Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
Types ¶
type CharDetail ¶
type CharDetail struct { Name string `json:"name"` Element string `json:"element"` Level int `json:"level"` MaxLevel int `json:"max_level"` Cons int `json:"cons"` Weapon WeaponDetail `json:"weapon"` Talents TalentDetail `json:"talents"` Sets map[string]int `json:"sets"` Stats []float64 `json:"stats"` SnapshotStats []float64 `json:"snapshot"` }
type DamageDetails ¶
type Result ¶
type Result struct { IsDamageMode bool `json:"is_damage_mode"` CharNames []string `json:"char_names"` CharDetails []CharDetail `json:"char_details"` DamageByChar []map[string]float64 `json:"damage_by_char"` DamageInstancesByChar []map[string]int `json:"damage_instances_by_char"` DamageByCharByTargets []map[int]float64 `json:"damage_by_char_by_targets"` DamageDetailByTime map[int]float64 `json:"damage_detail_by_time"` CharActiveTime []int `json:"char_active_time"` AbilUsageCountByChar []map[string]int `json:"abil_usage_count_by_char"` ParticleCount map[string]int `json:"particle_count"` ReactionsTriggered map[core.ReactionType]int `json:"reactions_triggered"` Duration int `json:"sim_duration"` ElementUptime []map[core.EleType]int `json:"ele_uptime"` // Tracks, for each character, energy source, // [total energy added on-field, total energy added off-field, total energy wasted on-field, total energy wasted off-field] EnergyDetail []map[string][4]float64 `json:"energy_detail"` EnergyWhenBurst [][]float64 `json:"energy_when_burst"` //final result Damage float64 `json:"damage"` DPS float64 `json:"dps"` //for tracking min/max run Seed int64 `json:"seed"` }
type Simulation ¶
func New ¶
func New(cfg core.SimulationConfig, c *core.Core) (*Simulation, error)
func (*Simulation) AdvanceFrame ¶
func (s *Simulation) AdvanceFrame() error
func (*Simulation) Run ¶
func (s *Simulation) Run() (Result, error)
type TalentDetail ¶
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