rp *RunicPowerBar) SetRuneCd(runeCd time.Duration)
- func (rp *RunicPowerBar) SpendBloodRune(sim *Simulation, metrics *ResourceMetrics) int8
- func (rp *RunicPowerBar) SpendDeathRune(sim *Simulation, metrics *ResourceMetrics) int8
- func (rp *RunicPowerBar) SpendFrostRune(sim *Simulation, metrics *ResourceMetrics) int8
- func (rp *RunicPowerBar) SpendRuneCost(sim *Simulation, spell *Spell, cost RuneCost) (int8, int8, int8)
- func (rp *RunicPowerBar) SpendRuneFromKind(sim *Simulation, rkind RuneKind) int8
- func (rp *RunicPowerBar) SpendRuneMetrics(sim *Simulation, metrics *ResourceMetrics, spendAmount int8)
- func (rp *RunicPowerBar) SpendRuneReadyAt(slot int8, spendAt time.Duration) time.Duration
- func (rp *RunicPowerBar) SpendUnholyRune(sim *Simulation, metrics *ResourceMetrics) int8
- func (rp *RunicPowerBar) SpentBloodRuneReadyAt() time.Duration
- func (rp *RunicPowerBar) SpentDeathRuneReadyAt() time.Duration
- func (rp *RunicPowerBar) SpentFrostRuneReadyAt() time.Duration
- func (rp *RunicPowerBar) SpentUnholyRuneReadyAt() time.Duration
- func (rp *RunicPowerBar) TryRegenRune(sim *Simulation, newTime time.Duration, slot int8)
- func (rp *RunicPowerBar) UnholyRuneGainMetrics() *ResourceMetrics
- func (rp *RunicPowerBar) UnholyRuneGraceRemaining(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) UnholyRuneReadyAt(sim *Simulation) time.Duration
- func (rp *RunicPowerBar) UnholyRuneSpentAt(dur time.Duration) int32
- type SettingsCombos
- type Shield
- type ShieldArray
- type ShieldConfig
- type Simulation
- func (sim *Simulation) AddPendingAction(pa *PendingAction)
- func (sim *Simulation) Cleanup()
- func (sim *Simulation) GetRemainingDuration() time.Duration
- func (sim *Simulation) GetRemainingDurationPercent() float64
- func (sim *Simulation) Init()
- func (sim *Simulation) IsExecutePhase20() bool
- func (sim *Simulation) IsExecutePhase25() bool
- func (sim *Simulation) IsExecutePhase35() bool
- func (sim *Simulation) PrePull()
- func (sim *Simulation) Proc(p float64, label string) bool
- func (sim *Simulation) RandomExpFloat(label string) float64
- func (sim *Simulation) RandomFloat(label string) float64
- func (sim *Simulation) RegisterExecutePhaseCallback(callback func(sim *Simulation, isExecute int32))
- func (sim *Simulation) Reseed(seed int64)
- func (sim *Simulation) Reset()
- func (sim *Simulation) Roll(min float64, max float64) float64
- func (sim *Simulation) RollWithLabel(min float64, max float64, label string) float64
- func (sim *Simulation) Step(max time.Duration) bool
- type SingleCharacterStatsTestGenerator
- type SingleDpsTestGenerator
- type SingleStatWeightsTestGenerator
- type SnapshotManager
- func (manager *SnapshotManager) ActivateMajorCooldowns(sim *Simulation)
- func (manager *SnapshotManager) AddMajorCooldown(majorCd *MajorCooldown)
- func (manager *SnapshotManager) AddProc(id int32, label string, isActive bool) bool
- func (manager *SnapshotManager) CanSnapShot(sim *Simulation, castTime time.Duration) bool
- func (manager *SnapshotManager) ClearMajorCooldowns()
- func (manager *SnapshotManager) ResetProcTrackers()
- type SpecOptionsCombo
- type SpecSetter
- type Spell
- func (spell *Spell) AOEDot() *Dot
- func (spell *Spell) AOEHot() *Dot
- func (spell *Spell) ApplyAOEThreat(threatAmount float64)
- func (spell *Spell) ApplyAOEThreatIgnoreMultipliers(threatAmount float64)
- func (spell *Spell) ApplyCostModifiers(cost float64) float64
- func (spell *Spell) ApplyPostOutcomeDamageModifiers(sim *Simulation, result *SpellResult)
- func (spell *Spell) AttackerDamageMultiplier(attackTable *AttackTable) float64
- func (spell *Spell) BloodRuneMetrics() *ResourceMetrics
- func (spell *Spell) BonusWeaponDamage() float64
- func (spell *Spell) CalcAndDealDamage(sim *Simulation, target *Unit, baseDamage float64, ...) *SpellResult
- func (spell *Spell) CalcAndDealHealing(sim *Simulation, target *Unit, baseHealing float64, ...) *SpellResult
- func (spell *Spell) CalcAndDealOutcome(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
- func (spell *Spell) CalcAndDealPeriodicDamage(sim *Simulation, target *Unit, baseDamage float64, ...) *SpellResult
- func (spell *Spell) CalcAndDealPeriodicHealing(sim *Simulation, target *Unit, baseHealing float64, ...) *SpellResult
- func (spell *Spell) CalcDamage(sim *Simulation, target *Unit, baseDamage float64, ...) *SpellResult
- func (spell *Spell) CalcHealing(sim *Simulation, target *Unit, baseHealing float64, ...) *SpellResult
- func (spell *Spell) CalcOutcome(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
- func (spell *Spell) CalcPeriodicDamage(sim *Simulation, target *Unit, baseDamage float64, ...) *SpellResult
- func (spell *Spell) CanCast(sim *Simulation, target *Unit) bool
- func (spell *Spell) Cast(sim *Simulation, target *Unit) bool
- func (spell *Spell) CastTime() time.Duration
- func (spell *Spell) CasterHealingMultiplier() float64
- func (spell *Spell) ComboPointMetrics() *ResourceMetrics
- func (spell *Spell) CurCPM(sim *Simulation) float64
- func (spell *Spell) CurDamagePerCast() float64
- func (spell *Spell) CurDot() *Dot
- func (spell *Spell) CurHot() *Dot
- func (spell *Spell) DealDamage(sim *Simulation, result *SpellResult)
- func (spell *Spell) DealHealing(sim *Simulation, result *SpellResult)
- func (spell *Spell) DealOutcome(sim *Simulation, result *SpellResult)
- func (spell *Spell) DealPeriodicDamage(sim *Simulation, result *SpellResult)
- func (spell *Spell) DealPeriodicHealing(sim *Simulation, result *SpellResult)
- func (spell *Spell) DeathRuneMetrics() *ResourceMetrics
- func (spell *Spell) DisposeResult(result *SpellResult)
- func (spell *Spell) Dot(target *Unit) *Dot
- func (spell *Spell) EffectiveCastTime() time.Duration
- func (spell *Spell) EnergyMetrics() *ResourceMetrics
- func (spell *Spell) ExpectedDamage(sim *Simulation, target *Unit) float64
- func (spell *Spell) ExpectedDamageFromCurrentSnapshot(sim *Simulation, target *Unit) float64
- func (spell *Spell) ExpertisePercentage() float64
- func (spell *Spell) FocusMetrics() *ResourceMetrics
- func (spell *Spell) FrostRuneMetrics() *ResourceMetrics
- func (spell *Spell) HealingCritChance() float64
- func (spell *Spell) HealingCritCheck(sim *Simulation) bool
- func (spell *Spell) HealingPower(target *Unit) float64
- func (spell *Spell) HealthMetrics(target *Unit) *ResourceMetrics
- func (spell *Spell) Hot(target *Unit) *Dot
- func (spell *Spell) IsMH() bool
- func (spell *Spell) IsMelee() bool
- func (spell *Spell) IsOH() bool
- func (spell *Spell) IsReady(sim *Simulation) bool
- func (spell *Spell) IssueRefund(sim *Simulation)
- func (spell *Spell) MagicCritCheck(sim *Simulation, target *Unit) bool
- func (spell *Spell) MagicHitCheck(sim *Simulation, attackTable *AttackTable) bool
- func (spell *Spell) MeleeAttackPower() float64
- func (spell *Spell) NewResult(target *Unit) *SpellResult
- func (spell *Spell) OutcomeAlwaysHit(_ *Simulation, result *SpellResult, _ *AttackTable)
- func (spell *Spell) OutcomeAlwaysMiss(_ *Simulation, result *SpellResult, _ *AttackTable)
- func (spell *Spell) OutcomeCritFixedChance(critChance float64) OutcomeApplier
- func (spell *Spell) OutcomeEnemyMeleeWhite(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeExpectedMagicAlwaysHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeExpectedMagicCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeExpectedMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeExpectedMagicHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeExpectedTick(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeHealing(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeHealingCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMagicCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMagicCritFixedChance(critChance float64) OutcomeApplier
- func (spell *Spell) OutcomeMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMagicHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeSpecialCritOnly(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeSpecialHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeSpecialHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeSpecialNoBlockDodgeParry(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeSpecialNoBlockDodgeParryNoCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeWeaponSpecialHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeWeaponSpecialNoCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeMeleeWhite(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeRangedCritOnly(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeRangedHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeRangedHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeRangedHitAndCritNoBlock(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) OutcomeTickMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
- func (spell *Spell) PhysicalCritChance(attackTable *AttackTable) float64
- func (spell *Spell) PhysicalCritCheck(sim *Simulation, attackTable *AttackTable) bool
- func (spell *Spell) PhysicalHitChance(attackTable *AttackTable) float64
- func (spell *Spell) RangedAttackPower(target *Unit) float64
- func (spell *Spell) ReadyAt() time.Duration
- func (spell *Spell) ResistanceMultiplier(sim *Simulation, isPeriodic bool, attackTable *AttackTable) float64
- func (spell *Spell) RunicPowerMetrics() *ResourceMetrics
- func (spell *Spell) SelfHot() *Dot
- func (spell *Spell) SelfShield() *Shield
- func (spell *Spell) SetMetricsSplit(splitIdx int32)
- func (spell *Spell) Shield(target *Unit) *Shield
- func (spell *Spell) ShouldRefreshExclusiveEffects(sim *Simulation, target *Unit, refreshWindow time.Duration) bool
- func (spell *Spell) SkipCastAndApplyEffects(sim *Simulation, target *Unit)
- func (spell *Spell) SpellChanceToMiss(attackTable *AttackTable) float64
- func (spell *Spell) SpellCritChance(target *Unit) float64
- func (spell *Spell) SpellHitChance(target *Unit) float64
- func (spell *Spell) SpellPower() float64
- func (spell *Spell) SpendRefundableCost(sim *Simulation, result *SpellResult)
- func (spell *Spell) SpendRefundableCostAndConvertBloodRune(sim *Simulation, result *SpellResult, convertChance float64)
- func (spell *Spell) SpendRefundableCostAndConvertFrostOrUnholyRune(sim *Simulation, result *SpellResult, convertChance float64)
- func (spell *Spell) TargetDamageMultiplier(attackTable *AttackTable, isPeriodic bool) float64
- func (spell *Spell) ThreatFromDamage(outcome HitOutcome, damage float64) float64
- func (spell *Spell) TimeToReady(sim *Simulation) time.Duration
- func (spell *Spell) UnholyRuneMetrics() *ResourceMetrics
- func (spell *Spell) WaitTravelTime(sim *Simulation, callback func(*Simulation))
- type SpellConfig
- type SpellCost
- type SpellFlag
- type SpellMetrics
- type SpellRegisteredHandler
- type SpellResult
- type SpellSchool
- type SplitMix64
- type StackingStatAura
- type StatWeightValues
- type StatWeightsResult
- type SubGenerator
- type SubstitutionComboChecker
- type TalentsCombo
- type Target
- func (eb *Target) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
- func (eb *Target) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Target) AddFocus(sim *Simulation, amount float64, actionID ActionID)
- func (target *Target) AddPartyBuffs(_ *proto.PartyBuffs)
- func (rb *Target) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (target *Target) AddRaidBuffs(_ *proto.RaidBuffs)
- func (target *Target) Advance(sim *Simulation)
- func (target *Target) ApplyTalents()
- func (fb *Target) Cancel(sim *Simulation)
- func (eb *Target) ComboPoints() int32
- func (eb *Target) CurrentEnergy() float64
- func (fb *Target) CurrentFocus() float64
- func (hb *Target) CurrentHealth() float64
- func (hb *Target) CurrentHealthPercent() float64
- func (rb *Target) CurrentRage() float64
- func (target *Target) DoNothing()
- func (hb *Target) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (at *Target) GetActiveAuraWithTag(tag string) *Aura
- func (at *Target) GetAura(label string) *Aura
- func (at *Target) GetAuraByID(actionID ActionID) *Aura
- func (at *Target) GetAuras() []*Aura
- func (at *Target) GetAurasWithTag(tag string) []*Aura
- func (target *Target) GetCharacter() *Character
- func (at *Target) GetIcdAuraByID(actionID ActionID) *Aura
- func (target *Target) GetMetricsProto() *proto.UnitMetrics
- func (at *Target) HasActiveAura(label string) bool
- func (at *Target) HasActiveAuraWithTag(tag string) bool
- func (at *Target) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool
- func (at *Target) HasAura(label string) bool
- func (at *Target) HasAuraWithTag(tag string) bool
- func (target *Target) Initialize()
- func (hb *Target) MaxHealth() float64
- func (eb *Target) NextEnergyTickAt() time.Duration
- func (target *Target) NextTarget() *Target
- func (at *Target) NumActiveAurasWithTag(tag string) int32
- func (target *Target) OnAutoAttack(sim *Simulation, _ *Spell)
- func (at *Target) OnCastComplete(sim *Simulation, spell *Spell)
- func (target *Target) OnGCDReady(sim *Simulation)
- func (at *Target) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Target) RegisterResetEffect(resetEffect ResetEffect)
- func (hb *Target) RemoveHealth(sim *Simulation, amount float64)
- func (target *Target) Reset(sim *Simulation)
- func (eb *Target) ResetEnergyTick(sim *Simulation)
- func (eb *Target) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
- func (eb *Target) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Target) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rb *Target) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- type TargetAI
- type TargetDummy
- func (eb *TargetDummy) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
- func (eb *TargetDummy) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *TargetDummy) AddFocus(sim *Simulation, amount float64, actionID ActionID)
- func (mcdm *TargetDummy) AddMajorCooldown(mcd MajorCooldown)
- func (td *TargetDummy) AddPartyBuffs(partyBuffs *proto.PartyBuffs)
- func (rb *TargetDummy) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (td *TargetDummy) AddRaidBuffs(raidBuffs *proto.RaidBuffs)
- func (td *TargetDummy) ApplyTalents()
- func (fb *TargetDummy) Cancel(sim *Simulation)
- func (eb *TargetDummy) ComboPoints() int32
- func (eb *TargetDummy) CurrentEnergy() float64
- func (fb *TargetDummy) CurrentFocus() float64
- func (hb *TargetDummy) CurrentHealth() float64
- func (hb *TargetDummy) CurrentHealthPercent() float64
- func (rb *TargetDummy) CurrentRage() float64
- func (mcdm *TargetDummy) DelayDPSCooldowns(delay time.Duration)
- func (mcdm *TargetDummy) DelayDPSCooldownsForArmorDebuffs(delay time.Duration)
- func (mcdm *TargetDummy) DesyncTrinketProcs()
- func (hb *TargetDummy) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (at *TargetDummy) GetActiveAuraWithTag(tag string) *Aura
- func (at *TargetDummy) GetAura(label string) *Aura
- func (at *TargetDummy) GetAuraByID(actionID ActionID) *Aura
- func (at *TargetDummy) GetAuras() []*Aura
- func (at *TargetDummy) GetAurasWithTag(tag string) []*Aura
- func (td *TargetDummy) GetCharacter() *Character
- func (at *TargetDummy) GetIcdAuraByID(actionID ActionID) *Aura
- func (mcdm *TargetDummy) GetInitialMajorCooldown(actionID ActionID) MajorCooldown
- func (mcdm *TargetDummy) GetMajorCooldown(actionID ActionID) *MajorCooldown
- func (mcdm *TargetDummy) GetMajorCooldownIDs() []*proto.ActionID
- func (mcdm *TargetDummy) GetMajorCooldownIgnoreTag(actionID ActionID) *MajorCooldown
- func (mcdm *TargetDummy) GetMajorCooldowns() []*MajorCooldown
- func (at *TargetDummy) HasActiveAura(label string) bool
- func (at *TargetDummy) HasActiveAuraWithTag(tag string) bool
- func (at *TargetDummy) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool
- func (at *TargetDummy) HasAura(label string) bool
- func (at *TargetDummy) HasAuraWithTag(tag string) bool
- func (td *TargetDummy) Initialize()
- func (hb *TargetDummy) MaxHealth() float64
- func (eb *TargetDummy) NextEnergyTickAt() time.Duration
- func (at *TargetDummy) NumActiveAurasWithTag(tag string) int32
- func (td *TargetDummy) OnAutoAttack(sim *Simulation, spell *Spell)
- func (at *TargetDummy) OnCastComplete(sim *Simulation, spell *Spell)
- func (td *TargetDummy) OnGCDReady(sim *Simulation)
- func (at *TargetDummy) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *TargetDummy) RegisterResetEffect(resetEffect ResetEffect)
- func (hb *TargetDummy) RemoveHealth(sim *Simulation, amount float64)
- func (td *TargetDummy) Reset(sim *Simulation)
- func (eb *TargetDummy) ResetEnergyTick(sim *Simulation)
- func (eb *TargetDummy) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
- func (eb *TargetDummy) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *TargetDummy) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rb *TargetDummy) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (mcdm *TargetDummy) TryUseCooldowns(sim *Simulation)
- func (mcdm *TargetDummy) UpdateMajorCooldowns()
- type TargetedActionMetrics
- type TestGenerator
- type Threshold
- type Thresholds
- type Timer
- type Unit
- func (unit *Unit) AddBonusRangedCritRating(amount float64)
- func (unit *Unit) AddBonusRangedHitRating(amount float64)
- func (eb *Unit) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
- func (unit *Unit) AddDynamicDamageTakenModifier(ddtm DynamicDamageTakenModifier)
- func (eb *Unit) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Unit) AddFocus(sim *Simulation, amount float64, actionID ActionID)
- func (unit *Unit) AddMana(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rb *Unit) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (unit *Unit) AddStat(stat stats.Stat, amount float64)
- func (unit *Unit) AddStatDynamic(sim *Simulation, stat stats.Stat, amount float64)
- func (unit *Unit) AddStats(stat stats.Stats)
- func (unit *Unit) AddStatsDynamic(sim *Simulation, bonus stats.Stats)
- func (unit *Unit) ApplyCastSpeed(dur time.Duration) time.Duration
- func (unit *Unit) ApplyCastSpeedForSpell(dur time.Duration, spell *Spell) time.Duration
- func (unit *Unit) Armor() float64
- func (unit *Unit) ArmorPenetrationPercentage(armorPenRating float64) float64
- func (unit *Unit) BlockValue() float64
- func (fb *Unit) Cancel(sim *Simulation)
- func (unit *Unit) CancelGCDTimer(sim *Simulation)
- func (eb *Unit) ComboPoints() int32
- func (eb *Unit) CurrentEnergy() float64
- func (fb *Unit) CurrentFocus() float64
- func (hb *Unit) CurrentHealth() float64
- func (hb *Unit) CurrentHealthPercent() float64
- func (unit *Unit) CurrentMana() float64
- func (unit *Unit) CurrentManaPercent() float64
- func (rb *Unit) CurrentRage() float64
- func (unit *Unit) DisableDynamicStatDep(sim *Simulation, dep *stats.StatDependency)
- func (unit *Unit) DoNothing()
- func (unit *Unit) DoneWaitingForEnergy(sim *Simulation) bool
- func (unit *Unit) DoneWaitingForMana(sim *Simulation) bool
- func (unit *Unit) EnableAutoAttacks(agent Agent, options AutoAttackOptions)
- func (unit *Unit) EnableDynamicStatDep(sim *Simulation, dep *stats.StatDependency)
- func (unit *Unit) EnableEnergyBar(maxEnergy float64, onEnergyGain OnEnergyGain)
- func (unit *Unit) EnableFocusBar(regenMultiplier float64, onFocusGain OnFocusGain)
- func (unit *Unit) EnableHealthBar()
- func (unit *Unit) EnableRageBar(options RageBarOptions, onRageGain OnRageGain)
- func (unit *Unit) EnableRunicPowerBar(currentRunicPower float64, maxRunicPower float64, runeCD time.Duration, ...)
- func (unit *Unit) FinishedWaitingForManaAndGCDReady(sim *Simulation) bool
- func (hb *Unit) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (at *Unit) GetActiveAuraWithTag(tag string) *Aura
- func (at *Unit) GetAura(label string) *Aura
- func (at *Unit) GetAuraByID(actionID ActionID) *Aura
- func (at *Unit) GetAuras() []*Aura
- func (at *Unit) GetAurasWithTag(tag string) []*Aura
- func (unit *Unit) GetCurrentPowerBar() PowerBarType
- func (unit *Unit) GetDiminishedDodgeChance() float64
- func (unit *Unit) GetDiminishedMissChance() float64
- func (unit *Unit) GetDiminishedParryChance() float64
- func (unit *Unit) GetDummyProcSpell() *Spell
- func (caster *Unit) GetEnemyExclusiveCategories(category string) ExclusiveCategoryArray
- func (at *Unit) GetIcdAuraByID(actionID ActionID) *Aura
- func (unit *Unit) GetInitialStat(stat stats.Stat) float64
- func (unit *Unit) GetMetadata() *proto.UnitMetadata
- func (at *Unit) GetMetricsProto() []*proto.AuraMetrics
- func (unit *Unit) GetOpponents() []*Unit
- func (unit *Unit) GetOrInitTimer(timer **Timer) *Timer
- func (unit *Unit) GetOrRegisterAura(aura Aura) *Aura
- func (unit *Unit) GetOrRegisterSpell(config SpellConfig) *Spell
- func (unit *Unit) GetSpell(actionID ActionID) *Spell
- func (unit *Unit) GetSpellsMatchingSchool(school SpellSchool) []*Spell
- func (unit *Unit) GetStat(stat stats.Stat) float64
- func (unit *Unit) GetStats() stats.Stats
- func (unit *Unit) GetUnit(ref *proto.UnitReference) *Unit
- func (unit *Unit) HardcastWaitUntil(sim *Simulation, readyTime time.Duration, onComplete CastFunc)
- func (at *Unit) HasActiveAura(label string) bool
- func (at *Unit) HasActiveAuraWithTag(tag string) bool
- func (at *Unit) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool
- func (at *Unit) HasAura(label string) bool
- func (at *Unit) HasAuraWithTag(tag string) bool
- func (unit *Unit) HasEnergyBar() bool
- func (unit *Unit) HasFocusBar() bool
- func (unit *Unit) HasHealthBar() bool
- func (unit *Unit) HasManaBar() bool
- func (unit *Unit) HasRageBar() bool
- func (unit *Unit) HasRunicPowerBar() bool
- func (unit *Unit) HasTemporaryBonusForStat(stat stats.Stat) bool
- func (unit *Unit) HasTemporaryMeleeSwingSpeedIncrease() bool
- func (unit *Unit) HasTemporaryRangedSwingSpeedIncrease() bool
- func (unit *Unit) HasTemporarySpellCastSpeedIncrease() bool
- func (unit *Unit) InitialCastSpeed() float64
- func (unit *Unit) IsActive() bool
- func (unit *Unit) IsEnabled() bool
- func (unit *Unit) IsOpponent(other *Unit) bool
- func (unit *Unit) IsWaiting() bool
- func (unit *Unit) IsWaitingForEnergy() bool
- func (unit *Unit) IsWaitingForMana() bool
- func (unit *Unit) Log(sim *Simulation, message string, vals ...interface{})
- func (unit *Unit) LogLabel() string
- func (unit *Unit) MHNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64
- func (unit *Unit) MHWeaponDamage(sim *Simulation, attackPower float64) float64
- func (unit *Unit) MP5ManaRegenPerSecond() float64
- func (unit *Unit) ManaRegenPerSecondWhileCasting() float64
- func (unit *Unit) ManaRegenPerSecondWhileNotCasting() float64
- func (unit *Unit) ManaTick(sim *Simulation)
- func (hb *Unit) MaxHealth() float64
- func (unit *Unit) MaxMana() float64
- func (unit *Unit) MultiplyAttackSpeed(sim *Simulation, amount float64)
- func (unit *Unit) MultiplyCastSpeed(amount float64)
- func (unit *Unit) MultiplyMeleeSpeed(sim *Simulation, amount float64)
- func (unit *Unit) MultiplyRangedSpeed(sim *Simulation, amount float64)
- func (unit *Unit) NewAPLAction(rot *APLRotation, config *proto.APLAction) APLActionImpl
- func (unit *Unit) NewAPLValue(rot *APLRotation, config *proto.APLValue) APLValue
- func (caster *Unit) NewAllyAuraArray(makeAura func(*Unit) *Aura) AuraArray
- func (unit *Unit) NewBloodRuneMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewComboPointMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewDeathRuneMetrics(actionID ActionID) *ResourceMetrics
- func (caster *Unit) NewEnemyAuraArray(makeAura func(*Unit) *Aura) AuraArray
- func (caster *Unit) NewEnemyExclusiveCategoryArray(makeExclusiveCategory func(*Unit) *ExclusiveCategory) ExclusiveCategoryArray
- func (unit *Unit) NewEnergyMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewFocusMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewFrostRuneMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewHealthMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewManaMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewRageMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewRunicPowerMetrics(actionID ActionID) *ResourceMetrics
- func (unit *Unit) NewTimer() *Timer
- func (unit *Unit) NewUnholyRuneMetrics(actionID ActionID) *ResourceMetrics
- func (eb *Unit) NextEnergyTickAt() time.Duration
- func (unit *Unit) NextGCDAt() time.Duration
- func (at *Unit) NumActiveAurasWithTag(tag string) int32
- func (unit *Unit) OHNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64
- func (unit *Unit) OHWeaponDamage(sim *Simulation, attackPower float64) float64
- func (unit *Unit) OnAutoAttack(_ *Simulation, _ *Spell)
- func (at *Unit) OnCastComplete(sim *Simulation, spell *Spell)
- func (at *Unit) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
- func (at *Unit) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
- func (unit *Unit) OnSpellRegistered(handler SpellRegisteredHandler)
- func (unit *Unit) RangedSwingSpeed() float64
- func (unit *Unit) RangedWeaponDamage(sim *Simulation, attackPower float64) float64
- func (unit *Unit) RegisterAura(aura Aura) *Aura
- func (unit *Unit) RegisterPrepullAction(doAt time.Duration, action func(*Simulation))
- func (at *Unit) RegisterResetEffect(resetEffect ResetEffect)
- func (unit *Unit) RegisterSpell(config SpellConfig) *Spell
- func (hb *Unit) RemoveHealth(sim *Simulation, amount float64)
- func (eb *Unit) ResetEnergyTick(sim *Simulation)
- func (unit *Unit) SetCurrentPowerBar(bar PowerBarType)
- func (unit *Unit) SetGCDTimer(sim *Simulation, gcdReadyAt time.Duration)
- func (unit *Unit) SpellGCD() time.Duration
- func (eb *Unit) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
- func (eb *Unit) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (fb *Unit) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (unit *Unit) SpendMana(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (rb *Unit) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
- func (unit *Unit) SpiritManaRegenPerSecond() float64
- func (unit *Unit) SwingSpeed() float64
- func (unit *Unit) TimeUntilManaRegen(desiredMana float64) time.Duration
- func (unit *Unit) UpdateManaRegenRates()
- func (unit *Unit) WaitForEnergy(sim *Simulation, desiredEnergy float64)
- func (unit *Unit) WaitForMana(sim *Simulation, desiredMana float64)
- func (unit *Unit) WaitUntil(sim *Simulation, readyTime time.Duration)
- type UnitMetrics
- func (unitMetrics *UnitMetrics) AddFinalPetMetrics(petMetrics *UnitMetrics)
- func (unitMetrics *UnitMetrics) AddOOMTime(sim *Simulation, dur time.Duration)
- func (unitMetrics *UnitMetrics) MarkOOM(sim *Simulation)
- func (unitMetrics *UnitMetrics) NewResourceMetrics(actionID ActionID, resourceType proto.ResourceType) *ResourceMetrics
- func (unitMetrics *UnitMetrics) ToProto() *proto.UnitMetrics
- func (unitMetrics *UnitMetrics) UpdateDpasp(dpspSeconds float64)
- type UnitReference
- type UnitStats
- type UnitType
- type Weapon
- func (weapon *Weapon) AverageDamage() float64
- func (weapon *Weapon) BaseDamage(sim *Simulation) float64
- func (weapon *Weapon) CalculateAverageWeaponDamage(attackPower float64) float64
- func (weapon *Weapon) CalculateNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64
- func (weapon *Weapon) CalculateWeaponDamage(sim *Simulation, attackPower float64) float64
- func (weapon *Weapon) DPS() float64
- func (weapon *Weapon) EnemyWeaponDamage(sim *Simulation, attackPower float64, damageSpread float64) float64
- func (weapon *Weapon) GetSpellSchool() SpellSchool
Constants ¶
const ( ItemIDAtieshMage = 22589 ItemIDAtieshWarlock = 22630 ItemIDBraidedEterniumChain = 24114 ItemIDChainOfTheTwilightOwl = 24121 ItemIDEyeOfTheNight = 24116 ItemIDJadePendantOfBlasting = 20966 ItemIDTheLightningCapacitor = 28785 )
IDs for items used in core
const ( ProcMaskMeleeMH = ProcMaskMeleeMHAuto | ProcMaskMeleeMHSpecial ProcMaskMeleeOH = ProcMaskMeleeOHAuto | ProcMaskMeleeOHSpecial // Equivalent to in-game mask of 4. ProcMaskMeleeWhiteHit = ProcMaskMeleeMHAuto | ProcMaskMeleeOHAuto // Equivalent to in-game mask of 68. ProcMaskWhiteHit = ProcMaskMeleeMHAuto | ProcMaskMeleeOHAuto | ProcMaskRangedAuto // Equivalent to in-game mask of 16. ProcMaskMeleeSpecial = ProcMaskMeleeMHSpecial | ProcMaskMeleeOHSpecial // Equivalent to in-game mask of 272. ProcMaskMeleeOrRangedSpecial = ProcMaskMeleeSpecial | ProcMaskRangedSpecial // Equivalent to in-game mask of 20. ProcMaskMelee = ProcMaskMeleeWhiteHit | ProcMaskMeleeSpecial // Equivalent to in-game mask of 320. ProcMaskRanged = ProcMaskRangedAuto | ProcMaskRangedSpecial // Equivalent to in-game mask of 340. ProcMaskMeleeOrRanged = ProcMaskMelee | ProcMaskRanged ProcMaskDirect = ProcMaskMelee | ProcMaskRanged | ProcMaskSpellDamage ProcMaskSpecial = ProcMaskMeleeOrRangedSpecial | ProcMaskSpellDamage ProcMaskMeleeOrProc = ProcMaskMelee | ProcMaskProc ProcMaskSpellOrProc = ProcMaskSpellDamage | ProcMaskProc )
const ( OutcomePartial = OutcomePartial1 | OutcomePartial2 | OutcomePartial4 | OutcomePartial8 OutcomeLanded = OutcomeHit | OutcomeCrit | OutcomeCrush | OutcomeGlance | OutcomeBlock )
const ( CooldownPriorityLow = -1.0 CooldownPriorityDefault = 0.0 CooldownPriorityDrums = 2.0 CooldownPriorityBloodlust = 1.0 )
const ArmorPenPerPercentArmor = 5.92
const AverageMagicPartialResistMultiplier = 0.94
const BaseFocusPerTick = 5.0
const BleedEffectCategory = "BleedDamage"
Bleed Damage Multiplier category
const BlockRatingPerBlockChance = 7.884615
const BloodlustAuraTag = "Bloodlust"
const BloodlustCD = time.Minute * 10
const BloodlustDuration = time.Second * 40
const CharacterBuildPhaseAll = CharacterBuildPhaseBase | CharacterBuildPhaseGear | CharacterBuildPhaseTalents | CharacterBuildPhaseBuffs | CharacterBuildPhaseConsumes
const CharacterLevel = 70
const CritRatingPerCritChance = 22.076923
const DTPSReferenceStat = stats.Armor
const DefaultAttackPowerPerDPS = 14.0
const DefenseRatingPerDefense = 2.365385
const DefenseRatingToChanceReduction = (1.0 / DefenseRatingPerDefense) * MissDodgeParryBlockCritChancePerDefense / 100
const Diminish_Cd_Druid = 116.890707 / 100
const Diminish_Cd_Nondruid = 88.129021 / 100
const Diminish_Cm = 16.000 / 100
const Diminish_Cp = 47.003525 / 100
const Diminish_kCd_Druid = (Diminish_k_Druid * Diminish_Cd_Druid)
const Diminish_kCd_Nondruid = (Diminish_k_Nondruid * Diminish_Cd_Nondruid)
const Diminish_kCm_Druid = (Diminish_k_Druid * Diminish_Cm)
const Diminish_kCm_Nondruid = (Diminish_k_Nondruid * Diminish_Cm)
const Diminish_kCp = (Diminish_k_Nondruid * Diminish_Cp)
const Diminish_k_Druid = 0.972
Could be in constants.go, but they won't be used anywhere else C values are divided by 100 so that we are working with 1% = 0.01
const Diminish_k_Nondruid = 0.956
const DivineGuardianCD = time.Minute * 2
const DivineGuardianDuration = time.Second * 6
const DodgeRatingPerDodgeChance = 21.761539
const EnemyAutoAttackAPCoefficient = 1.0 / (14.0 * 177.0)
Updated based on formulas supplied by InDebt on WoWSims Discord
const EnergyPerTick = 1.0
const EnergyTickDuration = time.Millisecond * 100
Time between energy ticks.
const ExpertisePerQuarterPercentReduction = 3.942308
const GCDDefault = time.Millisecond * 1500
const GCDMin = time.Second * 1
const GuardianSpiritCD = time.Minute * 3
const GuardianSpiritDuration = time.Second * 10
const HandOfSacrificeCD = time.Minute * 5 // use Divine Shield CD here
const HandOfSacrificeDuration = time.Millisecond * 10500 // subtract Divine Shield GCD
const HasteRatingPerHastePercent = 15.769233
const HuntersMarkAuraTag = "HuntersMark"
const Inactive = -1
const InnervateCD = time.Minute * 3
const InnervateDuration = time.Second * 10
const LongDuration = 300
const ManaTideTotemCD = time.Minute * 5
const ManaTideTotemDuration = time.Second * 12
const MaxFocus = 100.0
Time between focus ticks.
const MaxRage = 100.0
const MeleeHitRatingPerHitChance = 15.769233
const MissDodgeParryBlockCritChancePerDefense = 0.04
const NeverExpires = time.Duration(math.MaxInt64)
const PainSuppressionCD = time.Minute * 3
const PainSuppressionDuration = time.Second * 8
const ParryRatingPerParryChance = 21.761539
const PowerInfusionCD = time.Minute * 2
const PowerInfusionDuration = time.Second * 15
const RageFactor = 453.3
const ReplenishmentAuraDuration = time.Second * 15
const ResilienceRatingPerCritDamageReductionPercent = 39.4231 / 2.2
const ResilienceRatingPerCritReductionChance = 45.336544
const ShortDuration = 60
const SpellCritEffectCategory = "spellcritdebuff"
const SpellHitRatingPerHitChance = 12.615385
const ThreatPerManaGained = 0.5
const ThreatPerRageGained = 5
Variables ¶
var AdamantiteGrenadeID = ActionID{ItemID: 23737}
var AddEffectsToTest = true
This value can be set before adding item effects, to control whether they are included in tests.
var AlchStoneItemIDs = []int32{44322, 44323, 44324}
var AverageDefaultSimTestOptions = &proto.SimOptions{ Iterations: 2000, IsTest: true, Debug: false, RandomSeed: 101, }
var BaseStats = map[BaseStatsKey]stats.Stats{}
var BiggerOneActionID = ActionID{ItemID: 23826}
var BloodlustActionID = ActionID{SpellID: 2825}
var ChanceOfDeathAuraLabel = "Chance of Death"
var ClassBaseStats = map[proto.Class]stats.Stats{ proto.Class_ClassUnknown: {}, proto.Class_ClassWarrior: { stats.Health: 4444, stats.Agility: 96, stats.Strength: 145, stats.Intellect: 33, stats.Spirit: 51, stats.Stamina: 133, stats.AttackPower: float64(CharacterLevel)*3.0 - 20, }, proto.Class_ClassPaladin: { stats.Health: 3377, stats.Agility: 77, stats.Strength: 126, stats.Intellect: 83, stats.Spirit: 89, stats.Stamina: 120, stats.AttackPower: float64(CharacterLevel)*3.0 - 20, }, proto.Class_ClassHunter: { stats.Health: 3568, stats.Agility: 151, stats.Strength: 68, stats.Intellect: 67, stats.Spirit: 87, stats.Stamina: 108, stats.AttackPower: float64(CharacterLevel)*2.0 - 20, stats.RangedAttackPower: float64(CharacterLevel)*2.0 - 10, }, proto.Class_ClassRogue: { stats.Health: 3704, stats.Agility: 158, stats.Strength: 95, stats.Intellect: 39, stats.Spirit: 58, stats.Stamina: 89, stats.AttackPower: float64(CharacterLevel)*2.0 - 20, }, proto.Class_ClassPriest: { stats.Health: 3391, stats.Agility: 45, stats.Strength: 39, stats.Intellect: 145, stats.Spirit: 151, stats.Stamina: 58, }, proto.Class_ClassDeathknight: { stats.Health: 8121, stats.Agility: 112, stats.Strength: 175, stats.Intellect: 35, stats.Spirit: 59, stats.Stamina: 160, stats.AttackPower: float64(CharacterLevel)*3.0 - 20, }, proto.Class_ClassShaman: { stats.Health: 3380, stats.Agility: 64, stats.Strength: 102, stats.Intellect: 108, stats.Spirit: 120, stats.Stamina: 114, stats.AttackPower: float64(CharacterLevel)*2.0 - 20, }, proto.Class_ClassMage: { stats.Health: 3393, stats.Agility: 39, stats.Strength: 33, stats.Intellect: 151, stats.Spirit: 145, stats.Stamina: 51, }, proto.Class_ClassWarlock: { stats.Health: 3377, stats.Agility: 56, stats.Strength: 50, stats.Intellect: 131, stats.Spirit: 144, stats.Stamina: 76, stats.AttackPower: -10, }, proto.Class_ClassDruid: { stats.Health: 3614, stats.Agility: 70, stats.Strength: 76, stats.Intellect: 120, stats.Spirit: 133, stats.Stamina: 83, stats.AttackPower: -20, }, }
var CobaltFragBombActionID = ActionID{ItemID: 40771}
var ConjuredAuraTag = "Conjured"
var CritPerAgiMaxLevel = map[proto.Class]float64{ proto.Class_ClassUnknown: 0.0, proto.Class_ClassWarrior: 0.0335, proto.Class_ClassPaladin: 0.0403, proto.Class_ClassHunter: 0.0250, proto.Class_ClassRogue: 0.0250, proto.Class_ClassPriest: 0.0401, proto.Class_ClassDeathknight: 0.0335, proto.Class_ClassShaman: 0.0250, proto.Class_ClassMage: 0.0407, proto.Class_ClassWarlock: 0.0412, proto.Class_ClassDruid: 0.0250, }
var DefaultSimTestOptions = &proto.SimOptions{ Iterations: 20, IsTest: true, Debug: false, RandomSeed: 101, }
var DefaultTargetProto = &proto.Target{ Level: CharacterLevel + 3, Stats: stats.Stats{ stats.Armor: 6300, stats.AttackPower: 320, stats.BlockValue: 54, }.ToFloatArray(), MobType: proto.MobType_MobTypeDemon, SwingSpeed: 2, MinBaseDamage: 4192.05, ParryHaste: true, DamageSpread: 0.3333, }
var DivineGuardianAuraTag = "DivineGuardian"
var EnchantsByEffectID = map[int32]Enchant{}
var ExplosiveDecoyActionID = ActionID{ItemID: 40536}
var ExtraClassBaseStats = map[proto.Class]stats.Stats{ proto.Class_ClassUnknown: {}, proto.Class_ClassWarrior: { stats.Mana: 0.0000, stats.SpellCrit: 0.0000 * CritRatingPerCritChance, stats.MeleeCrit: 3.1891 * CritRatingPerCritChance, }, proto.Class_ClassPaladin: { stats.Mana: 2953.0000, stats.SpellCrit: 3.3355 * CritRatingPerCritChance, stats.MeleeCrit: 3.2685 * CritRatingPerCritChance, }, proto.Class_ClassHunter: { stats.Mana: 3383.0000, stats.SpellCrit: 3.6020 * CritRatingPerCritChance, stats.MeleeCrit: -1.5320 * CritRatingPerCritChance, }, proto.Class_ClassRogue: { stats.Mana: 0.0000, stats.SpellCrit: 0.0000 * CritRatingPerCritChance, stats.MeleeCrit: -0.2950 * CritRatingPerCritChance, }, proto.Class_ClassPriest: { stats.Mana: 2620.0000, stats.SpellCrit: 1.2375 * CritRatingPerCritChance, stats.MeleeCrit: 3.1765 * CritRatingPerCritChance, }, proto.Class_ClassDeathknight: { stats.Mana: 1000.0000, stats.SpellCrit: 0.0000 * CritRatingPerCritChance, stats.MeleeCrit: 3.1891 * CritRatingPerCritChance, }, proto.Class_ClassShaman: { stats.Mana: 2958.0000, stats.SpellCrit: 2.2010 * CritRatingPerCritChance, stats.MeleeCrit: 2.9220 * CritRatingPerCritChance, }, proto.Class_ClassMage: { stats.Mana: 2241.0000, stats.SpellCrit: 0.9075 * CritRatingPerCritChance, stats.MeleeCrit: 3.4540 * CritRatingPerCritChance, }, proto.Class_ClassWarlock: { stats.Mana: 2615.0000, stats.SpellCrit: 1.7000 * CritRatingPerCritChance, stats.MeleeCrit: 2.6220 * CritRatingPerCritChance, }, proto.Class_ClassDruid: { stats.Mana: 2370.0000, stats.SpellCrit: 1.8515 * CritRatingPerCritChance, stats.MeleeCrit: 7.4755 * CritRatingPerCritChance, }, }
var FaerieFireAuraTag = "Faerie Fire"
var FelIronBombID = ActionID{ItemID: 23736}
var FullDebuffs = &proto.Debuffs{ BloodFrenzy: true, CurseOfElements: true, CurseOfWeakness: proto.TristateEffect_TristateEffectImproved, EarthAndMoon: true, EbonPlaguebringer: true, ExposeArmor: true, FaerieFire: proto.TristateEffect_TristateEffectImproved, GiftOfArthas: true, HeartOfTheCrusader: true, ImprovedScorch: true, InsectSwarm: true, JudgementOfLight: true, JudgementOfWisdom: true, Mangle: true, Misery: true, ScorpidSting: true, ShadowEmbrace: true, ShadowMastery: true, SunderArmor: true, ThunderClap: proto.TristateEffect_TristateEffectImproved, TotemOfWrath: true, Vindication: true, }
var FullIndividualBuffs = &proto.IndividualBuffs{ BlessingOfKings: true, BlessingOfMight: proto.TristateEffect_TristateEffectImproved, BlessingOfSanctuary: true, BlessingOfWisdom: proto.TristateEffect_TristateEffectImproved, JudgementsOfTheWise: true, VampiricTouch: true, }
var FullPartyBuffs = &proto.PartyBuffs{
ManaTideTotems: 1,
}
var FullRaidBuffs = &proto.RaidBuffs{ AbominationsMight: true, ArcaneBrilliance: true, ArcaneEmpowerment: true, BattleShout: proto.TristateEffect_TristateEffectImproved, Bloodlust: true, DemonicPact: 500, DevotionAura: proto.TristateEffect_TristateEffectImproved, DivineSpirit: true, ElementalOath: true, FerociousInspiration: true, GiftOfTheWild: proto.TristateEffect_TristateEffectImproved, IcyTalons: true, LeaderOfThePack: proto.TristateEffect_TristateEffectImproved, ManaSpringTotem: proto.TristateEffect_TristateEffectRegular, MoonkinAura: proto.TristateEffect_TristateEffectImproved, PowerWordFortitude: proto.TristateEffect_TristateEffectImproved, SanctifiedRetribution: true, ShadowProtection: true, StrengthOfEarthTotem: proto.TristateEffect_TristateEffectImproved, SwiftRetribution: true, Thorns: proto.TristateEffect_TristateEffectImproved, TotemOfWrath: true, TrueshotAura: true, UnleashedRage: true, WindfuryTotem: proto.TristateEffect_TristateEffectImproved, WrathOfAirTotem: true, }
var GemsByID = map[int32]Gem{}
var GuardianSpiritAuraTag = "GuardianSpirit"
var HandOfSacrificeAuraTag = "HandOfSacrifice"
var InnervateAuraTag = "Innervate"
const ShatteringThrowCD = time.Minute * 5
func registerShatteringThrowCD(agent Agent, numShatteringThrows int32) { if numShatteringThrows == 0 { return } stAura := ShatteringThrowAura(agent.GetCharacter().Env.Encounter.TargetUnits[0]) registerExternalConsecutiveCDApproximation( agent, externalConsecutiveCDApproximation{ ActionID: ActionID{SpellID: 64382, Tag: -1}, AuraTag: ShatteringThrowAuraTag, CooldownPriority: CooldownPriorityDefault, AuraDuration: ShatteringThrowDuration, AuraCD: ShatteringThrowCD, Type: CooldownTypeDPS, ShouldActivate: func(sim *Simulation, character *Character) bool { return true }, AddAura: func(sim *Simulation, character *Character) { stAura.Activate(sim) }, }, numShatteringThrows) }
var ItemsByID = map[int32]Item{}
var JudgementOfLightAuraLabel = "Judgement of Light"
var JudgementOfWisdomAuraLabel = "Judgement of Wisdom"
var ManaTideTotemActionID = ActionID{SpellID: 16190}
var ManaTideTotemAuraTag = "ManaTideTotem"
var (
OutcomePartialOffset = bits.TrailingZeros(uint(OutcomePartial1))
)
var PainSuppressionAuraTag = "PainSuppression"
var PotionAuraTag = "Potion"
var PowerInfusionActionID = ActionID{SpellID: 10060}
var PowerInfusionAuraTag = "PowerInfusion"
var PresetEncounters []*proto.PresetEncounter
var RaceOffsets = map[proto.Race]stats.Stats{ proto.Race_RaceUnknown: {}, proto.Race_RaceHuman: {}, proto.Race_RaceOrc: { stats.Agility: -3, stats.Strength: 3, stats.Intellect: -3, stats.Spirit: 2, stats.Stamina: 1, }, proto.Race_RaceDwarf: { stats.Agility: -4, stats.Strength: 5, stats.Intellect: -1, stats.Spirit: -1, stats.Stamina: 1, }, proto.Race_RaceNightElf: { stats.Agility: 4, stats.Strength: -4, stats.Intellect: 0, stats.Spirit: 0, stats.Stamina: 0, }, proto.Race_RaceUndead: { stats.Agility: -2, stats.Strength: -1, stats.Intellect: -2, stats.Spirit: 5, stats.Stamina: 0, }, proto.Race_RaceTauren: { stats.Agility: -4, stats.Strength: 5, stats.Intellect: -4, stats.Spirit: 2, stats.Stamina: 1, }, proto.Race_RaceGnome: { stats.Agility: 2, stats.Strength: -5, stats.Intellect: 3, stats.Spirit: 0, stats.Stamina: 0, }, proto.Race_RaceTroll: { stats.Agility: 2, stats.Strength: 1, stats.Intellect: -4, stats.Spirit: 1, stats.Stamina: 0, }, proto.Race_RaceBloodElf: { stats.Agility: 2, stats.Strength: -3, stats.Intellect: 3, stats.Spirit: -2, stats.Stamina: 0, }, proto.Race_RaceDraenei: { stats.Agility: -3, stats.Strength: 1, stats.Intellect: 0, stats.Spirit: 2, stats.Stamina: 0, }, }
var SaroniteBombActionID = ActionID{ItemID: 41119}
var StatWeightsDefaultSimTestOptions = &proto.SimOptions{ Iterations: 300, IsTest: true, Debug: false, RandomSeed: 101, }
var SuperSapperActionID = ActionID{ItemID: 23827}
var ThermalSapperActionID = ActionID{ItemID: 42641}
var WITH_DB = false
Functions ¶
func APLRotationFromJsonString ¶
func APLRotationFromJsonString(jsonString string) *proto.APLRotation
func AddPresetEncounter ¶
func AddPresetTarget ¶
func AddPresetTarget(newPreset *PresetTarget)
func AddWeaponEffect ¶
func AddWeaponEffect(id int32, weaponEffect ApplyWeaponEffect)
func ApplyFixedUptimeAura ¶
func ApplyInspiration ¶
func ApplyPetConsumeEffects ¶
func ApplyProcTriggerCallback ¶
func ApplyProcTriggerCallback(unit *Unit, aura *Aura, config ProcTrigger)
func BlessingOfSanctuaryAura ¶
func BlessingOfSanctuaryAura(character *Character)
func BothTimersReady ¶
func BothTimersReady(t1 *Timer, t2 *Timer, sim *Simulation) bool
func BulkSim ¶ added in v1.0.1
func BulkSim(ctx context.Context, request *proto.BulkSimRequest, progress chan *proto.ProgressMetrics) *proto.BulkSimResult
func CharacterStatsTest ¶
func ComputeStats ¶
func ComputeStats(csr *proto.ComputeStatsRequest) *proto.ComputeStatsResult
*
- Returns character stats taking into account gear / buffs / consumes / etc
func DurationFromSeconds ¶
func EquipmentSpecFromJsonString ¶
func EquipmentSpecFromJsonString(jsonString string) *proto.EquipmentSpec
func FillTalentsProto ¶
func FillTalentsProto(data protoreflect.Message, talentsStr string, treeSizes [3]int)
Uses proto reflection to set fields in a talents proto (e.g. MageTalents, WarriorTalents) based on a talentsStr. treeSizes should contain the number of talents in each tree, usually around 30. This is needed because talent strings truncate 0's at the end of each tree, so we can't infer the start index of the tree from the string.
func FilterMap ¶
func FilterMap[K comparable, V any](src map[K]V, f func(K, V) bool) map[K]V
Returns a new map containing only the key/value pairs for which f returns true.
func FilterSlice ¶
Returns a new slice containing only the elements for which f returns true.
func Flatten ¶ added in v1.0.1
func Flatten[T any](src [][]T) []T
Flattens a 2D slice into a 1D slice.
func GetPrimaryTalentTreeIndex ¶
Returns the talent tree (0, 1, or 2) of the tree with the most points.
talentStr is expected to be a wowhead-formatted talent string, e.g. "12123131-123123123-123123213"
func GetTristateValueFloat ¶
func GetTristateValueFloat(effect proto.TristateEffect, regularValue float64, impValue float64) float64
func GetTristateValueInt32 ¶
func GetTristateValueInt32(effect proto.TristateEffect, regularValue int32, impValue int32) int32
func HasEnchantEffect ¶
func HasItemEffect ¶
func HasItemEffectForTest ¶
func HasWeaponEffect ¶
func InnervateManaThreshold ¶
func MakeTristateValue ¶
func MakeTristateValue(hasRegular bool, hasImproved bool) proto.TristateEffect
func MapMap ¶
func MapMap[KI comparable, VI any, KO comparable, VO any](src map[KI]VI, f func(KI, VI) (KO, VO)) map[KO]VO
Returns a new map by applying f to each key/value pair in src.
func MaxTimeToReady ¶
func MaxTimeToReady(t1 *Timer, t2 *Timer, sim *Simulation) time.Duration
func MaxTristate ¶
func MaxTristate(a proto.TristateEffect, b proto.TristateEffect) proto.TristateEffect
func NewDefaultTarget ¶
func NewEnchantEffect ¶
func NewEnchantEffect(id int32, enchantEffect ApplyEffect)
func NewItemEffect ¶
func NewItemEffect(id int32, itemEffect ApplyEffect)
Registers an ApplyEffect function which will be called before the Sim starts, for any Agent that is wearing the item.
func NewSimpleStatItemEffect ¶
func NewSimpleStatItemEffect(itemID int32, bonus stats.Stats, duration time.Duration, cooldown time.Duration)
No shared CD
func RaidBenchmark ¶
func RaidBenchmark(b *testing.B, rsr *proto.RaidSimRequest)
func RaidPlayersWithClass ¶
func RaidSimTest ¶
func RegisterAgentFactory ¶
func RegisterAgentFactory(emptyOptions interface{}, spec proto.Spec, factory AgentFactory, specSetter SpecSetter)
func RegisterTemporaryStatsOnUseCD ¶
func RegisterTemporaryStatsOnUseCD(character *Character, auraLabel string, tempStats stats.Stats, duration time.Duration, config SpellConfig)
Add a major cooldown to the given agent, which provides a temporary boost to a single stat. This is use for effects like Icon of the Silver Crescent and Bloodlust Brooch.
func ResetRunes ¶
func ResetRunes(runeMeta *RuneMeta)
func RunBulkSim ¶ added in v1.0.1
func RunBulkSim(request *proto.BulkSimRequest) *proto.BulkSimResult
func RunBulkSimAsync ¶ added in v1.0.1
func RunBulkSimAsync(ctx context.Context, request *proto.BulkSimRequest, progress chan *proto.ProgressMetrics)
func RunRaidSim ¶
func RunRaidSim(request *proto.RaidSimRequest) *proto.RaidSimResult
*
- Runs multiple iterations of the sim with a full raid.
func RunRaidSimAsync ¶
func RunRaidSimAsync(request *proto.RaidSimRequest, progress chan *proto.ProgressMetrics)
func RunSim ¶
func RunSim(rsr *proto.RaidSimRequest, progress chan *proto.ProgressMetrics) *proto.RaidSimResult
func RunTestSuite ¶
func RunTestSuite(t *testing.T, suiteName string, generator TestGenerator)
func ScheduledMajorArmorAura ¶
func ScheduledMajorArmorAura(aura *Aura, options PeriodicActionOptions, raid *proto.Raid)
func SinglePlayerRaidProto ¶
func StatWeights ¶
func StatWeights(request *proto.StatWeightsRequest) *proto.StatWeightsResult
*
- Returns stat weights and EP values, with standard deviations, for all stats.
func StatWeightsAsync ¶
func StatWeightsAsync(request *proto.StatWeightsRequest, progress chan *proto.ProgressMetrics)
func StatWeightsTest ¶
func TernaryDuration ¶
func UnitLevelFloat64 ¶
Types ¶
type APLAction ¶
type APLAction struct {
// contains filtered or unexported fields
}
func (*APLAction) Execute ¶
func (action *APLAction) Execute(sim *Simulation)
func (*APLAction) Finalize ¶ added in v1.0.1
func (action *APLAction) Finalize(rot *APLRotation)
func (*APLAction) GetAllAPLValues ¶ added in v1.0.1
Returns all APLValues used by this action and all of its inner Actions.
func (*APLAction) GetAllActions ¶ added in v1.0.1
Returns this Action, along with all inner Actions.
func (*APLAction) GetAllSpells ¶ added in v1.0.1
func (*APLAction) IsReady ¶ added in v1.0.1
func (action *APLAction) IsReady(sim *Simulation) bool
type APLActionActivateAura ¶ added in v1.0.1
type APLActionActivateAura struct {
// contains filtered or unexported fields
}
func (*APLActionActivateAura) Execute ¶ added in v1.0.1
func (action *APLActionActivateAura) Execute(sim *Simulation)
func (APLActionActivateAura) Finalize ¶ added in v1.0.1
func (impl APLActionActivateAura) Finalize(*APLRotation)
func (APLActionActivateAura) GetAPLValues ¶ added in v1.0.1
func (impl APLActionActivateAura) GetAPLValues() []APLValue
func (APLActionActivateAura) GetInnerActions ¶ added in v1.0.1
func (impl APLActionActivateAura) GetInnerActions() []*APLAction
func (APLActionActivateAura) GetNextAction ¶ added in v1.0.1
func (impl APLActionActivateAura) GetNextAction(*Simulation) *APLAction
func (*APLActionActivateAura) IsReady ¶ added in v1.0.1
func (action *APLActionActivateAura) IsReady(sim *Simulation) bool
func (APLActionActivateAura) Reset ¶ added in v1.0.1
func (impl APLActionActivateAura) Reset(*Simulation)
func (*APLActionActivateAura) String ¶ added in v1.0.1
func (action *APLActionActivateAura) String() string
type APLActionAutocastOtherCooldowns ¶ added in v1.0.1
type APLActionAutocastOtherCooldowns struct {
// contains filtered or unexported fields
}
func (*APLActionAutocastOtherCooldowns) Execute ¶ added in v1.0.1
func (action *APLActionAutocastOtherCooldowns) Execute(sim *Simulation)
func (APLActionAutocastOtherCooldowns) Finalize ¶ added in v1.0.1
func (impl APLActionAutocastOtherCooldowns) Finalize(*APLRotation)
func (APLActionAutocastOtherCooldowns) GetAPLValues ¶ added in v1.0.1
func (impl APLActionAutocastOtherCooldowns) GetAPLValues() []APLValue
func (APLActionAutocastOtherCooldowns) GetInnerActions ¶ added in v1.0.1
func (impl APLActionAutocastOtherCooldowns) GetInnerActions() []*APLAction
func (APLActionAutocastOtherCooldowns) GetNextAction ¶ added in v1.0.1
func (impl APLActionAutocastOtherCooldowns) GetNextAction(*Simulation) *APLAction
func (*APLActionAutocastOtherCooldowns) IsReady ¶ added in v1.0.1
func (action *APLActionAutocastOtherCooldowns) IsReady(sim *Simulation) bool
func (*APLActionAutocastOtherCooldowns) Reset ¶ added in v1.0.1
func (action *APLActionAutocastOtherCooldowns) Reset(*Simulation)
func (*APLActionAutocastOtherCooldowns) String ¶ added in v1.0.1
func (action *APLActionAutocastOtherCooldowns) String() string
type APLActionCancelAura ¶ added in v1.0.1
type APLActionCancelAura struct {
// contains filtered or unexported fields
}
func (*APLActionCancelAura) Execute ¶ added in v1.0.1
func (action *APLActionCancelAura) Execute(sim *Simulation)
func (APLActionCancelAura) Finalize ¶ added in v1.0.1
func (impl APLActionCancelAura) Finalize(*APLRotation)
func (APLActionCancelAura) GetAPLValues ¶ added in v1.0.1
func (impl APLActionCancelAura) GetAPLValues() []APLValue
func (APLActionCancelAura) GetInnerActions ¶ added in v1.0.1
func (impl APLActionCancelAura) GetInnerActions() []*APLAction
func (APLActionCancelAura) GetNextAction ¶ added in v1.0.1
func (impl APLActionCancelAura) GetNextAction(*Simulation) *APLAction
func (*APLActionCancelAura) IsReady ¶ added in v1.0.1
func (action *APLActionCancelAura) IsReady(sim *Simulation) bool
func (APLActionCancelAura) Reset ¶ added in v1.0.1
func (impl APLActionCancelAura) Reset(*Simulation)
func (*APLActionCancelAura) String ¶ added in v1.0.1
func (action *APLActionCancelAura) String() string
type APLActionCastSpell ¶
type APLActionCastSpell struct {
// contains filtered or unexported fields
}
func (*APLActionCastSpell) Execute ¶
func (action *APLActionCastSpell) Execute(sim *Simulation)
func (APLActionCastSpell) Finalize ¶ added in v1.0.1
func (impl APLActionCastSpell) Finalize(*APLRotation)
func (APLActionCastSpell) GetAPLValues ¶ added in v1.0.1
func (impl APLActionCastSpell) GetAPLValues() []APLValue
func (APLActionCastSpell) GetInnerActions ¶ added in v1.0.1
func (impl APLActionCastSpell) GetInnerActions() []*APLAction
func (APLActionCastSpell) GetNextAction ¶ added in v1.0.1
func (impl APLActionCastSpell) GetNextAction(*Simulation) *APLAction
func (*APLActionCastSpell) IsReady ¶ added in v1.0.1
func (action *APLActionCastSpell) IsReady(sim *Simulation) bool
func (APLActionCastSpell) Reset ¶ added in v1.0.1
func (impl APLActionCastSpell) Reset(*Simulation)
func (*APLActionCastSpell) String ¶ added in v1.0.1
func (action *APLActionCastSpell) String() string
type APLActionChangeTarget ¶ added in v1.0.1
type APLActionChangeTarget struct {
// contains filtered or unexported fields
}
func (*APLActionChangeTarget) Execute ¶ added in v1.0.1
func (action *APLActionChangeTarget) Execute(sim *Simulation)
func (APLActionChangeTarget) Finalize ¶ added in v1.0.1
func (impl APLActionChangeTarget) Finalize(*APLRotation)
func (APLActionChangeTarget) GetAPLValues ¶ added in v1.0.1
func (impl APLActionChangeTarget) GetAPLValues() []APLValue
func (APLActionChangeTarget) GetInnerActions ¶ added in v1.0.1
func (impl APLActionChangeTarget) GetInnerActions() []*APLAction
func (APLActionChangeTarget) GetNextAction ¶ added in v1.0.1
func (impl APLActionChangeTarget) GetNextAction(*Simulation) *APLAction
func (*APLActionChangeTarget) IsReady ¶ added in v1.0.1
func (action *APLActionChangeTarget) IsReady(sim *Simulation) bool
func (APLActionChangeTarget) Reset ¶ added in v1.0.1
func (impl APLActionChangeTarget) Reset(*Simulation)
func (*APLActionChangeTarget) String ¶ added in v1.0.1
func (action *APLActionChangeTarget) String() string
type APLActionChannelSpell ¶ added in v1.0.1
type APLActionChannelSpell struct {
// contains filtered or unexported fields
}
func (*APLActionChannelSpell) Execute ¶ added in v1.0.1
func (action *APLActionChannelSpell) Execute(sim *Simulation)
func (APLActionChannelSpell) Finalize ¶ added in v1.0.1
func (impl APLActionChannelSpell) Finalize(*APLRotation)
func (APLActionChannelSpell) GetAPLValues ¶ added in v1.0.1
func (impl APLActionChannelSpell) GetAPLValues() []APLValue
func (APLActionChannelSpell) GetInnerActions ¶ added in v1.0.1
func (impl APLActionChannelSpell) GetInnerActions() []*APLAction
func (APLActionChannelSpell) GetNextAction ¶ added in v1.0.1
func (impl APLActionChannelSpell) GetNextAction(*Simulation) *APLAction
func (*APLActionChannelSpell) IsReady ¶ added in v1.0.1
func (action *APLActionChannelSpell) IsReady(sim *Simulation) bool
func (APLActionChannelSpell) Reset ¶ added in v1.0.1
func (impl APLActionChannelSpell) Reset(*Simulation)
func (*APLActionChannelSpell) String ¶ added in v1.0.1
func (action *APLActionChannelSpell) String() string
type APLActionImpl ¶
type APLActionImpl interface { // Returns all inner APL Actions. GetInnerActions() []*APLAction // Returns all APLValues used by this Action (but not by inner Actions). GetAPLValues() []APLValue // Performs optional post-processing. Finalize(*APLRotation) // Invoked before each sim iteration. Reset(*Simulation) // Whether this action is available to be used right now. IsReady(*Simulation) bool // Performs the action. Execute(*Simulation) // Called only while this action is controlling the rotation. GetNextAction(sim *Simulation) *APLAction // Pretty-print string for debugging. String() string }
type APLActionMultidot ¶ added in v1.0.1
type APLActionMultidot struct {
// contains filtered or unexported fields
}
func (*APLActionMultidot) Execute ¶ added in v1.0.1
func (action *APLActionMultidot) Execute(sim *Simulation)
func (APLActionMultidot) Finalize ¶ added in v1.0.1
func (impl APLActionMultidot) Finalize(*APLRotation)
func (*APLActionMultidot) GetAPLValues ¶ added in v1.0.1
func (action *APLActionMultidot) GetAPLValues() []APLValue
func (APLActionMultidot) GetInnerActions ¶ added in v1.0.1
func (impl APLActionMultidot) GetInnerActions() []*APLAction
func (APLActionMultidot) GetNextAction ¶ added in v1.0.1
func (impl APLActionMultidot) GetNextAction(*Simulation) *APLAction
func (*APLActionMultidot) IsReady ¶ added in v1.0.1
func (action *APLActionMultidot) IsReady(sim *Simulation) bool
func (*APLActionMultidot) Reset ¶ added in v1.0.1
func (action *APLActionMultidot) Reset(*Simulation)
func (*APLActionMultidot) String ¶ added in v1.0.1
func (action *APLActionMultidot) String() string
type APLActionMultishield ¶ added in v1.0.1
type APLActionMultishield struct {
// contains filtered or unexported fields
}
func (*APLActionMultishield) Execute ¶ added in v1.0.1
func (action *APLActionMultishield) Execute(sim *Simulation)
func (APLActionMultishield) Finalize ¶ added in v1.0.1
func (impl APLActionMultishield) Finalize(*APLRotation)
func (*APLActionMultishield) GetAPLValues ¶ added in v1.0.1
func (action *APLActionMultishield) GetAPLValues() []APLValue
func (APLActionMultishield) GetInnerActions ¶ added in v1.0.1
func (impl APLActionMultishield) GetInnerActions() []*APLAction
func (APLActionMultishield) GetNextAction ¶ added in v1.0.1
func (impl APLActionMultishield) GetNextAction(*Simulation) *APLAction
func (*APLActionMultishield) IsReady ¶ added in v1.0.1
func (action *APLActionMultishield) IsReady(sim *Simulation) bool
func (*APLActionMultishield) Reset ¶ added in v1.0.1
func (action *APLActionMultishield) Reset(*Simulation)
func (*APLActionMultishield) String ¶ added in v1.0.1
func (action *APLActionMultishield) String() string
type APLActionResetSequence ¶ added in v1.0.1
type APLActionResetSequence struct {
// contains filtered or unexported fields
}
func (*APLActionResetSequence) Execute ¶ added in v1.0.1
func (action *APLActionResetSequence) Execute(sim *Simulation)
func (*APLActionResetSequence) Finalize ¶ added in v1.0.1
func (action *APLActionResetSequence) Finalize(rot *APLRotation)
func (APLActionResetSequence) GetAPLValues ¶ added in v1.0.1
func (impl APLActionResetSequence) GetAPLValues() []APLValue
func (APLActionResetSequence) GetInnerActions ¶ added in v1.0.1
func (impl APLActionResetSequence) GetInnerActions() []*APLAction
func (APLActionResetSequence) GetNextAction ¶ added in v1.0.1
func (impl APLActionResetSequence) GetNextAction(*Simulation) *APLAction
func (*APLActionResetSequence) IsReady ¶ added in v1.0.1
func (action *APLActionResetSequence) IsReady(sim *Simulation) bool
func (APLActionResetSequence) Reset ¶ added in v1.0.1
func (impl APLActionResetSequence) Reset(*Simulation)
func (*APLActionResetSequence) String ¶ added in v1.0.1
func (action *APLActionResetSequence) String() string
type APLActionSchedule ¶ added in v1.0.1
type APLActionSchedule struct {
// contains filtered or unexported fields
}
func (*APLActionSchedule) Execute ¶ added in v1.0.1
func (action *APLActionSchedule) Execute(sim *Simulation)
func (APLActionSchedule) Finalize ¶ added in v1.0.1
func (impl APLActionSchedule) Finalize(*APLRotation)
func (APLActionSchedule) GetAPLValues ¶ added in v1.0.1
func (impl APLActionSchedule) GetAPLValues() []APLValue
func (*APLActionSchedule) GetInnerActions ¶ added in v1.0.1
func (action *APLActionSchedule) GetInnerActions() []*APLAction
func (APLActionSchedule) GetNextAction ¶ added in v1.0.1
func (impl APLActionSchedule) GetNextAction(*Simulation) *APLAction
func (*APLActionSchedule) IsReady ¶ added in v1.0.1
func (action *APLActionSchedule) IsReady(sim *Simulation) bool
func (*APLActionSchedule) Reset ¶ added in v1.0.1
func (action *APLActionSchedule) Reset(*Simulation)
func (*APLActionSchedule) String ¶ added in v1.0.1
func (action *APLActionSchedule) String() string
type APLActionSequence ¶ added in v1.0.1
type APLActionSequence struct {
// contains filtered or unexported fields
}
func (*APLActionSequence) Execute ¶ added in v1.0.1
func (action *APLActionSequence) Execute(sim *Simulation)
func (*APLActionSequence) Finalize ¶ added in v1.0.1
func (action *APLActionSequence) Finalize(rot *APLRotation)
func (APLActionSequence) GetAPLValues ¶ added in v1.0.1
func (impl APLActionSequence) GetAPLValues() []APLValue
func (*APLActionSequence) GetInnerActions ¶ added in v1.0.1
func (action *APLActionSequence) GetInnerActions() []*APLAction
func (APLActionSequence) GetNextAction ¶ added in v1.0.1
func (impl APLActionSequence) GetNextAction(*Simulation) *APLAction
func (*APLActionSequence) IsReady ¶ added in v1.0.1
func (action *APLActionSequence) IsReady(sim *Simulation) bool
func (*APLActionSequence) Reset ¶ added in v1.0.1
func (action *APLActionSequence) Reset(*Simulation)
func (*APLActionSequence) String ¶ added in v1.0.1
func (action *APLActionSequence) String() string
type APLActionStrictSequence ¶ added in v1.0.1
type APLActionStrictSequence struct {
// contains filtered or unexported fields
}
func (*APLActionStrictSequence) Execute ¶ added in v1.0.1
func (action *APLActionStrictSequence) Execute(sim *Simulation)
func (*APLActionStrictSequence) Finalize ¶ added in v1.0.1
func (action *APLActionStrictSequence) Finalize(rot *APLRotation)
func (APLActionStrictSequence) GetAPLValues ¶ added in v1.0.1
func (impl APLActionStrictSequence) GetAPLValues() []APLValue
func (*APLActionStrictSequence) GetInnerActions ¶ added in v1.0.1
func (action *APLActionStrictSequence) GetInnerActions() []*APLAction
func (*APLActionStrictSequence) GetNextAction ¶ added in v1.0.1
func (action *APLActionStrictSequence) GetNextAction(sim *Simulation) *APLAction
func (*APLActionStrictSequence) IsReady ¶ added in v1.0.1
func (action *APLActionStrictSequence) IsReady(sim *Simulation) bool
func (*APLActionStrictSequence) Reset ¶ added in v1.0.1
func (action *APLActionStrictSequence) Reset(*Simulation)
func (*APLActionStrictSequence) String ¶ added in v1.0.1
func (action *APLActionStrictSequence) String() string
type APLActionTriggerICD ¶ added in v1.0.1
type APLActionTriggerICD struct {
// contains filtered or unexported fields
}
func (*APLActionTriggerICD) Execute ¶ added in v1.0.1
func (action *APLActionTriggerICD) Execute(sim *Simulation)
func (APLActionTriggerICD) Finalize ¶ added in v1.0.1
func (impl APLActionTriggerICD) Finalize(*APLRotation)
func (APLActionTriggerICD) GetAPLValues ¶ added in v1.0.1
func (impl APLActionTriggerICD) GetAPLValues() []APLValue
func (APLActionTriggerICD) GetInnerActions ¶ added in v1.0.1
func (impl APLActionTriggerICD) GetInnerActions() []*APLAction
func (APLActionTriggerICD) GetNextAction ¶ added in v1.0.1
func (impl APLActionTriggerICD) GetNextAction(*Simulation) *APLAction
func (*APLActionTriggerICD) IsReady ¶ added in v1.0.1
func (action *APLActionTriggerICD) IsReady(sim *Simulation) bool
func (APLActionTriggerICD) Reset ¶ added in v1.0.1
func (impl APLActionTriggerICD) Reset(*Simulation)
func (*APLActionTriggerICD) String ¶ added in v1.0.1
func (action *APLActionTriggerICD) String() string
type APLActionWait ¶
type APLActionWait struct {
// contains filtered or unexported fields
}
func (*APLActionWait) Execute ¶
func (action *APLActionWait) Execute(sim *Simulation)
func (APLActionWait) Finalize ¶ added in v1.0.1
func (impl APLActionWait) Finalize(*APLRotation)
func (*APLActionWait) GetAPLValues ¶ added in v1.0.1
func (action *APLActionWait) GetAPLValues() []APLValue
func (APLActionWait) GetInnerActions ¶ added in v1.0.1
func (impl APLActionWait) GetInnerActions() []*APLAction
func (*APLActionWait) GetNextAction ¶ added in v1.0.1
func (action *APLActionWait) GetNextAction(sim *Simulation) *APLAction
func (*APLActionWait) IsReady ¶ added in v1.0.1
func (action *APLActionWait) IsReady(sim *Simulation) bool
func (APLActionWait) Reset ¶ added in v1.0.1
func (impl APLActionWait) Reset(*Simulation)
func (*APLActionWait) String ¶ added in v1.0.1
func (action *APLActionWait) String() string
type APLActionWaitUntil ¶ added in v1.0.1
type APLActionWaitUntil struct {
// contains filtered or unexported fields
}
func (*APLActionWaitUntil) Execute ¶ added in v1.0.1
func (action *APLActionWaitUntil) Execute(sim *Simulation)
func (APLActionWaitUntil) Finalize ¶ added in v1.0.1
func (impl APLActionWaitUntil) Finalize(*APLRotation)
func (*APLActionWaitUntil) GetAPLValues ¶ added in v1.0.1
func (action *APLActionWaitUntil) GetAPLValues() []APLValue
func (APLActionWaitUntil) GetInnerActions ¶ added in v1.0.1
func (impl APLActionWaitUntil) GetInnerActions() []*APLAction
func (*APLActionWaitUntil) GetNextAction ¶ added in v1.0.1
func (action *APLActionWaitUntil) GetNextAction(sim *Simulation) *APLAction
func (*APLActionWaitUntil) IsReady ¶ added in v1.0.1
func (action *APLActionWaitUntil) IsReady(sim *Simulation) bool
func (APLActionWaitUntil) Reset ¶ added in v1.0.1
func (impl APLActionWaitUntil) Reset(*Simulation)
func (*APLActionWaitUntil) String ¶ added in v1.0.1
func (action *APLActionWaitUntil) String() string
type APLRotation ¶
type APLRotation struct {
// contains filtered or unexported fields
}
func (*APLRotation) DoNextAction ¶
func (apl *APLRotation) DoNextAction(sim *Simulation)
We intentionally try to mimic the behavior of simc APL to avoid confusion and leverage the community's existing familiarity. https://github.com/simulationcraft/simc/wiki/ActionLists
func (*APLRotation) GetAPLAura ¶ added in v1.0.1
func (rot *APLRotation) GetAPLAura(sourceUnit UnitReference, auraId *proto.ActionID) AuraReference
func (*APLRotation) GetAPLDot ¶ added in v1.0.1
func (rot *APLRotation) GetAPLDot(targetUnit UnitReference, spellId *proto.ActionID) *Dot
func (*APLRotation) GetAPLICDAura ¶ added in v1.0.1
func (rot *APLRotation) GetAPLICDAura(sourceUnit UnitReference, auraId *proto.ActionID) AuraReference
func (*APLRotation) GetAPLMultidotSpell ¶ added in v1.0.1
func (rot *APLRotation) GetAPLMultidotSpell(spellId *proto.ActionID) *Spell
func (*APLRotation) GetAPLMultishieldSpell ¶ added in v1.0.1
func (rot *APLRotation) GetAPLMultishieldSpell(spellId *proto.ActionID) *Spell
func (*APLRotation) GetAPLSpell ¶ added in v1.0.1
func (rot *APLRotation) GetAPLSpell(spellId *proto.ActionID) *Spell
func (*APLRotation) GetSourceUnit ¶ added in v1.0.1
func (rot *APLRotation) GetSourceUnit(ref *proto.UnitReference) UnitReference
func (*APLRotation) GetTargetUnit ¶ added in v1.0.1
func (rot *APLRotation) GetTargetUnit(ref *proto.UnitReference) UnitReference
func (*APLRotation) ValidationWarning ¶ added in v1.0.1
func (rot *APLRotation) ValidationWarning(message string, vals ...interface{})
type APLValue ¶
type APLValue interface { // Returns all inner APLValues. GetInnerValues() []APLValue // The type of value that will be returned. Type() proto.APLValueType // Gets the value, assuming it is a particular type. Usually only one of // these should be implemented in each class. GetBool(*Simulation) bool GetInt(*Simulation) int32 GetFloat(*Simulation) float64 GetDuration(*Simulation) time.Duration GetString(*Simulation) string // Performs optional post-processing. Finalize(*APLRotation) // Pretty-print string for debugging. String() string }
type APLValueAnd ¶
type APLValueAnd struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAnd) GetBool ¶
func (value *APLValueAnd) GetBool(sim *Simulation) bool
func (*APLValueAnd) GetInnerValues ¶ added in v1.0.1
func (value *APLValueAnd) GetInnerValues() []APLValue
func (*APLValueAnd) String ¶ added in v1.0.1
func (value *APLValueAnd) String() string
func (*APLValueAnd) Type ¶
func (value *APLValueAnd) Type() proto.APLValueType
type APLValueAuraICDIsReadyWithReactionTime ¶ added in v1.0.1
type APLValueAuraICDIsReadyWithReactionTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraICDIsReadyWithReactionTime) GetBool ¶ added in v1.0.1
func (value *APLValueAuraICDIsReadyWithReactionTime) GetBool(sim *Simulation) bool
func (*APLValueAuraICDIsReadyWithReactionTime) String ¶ added in v1.0.1
func (value *APLValueAuraICDIsReadyWithReactionTime) String() string
func (*APLValueAuraICDIsReadyWithReactionTime) Type ¶ added in v1.0.1
func (value *APLValueAuraICDIsReadyWithReactionTime) Type() proto.APLValueType
type APLValueAuraInternalCooldown ¶ added in v1.0.1
type APLValueAuraInternalCooldown struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraInternalCooldown) GetDuration ¶ added in v1.0.1
func (value *APLValueAuraInternalCooldown) GetDuration(sim *Simulation) time.Duration
func (*APLValueAuraInternalCooldown) String ¶ added in v1.0.1
func (value *APLValueAuraInternalCooldown) String() string
func (*APLValueAuraInternalCooldown) Type ¶ added in v1.0.1
func (value *APLValueAuraInternalCooldown) Type() proto.APLValueType
type APLValueAuraIsActive ¶ added in v1.0.1
type APLValueAuraIsActive struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraIsActive) GetBool ¶ added in v1.0.1
func (value *APLValueAuraIsActive) GetBool(sim *Simulation) bool
func (*APLValueAuraIsActive) String ¶ added in v1.0.1
func (value *APLValueAuraIsActive) String() string
func (*APLValueAuraIsActive) Type ¶ added in v1.0.1
func (value *APLValueAuraIsActive) Type() proto.APLValueType
type APLValueAuraIsActiveWithReactionTime ¶ added in v1.0.1
type APLValueAuraIsActiveWithReactionTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraIsActiveWithReactionTime) GetBool ¶ added in v1.0.1
func (value *APLValueAuraIsActiveWithReactionTime) GetBool(sim *Simulation) bool
func (*APLValueAuraIsActiveWithReactionTime) String ¶ added in v1.0.1
func (value *APLValueAuraIsActiveWithReactionTime) String() string
func (*APLValueAuraIsActiveWithReactionTime) Type ¶ added in v1.0.1
func (value *APLValueAuraIsActiveWithReactionTime) Type() proto.APLValueType
type APLValueAuraNumStacks ¶ added in v1.0.1
type APLValueAuraNumStacks struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraNumStacks) GetInt ¶ added in v1.0.1
func (value *APLValueAuraNumStacks) GetInt(sim *Simulation) int32
func (*APLValueAuraNumStacks) String ¶ added in v1.0.1
func (value *APLValueAuraNumStacks) String() string
func (*APLValueAuraNumStacks) Type ¶ added in v1.0.1
func (value *APLValueAuraNumStacks) Type() proto.APLValueType
type APLValueAuraRemainingTime ¶ added in v1.0.1
type APLValueAuraRemainingTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraRemainingTime) GetDuration ¶ added in v1.0.1
func (value *APLValueAuraRemainingTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueAuraRemainingTime) String ¶ added in v1.0.1
func (value *APLValueAuraRemainingTime) String() string
func (*APLValueAuraRemainingTime) Type ¶ added in v1.0.1
func (value *APLValueAuraRemainingTime) Type() proto.APLValueType
type APLValueAuraShouldRefresh ¶ added in v1.0.1
type APLValueAuraShouldRefresh struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAuraShouldRefresh) GetBool ¶ added in v1.0.1
func (value *APLValueAuraShouldRefresh) GetBool(sim *Simulation) bool
func (*APLValueAuraShouldRefresh) GetInnerValues ¶ added in v1.0.1
func (value *APLValueAuraShouldRefresh) GetInnerValues() []APLValue
func (*APLValueAuraShouldRefresh) String ¶ added in v1.0.1
func (value *APLValueAuraShouldRefresh) String() string
func (*APLValueAuraShouldRefresh) Type ¶ added in v1.0.1
func (value *APLValueAuraShouldRefresh) Type() proto.APLValueType
type APLValueAutoTimeToNext ¶ added in v1.0.1
type APLValueAutoTimeToNext struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueAutoTimeToNext) GetDuration ¶ added in v1.0.1
func (value *APLValueAutoTimeToNext) GetDuration(sim *Simulation) time.Duration
func (*APLValueAutoTimeToNext) String ¶ added in v1.0.1
func (value *APLValueAutoTimeToNext) String() string
func (*APLValueAutoTimeToNext) Type ¶ added in v1.0.1
func (value *APLValueAutoTimeToNext) Type() proto.APLValueType
type APLValueCoerced ¶
type APLValueCoerced struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCoerced) GetBool ¶
func (value *APLValueCoerced) GetBool(sim *Simulation) bool
func (APLValueCoerced) GetDuration ¶
func (value APLValueCoerced) GetDuration(sim *Simulation) time.Duration
func (APLValueCoerced) GetFloat ¶
func (value APLValueCoerced) GetFloat(sim *Simulation) float64
func (*APLValueCoerced) GetInnerValues ¶ added in v1.0.1
func (value *APLValueCoerced) GetInnerValues() []APLValue
func (APLValueCoerced) GetInt ¶
func (value APLValueCoerced) GetInt(sim *Simulation) int32
func (APLValueCoerced) GetString ¶
func (value APLValueCoerced) GetString(sim *Simulation) string
func (*APLValueCoerced) String ¶ added in v1.0.1
func (value *APLValueCoerced) String() string
func (*APLValueCoerced) Type ¶
func (value *APLValueCoerced) Type() proto.APLValueType
type APLValueCompare ¶
type APLValueCompare struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCompare) GetBool ¶
func (value *APLValueCompare) GetBool(sim *Simulation) bool
func (*APLValueCompare) GetInnerValues ¶ added in v1.0.1
func (value *APLValueCompare) GetInnerValues() []APLValue
func (*APLValueCompare) String ¶ added in v1.0.1
func (value *APLValueCompare) String() string
func (*APLValueCompare) Type ¶
func (value *APLValueCompare) Type() proto.APLValueType
type APLValueConst ¶
type APLValueConst struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueConst) GetBool ¶
func (value *APLValueConst) GetBool(sim *Simulation) bool
func (*APLValueConst) GetDuration ¶
func (value *APLValueConst) GetDuration(sim *Simulation) time.Duration
func (*APLValueConst) GetFloat ¶
func (value *APLValueConst) GetFloat(sim *Simulation) float64
func (*APLValueConst) GetInt ¶
func (value *APLValueConst) GetInt(sim *Simulation) int32
func (*APLValueConst) GetString ¶
func (value *APLValueConst) GetString(sim *Simulation) string
func (*APLValueConst) String ¶ added in v1.0.1
func (value *APLValueConst) String() string
func (*APLValueConst) Type ¶
func (value *APLValueConst) Type() proto.APLValueType
type APLValueCurrentComboPoints ¶ added in v1.0.1
type APLValueCurrentComboPoints struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentComboPoints) GetInt ¶ added in v1.0.1
func (value *APLValueCurrentComboPoints) GetInt(sim *Simulation) int32
func (*APLValueCurrentComboPoints) String ¶ added in v1.0.1
func (value *APLValueCurrentComboPoints) String() string
func (*APLValueCurrentComboPoints) Type ¶ added in v1.0.1
func (value *APLValueCurrentComboPoints) Type() proto.APLValueType
type APLValueCurrentEnergy ¶ added in v1.0.1
type APLValueCurrentEnergy struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentEnergy) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentEnergy) GetFloat(sim *Simulation) float64
func (*APLValueCurrentEnergy) String ¶ added in v1.0.1
func (value *APLValueCurrentEnergy) String() string
func (*APLValueCurrentEnergy) Type ¶ added in v1.0.1
func (value *APLValueCurrentEnergy) Type() proto.APLValueType
type APLValueCurrentHealth ¶ added in v1.0.1
type APLValueCurrentHealth struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentHealth) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentHealth) GetFloat(sim *Simulation) float64
func (*APLValueCurrentHealth) String ¶ added in v1.0.1
func (value *APLValueCurrentHealth) String() string
func (*APLValueCurrentHealth) Type ¶ added in v1.0.1
func (value *APLValueCurrentHealth) Type() proto.APLValueType
type APLValueCurrentHealthPercent ¶ added in v1.0.1
type APLValueCurrentHealthPercent struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentHealthPercent) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentHealthPercent) GetFloat(sim *Simulation) float64
func (*APLValueCurrentHealthPercent) String ¶ added in v1.0.1
func (value *APLValueCurrentHealthPercent) String() string
func (*APLValueCurrentHealthPercent) Type ¶ added in v1.0.1
func (value *APLValueCurrentHealthPercent) Type() proto.APLValueType
type APLValueCurrentMana ¶ added in v1.0.1
type APLValueCurrentMana struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentMana) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentMana) GetFloat(sim *Simulation) float64
func (*APLValueCurrentMana) String ¶ added in v1.0.1
func (value *APLValueCurrentMana) String() string
func (*APLValueCurrentMana) Type ¶ added in v1.0.1
func (value *APLValueCurrentMana) Type() proto.APLValueType
type APLValueCurrentManaPercent ¶ added in v1.0.1
type APLValueCurrentManaPercent struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentManaPercent) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentManaPercent) GetFloat(sim *Simulation) float64
func (*APLValueCurrentManaPercent) String ¶ added in v1.0.1
func (value *APLValueCurrentManaPercent) String() string
func (*APLValueCurrentManaPercent) Type ¶ added in v1.0.1
func (value *APLValueCurrentManaPercent) Type() proto.APLValueType
type APLValueCurrentNonDeathRuneCount ¶ added in v1.0.1
type APLValueCurrentNonDeathRuneCount struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentNonDeathRuneCount) GetInt ¶ added in v1.0.1
func (value *APLValueCurrentNonDeathRuneCount) GetInt(sim *Simulation) int32
func (*APLValueCurrentNonDeathRuneCount) String ¶ added in v1.0.1
func (value *APLValueCurrentNonDeathRuneCount) String() string
func (*APLValueCurrentNonDeathRuneCount) Type ¶ added in v1.0.1
func (value *APLValueCurrentNonDeathRuneCount) Type() proto.APLValueType
type APLValueCurrentRage ¶ added in v1.0.1
type APLValueCurrentRage struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentRage) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentRage) GetFloat(sim *Simulation) float64
func (*APLValueCurrentRage) String ¶ added in v1.0.1
func (value *APLValueCurrentRage) String() string
func (*APLValueCurrentRage) Type ¶ added in v1.0.1
func (value *APLValueCurrentRage) Type() proto.APLValueType
type APLValueCurrentRuneActive ¶ added in v1.0.1
type APLValueCurrentRuneActive struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentRuneActive) GetBool ¶ added in v1.0.1
func (value *APLValueCurrentRuneActive) GetBool(sim *Simulation) bool
func (*APLValueCurrentRuneActive) String ¶ added in v1.0.1
func (value *APLValueCurrentRuneActive) String() string
func (*APLValueCurrentRuneActive) Type ¶ added in v1.0.1
func (value *APLValueCurrentRuneActive) Type() proto.APLValueType
type APLValueCurrentRuneCount ¶ added in v1.0.1
type APLValueCurrentRuneCount struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentRuneCount) GetInt ¶ added in v1.0.1
func (value *APLValueCurrentRuneCount) GetInt(sim *Simulation) int32
func (*APLValueCurrentRuneCount) String ¶ added in v1.0.1
func (value *APLValueCurrentRuneCount) String() string
func (*APLValueCurrentRuneCount) Type ¶ added in v1.0.1
func (value *APLValueCurrentRuneCount) Type() proto.APLValueType
type APLValueCurrentRuneDeath ¶ added in v1.0.1
type APLValueCurrentRuneDeath struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentRuneDeath) GetBool ¶ added in v1.0.1
func (value *APLValueCurrentRuneDeath) GetBool(sim *Simulation) bool
func (*APLValueCurrentRuneDeath) String ¶ added in v1.0.1
func (value *APLValueCurrentRuneDeath) String() string
func (*APLValueCurrentRuneDeath) Type ¶ added in v1.0.1
func (value *APLValueCurrentRuneDeath) Type() proto.APLValueType
type APLValueCurrentRunicPower ¶ added in v1.0.1
type APLValueCurrentRunicPower struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueCurrentRunicPower) GetInt ¶ added in v1.0.1
func (value *APLValueCurrentRunicPower) GetInt(sim *Simulation) int32
func (*APLValueCurrentRunicPower) String ¶ added in v1.0.1
func (value *APLValueCurrentRunicPower) String() string
func (*APLValueCurrentRunicPower) Type ¶ added in v1.0.1
func (value *APLValueCurrentRunicPower) Type() proto.APLValueType
type APLValueCurrentTime ¶ added in v1.0.1
type APLValueCurrentTime struct {
DefaultAPLValueImpl
}
func (*APLValueCurrentTime) GetDuration ¶ added in v1.0.1
func (value *APLValueCurrentTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueCurrentTime) String ¶ added in v1.0.1
func (value *APLValueCurrentTime) String() string
func (*APLValueCurrentTime) Type ¶ added in v1.0.1
func (value *APLValueCurrentTime) Type() proto.APLValueType
type APLValueCurrentTimePercent ¶ added in v1.0.1
type APLValueCurrentTimePercent struct {
DefaultAPLValueImpl
}
func (*APLValueCurrentTimePercent) GetFloat ¶ added in v1.0.1
func (value *APLValueCurrentTimePercent) GetFloat(sim *Simulation) float64
func (*APLValueCurrentTimePercent) String ¶ added in v1.0.1
func (value *APLValueCurrentTimePercent) String() string
func (*APLValueCurrentTimePercent) Type ¶ added in v1.0.1
func (value *APLValueCurrentTimePercent) Type() proto.APLValueType
type APLValueDotIsActive ¶
type APLValueDotIsActive struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueDotIsActive) GetBool ¶
func (value *APLValueDotIsActive) GetBool(sim *Simulation) bool
func (*APLValueDotIsActive) String ¶ added in v1.0.1
func (value *APLValueDotIsActive) String() string
func (*APLValueDotIsActive) Type ¶
func (value *APLValueDotIsActive) Type() proto.APLValueType
type APLValueDotRemainingTime ¶ added in v1.0.1
type APLValueDotRemainingTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueDotRemainingTime) GetDuration ¶ added in v1.0.1
func (value *APLValueDotRemainingTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueDotRemainingTime) String ¶ added in v1.0.1
func (value *APLValueDotRemainingTime) String() string
func (*APLValueDotRemainingTime) Type ¶ added in v1.0.1
func (value *APLValueDotRemainingTime) Type() proto.APLValueType
type APLValueGCDIsReady ¶ added in v1.0.1
type APLValueGCDIsReady struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueGCDIsReady) GetBool ¶ added in v1.0.1
func (value *APLValueGCDIsReady) GetBool(sim *Simulation) bool
func (*APLValueGCDIsReady) String ¶ added in v1.0.1
func (value *APLValueGCDIsReady) String() string
func (*APLValueGCDIsReady) Type ¶ added in v1.0.1
func (value *APLValueGCDIsReady) Type() proto.APLValueType
type APLValueGCDTimeToReady ¶ added in v1.0.1
type APLValueGCDTimeToReady struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueGCDTimeToReady) GetDuration ¶ added in v1.0.1
func (value *APLValueGCDTimeToReady) GetDuration(sim *Simulation) time.Duration
func (*APLValueGCDTimeToReady) String ¶ added in v1.0.1
func (value *APLValueGCDTimeToReady) String() string
func (*APLValueGCDTimeToReady) Type ¶ added in v1.0.1
func (value *APLValueGCDTimeToReady) Type() proto.APLValueType
type APLValueIsExecutePhase ¶ added in v1.0.1
type APLValueIsExecutePhase struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueIsExecutePhase) GetBool ¶ added in v1.0.1
func (value *APLValueIsExecutePhase) GetBool(sim *Simulation) bool
func (*APLValueIsExecutePhase) String ¶ added in v1.0.1
func (value *APLValueIsExecutePhase) String() string
func (*APLValueIsExecutePhase) Type ¶ added in v1.0.1
func (value *APLValueIsExecutePhase) Type() proto.APLValueType
type APLValueMath ¶ added in v1.0.1
type APLValueMath struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueMath) GetDuration ¶ added in v1.0.1
func (value *APLValueMath) GetDuration(sim *Simulation) time.Duration
func (*APLValueMath) GetFloat ¶ added in v1.0.1
func (value *APLValueMath) GetFloat(sim *Simulation) float64
func (*APLValueMath) GetInnerValues ¶ added in v1.0.1
func (value *APLValueMath) GetInnerValues() []APLValue
func (*APLValueMath) GetInt ¶ added in v1.0.1
func (value *APLValueMath) GetInt(sim *Simulation) int32
func (*APLValueMath) String ¶ added in v1.0.1
func (value *APLValueMath) String() string
func (*APLValueMath) Type ¶ added in v1.0.1
func (value *APLValueMath) Type() proto.APLValueType
type APLValueMax ¶ added in v1.0.1
type APLValueMax struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueMax) GetDuration ¶ added in v1.0.1
func (value *APLValueMax) GetDuration(sim *Simulation) time.Duration
func (*APLValueMax) GetFloat ¶ added in v1.0.1
func (value *APLValueMax) GetFloat(sim *Simulation) float64
func (*APLValueMax) GetInnerValues ¶ added in v1.0.1
func (value *APLValueMax) GetInnerValues() []APLValue
func (*APLValueMax) GetInt ¶ added in v1.0.1
func (value *APLValueMax) GetInt(sim *Simulation) int32
func (*APLValueMax) String ¶ added in v1.0.1
func (value *APLValueMax) String() string
func (*APLValueMax) Type ¶ added in v1.0.1
func (value *APLValueMax) Type() proto.APLValueType
type APLValueMin ¶ added in v1.0.1
type APLValueMin struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueMin) GetDuration ¶ added in v1.0.1
func (value *APLValueMin) GetDuration(sim *Simulation) time.Duration
func (*APLValueMin) GetFloat ¶ added in v1.0.1
func (value *APLValueMin) GetFloat(sim *Simulation) float64
func (*APLValueMin) GetInnerValues ¶ added in v1.0.1
func (value *APLValueMin) GetInnerValues() []APLValue
func (*APLValueMin) GetInt ¶ added in v1.0.1
func (value *APLValueMin) GetInt(sim *Simulation) int32
func (*APLValueMin) String ¶ added in v1.0.1
func (value *APLValueMin) String() string
func (*APLValueMin) Type ¶ added in v1.0.1
func (value *APLValueMin) Type() proto.APLValueType
type APLValueNextRuneCooldown ¶ added in v1.0.1
type APLValueNextRuneCooldown struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueNextRuneCooldown) GetDuration ¶ added in v1.0.1
func (value *APLValueNextRuneCooldown) GetDuration(sim *Simulation) time.Duration
func (*APLValueNextRuneCooldown) String ¶ added in v1.0.1
func (value *APLValueNextRuneCooldown) String() string
func (*APLValueNextRuneCooldown) Type ¶ added in v1.0.1
func (value *APLValueNextRuneCooldown) Type() proto.APLValueType
type APLValueNot ¶
type APLValueNot struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueNot) GetBool ¶
func (value *APLValueNot) GetBool(sim *Simulation) bool
func (*APLValueNot) GetInnerValues ¶ added in v1.0.1
func (value *APLValueNot) GetInnerValues() []APLValue
func (*APLValueNot) String ¶ added in v1.0.1
func (value *APLValueNot) String() string
func (*APLValueNot) Type ¶
func (value *APLValueNot) Type() proto.APLValueType
type APLValueNumberTargets ¶ added in v1.0.1
type APLValueNumberTargets struct {
DefaultAPLValueImpl
}
func (*APLValueNumberTargets) GetInt ¶ added in v1.0.1
func (value *APLValueNumberTargets) GetInt(sim *Simulation) int32
func (*APLValueNumberTargets) String ¶ added in v1.0.1
func (value *APLValueNumberTargets) String() string
func (*APLValueNumberTargets) Type ¶ added in v1.0.1
func (value *APLValueNumberTargets) Type() proto.APLValueType
type APLValueOr ¶
type APLValueOr struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueOr) GetBool ¶
func (value *APLValueOr) GetBool(sim *Simulation) bool
func (*APLValueOr) GetInnerValues ¶ added in v1.0.1
func (value *APLValueOr) GetInnerValues() []APLValue
func (*APLValueOr) String ¶ added in v1.0.1
func (value *APLValueOr) String() string
func (*APLValueOr) Type ¶
func (value *APLValueOr) Type() proto.APLValueType
type APLValueRemainingTime ¶ added in v1.0.1
type APLValueRemainingTime struct {
DefaultAPLValueImpl
}
func (*APLValueRemainingTime) GetDuration ¶ added in v1.0.1
func (value *APLValueRemainingTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueRemainingTime) String ¶ added in v1.0.1
func (value *APLValueRemainingTime) String() string
func (*APLValueRemainingTime) Type ¶ added in v1.0.1
func (value *APLValueRemainingTime) Type() proto.APLValueType
type APLValueRemainingTimePercent ¶ added in v1.0.1
type APLValueRemainingTimePercent struct {
DefaultAPLValueImpl
}
func (*APLValueRemainingTimePercent) GetFloat ¶ added in v1.0.1
func (value *APLValueRemainingTimePercent) GetFloat(sim *Simulation) float64
func (*APLValueRemainingTimePercent) String ¶ added in v1.0.1
func (value *APLValueRemainingTimePercent) String() string
func (*APLValueRemainingTimePercent) Type ¶ added in v1.0.1
func (value *APLValueRemainingTimePercent) Type() proto.APLValueType
type APLValueRuneCooldown ¶ added in v1.0.1
type APLValueRuneCooldown struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueRuneCooldown) GetDuration ¶ added in v1.0.1
func (value *APLValueRuneCooldown) GetDuration(sim *Simulation) time.Duration
func (*APLValueRuneCooldown) String ¶ added in v1.0.1
func (value *APLValueRuneCooldown) String() string
func (*APLValueRuneCooldown) Type ¶ added in v1.0.1
func (value *APLValueRuneCooldown) Type() proto.APLValueType
type APLValueRuneGrace ¶ added in v1.0.1
type APLValueRuneGrace struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueRuneGrace) GetDuration ¶ added in v1.0.1
func (value *APLValueRuneGrace) GetDuration(sim *Simulation) time.Duration
func (*APLValueRuneGrace) String ¶ added in v1.0.1
func (value *APLValueRuneGrace) String() string
func (*APLValueRuneGrace) Type ¶ added in v1.0.1
func (value *APLValueRuneGrace) Type() proto.APLValueType
type APLValueRuneSlotCooldown ¶ added in v1.0.1
type APLValueRuneSlotCooldown struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueRuneSlotCooldown) GetDuration ¶ added in v1.0.1
func (value *APLValueRuneSlotCooldown) GetDuration(sim *Simulation) time.Duration
func (*APLValueRuneSlotCooldown) String ¶ added in v1.0.1
func (value *APLValueRuneSlotCooldown) String() string
func (*APLValueRuneSlotCooldown) Type ¶ added in v1.0.1
func (value *APLValueRuneSlotCooldown) Type() proto.APLValueType
type APLValueRuneSlotGrace ¶ added in v1.0.1
type APLValueRuneSlotGrace struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueRuneSlotGrace) GetDuration ¶ added in v1.0.1
func (value *APLValueRuneSlotGrace) GetDuration(sim *Simulation) time.Duration
func (*APLValueRuneSlotGrace) String ¶ added in v1.0.1
func (value *APLValueRuneSlotGrace) String() string
func (*APLValueRuneSlotGrace) Type ¶ added in v1.0.1
func (value *APLValueRuneSlotGrace) Type() proto.APLValueType
type APLValueSequenceIsComplete ¶ added in v1.0.1
type APLValueSequenceIsComplete struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSequenceIsComplete) Finalize ¶ added in v1.0.1
func (value *APLValueSequenceIsComplete) Finalize(rot *APLRotation)
func (*APLValueSequenceIsComplete) GetBool ¶ added in v1.0.1
func (value *APLValueSequenceIsComplete) GetBool(sim *Simulation) bool
func (*APLValueSequenceIsComplete) String ¶ added in v1.0.1
func (value *APLValueSequenceIsComplete) String() string
func (*APLValueSequenceIsComplete) Type ¶ added in v1.0.1
func (value *APLValueSequenceIsComplete) Type() proto.APLValueType
type APLValueSequenceIsReady ¶ added in v1.0.1
type APLValueSequenceIsReady struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSequenceIsReady) Finalize ¶ added in v1.0.1
func (value *APLValueSequenceIsReady) Finalize(rot *APLRotation)
func (*APLValueSequenceIsReady) GetBool ¶ added in v1.0.1
func (value *APLValueSequenceIsReady) GetBool(sim *Simulation) bool
func (*APLValueSequenceIsReady) String ¶ added in v1.0.1
func (value *APLValueSequenceIsReady) String() string
func (*APLValueSequenceIsReady) Type ¶ added in v1.0.1
func (value *APLValueSequenceIsReady) Type() proto.APLValueType
type APLValueSequenceTimeToReady ¶ added in v1.0.1
type APLValueSequenceTimeToReady struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSequenceTimeToReady) Finalize ¶ added in v1.0.1
func (value *APLValueSequenceTimeToReady) Finalize(rot *APLRotation)
func (*APLValueSequenceTimeToReady) GetDuration ¶ added in v1.0.1
func (value *APLValueSequenceTimeToReady) GetDuration(sim *Simulation) time.Duration
func (*APLValueSequenceTimeToReady) String ¶ added in v1.0.1
func (value *APLValueSequenceTimeToReady) String() string
func (*APLValueSequenceTimeToReady) Type ¶ added in v1.0.1
func (value *APLValueSequenceTimeToReady) Type() proto.APLValueType
type APLValueSpellCPM ¶ added in v1.0.1
type APLValueSpellCPM struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellCPM) GetFloat ¶ added in v1.0.1
func (value *APLValueSpellCPM) GetFloat(sim *Simulation) float64
func (*APLValueSpellCPM) String ¶ added in v1.0.1
func (value *APLValueSpellCPM) String() string
func (*APLValueSpellCPM) Type ¶ added in v1.0.1
func (value *APLValueSpellCPM) Type() proto.APLValueType
type APLValueSpellCanCast ¶ added in v1.0.1
type APLValueSpellCanCast struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellCanCast) GetBool ¶ added in v1.0.1
func (value *APLValueSpellCanCast) GetBool(sim *Simulation) bool
func (*APLValueSpellCanCast) String ¶ added in v1.0.1
func (value *APLValueSpellCanCast) String() string
func (*APLValueSpellCanCast) Type ¶ added in v1.0.1
func (value *APLValueSpellCanCast) Type() proto.APLValueType
type APLValueSpellCastTime ¶ added in v1.0.1
type APLValueSpellCastTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellCastTime) GetDuration ¶ added in v1.0.1
func (value *APLValueSpellCastTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueSpellCastTime) String ¶ added in v1.0.1
func (value *APLValueSpellCastTime) String() string
func (*APLValueSpellCastTime) Type ¶ added in v1.0.1
func (value *APLValueSpellCastTime) Type() proto.APLValueType
type APLValueSpellChannelTime ¶ added in v1.0.1
type APLValueSpellChannelTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellChannelTime) GetDuration ¶ added in v1.0.1
func (value *APLValueSpellChannelTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueSpellChannelTime) String ¶ added in v1.0.1
func (value *APLValueSpellChannelTime) String() string
func (*APLValueSpellChannelTime) Type ¶ added in v1.0.1
func (value *APLValueSpellChannelTime) Type() proto.APLValueType
type APLValueSpellChanneledTicks ¶ added in v1.0.1
type APLValueSpellChanneledTicks struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellChanneledTicks) GetInt ¶ added in v1.0.1
func (value *APLValueSpellChanneledTicks) GetInt(sim *Simulation) int32
func (*APLValueSpellChanneledTicks) String ¶ added in v1.0.1
func (value *APLValueSpellChanneledTicks) String() string
func (*APLValueSpellChanneledTicks) Type ¶ added in v1.0.1
func (value *APLValueSpellChanneledTicks) Type() proto.APLValueType
type APLValueSpellIsChanneling ¶ added in v1.0.1
type APLValueSpellIsChanneling struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellIsChanneling) GetBool ¶ added in v1.0.1
func (value *APLValueSpellIsChanneling) GetBool(sim *Simulation) bool
func (*APLValueSpellIsChanneling) String ¶ added in v1.0.1
func (value *APLValueSpellIsChanneling) String() string
func (*APLValueSpellIsChanneling) Type ¶ added in v1.0.1
func (value *APLValueSpellIsChanneling) Type() proto.APLValueType
type APLValueSpellIsReady ¶ added in v1.0.1
type APLValueSpellIsReady struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellIsReady) GetBool ¶ added in v1.0.1
func (value *APLValueSpellIsReady) GetBool(sim *Simulation) bool
func (*APLValueSpellIsReady) String ¶ added in v1.0.1
func (value *APLValueSpellIsReady) String() string
func (*APLValueSpellIsReady) Type ¶ added in v1.0.1
func (value *APLValueSpellIsReady) Type() proto.APLValueType
type APLValueSpellTimeToReady ¶ added in v1.0.1
type APLValueSpellTimeToReady struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellTimeToReady) GetDuration ¶ added in v1.0.1
func (value *APLValueSpellTimeToReady) GetDuration(sim *Simulation) time.Duration
func (*APLValueSpellTimeToReady) String ¶ added in v1.0.1
func (value *APLValueSpellTimeToReady) String() string
func (*APLValueSpellTimeToReady) Type ¶ added in v1.0.1
func (value *APLValueSpellTimeToReady) Type() proto.APLValueType
type APLValueSpellTravelTime ¶ added in v1.0.1
type APLValueSpellTravelTime struct { DefaultAPLValueImpl // contains filtered or unexported fields }
func (*APLValueSpellTravelTime) GetDuration ¶ added in v1.0.1
func (value *APLValueSpellTravelTime) GetDuration(sim *Simulation) time.Duration
func (*APLValueSpellTravelTime) String ¶ added in v1.0.1
func (value *APLValueSpellTravelTime) String() string
func (*APLValueSpellTravelTime) Type ¶ added in v1.0.1
func (value *APLValueSpellTravelTime) Type() proto.APLValueType
type ActionID ¶
type ActionID struct { // Only one of these should be set. SpellID int32 ItemID int32 OtherID proto.OtherAction Tag int32 }
func ProtoToActionID ¶
func (ActionID) IsEmptyAction ¶
func (ActionID) IsItemAction ¶
func (ActionID) IsOtherAction ¶
func (actionID ActionID) IsOtherAction(otherID proto.OtherAction) bool
func (ActionID) IsSpellAction ¶
func (ActionID) SameAction ¶
func (ActionID) SameActionIgnoreTag ¶
type ActionMetrics ¶
type ActionMetrics struct { IsMelee bool // True if melee action, false if spell action. // Metrics for this action, for each possible target. Targets []TargetedActionMetrics }
func (*ActionMetrics) ToProto ¶
func (actionMetrics *ActionMetrics) ToProto(actionID ActionID) *proto.ActionMetrics
type ActionPriority ¶
type ActionPriority int32
const ( ActionPriorityLow ActionPriority = -1 ActionPriorityGCD ActionPriority = 0 // Higher than GCD because regen can cause GCD actions (if we were waiting // for mana). ActionPriorityRegen ActionPriority = 1 // Autos can cause regen (JoW, rage, energy procs, etc) so they should be // higher prio so that we never go backwards in the priority order. ActionPriorityAuto ActionPriority = 2 // DOTs need to be higher than anything else so that dots can properly expire before we take other actions. ActionPriorityDOT ActionPriority = 3 )
type ActiveSetBonus ¶
type ActiveSetBonus struct { // Name of the set. Name string // Number of pieces required for this bonus. NumPieces int32 // Function for applying the effects of this set bonus. BonusEffect ApplyEffect }
type Agent ¶
type Agent interface { // The Character controlled by this Agent. GetCharacter() *Character // Called once after all Players/Pets/Targets have finished the construction phase. // Use this to register spells and any initialization steps that require // other raid members or auras. Initialize() // Updates the input Buffs to include raid-wide buffs provided by this Agent. AddRaidBuffs(raidBuffs *proto.RaidBuffs) // Updates the input Buffs to include party-wide buffs provided by this Agent. AddPartyBuffs(partyBuffs *proto.PartyBuffs) // All talent stats / auras should be added within this callback. This makes sure // talents are applied at the right time so we can calculate groups of stats. ApplyTalents() // Returns this Agent to its initial state. Called before each Sim iteration // and once after the final iteration. Reset(sim *Simulation) // Called whenever the GCD becomes ready for this Agent. OnGCDReady(sim *Simulation) // Called after each auto attack performed by this Agent. // This is different from Aura.OnSpellHit in that it is invoked fully after // everything related to the attack is complete, and it is only invoked for // auto attacks (white hits or white-hit-replacers). OnAutoAttack(sim *Simulation, spell *Spell) // Custom factories for APL values and actions, for cases where the value/action // involves class or spec-specific behavior. // // Should return nil when the config doesn't match any custom behaviors. NewAPLValue(rot *APLRotation, config *proto.APLValue) APLValue NewAPLAction(rot *APLRotation, config *proto.APLAction) APLActionImpl }
Agent can be thought of as the 'Player', i.e. the thing controlling the Character. This is the interface implemented by each class/spec.
type ApplyEffect ¶
type ApplyEffect func(Agent)
Function for applying permanent effects to an Agent.
Passing Character instead of Agent would work for almost all cases, but there are occasionally class-specific item effects.
func MakeTemporaryStatsOnUseCDRegistration ¶
func MakeTemporaryStatsOnUseCDRegistration(auraLabel string, tempStats stats.Stats, duration time.Duration, config SpellConfig, cdFunc func(*Character) Cooldown, sharedCDFunc func(*Character) Cooldown) ApplyEffect
Helper function to make an ApplyEffect for a temporary stats on-use cooldown.
type ApplySpellResults ¶
type ApplySpellResults func(sim *Simulation, target *Unit, spell *Spell)
type ApplyWeaponEffect ¶
Function for applying permanent effects to an agent's weapon
type AttackTable ¶
type AttackTable struct { Attacker *Unit Defender *Unit BaseMissChance float64 BaseSpellMissChance float64 BaseBlockChance float64 BaseDodgeChance float64 BaseParryChance float64 BaseGlanceChance float64 GlanceMultiplier float64 CritSuppression float64 DamageDealtMultiplier float64 // attacker buff, applied in applyAttackerModifiers() DamageTakenMultiplier float64 // defender debuff, applied in applyTargetModifiers() NatureDamageTakenMultiplier float64 HauntSEDamageTakenMultiplier float64 HealingDealtMultiplier float64 }
Holds cached values for outcome/damage calculations, for a specific attacker+defender pair. These are updated dynamically when attacker or defender stats change.
func NewAttackTable ¶
func NewAttackTable(attacker *Unit, defender *Unit) *AttackTable
func (*AttackTable) GetArmorDamageModifier ¶
func (at *AttackTable) GetArmorDamageModifier(spell *Spell) float64
type Aura ¶
type Aura struct { // String label for this Aura. Guaranteed to be unique among the Auras for a single Unit. Label string // For easily grouping auras. Tag string ActionID ActionID // If set, metrics will be tracked for this aura. ActionIDForProc ActionID // If set, indicates that this aura is a trigger aura for the specified proc. Icd *Cooldown // The internal cooldown if any Duration time.Duration // Duration of aura, upon being applied. // The unit this aura is attached to. Unit *Unit MaxStacks int32 ExclusiveEffects []*ExclusiveEffect // Lifecycle callbacks. OnInit OnInit OnReset OnReset OnDoneIteration OnDoneIteration OnGain OnGain OnExpire OnExpire OnStacksChange OnStacksChange // Invoked when the number of stacks of this aura changes. OnStatsChange OnStatsChange // Invoked when the stats of this aura owner changes. OnCastComplete OnCastComplete // Invoked when a spell cast completes casting, before results are calculated. OnSpellHitDealt OnSpellHit // Invoked when a spell hits and this unit is the caster. OnSpellHitTaken OnSpellHit // Invoked when a spell hits and this unit is the target. OnPeriodicDamageDealt OnPeriodicDamage // Invoked when a dot tick occurs and this unit is the caster. OnPeriodicDamageTaken OnPeriodicDamage // Invoked when a dot tick occurs and this unit is the target. OnHealDealt OnSpellHit // Invoked when a heal hits and this unit is the caster. OnHealTaken OnSpellHit // Invoked when a heal hits and this unit is the target. OnPeriodicHealDealt OnPeriodicDamage // Invoked when a hot tick occurs and this unit is the caster. OnPeriodicHealTaken OnPeriodicDamage // Invoked when a hot tick occurs and this unit is the target. // If non-default, stat bonuses fron the OnGain callback of this aura will be // included in Character Stats in the UI. BuildPhase CharacterBuildPhase // contains filtered or unexported fields }
Aura lifecycle:
myAura := unit.RegisterAura(myAuraConfig) myAura.Activate(sim) myAura.SetStacks(sim, 3) myAura.Refresh(sim) myAura.Deactivate(sim)
func AcidSpitAura ¶
func BattleShoutAura ¶ added in v1.0.1
func BlessingOfMightAura ¶ added in v1.0.1
func BloodFrenzyAura ¶
func BloodPactAura ¶ added in v1.0.1
func BloodlustAura ¶
func CommandingShoutAura ¶ added in v1.0.1
func CrystalYieldAura ¶ added in v1.0.1
func CurseOfElementsAura ¶
func CurseOfWeaknessAura ¶
func DemonicPactAura ¶
func DemoralizingRoarAura ¶
func DemoralizingScreechAura ¶
func DemoralizingShoutAura ¶
func DivineGuardianAura ¶
func EarthAndMoonAura ¶
func ExposeArmorAura ¶
func FaerieFireAura ¶
func FlametongueTotemAura ¶
func GiftOfArthasAura ¶
func GuardianSpiritAura ¶ added in v1.0.1
func HandOfSacrificeAura ¶ added in v1.0.1
func HeartOfTheCrusaderDebuff ¶ added in v1.0.1
func ImprovedScorchAura ¶
func InfectedWoundsAura ¶
func InnervateAura ¶
func InsectSwarmAura ¶
func InspirationAura ¶
func JudgementOfLightAura ¶
func JudgementOfWisdomAura ¶
func JudgementsOfTheJustAura ¶
Note: Paladin code might apply this as part of their judgement auras instead of using another separate aura.
func MakeProcTriggerAura ¶
func MakeProcTriggerAura(unit *Unit, config ProcTrigger) *Aura
func MakeStackingAura ¶
func MakeStackingAura(character *Character, config StackingStatAura) *Aura
func ManaTideTotemAura ¶
func MangleAura ¶
func MarkOfBloodAura ¶
func MasterPoisonerDebuff ¶
func MiseryAura ¶
func PainSuppressionAura ¶
func PowerInfusionAura ¶
func RetributionAura ¶
func SavageCombatAura ¶
func ScorpidStingAura ¶
func ShadowMasteryAura ¶
func SporeCloudAura ¶
func StampedeAura ¶
func SunderArmorAura ¶
func ThornsAura ¶
func ThunderClapAura ¶
func TotemOfWrathAura ¶
func TotemOfWrathDebuff ¶
func TraumaAura ¶
func VindicationAura ¶
func WintersChillAura ¶
func (*Aura) Activate ¶
func (aura *Aura) Activate(sim *Simulation)
Adds a new aura to the simulation. If an aura with the same ID already exists it will be replaced with the new one.
func (*Aura) AddStack ¶
func (aura *Aura) AddStack(sim *Simulation)
func (*Aura) ApplyOnExpire ¶
Adds a handler to be called OnExpire, in addition to any current handlers.
func (*Aura) ApplyOnGain ¶
Adds a handler to be called OnGain, in addition to any current handlers.
func (*Aura) NewExclusiveEffect ¶
func (aura *Aura) NewExclusiveEffect(categoryName string, singleAura bool, config ExclusiveEffect) *ExclusiveEffect
func (*Aura) Refresh ¶
func (aura *Aura) Refresh(sim *Simulation)
func (*Aura) RemainingDuration ¶
func (aura *Aura) RemainingDuration(sim *Simulation) time.Duration
func (*Aura) RemoveStack ¶
func (aura *Aura) RemoveStack(sim *Simulation)
func (*Aura) SetStacks ¶
func (aura *Aura) SetStacks(sim *Simulation, newStacks int32)
func (*Aura) ShouldRefreshExclusiveEffects ¶
func (aura *Aura) ShouldRefreshExclusiveEffects(sim *Simulation, refreshWindow time.Duration) bool
Returns if an aura should be refreshed, i.e. the aura is inactive/about to expire AND there are no other active effects of equal or greater strength.
func (*Aura) TimeActive ¶
func (aura *Aura) TimeActive(sim *Simulation) time.Duration
The amount of time this aura has been active.
func (*Aura) UpdateExpires ¶
type AuraCallback ¶
type AuraCallback uint16
const ( CallbackEmpty AuraCallback = 0 CallbackOnSpellHitDealt AuraCallback = 1 << iota CallbackOnSpellHitTaken CallbackOnPeriodicDamageDealt CallbackOnHealDealt CallbackOnPeriodicHealDealt CallbackOnCastComplete )
func (AuraCallback) Matches ¶
func (c AuraCallback) Matches(other AuraCallback) bool
type AuraFactory ¶
type AuraFactory func(*Simulation) *Aura
type AuraMetrics ¶
type AuraMetrics struct { ID ActionID // Metrics for the current iteration. Uptime time.Duration Procs int32 // contains filtered or unexported fields }
func (*AuraMetrics) ToProto ¶
func (auraMetrics *AuraMetrics) ToProto() *proto.AuraMetrics
type AuraReference ¶ added in v1.0.1
type AuraReference struct {
// contains filtered or unexported fields
}
func NewAuraReference ¶ added in v1.0.1
func NewAuraReference(sourceUnit UnitReference, auraId *proto.ActionID) AuraReference
func NewIcdAuraReference ¶ added in v1.0.1
func NewIcdAuraReference(sourceUnit UnitReference, auraId *proto.ActionID) AuraReference
func (*AuraReference) Get ¶ added in v1.0.1
func (ar *AuraReference) Get() *Aura
func (*AuraReference) String ¶ added in v1.0.1
func (ar *AuraReference) String() string
type AutoAttackOptions ¶
type AutoAttackOptions struct { MainHand Weapon OffHand Weapon Ranged Weapon AutoSwingMelee bool // If true, core engine will handle calling SwingMelee() for you. AutoSwingRanged bool // If true, core engine will handle calling SwingMelee() for you. SyncType int32 ReplaceMHSwing ReplaceMHSwing }
Options for initializing auto attacks.
type AutoAttacks ¶
type AutoAttacks struct { MH Weapon OH Weapon Ranged Weapon IsDualWielding bool // If true, core engine will handle calling SwingMelee(). Set to false to manually manage // swings, for example for hunter melee weaving. AutoSwingMelee bool // If true, core engine will handle calling SwingRanged(). Unless you're a hunter, don't // use this. AutoSwingRanged bool MainhandSwingAt time.Duration OffhandSwingAt time.Duration RangedSwingAt time.Duration MHConfig SpellConfig OHConfig SpellConfig RangedConfig SpellConfig MHAuto *Spell OHAuto *Spell RangedAuto *Spell ReplaceMHSwing ReplaceMHSwing // contains filtered or unexported fields }
func (*AutoAttacks) CancelAutoSwing ¶
func (aa *AutoAttacks) CancelAutoSwing(sim *Simulation)
Stops the auto swing action for the rest of the iteration. Used for pets after being disabled.
func (*AutoAttacks) DelayMeleeBy ¶
func (aa *AutoAttacks) DelayMeleeBy(sim *Simulation, delay time.Duration)
Delays all swing timers for the specified amount. Only used by Slam.
func (*AutoAttacks) DelayRangedUntil ¶
func (aa *AutoAttacks) DelayRangedUntil(sim *Simulation, readyAt time.Duration)
func (*AutoAttacks) EnableAutoSwing ¶
func (aa *AutoAttacks) EnableAutoSwing(sim *Simulation)
Re-enables the auto swing action for the iteration
func (*AutoAttacks) MainhandSwingSpeed ¶
func (aa *AutoAttacks) MainhandSwingSpeed() time.Duration
The amount of time between two MH swings.
func (*AutoAttacks) MaybeReplaceMHSwing ¶
func (aa *AutoAttacks) MaybeReplaceMHSwing(sim *Simulation, mhSwingSpell *Spell) *Spell
Optionally replaces the given swing spell with an Agent-specified MH Swing replacer. This is for effects like Heroic Strike or Raptor Strike.
func (*AutoAttacks) NewPPMManager ¶
func (aa *AutoAttacks) NewPPMManager(ppm float64, procMask ProcMask) PPMManager
func (*AutoAttacks) NextAttackAt ¶
func (aa *AutoAttacks) NextAttackAt() time.Duration
Returns the time at which the next attack will occur.
func (*AutoAttacks) OffhandSwingSpeed ¶
func (aa *AutoAttacks) OffhandSwingSpeed() time.Duration
The amount of time between two OH swings.
func (*AutoAttacks) PPMProc ¶
func (aa *AutoAttacks) PPMProc(sim *Simulation, ppm float64, procMask ProcMask, label string, spell *Spell) bool
Returns whether a PPM-based effect procced. Using NewPPMManager() is preferred; this function should only be used when the attacker is not known at initialization time.
func (*AutoAttacks) RangedSwingSpeed ¶
func (aa *AutoAttacks) RangedSwingSpeed() time.Duration
The amount of time between two Ranged swings.
func (*AutoAttacks) StopMeleeUntil ¶
func (aa *AutoAttacks) StopMeleeUntil(sim *Simulation, readyAt time.Duration, desyncOH bool)
StopMeleeUntil should be used whenever a non-melee spell is cast. It stops melee, then restarts it at end of cast, but with a reset swing timer (as if swings had just landed).
func (*AutoAttacks) SwingMelee ¶
func (aa *AutoAttacks) SwingMelee(sim *Simulation, target *Unit)
SwingMelee will check any swing timers if they are up, and if so, swing!
func (*AutoAttacks) SwingRanged ¶
func (aa *AutoAttacks) SwingRanged(sim *Simulation, target *Unit)
func (*AutoAttacks) TrySwingMH ¶
func (aa *AutoAttacks) TrySwingMH(sim *Simulation, target *Unit)
Performs an auto attack using the main hand weapon, if the MH CD is ready.
func (*AutoAttacks) TrySwingOH ¶
func (aa *AutoAttacks) TrySwingOH(sim *Simulation, target *Unit)
Performs an auto attack using the main hand weapon, if the OH CD is ready.
func (*AutoAttacks) TrySwingRanged ¶
func (aa *AutoAttacks) TrySwingRanged(sim *Simulation, target *Unit)
Performs an auto attack using the ranged weapon, if the Ranged CD is ready.
func (*AutoAttacks) UpdateMeleeDurations ¶ added in v1.0.1
func (aa *AutoAttacks) UpdateMeleeDurations()
This is used internally, and for druid shifts (where a weapon changes without resetting the swing timer).
func (*AutoAttacks) UpdateRangedDuration ¶ added in v1.0.1
func (aa *AutoAttacks) UpdateRangedDuration()
func (*AutoAttacks) UpdateSwingTimers ¶ added in v1.0.1
func (aa *AutoAttacks) UpdateSwingTimers(sim *Simulation)
type BuffsCombo ¶
type CanCastCondition ¶
type CanCastCondition func(sim *Simulation, target *Unit) bool
type Cast ¶
type Cast struct { // Amount of resource that will be consumed by this cast. Cost float64 // The length of time the GCD will be on CD as a result of this cast. GCD time.Duration // The amount of time between the call to spell.Cast() and when the spell // effects are invoked. CastTime time.Duration // Additional GCD delay after the cast completes. ChannelTime time.Duration // Additional GCD delay after the cast ends. Never affected by cast speed. // This is typically used for latency. AfterCastDelay time.Duration }
func (Cast) EffectiveTime ¶
type CastConfig ¶
type CastConfig struct { // Default cast values with all static effects applied. DefaultCast Cast // Dynamic modifications for each cast. ModifyCast func(*Simulation, *Spell, *Cast) // Ignores haste when calculating the GCD and cast time for this cast. IgnoreHaste bool CD Cooldown // Callbacks for providing additional custom behavior. OnCastComplete func(*Simulation, *Spell) }
Input for constructing the CastSpell function for a spell.
type CastFunc ¶
type CastFunc func(*Simulation, *Unit)
type CastSuccessFunc ¶
type CastSuccessFunc func(*Simulation, *Unit) bool
type Character ¶
type Character struct { Unit Name string // Different from Label, needed for returned results. Race proto.Race Class proto.Class Spec proto.Spec ShattFaction proto.ShattrathFaction // Current gear. Equipment //Item Swap Handler ItemSwap ItemSwap // Consumables this Character will be using. Consumes *proto.Consumes PrimaryTalentTree uint8 // Up reference to this Character's Party. Party *Party // This character's index within its party [0-4]. PartyIndex int Pets []*Pet // cached in AddPet, for advance() // contains filtered or unexported fields }
Character is a data structure to hold all the shared values that all class logic shares. All players have stats, equipment, auras, etc
func (*Character) AddComboPoints ¶
func (eb *Character) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
func (*Character) AddEnergy ¶
func (eb *Character) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Character) AddFocus ¶
func (fb *Character) AddFocus(sim *Simulation, amount float64, actionID ActionID)
func (*Character) AddMajorCooldown ¶
func (mcdm *Character) AddMajorCooldown(mcd MajorCooldown)
Registers a major cooldown to the Character, which will be automatically used when available.
func (*Character) AddPartyBuffs ¶
func (character *Character) AddPartyBuffs(partyBuffs *proto.PartyBuffs)
func (*Character) AddRage ¶
func (rb *Character) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Character) AddRaidBuffs ¶
func (*Character) ApplyDynamicEquipScaling ¶ added in v1.0.1
func (character *Character) ApplyDynamicEquipScaling(sim *Simulation, stat stats.Stat, multiplier float64)
func (*Character) ApplyEquipScaling ¶ added in v1.0.1
func (*Character) Cancel ¶
func (fb *Character) Cancel(sim *Simulation)
func (*Character) ComboPoints ¶
func (eb *Character) ComboPoints() int32
func (*Character) CurrentEnergy ¶
func (eb *Character) CurrentEnergy() float64
func (*Character) CurrentFocus ¶
func (fb *Character) CurrentFocus() float64
func (*Character) CurrentHealth ¶
func (hb *Character) CurrentHealth() float64
func (*Character) CurrentHealthPercent ¶
func (hb *Character) CurrentHealthPercent() float64
func (*Character) CurrentRage ¶
func (rb *Character) CurrentRage() float64
func (*Character) DefaultHealingCritMultiplier ¶
func (*Character) DefaultMeleeCritMultiplier ¶
func (*Character) DefaultSpellCritMultiplier ¶
func (*Character) DelayDPSCooldowns ¶
Adds a delay to the first usage of all CDs overriding shouldActivate for cooldownTypeDPS, MCDs that have a user-specified timing are not delayed. This function should be called from Agent.Init().
func (*Character) DelayDPSCooldownsForArmorDebuffs ¶
Adds a delay to the first usage of all CDs so that debuffs have time to be applied. MCDs that have a user-specified timing are not delayed.
This function should be called from Agent.Init().
func (*Character) DesyncTrinketProcs ¶ added in v1.0.1
func (mcdm *Character) DesyncTrinketProcs()
Desyncs trinket procs per configured user settings. Hold the first proc back until some time into the simulation (i.e. because the player un-equipped and re-equipped the trinket before pull).
func (*Character) EnableItemSwap ¶
func (character *Character) EnableItemSwap(itemSwap *proto.ItemSwap, mhCritMultiplier float64, ohCritMultiplier float64, rangedCritMultiplier float64)
TODO All the extra parameters here and the code in multiple places for handling the Weapon struct is really messy,
we'll need to figure out something cleaner as this will be quite error-prone
func (*Character) EnableManaBar ¶
func (character *Character) EnableManaBar()
EnableManaBar will setup caster stat dependencies (int->mana and int->spellcrit) as well as enable the mana gain action to regenerate mana. It will then enable mana gain metrics for reporting.
func (*Character) EnableManaBarWithModifier ¶
func (*Character) EnableResumeAfterManaWait ¶
func (character *Character) EnableResumeAfterManaWait(callback func(sim *Simulation))
EnableResumeAfterManaWait will setup the OnManaTick callback to resume the given callback
once enough mana has been gained after calling unit.WaitForMana()
func (*Character) EquipStats ¶ added in v1.0.1
func (*Character) FillPlayerStats ¶
func (character *Character) FillPlayerStats(playerStats *proto.PlayerStats)
func (*Character) GainHealth ¶
func (hb *Character) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Character) GetActiveAuraWithTag ¶
func (*Character) GetActiveSetBonusNames ¶
Returns the names of all active set bonuses.
func (*Character) GetActiveSetBonuses ¶
func (character *Character) GetActiveSetBonuses() []ActiveSetBonus
Returns a list describing all active set bonuses.
func (*Character) GetAuraByID ¶ added in v1.0.1
func (*Character) GetAurasWithTag ¶
func (*Character) GetBaseStats ¶
func (*Character) GetConjuredCD ¶
func (*Character) GetDefensiveTrinketCD ¶
func (*Character) GetIcdAuraByID ¶ added in v1.0.1
func (*Character) GetInitialMajorCooldown ¶
func (mcdm *Character) GetInitialMajorCooldown(actionID ActionID) MajorCooldown
func (*Character) GetMHWeapon ¶
Returns the MH weapon if one is equipped, and null otherwise.
func (*Character) GetMajorCooldown ¶
func (mcdm *Character) GetMajorCooldown(actionID ActionID) *MajorCooldown
func (*Character) GetMajorCooldownIDs ¶
func (*Character) GetMajorCooldownIgnoreTag ¶
func (mcdm *Character) GetMajorCooldownIgnoreTag(actionID ActionID) *MajorCooldown
func (*Character) GetMajorCooldowns ¶
func (mcdm *Character) GetMajorCooldowns() []*MajorCooldown
Returns all MCDs.
func (*Character) GetMetricsProto ¶
func (character *Character) GetMetricsProto() *proto.UnitMetrics
func (*Character) GetOHWeapon ¶
Returns the OH weapon if one is equipped, and null otherwise. Note that shields / Held-in-off-hand items are NOT counted as weapons in this function.
func (*Character) GetOffensiveTrinketCD ¶
func (*Character) GetPresimOptions ¶
func (character *Character) GetPresimOptions(playerConfig *proto.Player) *PresimOptions
func (*Character) GetProcMaskForEnchant ¶ added in v1.0.1
func (*Character) GetProcMaskForItem ¶ added in v1.0.1
func (*Character) GetProcMaskForTypes ¶ added in v1.0.1
func (character *Character) GetProcMaskForTypes(weaponTypes ...proto.WeaponType) ProcMask
func (*Character) GetPseudoStatsProto ¶
func (*Character) GetRangedWeapon ¶
Returns the ranged weapon if one is equipped, and null otherwise.
func (*Character) HasActiveAura ¶
func (*Character) HasActiveAuraWithTag ¶
func (*Character) HasActiveAuraWithTagExcludingAura ¶
func (*Character) HasAlchStone ¶
func (*Character) HasAuraWithTag ¶
func (*Character) HasMHWeapon ¶
func (*Character) HasMetaGemEquipped ¶
func (*Character) HasOHWeapon ¶
func (*Character) HasProfession ¶
func (character *Character) HasProfession(prof proto.Profession) bool
func (*Character) HasRangedWeapon ¶
func (*Character) HasRingEquipped ¶
func (*Character) HasSetBonus ¶
func (*Character) HasTrinketEquipped ¶
func (*Character) HealingCritMultiplier ¶
func (*Character) MeleeCritMultiplier ¶
func (*Character) MultiplyAttackSpeed ¶
func (character *Character) MultiplyAttackSpeed(sim *Simulation, amount float64)
func (*Character) MultiplyMeleeSpeed ¶
func (character *Character) MultiplyMeleeSpeed(sim *Simulation, amount float64)
func (*Character) MultiplyRangedSpeed ¶
func (character *Character) MultiplyRangedSpeed(sim *Simulation, amount float64)
func (*Character) NewTemporaryStatsAura ¶
func (character *Character) NewTemporaryStatsAura(auraLabel string, actionID ActionID, tempStats stats.Stats, duration time.Duration) *Aura
Helper for the common case of making an aura that adds stats.
func (*Character) NewTemporaryStatsAuraWrapped ¶
func (character *Character) NewTemporaryStatsAuraWrapped(auraLabel string, actionID ActionID, buffs stats.Stats, duration time.Duration, modConfig func(*Aura)) *Aura
Alternative that allows modifying the Aura config.
func (*Character) NextEnergyTickAt ¶
func (*Character) NumActiveAurasWithTag ¶
func (*Character) OnCastComplete ¶
func (at *Character) OnCastComplete(sim *Simulation, spell *Spell)
Invokes the OnCastComplete event for all tracked Auras.
func (*Character) OnHealDealt ¶
func (at *Character) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnHeal event for all tracked Auras.
func (*Character) OnHealTaken ¶
func (at *Character) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Character) OnPeriodicDamageDealt ¶
func (at *Character) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicDamage
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Character) OnPeriodicDamageTaken ¶
func (at *Character) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Character) OnPeriodicHealDealt ¶
func (at *Character) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicHeal
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Character) OnPeriodicHealTaken ¶
func (at *Character) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Character) OnSpellHitDealt ¶
func (at *Character) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnSpellHit event for all tracked Auras.
func (*Character) OnSpellHitTaken ¶
func (at *Character) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Character) RegisterOnItemSwap ¶
func (character *Character) RegisterOnItemSwap(callback OnSwapItem)
func (*Character) RegisterResetEffect ¶
func (at *Character) RegisterResetEffect(resetEffect ResetEffect)
Registers a callback to this Character which will be invoked on every Sim reset.
func (*Character) RemoveDynamicEquipScaling ¶ added in v1.0.1
func (character *Character) RemoveDynamicEquipScaling(sim *Simulation, stat stats.Stat, multiplier float64)
func (*Character) RemoveEquipScaling ¶ added in v1.0.1
func (*Character) RemoveHealth ¶
func (hb *Character) RemoveHealth(sim *Simulation, amount float64)
func (*Character) ResetEnergyTick ¶
func (eb *Character) ResetEnergyTick(sim *Simulation)
Gives an immediate partial energy tick and restarts the tick timer.
func (*Character) SpellCritMultiplier ¶
func (*Character) SpendComboPoints ¶
func (eb *Character) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
func (*Character) SpendEnergy ¶
func (eb *Character) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Character) SpendFocus ¶
func (fb *Character) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Character) SpendRage ¶
func (rb *Character) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Character) TryUseCooldowns ¶
func (mcdm *Character) TryUseCooldowns(sim *Simulation)
func (*Character) UpdateMajorCooldowns ¶
func (mcdm *Character) UpdateMajorCooldowns()
This function should be called if the CD for a major cooldown changes outside of the TryActivate() call.
func (*Character) WeaponFromMainHand ¶
Returns weapon stats using the main hand equipped weapon.
func (*Character) WeaponFromOffHand ¶
Returns weapon stats using the off-hand equipped weapon.
func (*Character) WeaponFromRanged ¶
Returns weapon stats using the ranged equipped weapon.
type CharacterBuildPhase ¶
type CharacterBuildPhase uint8
const ( CharacterBuildPhaseNone CharacterBuildPhase = 0 CharacterBuildPhaseBase CharacterBuildPhase = 1 << iota CharacterBuildPhaseGear CharacterBuildPhaseTalents CharacterBuildPhaseBuffs CharacterBuildPhaseConsumes )
func (CharacterBuildPhase) Matches ¶
func (cbp CharacterBuildPhase) Matches(other CharacterBuildPhase) bool
type CharacterIterationMetrics ¶
type CharacterIterationMetrics struct { Died bool // Whether this unit died in the current iteration. WentOOM bool // Whether the agent has hit OOM at least once in this iteration. ManaSpent float64 ManaGained float64 OOMTime time.Duration // time spent not casting and waiting for regen. FirstOOMTimestamp time.Duration // Timestamp at which unit first went OOM. }
Metrics for the current iteration, for 1 agent. Keep this as a separate struct, so it's easy to clear.
type CharacterSuiteConfig ¶
type CharacterSuiteConfig struct { Class proto.Class Race proto.Race GearSet GearSetCombo SpecOptions SpecOptionsCombo Glyphs *proto.Glyphs Talents string Rotation RotationCombo Consumes *proto.Consumes IsHealer bool IsTank bool InFrontOfTarget bool OtherRaces []proto.Race OtherGearSets []GearSetCombo OtherSpecOptions []SpecOptionsCombo OtherRotations []RotationCombo ItemFilter ItemFilter StatsToWeigh []proto.Stat EPReferenceStat proto.Stat Cooldowns *proto.Cooldowns }
type CombinedTestGenerator ¶
type CombinedTestGenerator struct {
// contains filtered or unexported fields
}
func (*CombinedTestGenerator) GetTest ¶
func (generator *CombinedTestGenerator) GetTest(testIdx int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*CombinedTestGenerator) NumTests ¶
func (generator *CombinedTestGenerator) NumTests() int
type Cooldown ¶
type Cooldown struct { *Timer // Default amount of time after activation before this CD can be used again. // Note that some CDs won't use this, e.g. the GCD. Duration time.Duration }
func (*Cooldown) Use ¶
func (cd *Cooldown) Use(sim *Simulation)
Puts this CD on cooldown, using the default duration.
type CooldownActivation ¶
type CooldownActivation func(*Simulation, *Character)
Function for activating a cooldown. Returns whether the activation was successful.
type CooldownActivationCondition ¶
type CooldownActivationCondition func(*Simulation, *Character) bool
Condition for whether a cooldown can/should be activated. Returning false prevents the cooldown from being activated.
type CooldownType ¶
type CooldownType byte
const ( CooldownTypeUnknown CooldownType = 0 CooldownTypeMana CooldownType = 1 << iota CooldownTypeDPS CooldownTypeExplosive CooldownTypeSurvival )
func (CooldownType) Matches ¶
func (ct CooldownType) Matches(other CooldownType) bool
type DefaultAPLValueImpl ¶ added in v1.0.1
type DefaultAPLValueImpl struct { }
Provides empty implementations for the GetX() value interface functions.
func (DefaultAPLValueImpl) Finalize ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) Finalize(*APLRotation)
func (DefaultAPLValueImpl) GetBool ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) GetBool(sim *Simulation) bool
func (DefaultAPLValueImpl) GetDuration ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) GetDuration(sim *Simulation) time.Duration
func (DefaultAPLValueImpl) GetFloat ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) GetFloat(sim *Simulation) float64
func (DefaultAPLValueImpl) GetInnerValues ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) GetInnerValues() []APLValue
func (DefaultAPLValueImpl) GetInt ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) GetInt(sim *Simulation) int32
func (DefaultAPLValueImpl) GetString ¶ added in v1.0.1
func (impl DefaultAPLValueImpl) GetString(sim *Simulation) string
type DelayedActionOptions ¶
type DelayedActionOptions struct { // When the action should be performed. DoAt time.Duration Priority ActionPriority OnAction func(*Simulation) CleanUp func(*Simulation) }
type DistributionMetrics ¶
type DistributionMetrics struct { // Values for the current iteration. These are cleared after each iteration. Total float64 // contains filtered or unexported fields }
func NewDistributionMetrics ¶
func NewDistributionMetrics() DistributionMetrics
func (*DistributionMetrics) ToProto ¶
func (distMetrics *DistributionMetrics) ToProto() *proto.DistributionMetrics
type Dot ¶
type Dot struct { Spell *Spell // Embed Aura, so we can use IsActive/Refresh/etc directly. *Aura NumberOfTicks int32 // number of ticks over the whole duration TickLength time.Duration // time between each tick // If true, tick length will be shortened based on casting speed. AffectedByCastSpeed bool OnSnapshot OnSnapshot OnTick OnTick SnapshotBaseDamage float64 SnapshotCritChance float64 SnapshotAttackerMultiplier float64 // Number of ticks since last call to Apply(). TickCount int32 // contains filtered or unexported fields }
func (*Dot) Apply ¶
func (dot *Dot) Apply(sim *Simulation)
func (*Dot) ApplyOrRefresh ¶
func (dot *Dot) ApplyOrRefresh(sim *Simulation)
Like Apply(), but does not reset the tick timer.
func (*Dot) ApplyOrReset ¶
func (dot *Dot) ApplyOrReset(sim *Simulation)
ApplyOrReset is used for rolling dots that reset the tick timer on reapplication. This is more efficient than Apply(), and works around tickAction.CleanUp() wrongly generating an extra ticks if (re-)application and tick happen at the same time.
func (*Dot) CalcAndDealPeriodicSnapshotDamage ¶
func (dot *Dot) CalcAndDealPeriodicSnapshotDamage(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
func (*Dot) CalcAndDealPeriodicSnapshotHealing ¶
func (dot *Dot) CalcAndDealPeriodicSnapshotHealing(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
func (*Dot) CalcSnapshotDamage ¶
func (dot *Dot) CalcSnapshotDamage(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
func (*Dot) CalcSnapshotHealing ¶
func (dot *Dot) CalcSnapshotHealing(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
func (*Dot) Cancel ¶
func (dot *Dot) Cancel(sim *Simulation)
func (*Dot) ManualTick ¶ added in v1.0.1
func (dot *Dot) ManualTick(sim *Simulation)
ManualTick forces the dot forward one tick Will cancel the dot if it is out of ticks.
func (*Dot) MaxTicksRemaining ¶ added in v1.0.1
func (*Dot) NextTickAt ¶ added in v1.0.1
func (*Dot) NumTicksRemaining ¶
func (dot *Dot) NumTicksRemaining(sim *Simulation) int
func (*Dot) OutcomeExpectedMagicSnapshotCrit ¶
func (dot *Dot) OutcomeExpectedMagicSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Dot) OutcomeMagicHitAndSnapshotCrit ¶
func (dot *Dot) OutcomeMagicHitAndSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Dot) OutcomeRangedHitAndCritSnapshot ¶
func (dot *Dot) OutcomeRangedHitAndCritSnapshot(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Dot) OutcomeSnapshotCrit ¶
func (dot *Dot) OutcomeSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Dot) OutcomeTick ¶
func (dot *Dot) OutcomeTick(sim *Simulation, result *SpellResult, attackTable *AttackTable)
A tick always hits, but we don't count them as hits in the metrics.
func (*Dot) OutcomeTickCounted ¶ added in v1.0.1
func (dot *Dot) OutcomeTickCounted(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Dot) OutcomeTickPhysicalCrit ¶
func (dot *Dot) OutcomeTickPhysicalCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Dot) RecomputeAuraDuration ¶
func (dot *Dot) RecomputeAuraDuration()
Call this after manually changing NumberOfTicks or TickLength.
func (*Dot) Rollover ¶
func (dot *Dot) Rollover(sim *Simulation)
Rollover is used to reset the duration of a dot from an external spell (not casting the dot itself) This keeps the snapshot crit and %dmg modifiers. However, sp and haste are recalculated.
func (*Dot) TakeSnapshot ¶
func (dot *Dot) TakeSnapshot(sim *Simulation, doRollover bool)
Takes a new snapshot of this Dot's effects.
In most cases this will be called automatically, and should only be called to force a new snapshot to be taken.
doRollover will apply previously snapshotted crit/%dmg instead of recalculating.
func (*Dot) TickOnce ¶
func (dot *Dot) TickOnce(sim *Simulation)
Forces an instant tick. Does not reset the tick timer or aura duration, the tick is simply an extra tick.
func (*Dot) TickPeriod ¶
TickPeriod is how fast the snapshot dot ticks.
func (*Dot) TimeUntilNextTick ¶
func (dot *Dot) TimeUntilNextTick(sim *Simulation) time.Duration
type DotConfig ¶
type DotConfig struct { IsAOE bool // Set to true for AOE dots (Blizzard, Hurricane, Consecrate, etc) SelfOnly bool // Set to true to only create the self-hot. // Optional, will default to the corresponding spell. Spell *Spell Aura Aura NumberOfTicks int32 // number of ticks over the whole duration TickLength time.Duration // time between each tick // If true, tick length will be shortened based on casting speed. AffectedByCastSpeed bool OnSnapshot OnSnapshot OnTick OnTick }
type DynamicDamageTakenModifier ¶
type DynamicDamageTakenModifier func(sim *Simulation, spell *Spell, result *SpellResult)
type Enchant ¶
func EnchantFromProto ¶
func EnchantFromProto(pData *proto.SimEnchant) Enchant
type Encounter ¶
type Encounter struct { Duration time.Duration DurationVariation time.Duration Targets []*Target TargetUnits []*Unit ExecuteProportion_20 float64 ExecuteProportion_25 float64 ExecuteProportion_35 float64 EndFightAtHealth float64 // DamageTaken is used to track health fights instead of duration fights. // Once primary target has taken its health worth of damage, fight ends. DamageTaken float64 // In health fight: set to true until we get something to base on DurationIsEstimate bool // contains filtered or unexported fields }
func NewEncounter ¶
func (*Encounter) AOECapMultiplier ¶
func (*Encounter) GetMetricsProto ¶
func (encounter *Encounter) GetMetricsProto() *proto.EncounterMetrics
type EncounterCombo ¶
func MakeDefaultEncounterCombos ¶
func MakeDefaultEncounterCombos() []EncounterCombo
type EnergyCost ¶
type EnergyCost struct { Refund float64 RefundMetrics *ResourceMetrics ResourceMetrics *ResourceMetrics ComboPointMetrics *ResourceMetrics }
func (*EnergyCost) IssueRefund ¶
func (ec *EnergyCost) IssueRefund(sim *Simulation, spell *Spell)
func (*EnergyCost) LogCostFailure ¶
func (ec *EnergyCost) LogCostFailure(sim *Simulation, spell *Spell)
func (*EnergyCost) MeetsRequirement ¶
func (ec *EnergyCost) MeetsRequirement(spell *Spell) bool
func (*EnergyCost) SpendCost ¶
func (ec *EnergyCost) SpendCost(sim *Simulation, spell *Spell)
type EnergyCostOptions ¶
type EnergyCostOptions struct { Cost float64 Refund float64 RefundMetrics *ResourceMetrics // Optional, will default to unit.EnergyRefundMetrics if not supplied. }
type Environment ¶
type Environment struct { State EnvironmentState // Whether stats are currently being measured. Used to disable some validation // checks which are otherwise helpful. MeasuringStats bool Raid *Raid Encounter Encounter AllUnits []*Unit BaseDuration time.Duration // base duration DurationVariation time.Duration // variation per duration // contains filtered or unexported fields }
func NewEnvironment ¶
func NewEnvironment(raidProto *proto.Raid, encounterProto *proto.Encounter) (*Environment, *proto.RaidStats, *proto.EncounterStats)
func (*Environment) GetMaxDuration ¶
func (env *Environment) GetMaxDuration() time.Duration
The maximum possible duration for any iteration.
func (*Environment) GetNumTargets ¶
func (env *Environment) GetNumTargets() int32
func (*Environment) GetTarget ¶
func (env *Environment) GetTarget(index int32) *Target
func (*Environment) GetTargetUnit ¶
func (env *Environment) GetTargetUnit(index int32) *Unit
func (*Environment) GetUnit ¶ added in v1.0.1
func (env *Environment) GetUnit(ref *proto.UnitReference, contextUnit *Unit) *Unit
func (*Environment) IsFinalized ¶
func (env *Environment) IsFinalized() bool
func (*Environment) NextTarget ¶
func (env *Environment) NextTarget(target *Unit) *Target
func (*Environment) NextTargetUnit ¶
func (env *Environment) NextTargetUnit(target *Unit) *Unit
func (*Environment) PrepullStartTime ¶ added in v1.0.1
func (env *Environment) PrepullStartTime() time.Duration
func (*Environment) RegisterPostFinalizeEffect ¶
func (env *Environment) RegisterPostFinalizeEffect(postFinalizeEffect PostFinalizeEffect)
Registers a callback to this Character which will be invoked AFTER all Units are finalized.
func (*Environment) RegisterPreFinalizeEffect ¶ added in v1.0.1
func (env *Environment) RegisterPreFinalizeEffect(preFinalizeEffect PostFinalizeEffect)
Registers a callback to this Character which will be invoked BEFORE all Units are finalized, but after they are all initialized and have other effects applied.
type EnvironmentState ¶
type EnvironmentState int
const ( Created EnvironmentState = iota Constructed Initialized Finalized )
type Equipment ¶
type Equipment [proto.ItemSlot_ItemSlotRanged + 1]Item
func NewEquipmentSet ¶
func NewEquipmentSet(equipSpec EquipmentSpec) Equipment
func ProtoToEquipment ¶
func ProtoToEquipment(es *proto.EquipmentSpec) Equipment
func (*Equipment) ToEquipmentSpecProto ¶
func (equipment *Equipment) ToEquipmentSpecProto() *proto.EquipmentSpec
type EquipmentSpec ¶
type EquipmentSpec [proto.ItemSlot_ItemSlotRanged + 1]ItemSpec
Structs used for looking up items/gems/enchants
func ProtoToEquipmentSpec ¶
func ProtoToEquipmentSpec(es *proto.EquipmentSpec) EquipmentSpec
type ExclusiveCategory ¶
type ExclusiveCategory struct { Name string SingleAura bool // If true, only 1 aura in this category may be active at a time. // contains filtered or unexported fields }
func (*ExclusiveCategory) AnyActive ¶
func (ec *ExclusiveCategory) AnyActive() bool
func (*ExclusiveCategory) GetActiveAura ¶
func (ec *ExclusiveCategory) GetActiveAura() *Aura
func (*ExclusiveCategory) GetActiveEffect ¶
func (ec *ExclusiveCategory) GetActiveEffect() *ExclusiveEffect
func (*ExclusiveCategory) GetHighestPrioActiveEffect ¶
func (ec *ExclusiveCategory) GetHighestPrioActiveEffect() *ExclusiveEffect
func (*ExclusiveCategory) SetActive ¶
func (ec *ExclusiveCategory) SetActive(sim *Simulation, newActiveEffect *ExclusiveEffect)
type ExclusiveCategoryArray ¶
type ExclusiveCategoryArray []*ExclusiveCategory
func (ExclusiveCategoryArray) Get ¶
func (categories ExclusiveCategoryArray) Get(target *Unit) *ExclusiveCategory
type ExclusiveEffect ¶
type ExclusiveEffect struct { Aura *Aura Priority float64 OnGain func(*ExclusiveEffect, *Simulation) OnExpire func(*ExclusiveEffect, *Simulation) Category *ExclusiveCategory // contains filtered or unexported fields }
An Exclusive effect is one which may not be active at the same time as other effects in the same category. For example, the armor reduction effects from Sunder Armor and Expose Armor are exclusive with each other.
Within each ExclusiveCategory, the ExclusiveEffect with the highest Priority AND isEnabled == true is the one whose effect is applied.
func AtkSpeedReductionEffect ¶
func AtkSpeedReductionEffect(aura *Aura, speedMultiplier float64) *ExclusiveEffect
func RegisterPercentDamageModifierEffect ¶ added in v1.0.1
func RegisterPercentDamageModifierEffect(aura *Aura, percentDamageModifier float64) *ExclusiveEffect
func (*ExclusiveEffect) Activate ¶
func (ee *ExclusiveEffect) Activate(sim *Simulation) bool
Returns whether the effect is active.
func (*ExclusiveEffect) Deactivate ¶
func (ee *ExclusiveEffect) Deactivate(sim *Simulation)
func (*ExclusiveEffect) IsActive ¶
func (ee *ExclusiveEffect) IsActive() bool
func (*ExclusiveEffect) SetPriority ¶
func (ee *ExclusiveEffect) SetPriority(sim *Simulation, newPrio float64)
type ExclusiveEffectManager ¶
type ExclusiveEffectManager struct {
// contains filtered or unexported fields
}
func (*ExclusiveEffectManager) GetExclusiveEffectCategory ¶
func (eem *ExclusiveEffectManager) GetExclusiveEffectCategory(categoryName string) *ExclusiveCategory
Returns a category with the given name. Creates a new category if one doesn't already exist.
type ExpectedDamageCalculator ¶
type ExpectedDamageCalculator func(sim *Simulation, target *Unit, spell *Spell, useSnapshot bool) *SpellResult
type FocusCost ¶
type FocusCost struct { Refund float64 ResourceMetrics *ResourceMetrics }
func (*FocusCost) IssueRefund ¶
func (fc *FocusCost) IssueRefund(sim *Simulation, spell *Spell)
func (*FocusCost) LogCostFailure ¶
func (fc *FocusCost) LogCostFailure(sim *Simulation, spell *Spell)
func (*FocusCost) MeetsRequirement ¶
func (*FocusCost) SpendCost ¶
func (fc *FocusCost) SpendCost(sim *Simulation, spell *Spell)
type FocusCostOptions ¶
type FocusCostOptions struct {
Cost float64
}
type GearSetCombo ¶
type GearSetCombo struct { Label string GearSet *proto.EquipmentSpec }
type Gem ¶
func GemFromProto ¶
type GoRand ¶
func (GoRand) NextFloat64 ¶
type HitOutcome ¶
type HitOutcome uint16
Possible outcomes of any hit/damage roll.
const ( OutcomeEmpty HitOutcome = 0 // These bits are set by the hit roll OutcomeMiss HitOutcome = 1 << iota OutcomeHit OutcomeDodge OutcomeGlance OutcomeParry OutcomeBlock // These bits are set by the crit and damage rolls. OutcomeCrit OutcomeCrush OutcomePartial1 OutcomePartial2 OutcomePartial4 OutcomePartial8 )
Single-bit outcomes.
func (HitOutcome) Matches ¶
func (ho HitOutcome) Matches(other HitOutcome) bool
Returns whether there is any overlap between the given masks.
func (HitOutcome) PartialResistString ¶
func (ho HitOutcome) PartialResistString() string
func (HitOutcome) String ¶
func (ho HitOutcome) String() string
type IndividualTestSuite ¶
type IndividualTestSuite struct { Name string // contains filtered or unexported fields }
func NewIndividualTestSuite ¶
func NewIndividualTestSuite(suiteName string) *IndividualTestSuite
func (*IndividualTestSuite) Done ¶
func (testSuite *IndividualTestSuite) Done(t *testing.T)
func (*IndividualTestSuite) TestCasts ¶
func (testSuite *IndividualTestSuite) TestCasts(testName string, rsr *proto.RaidSimRequest)
func (*IndividualTestSuite) TestCharacterStats ¶
func (testSuite *IndividualTestSuite) TestCharacterStats(testName string, csr *proto.ComputeStatsRequest)
func (*IndividualTestSuite) TestDPS ¶
func (testSuite *IndividualTestSuite) TestDPS(testName string, rsr *proto.RaidSimRequest)
func (*IndividualTestSuite) TestStatWeights ¶
func (testSuite *IndividualTestSuite) TestStatWeights(testName string, swr *proto.StatWeightsRequest)
type Item ¶
type Item struct { ID int32 Type proto.ItemType ArmorType proto.ArmorType // Weapon Stats WeaponType proto.WeaponType HandType proto.HandType RangedWeaponType proto.RangedWeaponType WeaponDamageMin float64 WeaponDamageMax float64 SwingSpeed float64 Name string Stats stats.Stats // Stats applied to wearer Quality proto.ItemQuality SetName string // Empty string if not part of a set. GemSockets []proto.GemColor SocketBonus stats.Stats Suffixes []proto.Suffix // Modified for each instance of the item. Gems []Gem Enchant Enchant Suffix proto.Suffix //Internal use TempEnchant int32 // contains filtered or unexported fields }
func ItemFromProto ¶
func (*Item) ToItemSpecProto ¶
type ItemComboChecker ¶ added in v1.0.1
type ItemComboChecker map[int64]struct{}
type ItemFilter ¶
type ItemFilter struct { // If set to ClassUnknown, any class is fine. Class proto.Class ArmorType proto.ArmorType // Empty lists allows any value. Otherwise, item must match a value from the list. WeaponTypes []proto.WeaponType HandTypes []proto.HandType RangedWeaponTypes []proto.RangedWeaponType // Item IDs to ignore. IDBlacklist []int32 }
Returns all items that meet the given conditions.
func (*ItemFilter) FindAllItems ¶
func (filter *ItemFilter) FindAllItems() []Item
func (*ItemFilter) FindAllMetaGems ¶
func (filter *ItemFilter) FindAllMetaGems() []Gem
func (*ItemFilter) FindAllSets ¶
func (filter *ItemFilter) FindAllSets() []*ItemSet
type ItemSet ¶
type ItemSet struct { Name string AlternativeName string // Maps set piece requirement to an ApplyEffect function that will be called // before the Sim starts. // // The function should apply any benefits provided by the set bonus. Bonuses map[int32]ApplyEffect }
func NewItemSet ¶
Registers a new ItemSet with item IDs populated.
type ItemStringSpec ¶
Like ItemSpec, but uses names for reference instead of ID.
type ItemSwap ¶
type ItemSwap struct {
// contains filtered or unexported fields
}
func (*ItemSwap) CalcStatChanges ¶ added in v1.0.1
func (*ItemSwap) RegisterOnSwapItemForEffect ¶ added in v1.0.1
Helper for handling Effects that use the effectID to toggle the aura on and off
func (*ItemSwap) RegisterOnSwapItemForEffectWithPPMManager ¶
func (swap *ItemSwap) RegisterOnSwapItemForEffectWithPPMManager(effectID int32, ppm float64, ppmm *PPMManager, aura *Aura)
Helper for handling Effects that use PPMManager to toggle the aura on/off
type ItemsTestGenerator ¶
type ItemsTestGenerator struct { // Fields describing the base API request. Player *proto.Player PartyBuffs *proto.PartyBuffs RaidBuffs *proto.RaidBuffs Debuffs *proto.Debuffs Encounter *proto.Encounter SimOptions *proto.SimOptions IsHealer bool // Some fields are populated automatically. ItemFilter ItemFilter // contains filtered or unexported fields }
func (*ItemsTestGenerator) GetTest ¶
func (generator *ItemsTestGenerator) GetTest(testIdx int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*ItemsTestGenerator) NumTests ¶
func (generator *ItemsTestGenerator) NumTests() int
type MajorCooldown ¶
type MajorCooldown struct { // Spell that is cast when this MCD is activated. Spell *Spell // Cooldowns with higher priority get used first. This is important when some // cooldowns have a non-zero cast time. For example, Drums should be used // before Bloodlust. Priority float64 // Internal category, used for filtering. For example, mages want to disable // all DPS cooldowns during their regen rotation. Type CooldownType // Whether the cooldown meets all optional conditions for activation. These // conditions will be ignored when the user specifies their own activation time. // This is for things like mana thresholds, which are optimizations for better // automatic timing. ShouldActivate CooldownActivationCondition // contains filtered or unexported fields }
func (*MajorCooldown) Disable ¶
func (mcd *MajorCooldown) Disable()
func (*MajorCooldown) Enable ¶
func (mcd *MajorCooldown) Enable()
func (*MajorCooldown) GetTimings ¶
func (mcd *MajorCooldown) GetTimings() []time.Duration
func (*MajorCooldown) IsEnabled ¶
func (mcd *MajorCooldown) IsEnabled() bool
func (*MajorCooldown) IsReady ¶
func (mcd *MajorCooldown) IsReady(sim *Simulation) bool
func (*MajorCooldown) ReadyAt ¶
func (mcd *MajorCooldown) ReadyAt() time.Duration
func (*MajorCooldown) TimeToNextCast ¶
func (mcd *MajorCooldown) TimeToNextCast(sim *Simulation) time.Duration
Roughly how long until the next cast will happen, accounting for both spell CD and user-specified timings.
func (*MajorCooldown) TimeToReady ¶
func (mcd *MajorCooldown) TimeToReady(sim *Simulation) time.Duration
func (*MajorCooldown) TryActivate ¶
func (mcd *MajorCooldown) TryActivate(sim *Simulation, character *Character) bool
Public version of TryActivate for manual activation by Agent code. Note that this version will work even if the MCD is disabled.
type ManaCost ¶
type ManaCost struct {
ResourceMetrics *ResourceMetrics
}
func (*ManaCost) IssueRefund ¶
func (mc *ManaCost) IssueRefund(_ *Simulation, _ *Spell)
func (*ManaCost) LogCostFailure ¶
func (mc *ManaCost) LogCostFailure(sim *Simulation, spell *Spell)
func (*ManaCost) MeetsRequirement ¶
func (*ManaCost) SpendCost ¶
func (mc *ManaCost) SpendCost(sim *Simulation, spell *Spell)
type ManaCostOptions ¶
type MeleeDamageCalculator ¶
type OnCastComplete ¶
type OnCastComplete func(aura *Aura, sim *Simulation, spell *Spell)
Callback for when a cast is finished, i.e. when the in-game castbar reaches full.
type OnDoneIteration ¶
type OnDoneIteration func(aura *Aura, sim *Simulation)
type OnEnergyGain ¶
type OnEnergyGain func(sim *Simulation)
OnEnergyGain is called any time energy is increased.
type OnExpire ¶
type OnExpire func(aura *Aura, sim *Simulation)
type OnFocusGain ¶
type OnFocusGain func(sim *Simulation)
OnFocusGain is called any time focus is increased.
type OnGain ¶
type OnGain func(aura *Aura, sim *Simulation)
type OnInit ¶
type OnInit func(aura *Aura, sim *Simulation)
type OnManaTick ¶
type OnManaTick func(sim *Simulation)
type OnPeriodicDamage ¶
type OnPeriodicDamage func(aura *Aura, sim *Simulation, spell *Spell, result *SpellResult)
OnPeriodicDamage is called when dots tick, after damage is calculated. Use it for proc effects or anything that comes from the final result of a tick.
type OnPetDisable ¶
type OnPetDisable func(sim *Simulation)
type OnPetEnable ¶
type OnPetEnable func(sim *Simulation)
type OnRageGain ¶
type OnRageGain func(sim *Simulation)
OnRageGain is called any time rage is increased.
type OnReset ¶
type OnReset func(aura *Aura, sim *Simulation)
type OnRune ¶
type OnRune func(sim *Simulation)
type OnRunicPowerGain ¶
type OnRunicPowerGain func(sim *Simulation)
type OnSnapshot ¶
type OnSnapshot func(sim *Simulation, target *Unit, dot *Dot, isRollover bool)
type OnSpellHit ¶
type OnSpellHit func(aura *Aura, sim *Simulation, spell *Spell, result *SpellResult)
Callback for after a spell hits the target and after damage is calculated. Use it for proc effects or anything that comes from the final result of the spell.
type OnStacksChange ¶
type OnStacksChange func(aura *Aura, sim *Simulation, oldStacks int32, newStacks int32)
type OnStatsChange ¶
type OnSwapItem ¶
type OnSwapItem func(*Simulation)
type OnTick ¶
type OnTick func(sim *Simulation, target *Unit, dot *Dot)
type OutcomeApplier ¶
type OutcomeApplier func(sim *Simulation, result *SpellResult, attackTable *AttackTable)
This function should do 3 things:
- Set the Outcome of the hit effect.
- Update spell outcome metrics.
- Modify the damage if necessary.
type PPMManager ¶
type PPMManager struct {
// contains filtered or unexported fields
}
func (*PPMManager) Chance ¶
func (ppmm *PPMManager) Chance(procMask ProcMask) float64
func (*PPMManager) Proc ¶
func (ppmm *PPMManager) Proc(sim *Simulation, procMask ProcMask, label string) bool
Returns whether the effect procced.
type Party ¶
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. // contains filtered or unexported fields }
func (*Party) GetMetrics ¶
func (party *Party) GetMetrics() *proto.PartyMetrics
func (*Party) GetPartyBuffs ¶
func (party *Party) GetPartyBuffs(basePartyBuffs *proto.PartyBuffs) *proto.PartyBuffs
type PendingAction ¶
type PendingAction struct { NextActionAt time.Duration Priority ActionPriority // Action to perform (required). OnAction func(sim *Simulation) // Cleanup when the action is cancelled (optional). CleanUp func(sim *Simulation) // contains filtered or unexported fields }
func NewDelayedAction ¶
func NewDelayedAction(sim *Simulation, options DelayedActionOptions) *PendingAction
func NewPeriodicAction ¶
func NewPeriodicAction(sim *Simulation, options PeriodicActionOptions) *PendingAction
func StartDelayedAction ¶
func StartDelayedAction(sim *Simulation, options DelayedActionOptions) *PendingAction
Convenience for immediately creating and starting a delayed action.
func StartPeriodicAction ¶
func StartPeriodicAction(sim *Simulation, options PeriodicActionOptions) *PendingAction
Convenience for immediately creating and starting a periodic action.
func (*PendingAction) Cancel ¶
func (pa *PendingAction) Cancel(sim *Simulation)
type PeriodicActionOptions ¶
type PeriodicActionOptions struct { // How often the action should be performed. Period time.Duration // Number of times to perform the action before stopping. // 0 indicates a permanent periodic action. NumTicks int // Whether the first tick should happen immediately. If false, first tick will // wait for Period. TickImmediately bool Priority ActionPriority OnAction func(*Simulation) CleanUp func(*Simulation) }
type Pet ¶
type Pet struct { Character Owner *Character OnPetEnable OnPetEnable OnPetDisable OnPetDisable // contains filtered or unexported fields }
Pet is an extension of Character, for any entity created by a player that can take actions on its own.
func (*Pet) AddComboPoints ¶
func (eb *Pet) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
func (*Pet) AddEnergy ¶
func (eb *Pet) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Pet) AddFocus ¶
func (fb *Pet) AddFocus(sim *Simulation, amount float64, actionID ActionID)
func (*Pet) AddMajorCooldown ¶
func (mcdm *Pet) AddMajorCooldown(mcd MajorCooldown)
Registers a major cooldown to the Character, which will be automatically used when available.
func (*Pet) AddPartyBuffs ¶
func (pet *Pet) AddPartyBuffs(_ *proto.PartyBuffs)
func (*Pet) AddRage ¶
func (rb *Pet) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Pet) AddRaidBuffs ¶
func (*Pet) ApplyTalents ¶
func (pet *Pet) ApplyTalents()
func (*Pet) Cancel ¶
func (fb *Pet) Cancel(sim *Simulation)
func (*Pet) ComboPoints ¶
func (eb *Pet) ComboPoints() int32
func (*Pet) CurrentEnergy ¶
func (eb *Pet) CurrentEnergy() float64
func (*Pet) CurrentFocus ¶
func (fb *Pet) CurrentFocus() float64
func (*Pet) CurrentHealth ¶
func (hb *Pet) CurrentHealth() float64
func (*Pet) CurrentHealthPercent ¶
func (hb *Pet) CurrentHealthPercent() float64
func (*Pet) CurrentRage ¶
func (rb *Pet) CurrentRage() float64
func (*Pet) DelayDPSCooldowns ¶
Adds a delay to the first usage of all CDs overriding shouldActivate for cooldownTypeDPS, MCDs that have a user-specified timing are not delayed. This function should be called from Agent.Init().
func (*Pet) DelayDPSCooldownsForArmorDebuffs ¶
Adds a delay to the first usage of all CDs so that debuffs have time to be applied. MCDs that have a user-specified timing are not delayed.
This function should be called from Agent.Init().
func (*Pet) DesyncTrinketProcs ¶ added in v1.0.1
func (mcdm *Pet) DesyncTrinketProcs()
Desyncs trinket procs per configured user settings. Hold the first proc back until some time into the simulation (i.e. because the player un-equipped and re-equipped the trinket before pull).
func (*Pet) Disable ¶
func (pet *Pet) Disable(sim *Simulation)
func (*Pet) Enable ¶
func (pet *Pet) Enable(sim *Simulation, petAgent PetAgent)
petAgent should be the PetAgent which embeds this Pet.
func (*Pet) EnableDynamicMeleeSpeed ¶ added in v1.0.1
func (pet *Pet) EnableDynamicMeleeSpeed(inheritance PetMeleeSpeedInheritance)
Enables and possibly updates how the pet inherits its owner's melee speed. DK use only.
func (*Pet) EnableDynamicStats ¶ added in v1.0.1
func (pet *Pet) EnableDynamicStats(inheritance PetStatInheritance)
Enables and possibly updates how the pet inherits its owner's stats. DK use only.
func (*Pet) EnableWithTimeout ¶
func (pet *Pet) EnableWithTimeout(sim *Simulation, petAgent PetAgent, petDuration time.Duration)
Helper for enabling a pet that will expire after a certain duration.
func (*Pet) GainHealth ¶
func (hb *Pet) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Pet) GetActiveAuraWithTag ¶
func (*Pet) GetAuraByID ¶ added in v1.0.1
func (*Pet) GetAurasWithTag ¶
func (*Pet) GetCharacter ¶
Default implementations for some Agent functions which most Pets don't need.
func (*Pet) GetIcdAuraByID ¶ added in v1.0.1
func (*Pet) GetInitialMajorCooldown ¶
func (mcdm *Pet) GetInitialMajorCooldown(actionID ActionID) MajorCooldown
func (*Pet) GetMajorCooldown ¶
func (mcdm *Pet) GetMajorCooldown(actionID ActionID) *MajorCooldown
func (*Pet) GetMajorCooldownIDs ¶
func (*Pet) GetMajorCooldownIgnoreTag ¶
func (mcdm *Pet) GetMajorCooldownIgnoreTag(actionID ActionID) *MajorCooldown
func (*Pet) GetMajorCooldowns ¶
func (mcdm *Pet) GetMajorCooldowns() []*MajorCooldown
Returns all MCDs.
func (*Pet) HasActiveAura ¶
func (*Pet) HasActiveAuraWithTag ¶
func (*Pet) HasActiveAuraWithTagExcludingAura ¶
func (*Pet) HasAuraWithTag ¶
func (*Pet) IsGuardian ¶
func (*Pet) NextEnergyTickAt ¶
func (*Pet) NumActiveAurasWithTag ¶
func (*Pet) OnCastComplete ¶
func (at *Pet) OnCastComplete(sim *Simulation, spell *Spell)
Invokes the OnCastComplete event for all tracked Auras.
func (*Pet) OnHealDealt ¶
func (at *Pet) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnHeal event for all tracked Auras.
func (*Pet) OnHealTaken ¶
func (at *Pet) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Pet) OnPeriodicDamageDealt ¶
func (at *Pet) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicDamage
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Pet) OnPeriodicDamageTaken ¶
func (at *Pet) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Pet) OnPeriodicHealDealt ¶
func (at *Pet) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicHeal
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Pet) OnPeriodicHealTaken ¶
func (at *Pet) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Pet) OnSpellHitDealt ¶
func (at *Pet) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnSpellHit event for all tracked Auras.
func (*Pet) OnSpellHitTaken ¶
func (at *Pet) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Pet) RegisterResetEffect ¶
func (at *Pet) RegisterResetEffect(resetEffect ResetEffect)
Registers a callback to this Character which will be invoked on every Sim reset.
func (*Pet) RemoveHealth ¶
func (hb *Pet) RemoveHealth(sim *Simulation, amount float64)
func (*Pet) ResetEnergyTick ¶
func (eb *Pet) ResetEnergyTick(sim *Simulation)
Gives an immediate partial energy tick and restarts the tick timer.
func (*Pet) SpendComboPoints ¶
func (eb *Pet) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
func (*Pet) SpendEnergy ¶
func (eb *Pet) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Pet) SpendFocus ¶
func (fb *Pet) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Pet) SpendRage ¶
func (rb *Pet) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Pet) TryUseCooldowns ¶
func (mcdm *Pet) TryUseCooldowns(sim *Simulation)
func (*Pet) UpdateMajorCooldowns ¶
func (mcdm *Pet) UpdateMajorCooldowns()
This function should be called if the CD for a major cooldown changes outside of the TryActivate() call.
type PetMeleeSpeedInheritance ¶ added in v1.0.1
type PetMeleeSpeedInheritance func(amount float64)
type PostFinalizeEffect ¶
type PostFinalizeEffect func()
Callback for doing something after finalization.
type PowerBarType ¶
type PowerBarType int
const ( ManaBar PowerBarType = iota EnergyBar RageBar RunicPower )
type PrepullAction ¶
type PrepullAction struct { DoAt time.Duration Action func(*Simulation) }
Callback for doing something on prepull.
type PresetTarget ¶
type PresetTarget struct { // String in folder-structure format identifying a category for this unit, e.g. "Black Temple/Bosses". PathPrefix string Config *proto.Target AI AIFactory }
func GetPresetTargetWithID ¶
func GetPresetTargetWithID(id int32) *PresetTarget
func GetPresetTargetWithPath ¶
func GetPresetTargetWithPath(path string) *PresetTarget
func (PresetTarget) Path ¶
func (pt PresetTarget) Path() string
func (PresetTarget) ToProto ¶
func (pt PresetTarget) ToProto() *proto.PresetTarget
type PresimOptions ¶
type PresimOptions struct { // Called once before each presim round. // // Modify the player parameter to use whatever player options are desired // for the presim. SetPresimPlayerOptions func(player *proto.Player) // Called once after each presim round to provide the results. // // Should return true if this Agent is done running presims, and false otherwise. OnPresimResult func(presimResult *proto.UnitMetrics, iterations int32, duration time.Duration) bool }
Controls the presim behavior for 1 Agent.
type Presimmer ¶
type Presimmer interface {
GetPresimOptions(*proto.Player) *PresimOptions
}
A presim is a full simulation run with multiple iterations, as a preparation step for testing out settings before starting the recorded iterations.
To use this, just implement this interface on your Agent.
If you don't know what this is, you probably don't need it.
type ProcHandler ¶
type ProcHandler func(sim *Simulation, spell *Spell, result *SpellResult)
type ProcMask ¶
type ProcMask uint32
const ( // Default value is invalid, to force authors to think about proc masks. ProcMaskUnknown ProcMask = 0 ProcMaskEmpty ProcMask = 1 << iota ProcMaskMeleeMHAuto ProcMaskMeleeOHAuto ProcMaskMeleeMHSpecial ProcMaskMeleeOHSpecial ProcMaskRangedAuto ProcMaskRangedSpecial ProcMaskSpellDamage ProcMaskSpellHealing // Special mask for procs that can trigger things ProcMaskProc // Mask for FT weapon and rogue poisons, seems to be spell procs from a weapon imbue ProcMaskWeaponProc )
Single-bit masks. These don't need to match Blizzard's values.
type ProcTrigger ¶
type ProcTrigger struct { Name string ActionID ActionID Duration time.Duration Callback AuraCallback ProcMask ProcMask SpellFlags SpellFlag Outcome HitOutcome Harmful bool ProcChance float64 PPM float64 ICD time.Duration Handler ProcHandler }
type RageBarOptions ¶
type RageCost ¶
type RageCost struct { Refund float64 RefundMetrics *ResourceMetrics ResourceMetrics *ResourceMetrics }
func (*RageCost) IssueRefund ¶
func (rc *RageCost) IssueRefund(sim *Simulation, spell *Spell)
func (*RageCost) LogCostFailure ¶
func (rc *RageCost) LogCostFailure(sim *Simulation, spell *Spell)
func (*RageCost) MeetsRequirement ¶
func (*RageCost) SpendCost ¶
func (rc *RageCost) SpendCost(sim *Simulation, spell *Spell)
type RageCostOptions ¶
type RageCostOptions struct { Cost float64 Refund float64 RefundMetrics *ResourceMetrics // Optional, will default to unit.RageRefundMetrics if not supplied. }
type Raid ¶
type Raid struct { Parties []*Party AllPlayerUnits []*Unit // Cached list of all Players in the raid. AllUnits []*Unit // Cached list of all Units (players and pets) in the raid. // contains filtered or unexported fields }
func (*Raid) GetActiveUnits ¶
func (*Raid) GetFirstEmptyRaidIndex ¶
Returns (party, index within party)
func (*Raid) GetFirstNPlayersOrPets ¶
func (*Raid) GetFirstTargetDummy ¶
func (raid *Raid) GetFirstTargetDummy() *TargetDummy
func (*Raid) GetMetrics ¶
func (raid *Raid) GetMetrics() *proto.RaidMetrics
func (*Raid) GetPlayerFromUnit ¶
func (*Raid) GetPlayerFromUnitIndex ¶
func (*Raid) GetRaidBuffs ¶
func (*Raid) NewReplenishmentSource ¶
func (raid *Raid) NewReplenishmentSource(actionID ActionID) ReplenishmentSource
Returns a new aura whose activation will give the Replenishment buff to 10 party/raid members.
func (*Raid) ProcReplenishment ¶
func (raid *Raid) ProcReplenishment(sim *Simulation, src ReplenishmentSource)
type Rand ¶
type Rand interface { Next() uint64 NextFloat64() float64 Seed(int64) GetSeed() int64 rand.Source64 }
implementing Source or Source64 is possible, but adds too much overhead
type ReplaceMHSwing ¶
type ReplaceMHSwing func(sim *Simulation, mhSwingSpell *Spell) *Spell
ReplaceMHSwing is called right before a main hand auto attack fires. It must never return nil, but either a replacement spell or the passed in regular mhSwingSpell. This allows for abilities that convert a white attack into a yellow attack.
type ReplenishmentSource ¶
type ReplenishmentSource int
type ResourceKey ¶
type ResourceKey struct { ActionID ActionID Type proto.ResourceType }
type ResourceMetrics ¶
type ResourceMetrics struct { ActionID ActionID Type proto.ResourceType Events int32 Gain float64 ActualGain float64 EventsFromPreviousIterations int32 ActualGainFromPreviousIterations float64 }
func (*ResourceMetrics) ActualGainForCurrentIteration ¶
func (resourceMetrics *ResourceMetrics) ActualGainForCurrentIteration() float64
func (*ResourceMetrics) AddEvent ¶
func (resourceMetrics *ResourceMetrics) AddEvent(gain float64, actualGain float64)
func (*ResourceMetrics) EventsForCurrentIteration ¶
func (resourceMetrics *ResourceMetrics) EventsForCurrentIteration() int32
func (*ResourceMetrics) ToProto ¶
func (resourceMetrics *ResourceMetrics) ToProto() *proto.ResourceMetrics
type RotationCastsTestGenerator ¶
type RotationCastsTestGenerator struct { SpecOptions []SpecOptionsCombo PartyBuffs *proto.PartyBuffs RaidBuffs *proto.RaidBuffs Debuffs *proto.Debuffs Player *proto.Player Encounter *proto.Encounter SimOptions *proto.SimOptions }
func (*RotationCastsTestGenerator) GetTest ¶
func (generator *RotationCastsTestGenerator) GetTest(testIdx int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*RotationCastsTestGenerator) NumTests ¶
func (generator *RotationCastsTestGenerator) NumTests() int
type RotationCombo ¶
type RotationCombo struct { Label string Rotation *proto.APLRotation }
type RuneConvertType ¶
type RuneConvertType int8
const ( RuneConvertTypeNone RuneConvertType = 1 << iota RuneConvertTypeBlood RuneConvertTypeFrost RuneConvertTypeUnholy )
type RuneCost ¶
type RuneCost uint16
func NewRuneCost ¶
func (RuneCost) HasRune ¶
HasRune returns if this cost includes a rune portion.
If any bit is set in the rune bits it means that there is a rune cost.
func (RuneCost) RunicPower ¶
type RuneCostImpl ¶
type RuneCostImpl struct { BloodRuneCost int8 FrostRuneCost int8 UnholyRuneCost int8 RunicPowerCost float64 RunicPowerGain float64 Refundable bool // contains filtered or unexported fields }
func (*RuneCostImpl) IssueRefund ¶
func (rc *RuneCostImpl) IssueRefund(sim *Simulation, spell *Spell)
func (*RuneCostImpl) LogCostFailure ¶
func (rc *RuneCostImpl) LogCostFailure(sim *Simulation, spell *Spell)
func (*RuneCostImpl) MeetsRequirement ¶
func (rc *RuneCostImpl) MeetsRequirement(spell *Spell) bool
func (*RuneCostImpl) SpendCost ¶
func (rc *RuneCostImpl) SpendCost(sim *Simulation, spell *Spell)
func (*RuneCostImpl) SpendRefundableCost ¶
func (rc *RuneCostImpl) SpendRefundableCost(sim *Simulation, spell *Spell, result *SpellResult)
func (*RuneCostImpl) SpendRefundableCostAndConvertBloodRune ¶
func (rc *RuneCostImpl) SpendRefundableCostAndConvertBloodRune(sim *Simulation, spell *Spell, result *SpellResult, convertChance float64)
func (*RuneCostImpl) SpendRefundableCostAndConvertFrostOrUnholyRune ¶
func (rc *RuneCostImpl) SpendRefundableCostAndConvertFrostOrUnholyRune(sim *Simulation, spell *Spell, result *SpellResult, convertChance float64)
type RuneCostOptions ¶
type RunicPowerBar ¶
type RunicPowerBar struct {
// contains filtered or unexported fields
}
func (*RunicPowerBar) AddRunicPower ¶
func (rp *RunicPowerBar) AddRunicPower(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*RunicPowerBar) Advance ¶
func (rp *RunicPowerBar) Advance(sim *Simulation, newTime time.Duration)
func (*RunicPowerBar) AllBloodRunesSpent ¶
func (rp *RunicPowerBar) AllBloodRunesSpent() bool
func (*RunicPowerBar) AllFrostSpent ¶
func (rp *RunicPowerBar) AllFrostSpent() bool
func (*RunicPowerBar) AllRunesSpent ¶
func (rp *RunicPowerBar) AllRunesSpent() bool
func (*RunicPowerBar) AllUnholySpent ¶
func (rp *RunicPowerBar) AllUnholySpent() bool
func (*RunicPowerBar) AnyRuneReadyAt ¶
func (rp *RunicPowerBar) AnyRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) AnySpentRuneReadyAt ¶
func (rp *RunicPowerBar) AnySpentRuneReadyAt() time.Duration
AnySpentRuneReadyAt returns the next time that a rune will regenerate.
It will be NeverExpires if there is no rune pending regeneration.
func (*RunicPowerBar) BloodDeathRuneBothReadyAt ¶
func (rp *RunicPowerBar) BloodDeathRuneBothReadyAt() time.Duration
func (*RunicPowerBar) BloodRuneGainMetrics ¶
func (rp *RunicPowerBar) BloodRuneGainMetrics() *ResourceMetrics
func (*RunicPowerBar) BloodRuneGraceRemaining ¶ added in v1.0.1
func (rp *RunicPowerBar) BloodRuneGraceRemaining(sim *Simulation) time.Duration
func (*RunicPowerBar) BloodRuneReadyAt ¶
func (rp *RunicPowerBar) BloodRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) BloodRuneSpentAt ¶
func (rp *RunicPowerBar) BloodRuneSpentAt(dur time.Duration) int32
func (*RunicPowerBar) BloodRunesBTSync ¶ added in v1.0.1
func (rp *RunicPowerBar) BloodRunesBTSync() bool
func (*RunicPowerBar) CancelBloodTap ¶
func (rp *RunicPowerBar) CancelBloodTap(sim *Simulation)
func (*RunicPowerBar) CastCostPossible ¶
func (rp *RunicPowerBar) CastCostPossible(sim *Simulation, runicPowerAmount float64, bloodAmount int8, frostAmount int8, unholyAmount int8) bool
func (*RunicPowerBar) ConvertFromDeath ¶
func (rp *RunicPowerBar) ConvertFromDeath(sim *Simulation, slot int8)
ConvertFromDeath reverts the rune to its original type.
func (*RunicPowerBar) ConvertToDeath ¶
func (rp *RunicPowerBar) ConvertToDeath(sim *Simulation, slot int8, revertAt time.Duration)
ConvertToDeath converts the given slot to death and sets up the revertion conditions
func (*RunicPowerBar) CopyRunicPowerBar ¶
func (rp *RunicPowerBar) CopyRunicPowerBar() *RunicPowerBar
CopyRunicPowerBar will create a clone of the bar with the same
func (*RunicPowerBar) CorrectBloodTapConversion ¶
func (rp *RunicPowerBar) CorrectBloodTapConversion(sim *Simulation, bloodGainMetrics *ResourceMetrics, deathGainMetrics *ResourceMetrics, spell *Spell)
func (*RunicPowerBar) CurrentBloodRuneGrace ¶
func (rp *RunicPowerBar) CurrentBloodRuneGrace(sim *Simulation) time.Duration
func (*RunicPowerBar) CurrentBloodRunes ¶
func (rp *RunicPowerBar) CurrentBloodRunes() int8
func (*RunicPowerBar) CurrentDeathRunes ¶
func (rp *RunicPowerBar) CurrentDeathRunes() int8
func (*RunicPowerBar) CurrentFrostRuneGrace ¶
func (rp *RunicPowerBar) CurrentFrostRuneGrace(sim *Simulation) time.Duration
func (*RunicPowerBar) CurrentFrostRunes ¶
func (rp *RunicPowerBar) CurrentFrostRunes() int8
func (*RunicPowerBar) CurrentRuneGrace ¶
func (rp *RunicPowerBar) CurrentRuneGrace(sim *Simulation, slot int8) time.Duration
func (*RunicPowerBar) CurrentRunicPower ¶
func (rp *RunicPowerBar) CurrentRunicPower() float64
func (*RunicPowerBar) CurrentUnholyRuneGrace ¶
func (rp *RunicPowerBar) CurrentUnholyRuneGrace(sim *Simulation) time.Duration
func (*RunicPowerBar) CurrentUnholyRunes ¶
func (rp *RunicPowerBar) CurrentUnholyRunes() int8
func (*RunicPowerBar) DeathRuneGainMetrics ¶
func (rp *RunicPowerBar) DeathRuneGainMetrics() *ResourceMetrics
func (*RunicPowerBar) DeathRuneRegenAt ¶
func (rp *RunicPowerBar) DeathRuneRegenAt(slot int32) time.Duration
DeathRuneRegenAt returns the time the given death rune will regen at.
If the rune is not death or not spent it returns NeverExpires
func (*RunicPowerBar) DeathRuneRevertAt ¶
func (rp *RunicPowerBar) DeathRuneRevertAt() time.Duration
DeathRuneRevertAt returns the next time that a death rune will revert.
If there is no deathrune that needs to revert it returns `NeverExpires`.
func (*RunicPowerBar) DeathRunesInFU ¶
func (rp *RunicPowerBar) DeathRunesInFU() int8
func (*RunicPowerBar) DebugString ¶
func (rp *RunicPowerBar) DebugString() string
func (*RunicPowerBar) FrostRuneGainMetrics ¶
func (rp *RunicPowerBar) FrostRuneGainMetrics() *ResourceMetrics
func (*RunicPowerBar) FrostRuneGraceRemaining ¶ added in v1.0.1
func (rp *RunicPowerBar) FrostRuneGraceRemaining(sim *Simulation) time.Duration
func (*RunicPowerBar) FrostRuneReadyAt ¶
func (rp *RunicPowerBar) FrostRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) FrostRuneSpentAt ¶
func (rp *RunicPowerBar) FrostRuneSpentAt(dur time.Duration) int32
func (*RunicPowerBar) GainDeathRuneMetrics ¶
func (rp *RunicPowerBar) GainDeathRuneMetrics(sim *Simulation, spell *Spell, currRunes int32, newRunes int32)
func (*RunicPowerBar) GainRuneMetrics ¶
func (rp *RunicPowerBar) GainRuneMetrics(sim *Simulation, metrics *ResourceMetrics, gainAmount int8)
GainRuneMetrics should be called after gaining the rune
func (*RunicPowerBar) IsBloodTappedRune ¶
func (rp *RunicPowerBar) IsBloodTappedRune(slot int8) bool
func (*RunicPowerBar) LaunchRuneRegen ¶
func (rp *RunicPowerBar) LaunchRuneRegen(sim *Simulation, slot int8)
func (*RunicPowerBar) LeftBloodRuneReady ¶
func (rp *RunicPowerBar) LeftBloodRuneReady() bool
func (*RunicPowerBar) MaxRunicPower ¶
func (rp *RunicPowerBar) MaxRunicPower() float64
func (*RunicPowerBar) NextBloodRuneReadyAt ¶ added in v1.0.1
func (rp *RunicPowerBar) NextBloodRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NextFrostRuneReadyAt ¶ added in v1.0.1
func (rp *RunicPowerBar) NextFrostRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NextRuneTypeReadyAt ¶ added in v1.0.1
func (rp *RunicPowerBar) NextRuneTypeReadyAt(sim *Simulation, left int8, right int8) time.Duration
func (*RunicPowerBar) NextUnholyRuneReadyAt ¶ added in v1.0.1
func (rp *RunicPowerBar) NextUnholyRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NormalCurrentBloodRunes ¶
func (rp *RunicPowerBar) NormalCurrentBloodRunes() int32
func (*RunicPowerBar) NormalCurrentFrostRunes ¶
func (rp *RunicPowerBar) NormalCurrentFrostRunes() int32
func (*RunicPowerBar) NormalCurrentRunes ¶
func (rp *RunicPowerBar) NormalCurrentRunes() (int32, int32, int32)
func (*RunicPowerBar) NormalCurrentUnholyRunes ¶
func (rp *RunicPowerBar) NormalCurrentUnholyRunes() int32
func (*RunicPowerBar) NormalFrostRuneReadyAt ¶
func (rp *RunicPowerBar) NormalFrostRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NormalSpentBloodRuneReadyAt ¶
func (rp *RunicPowerBar) NormalSpentBloodRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NormalSpentFrostRuneReadyAt ¶
func (rp *RunicPowerBar) NormalSpentFrostRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NormalSpentUnholyRuneReadyAt ¶
func (rp *RunicPowerBar) NormalSpentUnholyRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) NormalUnholyRuneReadyAt ¶
func (rp *RunicPowerBar) NormalUnholyRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) OptimalRuneCost ¶
func (rp *RunicPowerBar) OptimalRuneCost(cost RuneCost) RuneCost
func (*RunicPowerBar) PercentRunicPower ¶
func (rp *RunicPowerBar) PercentRunicPower() float64
func (*RunicPowerBar) Print ¶
func (rp *RunicPowerBar) Print()
func (*RunicPowerBar) ReadyDeathRune ¶
func (rp *RunicPowerBar) ReadyDeathRune() int8
ReadyDeathRune returns the slot of first available death rune.
Returns -1 if there are no ready death runes
func (*RunicPowerBar) RegenAllRunes ¶
func (rp *RunicPowerBar) RegenAllRunes(sim *Simulation)
func (*RunicPowerBar) RegenRune ¶
func (rp *RunicPowerBar) RegenRune(sim *Simulation, regenAt time.Duration, slot int8)
func (*RunicPowerBar) RightBloodRuneReady ¶
func (rp *RunicPowerBar) RightBloodRuneReady() bool
func (*RunicPowerBar) RuneGraceAt ¶
func (*RunicPowerBar) RuneGraceRemaining ¶ added in v1.0.1
func (rp *RunicPowerBar) RuneGraceRemaining(sim *Simulation, slot int8) time.Duration
func (*RunicPowerBar) RuneIsActive ¶ added in v1.0.1
func (rp *RunicPowerBar) RuneIsActive(slot int8) bool
func (*RunicPowerBar) RuneIsDeath ¶
func (rp *RunicPowerBar) RuneIsDeath(slot int8) bool
func (*RunicPowerBar) RuneReadyAt ¶
func (rp *RunicPowerBar) RuneReadyAt(sim *Simulation, slot int8) time.Duration
func (*RunicPowerBar) SetRuneCd ¶
func (rp *RunicPowerBar) SetRuneCd(runeCd time.Duration)
func (*RunicPowerBar) SpendBloodRune ¶
func (rp *RunicPowerBar) SpendBloodRune(sim *Simulation, metrics *ResourceMetrics) int8
func (*RunicPowerBar) SpendDeathRune ¶
func (rp *RunicPowerBar) SpendDeathRune(sim *Simulation, metrics *ResourceMetrics) int8
func (*RunicPowerBar) SpendFrostRune ¶
func (rp *RunicPowerBar) SpendFrostRune(sim *Simulation, metrics *ResourceMetrics) int8
func (*RunicPowerBar) SpendRuneCost ¶
func (rp *RunicPowerBar) SpendRuneCost(sim *Simulation, spell *Spell, cost RuneCost) (int8, int8, int8)
func (*RunicPowerBar) SpendRuneFromKind ¶
func (rp *RunicPowerBar) SpendRuneFromKind(sim *Simulation, rkind RuneKind) int8
func (*RunicPowerBar) SpendRuneMetrics ¶
func (rp *RunicPowerBar) SpendRuneMetrics(sim *Simulation, metrics *ResourceMetrics, spendAmount int8)
SpendRuneMetrics should be called after spending the rune
func (*RunicPowerBar) SpendRuneReadyAt ¶
func (*RunicPowerBar) SpendUnholyRune ¶
func (rp *RunicPowerBar) SpendUnholyRune(sim *Simulation, metrics *ResourceMetrics) int8
func (*RunicPowerBar) SpentBloodRuneReadyAt ¶
func (rp *RunicPowerBar) SpentBloodRuneReadyAt() time.Duration
func (*RunicPowerBar) SpentDeathRuneReadyAt ¶
func (rp *RunicPowerBar) SpentDeathRuneReadyAt() time.Duration
func (*RunicPowerBar) SpentFrostRuneReadyAt ¶
func (rp *RunicPowerBar) SpentFrostRuneReadyAt() time.Duration
func (*RunicPowerBar) SpentUnholyRuneReadyAt ¶
func (rp *RunicPowerBar) SpentUnholyRuneReadyAt() time.Duration
func (*RunicPowerBar) TryRegenRune ¶
func (rp *RunicPowerBar) TryRegenRune(sim *Simulation, newTime time.Duration, slot int8)
func (*RunicPowerBar) UnholyRuneGainMetrics ¶
func (rp *RunicPowerBar) UnholyRuneGainMetrics() *ResourceMetrics
func (*RunicPowerBar) UnholyRuneGraceRemaining ¶ added in v1.0.1
func (rp *RunicPowerBar) UnholyRuneGraceRemaining(sim *Simulation) time.Duration
func (*RunicPowerBar) UnholyRuneReadyAt ¶
func (rp *RunicPowerBar) UnholyRuneReadyAt(sim *Simulation) time.Duration
func (*RunicPowerBar) UnholyRuneSpentAt ¶
func (rp *RunicPowerBar) UnholyRuneSpentAt(dur time.Duration) int32
type SettingsCombos ¶
type SettingsCombos struct { Class proto.Class Races []proto.Race GearSets []GearSetCombo TalentSets []TalentsCombo SpecOptions []SpecOptionsCombo Rotations []RotationCombo Buffs []BuffsCombo Encounters []EncounterCombo SimOptions *proto.SimOptions IsHealer bool Cooldowns *proto.Cooldowns }
func (*SettingsCombos) GetTest ¶
func (combos *SettingsCombos) GetTest(testIdx int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*SettingsCombos) NumTests ¶
func (combos *SettingsCombos) NumTests() int
type Shield ¶
type Shield struct { Spell *Spell // Embed Aura so we can use IsActive/Refresh/etc directly. *Aura }
Rerpresents an absorption effect, e.g. Power Word: Shield.
func (*Shield) Apply ¶
func (shield *Shield) Apply(sim *Simulation, shieldAmount float64)
type ShieldArray ¶ added in v1.0.1
type ShieldArray []*Shield
func (ShieldArray) Get ¶ added in v1.0.1
func (shields ShieldArray) Get(target *Unit) *Shield
type ShieldConfig ¶ added in v1.0.1
type Simulation ¶
type Simulation struct { *Environment Options *proto.SimOptions CurrentTime time.Duration // duration that has elapsed in the sim since starting Duration time.Duration // Duration of current iteration NeedsInput bool // Sim is in interactive mode and needs input ProgressReport func(*proto.ProgressMetrics) Log func(string, ...interface{}) // contains filtered or unexported fields }
func NewSim ¶
func NewSim(rsr *proto.RaidSimRequest) *Simulation
func (*Simulation) AddPendingAction ¶
func (sim *Simulation) AddPendingAction(pa *PendingAction)
func (*Simulation) Cleanup ¶ added in v1.0.1
func (sim *Simulation) Cleanup()
func (*Simulation) GetRemainingDuration ¶
func (sim *Simulation) GetRemainingDuration() time.Duration
func (*Simulation) GetRemainingDurationPercent ¶
func (sim *Simulation) GetRemainingDurationPercent() float64
Returns the percentage of time remaining in the current iteration, as a value from 0-1.
func (*Simulation) Init ¶ added in v1.0.1
func (sim *Simulation) Init()
func (*Simulation) IsExecutePhase20 ¶
func (sim *Simulation) IsExecutePhase20() bool
func (*Simulation) IsExecutePhase25 ¶
func (sim *Simulation) IsExecutePhase25() bool
func (*Simulation) IsExecutePhase35 ¶
func (sim *Simulation) IsExecutePhase35() bool
func (*Simulation) PrePull ¶ added in v1.0.1
func (sim *Simulation) PrePull()
func (*Simulation) RandomExpFloat ¶ added in v1.0.1
func (sim *Simulation) RandomExpFloat(label string) float64
func (*Simulation) RandomFloat ¶
func (sim *Simulation) RandomFloat(label string) float64
Returns a random float64 between 0.0 (inclusive) and 1.0 (exclusive).
In tests, although we can set the initial seed, test results are still very sensitive to the exact order of RandomFloat() calls. To mitigate this, when testing we use a separate rand object for each RandomFloat callsite, distinguished by the label string.
func (*Simulation) RegisterExecutePhaseCallback ¶
func (sim *Simulation) RegisterExecutePhaseCallback(callback func(sim *Simulation, isExecute int32))
func (*Simulation) Reseed ¶ added in v1.0.1
func (sim *Simulation) Reseed(seed int64)
func (*Simulation) Reset ¶
func (sim *Simulation) Reset()
func (*Simulation) Roll ¶
func (sim *Simulation) Roll(min float64, max float64) float64
Shorthand for commonly-used RNG behavior. Returns a random number between min and max.
func (*Simulation) RollWithLabel ¶
func (sim *Simulation) RollWithLabel(min float64, max float64, label string) float64
type SingleCharacterStatsTestGenerator ¶
type SingleCharacterStatsTestGenerator struct { Name string Request *proto.ComputeStatsRequest }
func (*SingleCharacterStatsTestGenerator) GetTest ¶
func (generator *SingleCharacterStatsTestGenerator) GetTest(_ int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*SingleCharacterStatsTestGenerator) NumTests ¶
func (generator *SingleCharacterStatsTestGenerator) NumTests() int
type SingleDpsTestGenerator ¶
type SingleDpsTestGenerator struct { Name string Request *proto.RaidSimRequest }
func (*SingleDpsTestGenerator) GetTest ¶
func (generator *SingleDpsTestGenerator) GetTest(_ int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*SingleDpsTestGenerator) NumTests ¶
func (generator *SingleDpsTestGenerator) NumTests() int
type SingleStatWeightsTestGenerator ¶
type SingleStatWeightsTestGenerator struct { Name string Request *proto.StatWeightsRequest }
func (*SingleStatWeightsTestGenerator) GetTest ¶
func (generator *SingleStatWeightsTestGenerator) GetTest(_ int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
func (*SingleStatWeightsTestGenerator) NumTests ¶
func (generator *SingleStatWeightsTestGenerator) NumTests() int
type SnapshotManager ¶
type SnapshotManager struct {
// contains filtered or unexported fields
}
func NewSnapshotManager ¶
func NewSnapshotManager(character *Character) *SnapshotManager
func (*SnapshotManager) ActivateMajorCooldowns ¶
func (manager *SnapshotManager) ActivateMajorCooldowns(sim *Simulation)
func (*SnapshotManager) AddMajorCooldown ¶
func (manager *SnapshotManager) AddMajorCooldown(majorCd *MajorCooldown)
func (*SnapshotManager) AddProc ¶
func (manager *SnapshotManager) AddProc(id int32, label string, isActive bool) bool
func (*SnapshotManager) CanSnapShot ¶
func (manager *SnapshotManager) CanSnapShot(sim *Simulation, castTime time.Duration) bool
func (*SnapshotManager) ClearMajorCooldowns ¶
func (manager *SnapshotManager) ClearMajorCooldowns()
func (*SnapshotManager) ResetProcTrackers ¶
func (manager *SnapshotManager) ResetProcTrackers()
type SpecOptionsCombo ¶
type SpecOptionsCombo struct { Label string SpecOptions interface{} }
type SpecSetter ¶
type Spell ¶
type Spell struct { // ID for this spell. ActionID // The unit who will perform this spell. Unit *Unit // Fire, Frost, Shadow, etc. SpellSchool SpellSchool SchoolIndex stats.SchoolIndex // Controls which effects can proc from this spell. ProcMask ProcMask // Flags Flags SpellFlag // Speed in yards/second. Spell missile speeds can be found in the game data. // Example: https://wow.tools/dbc/?dbc=spellmisc&build=3.4.0.44996 MissileSpeed float64 ResourceMetrics *ResourceMetrics Cost SpellCost // Cost for the spell. DefaultCast Cast // Default cast parameters with all static effects applied. CD Cooldown ExtraCastCondition CanCastCondition SpellMetrics []SpellMetrics // Performs the actions of this spell. ApplyEffects ApplySpellResults // The current or most recent cast data. CurCast Cast BonusHitRating float64 BonusCritRating float64 BonusSpellPower float64 BonusExpertiseRating float64 BonusArmorPenRating float64 CastTimeMultiplier float64 CostMultiplier float64 DamageMultiplier float64 DamageMultiplierAdditive float64 CritMultiplier float64 // Multiplier for all threat generated by this effect. ThreatMultiplier float64 // Adds a fixed amount of threat to this spell, before multipliers. FlatThreatBonus float64 // Per-target auras that are related to this spell, usually buffs or debuffs applied by the spell. RelatedAuras []AuraArray // contains filtered or unexported fields }
func (*Spell) ApplyAOEThreat ¶
func (*Spell) ApplyAOEThreatIgnoreMultipliers ¶
func (*Spell) ApplyCostModifiers ¶
func (*Spell) ApplyPostOutcomeDamageModifiers ¶
func (spell *Spell) ApplyPostOutcomeDamageModifiers(sim *Simulation, result *SpellResult)
func (*Spell) AttackerDamageMultiplier ¶
func (spell *Spell) AttackerDamageMultiplier(attackTable *AttackTable) float64
Returns the combined attacker modifiers.
func (*Spell) BloodRuneMetrics ¶
func (spell *Spell) BloodRuneMetrics() *ResourceMetrics
func (*Spell) BonusWeaponDamage ¶
func (*Spell) CalcAndDealDamage ¶
func (spell *Spell) CalcAndDealDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcAndDealHealing ¶
func (spell *Spell) CalcAndDealHealing(sim *Simulation, target *Unit, baseHealing float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcAndDealOutcome ¶
func (spell *Spell) CalcAndDealOutcome(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcAndDealPeriodicDamage ¶
func (spell *Spell) CalcAndDealPeriodicDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcAndDealPeriodicHealing ¶
func (spell *Spell) CalcAndDealPeriodicHealing(sim *Simulation, target *Unit, baseHealing float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcDamage ¶
func (spell *Spell) CalcDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcHealing ¶
func (spell *Spell) CalcHealing(sim *Simulation, target *Unit, baseHealing float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CalcOutcome ¶
func (spell *Spell) CalcOutcome(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult
For spells that do no damage but still have a hit/miss check.
func (*Spell) CalcPeriodicDamage ¶
func (spell *Spell) CalcPeriodicDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult
func (*Spell) CanCast ¶
func (spell *Spell) CanCast(sim *Simulation, target *Unit) bool
Returns whether a call to Cast() would be successful, without actually doing a cast.
func (*Spell) CasterHealingMultiplier ¶
func (*Spell) ComboPointMetrics ¶
func (spell *Spell) ComboPointMetrics() *ResourceMetrics
func (*Spell) CurCPM ¶ added in v1.0.1
func (spell *Spell) CurCPM(sim *Simulation) float64
Current casts per minute
func (*Spell) CurDamagePerCast ¶
Metrics for the current iteration
func (*Spell) DealDamage ¶
func (spell *Spell) DealDamage(sim *Simulation, result *SpellResult)
func (*Spell) DealHealing ¶
func (spell *Spell) DealHealing(sim *Simulation, result *SpellResult)
func (*Spell) DealOutcome ¶
func (spell *Spell) DealOutcome(sim *Simulation, result *SpellResult)
func (*Spell) DealPeriodicDamage ¶
func (spell *Spell) DealPeriodicDamage(sim *Simulation, result *SpellResult)
func (*Spell) DealPeriodicHealing ¶
func (spell *Spell) DealPeriodicHealing(sim *Simulation, result *SpellResult)
func (*Spell) DeathRuneMetrics ¶
func (spell *Spell) DeathRuneMetrics() *ResourceMetrics
func (*Spell) DisposeResult ¶
func (spell *Spell) DisposeResult(result *SpellResult)
func (*Spell) EffectiveCastTime ¶ added in v1.0.1
Time until either the cast is finished or GCD is ready again, whichever is longer
func (*Spell) EnergyMetrics ¶
func (spell *Spell) EnergyMetrics() *ResourceMetrics
func (*Spell) ExpectedDamage ¶
func (spell *Spell) ExpectedDamage(sim *Simulation, target *Unit) float64
func (*Spell) ExpectedDamageFromCurrentSnapshot ¶
func (spell *Spell) ExpectedDamageFromCurrentSnapshot(sim *Simulation, target *Unit) float64
func (*Spell) ExpertisePercentage ¶
func (*Spell) FocusMetrics ¶
func (spell *Spell) FocusMetrics() *ResourceMetrics
func (*Spell) FrostRuneMetrics ¶
func (spell *Spell) FrostRuneMetrics() *ResourceMetrics
func (*Spell) HealingCritChance ¶
func (*Spell) HealingCritCheck ¶
func (spell *Spell) HealingCritCheck(sim *Simulation) bool
func (*Spell) HealingPower ¶
func (*Spell) HealthMetrics ¶
func (spell *Spell) HealthMetrics(target *Unit) *ResourceMetrics
func (*Spell) IsReady ¶
func (spell *Spell) IsReady(sim *Simulation) bool
func (*Spell) IssueRefund ¶
func (spell *Spell) IssueRefund(sim *Simulation)
func (*Spell) MagicCritCheck ¶
func (spell *Spell) MagicCritCheck(sim *Simulation, target *Unit) bool
func (*Spell) MagicHitCheck ¶
func (spell *Spell) MagicHitCheck(sim *Simulation, attackTable *AttackTable) bool
func (*Spell) MeleeAttackPower ¶
func (*Spell) NewResult ¶
func (spell *Spell) NewResult(target *Unit) *SpellResult
func (*Spell) OutcomeAlwaysHit ¶
func (spell *Spell) OutcomeAlwaysHit(_ *Simulation, result *SpellResult, _ *AttackTable)
func (*Spell) OutcomeAlwaysMiss ¶
func (spell *Spell) OutcomeAlwaysMiss(_ *Simulation, result *SpellResult, _ *AttackTable)
func (*Spell) OutcomeCritFixedChance ¶
func (spell *Spell) OutcomeCritFixedChance(critChance float64) OutcomeApplier
func (*Spell) OutcomeEnemyMeleeWhite ¶
func (spell *Spell) OutcomeEnemyMeleeWhite(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeExpectedMagicAlwaysHit ¶
func (spell *Spell) OutcomeExpectedMagicAlwaysHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeExpectedMagicCrit ¶
func (spell *Spell) OutcomeExpectedMagicCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeExpectedMagicHit ¶
func (spell *Spell) OutcomeExpectedMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeExpectedMagicHitAndCrit ¶
func (spell *Spell) OutcomeExpectedMagicHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeExpectedTick ¶
func (spell *Spell) OutcomeExpectedTick(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeHealing ¶ added in v1.0.1
func (spell *Spell) OutcomeHealing(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeHealingCrit ¶
func (spell *Spell) OutcomeHealingCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMagicCrit ¶
func (spell *Spell) OutcomeMagicCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMagicCritFixedChance ¶
func (spell *Spell) OutcomeMagicCritFixedChance(critChance float64) OutcomeApplier
func (*Spell) OutcomeMagicHit ¶
func (spell *Spell) OutcomeMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMagicHitAndCrit ¶
func (spell *Spell) OutcomeMagicHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeSpecialCritOnly ¶
func (spell *Spell) OutcomeMeleeSpecialCritOnly(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeSpecialHit ¶
func (spell *Spell) OutcomeMeleeSpecialHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeSpecialHitAndCrit ¶
func (spell *Spell) OutcomeMeleeSpecialHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeSpecialNoBlockDodgeParry ¶
func (spell *Spell) OutcomeMeleeSpecialNoBlockDodgeParry(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeSpecialNoBlockDodgeParryNoCrit ¶
func (spell *Spell) OutcomeMeleeSpecialNoBlockDodgeParryNoCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeWeaponSpecialHitAndCrit ¶
func (spell *Spell) OutcomeMeleeWeaponSpecialHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
Like OutcomeMeleeSpecialHitAndCrit, but blocks prevent crits (all weapon damage based attacks).
func (*Spell) OutcomeMeleeWeaponSpecialNoCrit ¶
func (spell *Spell) OutcomeMeleeWeaponSpecialNoCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeMeleeWhite ¶
func (spell *Spell) OutcomeMeleeWhite(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeRangedCritOnly ¶
func (spell *Spell) OutcomeRangedCritOnly(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeRangedHit ¶
func (spell *Spell) OutcomeRangedHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeRangedHitAndCrit ¶
func (spell *Spell) OutcomeRangedHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeRangedHitAndCritNoBlock ¶ added in v1.0.1
func (spell *Spell) OutcomeRangedHitAndCritNoBlock(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) OutcomeTickMagicHit ¶
func (spell *Spell) OutcomeTickMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)
func (*Spell) PhysicalCritChance ¶
func (spell *Spell) PhysicalCritChance(attackTable *AttackTable) float64
func (*Spell) PhysicalCritCheck ¶
func (spell *Spell) PhysicalCritCheck(sim *Simulation, attackTable *AttackTable) bool
func (*Spell) PhysicalHitChance ¶
func (spell *Spell) PhysicalHitChance(attackTable *AttackTable) float64
func (*Spell) RangedAttackPower ¶
func (*Spell) ResistanceMultiplier ¶
func (spell *Spell) ResistanceMultiplier(sim *Simulation, isPeriodic bool, attackTable *AttackTable) float64
Modifies damage based on Armor or Magic resistances, depending on the damage type.
func (*Spell) RunicPowerMetrics ¶
func (spell *Spell) RunicPowerMetrics() *ResourceMetrics
func (*Spell) SelfShield ¶ added in v1.0.1
func (*Spell) SetMetricsSplit ¶
func (*Spell) ShouldRefreshExclusiveEffects ¶ added in v1.0.1
func (*Spell) SkipCastAndApplyEffects ¶
func (spell *Spell) SkipCastAndApplyEffects(sim *Simulation, target *Unit)
Skips the actual cast and applies spell effects immediately.
func (*Spell) SpellChanceToMiss ¶
func (spell *Spell) SpellChanceToMiss(attackTable *AttackTable) float64
func (*Spell) SpellCritChance ¶
func (*Spell) SpellHitChance ¶
func (*Spell) SpellPower ¶
func (*Spell) SpendRefundableCost ¶
func (spell *Spell) SpendRefundableCost(sim *Simulation, result *SpellResult)
func (*Spell) SpendRefundableCostAndConvertBloodRune ¶
func (spell *Spell) SpendRefundableCostAndConvertBloodRune(sim *Simulation, result *SpellResult, convertChance float64)
func (*Spell) SpendRefundableCostAndConvertFrostOrUnholyRune ¶
func (spell *Spell) SpendRefundableCostAndConvertFrostOrUnholyRune(sim *Simulation, result *SpellResult, convertChance float64)
func (*Spell) TargetDamageMultiplier ¶
func (spell *Spell) TargetDamageMultiplier(attackTable *AttackTable, isPeriodic bool) float64
func (*Spell) ThreatFromDamage ¶
func (spell *Spell) ThreatFromDamage(outcome HitOutcome, damage float64) float64
func (*Spell) TimeToReady ¶
func (spell *Spell) TimeToReady(sim *Simulation) time.Duration
func (*Spell) UnholyRuneMetrics ¶
func (spell *Spell) UnholyRuneMetrics() *ResourceMetrics
func (*Spell) WaitTravelTime ¶
func (spell *Spell) WaitTravelTime(sim *Simulation, callback func(*Simulation))
type SpellConfig ¶
type SpellConfig struct { // See definition of Spell (below) for comments on these. ActionID SpellSchool SpellSchool ProcMask ProcMask Flags SpellFlag MissileSpeed float64 BaseCost float64 MetricSplits int ManaCost ManaCostOptions EnergyCost EnergyCostOptions RageCost RageCostOptions RuneCost RuneCostOptions FocusCost FocusCostOptions Cast CastConfig ExtraCastCondition CanCastCondition BonusHitRating float64 BonusCritRating float64 BonusSpellPower float64 BonusExpertiseRating float64 BonusArmorPenRating float64 DamageMultiplier float64 DamageMultiplierAdditive float64 CritMultiplier float64 ThreatMultiplier float64 FlatThreatBonus float64 // Performs the actions of this spell. ApplyEffects ApplySpellResults // Optional field. Calculates expected average damage. ExpectedDamage ExpectedDamageCalculator Dot DotConfig Hot DotConfig Shield ShieldConfig RelatedAuras []AuraArray }
type SpellCost ¶
type SpellCost interface { // Whether the Unit associated with the spell meets the resource cost // requirements to cast the spell. MeetsRequirement(*Spell) bool // Logs a message for when the cast fails due to lack of resources. LogCostFailure(*Simulation, *Spell) // Subtracts the resources used from a cast from the Unit. SpendCost(*Simulation, *Spell) // Space for handling refund mechanics. Not all spells provide refunds. IssueRefund(*Simulation, *Spell) }
Handles computing the cost of spells and checking whether the Unit meets them.
type SpellFlag ¶
type SpellFlag uint32
Other flags
const ( SpellFlagNone SpellFlag = 0 SpellFlagIgnoreResists SpellFlag = 1 << iota // skip spell resist/armor SpellFlagIgnoreTargetModifiers // skip target damage modifiers SpellFlagIgnoreAttackerModifiers // skip attacker damage modifiers SpellFlagApplyArmorReduction // Forces damage reduction from armor to apply, even if it otherwise wouldn't. SpellFlagCannotBeDodged // Ignores dodge in physical hit rolls SpellFlagIncludeTargetBonusDamage // Spell benefits from Gift of Arthas and Hemorrhage. SpellFlagBinary // Does not do partial resists and could need a different hit roll. SpellFlagChanneled // Spell is channeled SpellFlagDisease // Spell is categorized as disease SpellFlagHauntSE // Spell benefits from haunt/SE effects SpellFlagHelpful // For healing spells / buffs. SpellFlagMeleeMetrics // Marks a spell as a melee ability for metrics. SpellFlagNoOnCastComplete // Disables the OnCastComplete callback. SpellFlagNoMetrics // Disables metrics for a spell. SpellFlagNoLogs // Disables logs for a spell. SpellFlagAPL // Indicates this spell can be used from an APL rotation. SpellFlagMCD // Indicates this spell is a MajorCooldown. SpellFlagNoOnDamageDealt // Disables OnSpellHitDealt and OnPeriodicDamageDealt aura callbacks for this spell. SpellFlagPrepullOnly // Indicates this spell should only be used during prepull. Not enforced, just a signal for the APL UI. SpellFlagPrepullPotion // Indicates this spell is the prepull potion. SpellFlagCombatPotion // Indicates this spell is the combat potion. // Used to let agents categorize their spells. SpellFlagAgentReserved1 SpellFlagAgentReserved2 SpellFlagAgentReserved3 SpellFlagAgentReserved4 SpellFlagIgnoreModifiers = SpellFlagIgnoreAttackerModifiers | SpellFlagIgnoreTargetModifiers )
type SpellMetrics ¶
type SpellMetrics struct { Casts int32 Misses int32 Hits int32 Crits int32 Crushes int32 Dodges int32 Glances int32 Parries int32 Blocks int32 TotalDamage float64 // Damage done by all casts of this spell. TotalThreat float64 // Threat generated by all casts of this spell. TotalHealing float64 // Healing done by all casts of this spell. TotalShielding float64 // Shielding done by all casts of this spell. TotalCastTime time.Duration }
Metric totals for a spell against a specific target, for the current iteration.
type SpellRegisteredHandler ¶
type SpellRegisteredHandler func(spell *Spell)
type SpellResult ¶
type SpellResult struct { // Target of the spell. Target *Unit // Results Outcome HitOutcome Damage float64 // Damage done by this cast. Threat float64 // The amount of threat generated by this cast. ResistanceMultiplier float64 // Partial Resists / Armor multiplier PreOutcomeDamage float64 // Damage done by this cast before Outcome is applied // contains filtered or unexported fields }
func (*SpellResult) DamageString ¶
func (result *SpellResult) DamageString() string
func (*SpellResult) DidCrit ¶
func (result *SpellResult) DidCrit() bool
func (*SpellResult) HealingString ¶
func (result *SpellResult) HealingString() string
func (*SpellResult) Landed ¶
func (result *SpellResult) Landed() bool
type SpellSchool ¶
type SpellSchool byte
const ( SpellSchoolNone SpellSchool = 0 SpellSchoolPhysical SpellSchool = 1 << iota SpellSchoolArcane SpellSchoolFire SpellSchoolFrost SpellSchoolHoly SpellSchoolNature SpellSchoolShadow SpellSchoolMagic = SpellSchoolArcane | SpellSchoolFire | SpellSchoolFrost | SpellSchoolHoly | SpellSchoolNature | SpellSchoolShadow )
func SpellSchoolFromProto ¶
func SpellSchoolFromProto(p proto.SpellSchool) SpellSchool
func (SpellSchool) Matches ¶
func (ss SpellSchool) Matches(other SpellSchool) bool
Returns whether there is any overlap between the given masks.
func (SpellSchool) ResistanceStat ¶
func (ss SpellSchool) ResistanceStat() stats.Stat
type SplitMix64 ¶
type SplitMix64 struct {
// contains filtered or unexported fields
}
adapted from https://prng.di.unimi.it/splitmix64.c
func NewSplitMix ¶
func NewSplitMix(seed uint64) *SplitMix64
func (*SplitMix64) GetSeed ¶
func (sm *SplitMix64) GetSeed() int64
func (*SplitMix64) Int63 ¶ added in v1.0.1
func (sm *SplitMix64) Int63() int64
func (*SplitMix64) Next ¶
func (sm *SplitMix64) Next() uint64
func (*SplitMix64) NextFloat64 ¶
func (sm *SplitMix64) NextFloat64() float64
func (*SplitMix64) Seed ¶
func (sm *SplitMix64) Seed(s int64)
func (*SplitMix64) Uint64 ¶ added in v1.0.1
func (sm *SplitMix64) Uint64() uint64
type StackingStatAura ¶
type StatWeightValues ¶
type StatWeightValues struct { Weights UnitStats WeightsStdev UnitStats EpValues UnitStats EpValuesStdev UnitStats }
func NewStatWeightValues ¶
func NewStatWeightValues() StatWeightValues
func (*StatWeightValues) ToProto ¶
func (swv *StatWeightValues) ToProto() *proto.StatWeightValues
type StatWeightsResult ¶
type StatWeightsResult struct { Dps StatWeightValues Hps StatWeightValues Tps StatWeightValues Dtps StatWeightValues Tmi StatWeightValues PDeath StatWeightValues }
func CalcStatWeight ¶
func CalcStatWeight(swr *proto.StatWeightsRequest, referenceStat stats.Stat, progress chan *proto.ProgressMetrics) *StatWeightsResult
func NewStatWeightsResult ¶
func NewStatWeightsResult() *StatWeightsResult
func (*StatWeightsResult) ToProto ¶
func (swr *StatWeightsResult) ToProto() *proto.StatWeightsResult
type SubGenerator ¶
type SubGenerator struct {
// contains filtered or unexported fields
}
type SubstitutionComboChecker ¶ added in v1.0.1
type SubstitutionComboChecker map[string]struct{}
func (*SubstitutionComboChecker) HasCombo ¶ added in v1.0.1
func (ic *SubstitutionComboChecker) HasCombo(replacements equipmentSubstitution) bool
type Target ¶
Target is an enemy/boss that can be the target of player attacks/spells.
func (*Target) AddComboPoints ¶
func (eb *Target) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
func (*Target) AddEnergy ¶
func (eb *Target) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Target) AddFocus ¶
func (fb *Target) AddFocus(sim *Simulation, amount float64, actionID ActionID)
func (*Target) AddPartyBuffs ¶
func (target *Target) AddPartyBuffs(_ *proto.PartyBuffs)
func (*Target) AddRage ¶
func (rb *Target) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Target) AddRaidBuffs ¶
Empty Agent interface functions.
func (*Target) Advance ¶
func (target *Target) Advance(sim *Simulation)
func (*Target) ApplyTalents ¶
func (target *Target) ApplyTalents()
func (*Target) Cancel ¶
func (fb *Target) Cancel(sim *Simulation)
func (*Target) ComboPoints ¶
func (eb *Target) ComboPoints() int32
func (*Target) CurrentEnergy ¶
func (eb *Target) CurrentEnergy() float64
func (*Target) CurrentFocus ¶
func (fb *Target) CurrentFocus() float64
func (*Target) CurrentHealth ¶
func (hb *Target) CurrentHealth() float64
func (*Target) CurrentHealthPercent ¶
func (hb *Target) CurrentHealthPercent() float64
func (*Target) CurrentRage ¶
func (rb *Target) CurrentRage() float64
func (*Target) GainHealth ¶
func (hb *Target) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Target) GetActiveAuraWithTag ¶
func (*Target) GetAuraByID ¶ added in v1.0.1
func (*Target) GetAurasWithTag ¶
func (*Target) GetCharacter ¶
func (*Target) GetIcdAuraByID ¶ added in v1.0.1
func (*Target) GetMetricsProto ¶
func (target *Target) GetMetricsProto() *proto.UnitMetrics
func (*Target) HasActiveAura ¶
func (*Target) HasActiveAuraWithTag ¶
func (*Target) HasActiveAuraWithTagExcludingAura ¶
func (*Target) HasAuraWithTag ¶
func (*Target) Initialize ¶
func (target *Target) Initialize()
func (*Target) NextEnergyTickAt ¶
func (*Target) NextTarget ¶
func (*Target) NumActiveAurasWithTag ¶
func (*Target) OnAutoAttack ¶
func (target *Target) OnAutoAttack(sim *Simulation, _ *Spell)
func (*Target) OnCastComplete ¶
func (at *Target) OnCastComplete(sim *Simulation, spell *Spell)
Invokes the OnCastComplete event for all tracked Auras.
func (*Target) OnGCDReady ¶
func (target *Target) OnGCDReady(sim *Simulation)
func (*Target) OnHealDealt ¶
func (at *Target) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnHeal event for all tracked Auras.
func (*Target) OnHealTaken ¶
func (at *Target) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Target) OnPeriodicDamageDealt ¶
func (at *Target) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicDamage
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Target) OnPeriodicDamageTaken ¶
func (at *Target) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Target) OnPeriodicHealDealt ¶
func (at *Target) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicHeal
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Target) OnPeriodicHealTaken ¶
func (at *Target) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Target) OnSpellHitDealt ¶
func (at *Target) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnSpellHit event for all tracked Auras.
func (*Target) OnSpellHitTaken ¶
func (at *Target) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Target) RegisterResetEffect ¶
func (at *Target) RegisterResetEffect(resetEffect ResetEffect)
Registers a callback to this Character which will be invoked on every Sim reset.
func (*Target) RemoveHealth ¶
func (hb *Target) RemoveHealth(sim *Simulation, amount float64)
func (*Target) Reset ¶
func (target *Target) Reset(sim *Simulation)
func (*Target) ResetEnergyTick ¶
func (eb *Target) ResetEnergyTick(sim *Simulation)
Gives an immediate partial energy tick and restarts the tick timer.
func (*Target) SpendComboPoints ¶
func (eb *Target) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
func (*Target) SpendEnergy ¶
func (eb *Target) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Target) SpendFocus ¶
func (fb *Target) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Target) SpendRage ¶
func (rb *Target) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
type TargetAI ¶
type TargetAI interface { Initialize(*Target, *proto.Target) Reset(*Simulation) DoAction(*Simulation) }
type TargetDummy ¶
type TargetDummy struct {
Character
}
func NewTargetDummy ¶
func NewTargetDummy(dummyIndex int, party *Party, partyIndex int) *TargetDummy
func (*TargetDummy) AddComboPoints ¶
func (eb *TargetDummy) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
func (*TargetDummy) AddEnergy ¶
func (eb *TargetDummy) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*TargetDummy) AddFocus ¶
func (fb *TargetDummy) AddFocus(sim *Simulation, amount float64, actionID ActionID)
func (*TargetDummy) AddMajorCooldown ¶
func (mcdm *TargetDummy) AddMajorCooldown(mcd MajorCooldown)
Registers a major cooldown to the Character, which will be automatically used when available.
func (*TargetDummy) AddPartyBuffs ¶
func (td *TargetDummy) AddPartyBuffs(partyBuffs *proto.PartyBuffs)
func (*TargetDummy) AddRage ¶
func (rb *TargetDummy) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*TargetDummy) AddRaidBuffs ¶
func (td *TargetDummy) AddRaidBuffs(raidBuffs *proto.RaidBuffs)
func (*TargetDummy) ApplyTalents ¶
func (td *TargetDummy) ApplyTalents()
func (*TargetDummy) Cancel ¶
func (fb *TargetDummy) Cancel(sim *Simulation)
func (*TargetDummy) ComboPoints ¶
func (eb *TargetDummy) ComboPoints() int32
func (*TargetDummy) CurrentEnergy ¶
func (eb *TargetDummy) CurrentEnergy() float64
func (*TargetDummy) CurrentFocus ¶
func (fb *TargetDummy) CurrentFocus() float64
func (*TargetDummy) CurrentHealth ¶
func (hb *TargetDummy) CurrentHealth() float64
func (*TargetDummy) CurrentHealthPercent ¶
func (hb *TargetDummy) CurrentHealthPercent() float64
func (*TargetDummy) CurrentRage ¶
func (rb *TargetDummy) CurrentRage() float64
func (*TargetDummy) DelayDPSCooldowns ¶
Adds a delay to the first usage of all CDs overriding shouldActivate for cooldownTypeDPS, MCDs that have a user-specified timing are not delayed. This function should be called from Agent.Init().
func (*TargetDummy) DelayDPSCooldownsForArmorDebuffs ¶
Adds a delay to the first usage of all CDs so that debuffs have time to be applied. MCDs that have a user-specified timing are not delayed.
This function should be called from Agent.Init().
func (*TargetDummy) DesyncTrinketProcs ¶ added in v1.0.1
func (mcdm *TargetDummy) DesyncTrinketProcs()
Desyncs trinket procs per configured user settings. Hold the first proc back until some time into the simulation (i.e. because the player un-equipped and re-equipped the trinket before pull).
func (*TargetDummy) GainHealth ¶
func (hb *TargetDummy) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*TargetDummy) GetActiveAuraWithTag ¶
func (*TargetDummy) GetAuraByID ¶ added in v1.0.1
func (*TargetDummy) GetAurasWithTag ¶
func (*TargetDummy) GetCharacter ¶
func (td *TargetDummy) GetCharacter() *Character
func (*TargetDummy) GetIcdAuraByID ¶ added in v1.0.1
func (*TargetDummy) GetInitialMajorCooldown ¶
func (mcdm *TargetDummy) GetInitialMajorCooldown(actionID ActionID) MajorCooldown
func (*TargetDummy) GetMajorCooldown ¶
func (mcdm *TargetDummy) GetMajorCooldown(actionID ActionID) *MajorCooldown
func (*TargetDummy) GetMajorCooldownIDs ¶
func (*TargetDummy) GetMajorCooldownIgnoreTag ¶
func (mcdm *TargetDummy) GetMajorCooldownIgnoreTag(actionID ActionID) *MajorCooldown
func (*TargetDummy) GetMajorCooldowns ¶
func (mcdm *TargetDummy) GetMajorCooldowns() []*MajorCooldown
Returns all MCDs.
func (*TargetDummy) HasActiveAura ¶
func (*TargetDummy) HasActiveAuraWithTag ¶
func (*TargetDummy) HasActiveAuraWithTagExcludingAura ¶
func (*TargetDummy) HasAuraWithTag ¶
func (*TargetDummy) Initialize ¶
func (td *TargetDummy) Initialize()
func (*TargetDummy) NextEnergyTickAt ¶
func (*TargetDummy) NumActiveAurasWithTag ¶
func (*TargetDummy) OnAutoAttack ¶
func (td *TargetDummy) OnAutoAttack(sim *Simulation, spell *Spell)
func (*TargetDummy) OnCastComplete ¶
func (at *TargetDummy) OnCastComplete(sim *Simulation, spell *Spell)
Invokes the OnCastComplete event for all tracked Auras.
func (*TargetDummy) OnGCDReady ¶
func (td *TargetDummy) OnGCDReady(sim *Simulation)
func (*TargetDummy) OnHealDealt ¶
func (at *TargetDummy) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnHeal event for all tracked Auras.
func (*TargetDummy) OnHealTaken ¶
func (at *TargetDummy) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*TargetDummy) OnPeriodicDamageDealt ¶
func (at *TargetDummy) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicDamage
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*TargetDummy) OnPeriodicDamageTaken ¶
func (at *TargetDummy) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*TargetDummy) OnPeriodicHealDealt ¶
func (at *TargetDummy) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicHeal
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*TargetDummy) OnPeriodicHealTaken ¶
func (at *TargetDummy) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*TargetDummy) OnSpellHitDealt ¶
func (at *TargetDummy) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnSpellHit event for all tracked Auras.
func (*TargetDummy) OnSpellHitTaken ¶
func (at *TargetDummy) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*TargetDummy) RegisterResetEffect ¶
func (at *TargetDummy) RegisterResetEffect(resetEffect ResetEffect)
Registers a callback to this Character which will be invoked on every Sim reset.
func (*TargetDummy) RemoveHealth ¶
func (hb *TargetDummy) RemoveHealth(sim *Simulation, amount float64)
func (*TargetDummy) Reset ¶
func (td *TargetDummy) Reset(sim *Simulation)
func (*TargetDummy) ResetEnergyTick ¶
func (eb *TargetDummy) ResetEnergyTick(sim *Simulation)
Gives an immediate partial energy tick and restarts the tick timer.
func (*TargetDummy) SpendComboPoints ¶
func (eb *TargetDummy) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
func (*TargetDummy) SpendEnergy ¶
func (eb *TargetDummy) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*TargetDummy) SpendFocus ¶
func (fb *TargetDummy) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*TargetDummy) SpendRage ¶
func (rb *TargetDummy) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*TargetDummy) TryUseCooldowns ¶
func (mcdm *TargetDummy) TryUseCooldowns(sim *Simulation)
func (*TargetDummy) UpdateMajorCooldowns ¶
func (mcdm *TargetDummy) UpdateMajorCooldowns()
This function should be called if the CD for a major cooldown changes outside of the TryActivate() call.
type TargetedActionMetrics ¶
type TargetedActionMetrics struct { UnitIndex int32 Casts int32 Hits int32 Crits int32 Misses int32 Dodges int32 Parries int32 Blocks int32 Glances int32 Damage float64 Threat float64 Healing float64 Shielding float64 CastTime time.Duration }
func (*TargetedActionMetrics) ToProto ¶
func (tam *TargetedActionMetrics) ToProto() *proto.TargetedActionMetrics
type TestGenerator ¶
type TestGenerator interface { // The total number of tests that this generator can generate. NumTests() int // The name and API request for the test with the given index. GetTest(testIdx int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest) }
func FullCharacterTestSuiteGenerator ¶
func FullCharacterTestSuiteGenerator(config CharacterSuiteConfig) TestGenerator
type Thresholds ¶
type Thresholds [4]Threshold
func (Thresholds) String ¶
func (x Thresholds) String() string
type Timer ¶
Stored value is the time at which the cooldown will be available again.
func (*Timer) IsReady ¶
func (timer *Timer) IsReady(sim *Simulation) bool
func (*Timer) TimeToReady ¶
func (timer *Timer) TimeToReady(sim *Simulation) time.Duration
type Unit ¶
type Unit struct { Type UnitType // Index of this unit with its group. // For Players, this is the 0-indexed raid index (0-24). // For Enemies, this is its enemy index. // For Pets, this is the same as the owner's index. Index int32 // Unique index of this unit among all units in the environment. // This is used as the index for attack tables. UnitIndex int32 // Unique label for logging. Label string Level int32 // Level of Unit, e.g. Bosses are 83. MobType proto.MobType // Amount of time it takes for the human agent to react to in-game events. // Used by certain APL values and actions. ReactionTime time.Duration // Amount of time following a post-GCD channel tick, to when the next action can be performed. ChannelClipDelay time.Duration // How far this unit is from its target(s). Measured in yards, this is used // for calculating spell travel time for certain spells. DistanceFromTarget float64 // Environment in which this Unit exists. This will be nil until after the // construction phase. Env *Environment // Provides stat dependency management behavior. stats.StatDependencyManager PseudoStats stats.PseudoStats RunicPowerBar // All spells that can be cast by this unit. Spellbook []*Spell // Pets owned by this Unit. PetAgents []PetAgent DynamicStatsPets []*Pet DynamicMeleeSpeedPets []*Pet // AutoAttacks is the manager for auto attack swings. // Must be enabled to use, with "EnableAutoAttacks()". AutoAttacks AutoAttacks IsUsingAPL bool // Used for checks before the finalize() stage, when apl rotations are created. Rotation *APLRotation // Statistics describing the results of the sim. Metrics UnitMetrics AttackTables []*AttackTable DynamicDamageTakenModifiers []DynamicDamageTakenModifier GCD *Timer // Used for applying the effect of a hardcast spell when casting finishes. // For channeled spells, only Expires is set. // No more than one cast may be active at any given time. Hardcast Hardcast CastSpeed float64 CurrentTarget *Unit // The currently-channeled DOT spell, otherwise nil. ChanneledDot *Dot DummyProcSpell *Spell // contains filtered or unexported fields }
Unit is an abstraction of a Character/Boss/Pet/etc, containing functionality shared by all of them.
func (*Unit) AddBonusRangedCritRating ¶
func (*Unit) AddBonusRangedHitRating ¶
func (*Unit) AddComboPoints ¶
func (eb *Unit) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)
func (*Unit) AddDynamicDamageTakenModifier ¶
func (unit *Unit) AddDynamicDamageTakenModifier(ddtm DynamicDamageTakenModifier)
func (*Unit) AddEnergy ¶
func (eb *Unit) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) AddFocus ¶
func (fb *Unit) AddFocus(sim *Simulation, amount float64, actionID ActionID)
func (*Unit) AddMana ¶
func (unit *Unit) AddMana(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) AddRage ¶
func (rb *Unit) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) AddStatDynamic ¶
func (unit *Unit) AddStatDynamic(sim *Simulation, stat stats.Stat, amount float64)
func (*Unit) AddStatsDynamic ¶
func (unit *Unit) AddStatsDynamic(sim *Simulation, bonus stats.Stats)
func (*Unit) ApplyCastSpeedForSpell ¶
func (*Unit) ArmorPenetrationPercentage ¶
func (*Unit) BlockValue ¶
func (*Unit) Cancel ¶
func (fb *Unit) Cancel(sim *Simulation)
func (*Unit) CancelGCDTimer ¶
func (unit *Unit) CancelGCDTimer(sim *Simulation)
Call this to stop the GCD loop for a unit. This is mostly used for pets that get summoned / expire.
func (*Unit) ComboPoints ¶
func (eb *Unit) ComboPoints() int32
func (*Unit) CurrentEnergy ¶
func (eb *Unit) CurrentEnergy() float64
func (*Unit) CurrentFocus ¶
func (fb *Unit) CurrentFocus() float64
func (*Unit) CurrentHealth ¶
func (hb *Unit) CurrentHealth() float64
func (*Unit) CurrentHealthPercent ¶
func (hb *Unit) CurrentHealthPercent() float64
func (*Unit) CurrentMana ¶
func (*Unit) CurrentManaPercent ¶
func (*Unit) CurrentRage ¶
func (rb *Unit) CurrentRage() float64
func (*Unit) DisableDynamicStatDep ¶
func (unit *Unit) DisableDynamicStatDep(sim *Simulation, dep *stats.StatDependency)
func (*Unit) DoNothing ¶
func (unit *Unit) DoNothing()
DoNothing will explicitly declare that the character is intentionally doing nothing.
If the GCD is not used during OnGCDReady and this flag is set, OnGCDReady will not be called again until it is used in some other way (like from an auto attack or resource regeneration).
func (*Unit) DoneWaitingForEnergy ¶
func (unit *Unit) DoneWaitingForEnergy(sim *Simulation) bool
func (*Unit) DoneWaitingForMana ¶
func (unit *Unit) DoneWaitingForMana(sim *Simulation) bool
Assumes that IsWaitingForMana() == true
func (*Unit) EnableAutoAttacks ¶
func (unit *Unit) EnableAutoAttacks(agent Agent, options AutoAttackOptions)
func (*Unit) EnableDynamicStatDep ¶
func (unit *Unit) EnableDynamicStatDep(sim *Simulation, dep *stats.StatDependency)
func (*Unit) EnableEnergyBar ¶
func (unit *Unit) EnableEnergyBar(maxEnergy float64, onEnergyGain OnEnergyGain)
func (*Unit) EnableFocusBar ¶
func (unit *Unit) EnableFocusBar(regenMultiplier float64, onFocusGain OnFocusGain)
func (*Unit) EnableHealthBar ¶
func (unit *Unit) EnableHealthBar()
func (*Unit) EnableRageBar ¶
func (unit *Unit) EnableRageBar(options RageBarOptions, onRageGain OnRageGain)
func (*Unit) EnableRunicPowerBar ¶
func (*Unit) FinishedWaitingForManaAndGCDReady ¶
func (unit *Unit) FinishedWaitingForManaAndGCDReady(sim *Simulation) bool
Returns true if the unit was waiting for mana but is now finished AND the GCD is also ready.
func (*Unit) GainHealth ¶
func (hb *Unit) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) GetActiveAuraWithTag ¶
func (*Unit) GetAuraByID ¶ added in v1.0.1
func (*Unit) GetAurasWithTag ¶
func (*Unit) GetCurrentPowerBar ¶
func (unit *Unit) GetCurrentPowerBar() PowerBarType
func (*Unit) GetDiminishedDodgeChance ¶
func (*Unit) GetDiminishedMissChance ¶
func (*Unit) GetDiminishedParryChance ¶
func (*Unit) GetDummyProcSpell ¶ added in v1.0.1
func (*Unit) GetEnemyExclusiveCategories ¶
func (caster *Unit) GetEnemyExclusiveCategories(category string) ExclusiveCategoryArray
func (*Unit) GetIcdAuraByID ¶ added in v1.0.1
func (*Unit) GetMetadata ¶ added in v1.0.1
func (unit *Unit) GetMetadata() *proto.UnitMetadata
func (*Unit) GetMetricsProto ¶
func (at *Unit) GetMetricsProto() []*proto.AuraMetrics
func (*Unit) GetOpponents ¶
func (*Unit) GetOrInitTimer ¶
Helper for shared timers that are not always needed, so it is only allocated if necessary.
func (*Unit) GetOrRegisterAura ¶
func (*Unit) GetOrRegisterSpell ¶
func (unit *Unit) GetOrRegisterSpell(config SpellConfig) *Spell
Retrieves an existing spell with the same ID as the config uses, or registers it if there is none.
func (*Unit) GetSpell ¶
Returns the first registered spell with the given ID, or nil if there are none.
func (*Unit) GetSpellsMatchingSchool ¶
func (unit *Unit) GetSpellsMatchingSchool(school SpellSchool) []*Spell
func (*Unit) HardcastWaitUntil ¶
func (unit *Unit) HardcastWaitUntil(sim *Simulation, readyTime time.Duration, onComplete CastFunc)
func (*Unit) HasActiveAura ¶
func (*Unit) HasActiveAuraWithTag ¶
func (*Unit) HasActiveAuraWithTagExcludingAura ¶
func (*Unit) HasAuraWithTag ¶
func (*Unit) HasEnergyBar ¶
func (*Unit) HasFocusBar ¶
func (*Unit) HasHealthBar ¶
func (*Unit) HasManaBar ¶
func (*Unit) HasRageBar ¶
func (*Unit) HasRunicPowerBar ¶
func (*Unit) HasTemporaryBonusForStat ¶
Returns whether the indicates stat is currently modified by a temporary bonus.
func (*Unit) HasTemporaryMeleeSwingSpeedIncrease ¶
Returns if melee swings have any temporary increases active.
func (*Unit) HasTemporaryRangedSwingSpeedIncrease ¶
Returns if ranged swings have any temporary increases active.
func (*Unit) HasTemporarySpellCastSpeedIncrease ¶
Returns if spell casting has any temporary increases active.
func (*Unit) InitialCastSpeed ¶
func (*Unit) IsEnabled ¶
Units can be disabled for several reasons:
- Downtime for temporary pets (e.g. Water Elemental)
- Enemy units in various phases (not yet implemented)
- Dead units (not yet implemented)
func (*Unit) IsOpponent ¶
func (*Unit) IsWaitingForEnergy ¶
func (*Unit) IsWaitingForMana ¶
func (*Unit) Log ¶
func (unit *Unit) Log(sim *Simulation, message string, vals ...interface{})
func (*Unit) MHNormalizedWeaponDamage ¶
func (unit *Unit) MHNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Unit) MHWeaponDamage ¶
func (unit *Unit) MHWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Unit) MP5ManaRegenPerSecond ¶
Returns the rate of mana regen per second from mp5.
func (*Unit) ManaRegenPerSecondWhileCasting ¶
Returns the rate of mana regen per second, assuming this unit is considered to be casting.
func (*Unit) ManaRegenPerSecondWhileNotCasting ¶
Returns the rate of mana regen per second, assuming this unit is considered to be not casting.
func (*Unit) ManaTick ¶
func (unit *Unit) ManaTick(sim *Simulation)
Applies 1 'tick' of mana regen, which worth 2s of regeneration based on mp5/int/spirit/etc.
func (*Unit) MaxMana ¶
Gets the Maxiumum mana including bonus and temporary affects that would increase your mana pool.
func (*Unit) MultiplyAttackSpeed ¶
func (unit *Unit) MultiplyAttackSpeed(sim *Simulation, amount float64)
Helper for when both MultiplyMeleeSpeed and MultiplyRangedSpeed are needed.
func (*Unit) MultiplyCastSpeed ¶
func (*Unit) MultiplyMeleeSpeed ¶
func (unit *Unit) MultiplyMeleeSpeed(sim *Simulation, amount float64)
MultiplyMeleeSpeed will alter the attack speed multiplier and change swing speed of all autoattack swings in progress.
func (*Unit) MultiplyRangedSpeed ¶
func (unit *Unit) MultiplyRangedSpeed(sim *Simulation, amount float64)
func (*Unit) NewAPLAction ¶ added in v1.0.1
func (unit *Unit) NewAPLAction(rot *APLRotation, config *proto.APLAction) APLActionImpl
Default implementation of Agent.NewAPLAction so each spec doesn't need this boilerplate.
func (*Unit) NewAPLValue ¶ added in v1.0.1
func (unit *Unit) NewAPLValue(rot *APLRotation, config *proto.APLValue) APLValue
Default implementation of Agent.NewAPLValue so each spec doesn't need this boilerplate.
func (*Unit) NewAllyAuraArray ¶
func (*Unit) NewBloodRuneMetrics ¶
func (unit *Unit) NewBloodRuneMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewComboPointMetrics ¶
func (unit *Unit) NewComboPointMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewDeathRuneMetrics ¶
func (unit *Unit) NewDeathRuneMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewEnemyAuraArray ¶
func (*Unit) NewEnemyExclusiveCategoryArray ¶
func (caster *Unit) NewEnemyExclusiveCategoryArray(makeExclusiveCategory func(*Unit) *ExclusiveCategory) ExclusiveCategoryArray
func (*Unit) NewEnergyMetrics ¶
func (unit *Unit) NewEnergyMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewFocusMetrics ¶
func (unit *Unit) NewFocusMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewFrostRuneMetrics ¶
func (unit *Unit) NewFrostRuneMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewHealthMetrics ¶
func (unit *Unit) NewHealthMetrics(actionID ActionID) *ResourceMetrics
Convenience helpers for NewResourceMetrics.
func (*Unit) NewManaMetrics ¶
func (unit *Unit) NewManaMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewRageMetrics ¶
func (unit *Unit) NewRageMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewRunicPowerMetrics ¶
func (unit *Unit) NewRunicPowerMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NewUnholyRuneMetrics ¶
func (unit *Unit) NewUnholyRuneMetrics(actionID ActionID) *ResourceMetrics
func (*Unit) NextEnergyTickAt ¶
func (*Unit) NumActiveAurasWithTag ¶
func (*Unit) OHNormalizedWeaponDamage ¶
func (unit *Unit) OHNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Unit) OHWeaponDamage ¶
func (unit *Unit) OHWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Unit) OnAutoAttack ¶
func (unit *Unit) OnAutoAttack(_ *Simulation, _ *Spell)
Empty handler so Agents don't have to provide one if they have no logic to add.
func (*Unit) OnCastComplete ¶
func (at *Unit) OnCastComplete(sim *Simulation, spell *Spell)
Invokes the OnCastComplete event for all tracked Auras.
func (*Unit) OnHealDealt ¶
func (at *Unit) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnHeal event for all tracked Auras.
func (*Unit) OnHealTaken ¶
func (at *Unit) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Unit) OnPeriodicDamageDealt ¶
func (at *Unit) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicDamage
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Unit) OnPeriodicDamageTaken ¶
func (at *Unit) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Unit) OnPeriodicHealDealt ¶
func (at *Unit) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnPeriodicHeal
As a debuff when target is being hit by dot. As a buff when caster's dots are ticking.
func (*Unit) OnPeriodicHealTaken ¶
func (at *Unit) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Unit) OnSpellHitDealt ¶
func (at *Unit) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)
Invokes the OnSpellHit event for all tracked Auras.
func (*Unit) OnSpellHitTaken ¶
func (at *Unit) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)
func (*Unit) OnSpellRegistered ¶
func (unit *Unit) OnSpellRegistered(handler SpellRegisteredHandler)
func (*Unit) RangedSwingSpeed ¶
func (*Unit) RangedWeaponDamage ¶
func (unit *Unit) RangedWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Unit) RegisterAura ¶
func (*Unit) RegisterPrepullAction ¶
func (unit *Unit) RegisterPrepullAction(doAt time.Duration, action func(*Simulation))
Registers a callback to this Unit which will be invoked on the prepull at the specified negative time.
func (*Unit) RegisterResetEffect ¶
func (at *Unit) RegisterResetEffect(resetEffect ResetEffect)
Registers a callback to this Character which will be invoked on every Sim reset.
func (*Unit) RegisterSpell ¶
func (unit *Unit) RegisterSpell(config SpellConfig) *Spell
Registers a new spell to the unit. Returns the newly created spell.
func (*Unit) RemoveHealth ¶
func (hb *Unit) RemoveHealth(sim *Simulation, amount float64)
func (*Unit) ResetEnergyTick ¶
func (eb *Unit) ResetEnergyTick(sim *Simulation)
Gives an immediate partial energy tick and restarts the tick timer.
func (*Unit) SetCurrentPowerBar ¶
func (unit *Unit) SetCurrentPowerBar(bar PowerBarType)
func (*Unit) SetGCDTimer ¶
func (unit *Unit) SetGCDTimer(sim *Simulation, gcdReadyAt time.Duration)
func (*Unit) SpendComboPoints ¶
func (eb *Unit) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)
func (*Unit) SpendEnergy ¶
func (eb *Unit) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) SpendFocus ¶
func (fb *Unit) SpendFocus(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) SpendMana ¶
func (unit *Unit) SpendMana(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) SpendRage ¶
func (rb *Unit) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)
func (*Unit) SpiritManaRegenPerSecond ¶
Returns the rate of mana regen per second from spirit.
func (*Unit) SwingSpeed ¶
func (*Unit) TimeUntilManaRegen ¶
Returns the amount of time this Unit would need to wait in order to reach the desired amount of mana, via mana regen.
Assumes that desiredMana > currentMana. Calculation assumes the Unit will not take any actions during this period that would reset the 5-second rule.
func (*Unit) UpdateManaRegenRates ¶
func (unit *Unit) UpdateManaRegenRates()
func (*Unit) WaitForEnergy ¶
func (unit *Unit) WaitForEnergy(sim *Simulation, desiredEnergy float64)
func (*Unit) WaitForMana ¶
func (unit *Unit) WaitForMana(sim *Simulation, desiredMana float64)
type UnitMetrics ¶
type UnitMetrics struct { CharacterIterationMetrics // contains filtered or unexported fields }
func NewUnitMetrics ¶
func NewUnitMetrics() UnitMetrics
func (*UnitMetrics) AddFinalPetMetrics ¶
func (unitMetrics *UnitMetrics) AddFinalPetMetrics(petMetrics *UnitMetrics)
This should be called at the end of each iteration, to include metrics from Pets in those of their owner. Assumes that doneIteration() has already been called on the pet metrics.
func (*UnitMetrics) AddOOMTime ¶
func (unitMetrics *UnitMetrics) AddOOMTime(sim *Simulation, dur time.Duration)
func (*UnitMetrics) MarkOOM ¶
func (unitMetrics *UnitMetrics) MarkOOM(sim *Simulation)
func (*UnitMetrics) NewResourceMetrics ¶
func (unitMetrics *UnitMetrics) NewResourceMetrics(actionID ActionID, resourceType proto.ResourceType) *ResourceMetrics
func (*UnitMetrics) ToProto ¶
func (unitMetrics *UnitMetrics) ToProto() *proto.UnitMetrics
func (*UnitMetrics) UpdateDpasp ¶
func (unitMetrics *UnitMetrics) UpdateDpasp(dpspSeconds float64)
type UnitReference ¶ added in v1.0.1
type UnitReference struct {
// contains filtered or unexported fields
}
Struct for handling unit references, to account for values that can change dynamically (e.g. CurrentTarget).
func NewUnitReference ¶ added in v1.0.1
func NewUnitReference(ref *proto.UnitReference, contextUnit *Unit) UnitReference
func (UnitReference) Get ¶ added in v1.0.1
func (ur UnitReference) Get() *Unit
func (*UnitReference) String ¶ added in v1.0.1
func (ur *UnitReference) String() string
type UnitStats ¶
func NewUnitStats ¶
func NewUnitStats() UnitStats
type Weapon ¶
type Weapon struct { BaseDamageMin float64 BaseDamageMax float64 AttackPowerPerDPS float64 SwingSpeed float64 NormalizedSwingSpeed float64 CritMultiplier float64 SpellSchool SpellSchool }
Represents a generic weapon. Pets / unarmed / various other cases don't use actual weapon items so this is an abstraction of a Weapon.
func (*Weapon) AverageDamage ¶
func (*Weapon) BaseDamage ¶
func (weapon *Weapon) BaseDamage(sim *Simulation) float64
func (*Weapon) CalculateAverageWeaponDamage ¶
func (*Weapon) CalculateNormalizedWeaponDamage ¶
func (weapon *Weapon) CalculateNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Weapon) CalculateWeaponDamage ¶
func (weapon *Weapon) CalculateWeaponDamage(sim *Simulation, attackPower float64) float64
func (*Weapon) EnemyWeaponDamage ¶
func (weapon *Weapon) EnemyWeaponDamage(sim *Simulation, attackPower float64, damageSpread float64) float64
func (*Weapon) GetSpellSchool ¶
func (weapon *Weapon) GetSpellSchool() SpellSchool
Source Files ¶
- agent.go
- api.go
- apl.go
- apl_action.go
- apl_actions_casting.go
- apl_actions_misc.go
- apl_actions_sequences.go
- apl_actions_timing.go
- apl_helpers.go
- apl_value.go
- apl_values_aura.go
- apl_values_auto_attacks.go
- apl_values_core.go
- apl_values_encounter.go
- apl_values_gcd.go
- apl_values_operators.go
- apl_values_resources.go
- apl_values_runes.go
- apl_values_sequences.go
- apl_values_spell.go
- attack.go
- aura.go
- aura_helpers.go
- avoid_dr.go
- base_stats.go
- base_stats_auto_gen.go
- buffs.go
- bulksim.go
- cast.go
- character.go
- constants.go
- consumes.go
- cooldown.go
- database.go
- debuffs.go
- dot.go
- energy.go
- environment.go
- exclusive_effect.go
- flags.go
- focus.go
- gcd.go
- health.go
- item_effects.go
- item_sets.go
- item_swaps.go
- major_cooldown.go
- mana.go
- metrics_aggregator.go
- pending_action.go
- periodic_action.go
- pet.go
- presim.go
- professions.go
- racials.go
- rage.go
- raid.go
- rand.go
- runic_power.go
- runic_power_helper.go
- shield.go
- sim.go
- spell.go
- spell_outcome.go
- spell_resistances.go
- spell_result.go
- spell_snapshot.go
- statweight.go
- target.go
- target_ai.go
- target_dummy.go
- test_generators.go
- test_suite.go
- test_utils.go
- unit.go
- utils.go