Documentation ¶
Index ¶
- type AttackMod
- type AttackModFunc
- type CharWrapper
- func (c *CharWrapper) AddAttackMod(mod AttackMod)
- func (c *CharWrapper) AddCooldownMod(mod CooldownMod)
- func (c *CharWrapper) AddDamageReductionMod(mod DamageReductionMod)
- func (c *CharWrapper) AddEnergy(src string, e float64)
- func (c *CharWrapper) AddHealBonusMod(mod HealBonusMod)
- func (c *CharWrapper) AddReactBonusMod(mod ReactBonusMod)
- func (c *CharWrapper) AddStatMod(mod StatMod)
- func (c *CharWrapper) AddStatus(key string, dur int, hitlag bool)
- func (c *CharWrapper) AdvanceNormalIndex()
- func (c *CharWrapper) ApplyAttackMods(a *combat.AttackEvent, t combat.Target) []interface{}
- func (c *CharWrapper) ApplyHitlag(factor, dur float64)
- func (c *CharWrapper) CDReduction(a action.Action, dur int) int
- func (c *CharWrapper) ConsumeEnergy(delay int)
- func (e *CharWrapper) CooldownModIsActive(key string) bool
- func (c *CharWrapper) DamageReduction(char int) (amt float64)
- func (e *CharWrapper) DamageReductionModIsActive(key string) bool
- func (c *CharWrapper) DeleteAttackMod(key string)
- func (c *CharWrapper) DeleteCooldownMod(key string)
- func (c *CharWrapper) DeleteDamageReductionMod(key string)
- func (c *CharWrapper) DeleteHealBonusMod(key string)
- func (c *CharWrapper) DeleteReactBonusMod(key string)
- func (c *CharWrapper) DeleteStatMod(key string)
- func (c *CharWrapper) DeleteStatus(key string)
- func (c *CharWrapper) ExtendStatus(key string, ext int) bool
- func (c *CharWrapper) FramePausedOnHitlag() bool
- func (c *CharWrapper) HealBonus() (amt float64)
- func (e *CharWrapper) HealBonusModIsActive(key string) bool
- func (c *CharWrapper) MaxHP() float64
- func (c *CharWrapper) ModifyHP(amt float64)
- func (c *CharWrapper) NextNormalCounter() int
- func (c *CharWrapper) QueueCharTask(f func(), delay int)
- func (c *CharWrapper) ReactBonus(atk combat.AttackInfo) (amt float64)
- func (c *CharWrapper) ReceiveParticle(p Particle, isActive bool, partyCount int)
- func (c *CharWrapper) RemoveTag(key string)
- func (c *CharWrapper) ResetNormalCounter()
- func (c *CharWrapper) SetArtifactSet(key keys.Set, set artifact.Set)
- func (c *CharWrapper) SetIndex(index int)
- func (c *CharWrapper) SetTag(key string, val int)
- func (c *CharWrapper) SetWeapon(w weapon.Weapon)
- func (h *CharWrapper) Stat(s attributes.Stat) float64
- func (e *CharWrapper) StatModIsActive(key string) bool
- func (c *CharWrapper) Stats() ([attributes.EndStatType]float64, []interface{})
- func (c *CharWrapper) StatusExpiry(key string) int
- func (e *CharWrapper) StatusIsActive(key string) bool
- func (c *CharWrapper) Tag(key string) int
- func (c *CharWrapper) TalentLvlAttack() int
- func (c *CharWrapper) TalentLvlBurst() int
- func (c *CharWrapper) TalentLvlSkill() int
- func (c *CharWrapper) Tick()
- func (c *CharWrapper) UpdateBaseStats() error
- type Character
- type CooldownMod
- type CooldownModFunc
- type DamageReductionMod
- type DamageReductionModFunc
- type HealBonusMod
- type HealBonusModFunc
- type Particle
- type ReactBonusMod
- type ReactBonusModFunc
- type StatMod
- type StatModFunc
- type Status
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type AttackMod ¶
type AttackMod struct { Amount AttackModFunc modifier.Base }
type AttackModFunc ¶
type CharWrapper ¶
type CharWrapper struct { Index int Character //base characteristics Base profile.CharacterBase Weapon weapon.WeaponProfile Talents profile.TalentProfile CharZone profile.ZoneType CharBody profile.BodyType SkillCon int BurstCon int Equip struct { Weapon weapon.Weapon Sets map[keys.Set]artifact.Set } //current status ParticleDelay int // character custom particle delay Energy float64 EnergyMax float64 HPCurrent float64 //normal attack counter NormalHitNum int //how many hits in a normal combo NormalCounter int //tags Tags map[string]int BaseStats [attributes.EndStatType]float64 // contains filtered or unexported fields }
func (*CharWrapper) AddAttackMod ¶
func (c *CharWrapper) AddAttackMod(mod AttackMod)
func (*CharWrapper) AddCooldownMod ¶
func (c *CharWrapper) AddCooldownMod(mod CooldownMod)
func (*CharWrapper) AddDamageReductionMod ¶
func (c *CharWrapper) AddDamageReductionMod(mod DamageReductionMod)
func (*CharWrapper) AddEnergy ¶
func (c *CharWrapper) AddEnergy(src string, e float64)
func (*CharWrapper) AddHealBonusMod ¶
func (c *CharWrapper) AddHealBonusMod(mod HealBonusMod)
func (*CharWrapper) AddReactBonusMod ¶
func (c *CharWrapper) AddReactBonusMod(mod ReactBonusMod)
func (*CharWrapper) AddStatMod ¶
func (c *CharWrapper) AddStatMod(mod StatMod)
func (*CharWrapper) AdvanceNormalIndex ¶
func (c *CharWrapper) AdvanceNormalIndex()
func (*CharWrapper) ApplyAttackMods ¶
func (c *CharWrapper) ApplyAttackMods(a *combat.AttackEvent, t combat.Target) []interface{}
func (*CharWrapper) ApplyHitlag ¶
func (c *CharWrapper) ApplyHitlag(factor, dur float64)
ApplyHitlag adds hitlag to the character for specified duration
func (*CharWrapper) CDReduction ¶
func (c *CharWrapper) CDReduction(a action.Action, dur int) int
func (*CharWrapper) ConsumeEnergy ¶
func (c *CharWrapper) ConsumeEnergy(delay int)
func (*CharWrapper) CooldownModIsActive ¶
func (e *CharWrapper) CooldownModIsActive(key string) bool
func (*CharWrapper) DamageReduction ¶
func (c *CharWrapper) DamageReduction(char int) (amt float64)
func (*CharWrapper) DamageReductionModIsActive ¶
func (e *CharWrapper) DamageReductionModIsActive(key string) bool
func (*CharWrapper) DeleteAttackMod ¶
func (c *CharWrapper) DeleteAttackMod(key string)
func (*CharWrapper) DeleteCooldownMod ¶
func (c *CharWrapper) DeleteCooldownMod(key string)
func (*CharWrapper) DeleteDamageReductionMod ¶
func (c *CharWrapper) DeleteDamageReductionMod(key string)
func (*CharWrapper) DeleteHealBonusMod ¶
func (c *CharWrapper) DeleteHealBonusMod(key string)
func (*CharWrapper) DeleteReactBonusMod ¶
func (c *CharWrapper) DeleteReactBonusMod(key string)
func (*CharWrapper) DeleteStatMod ¶
func (c *CharWrapper) DeleteStatMod(key string)
func (*CharWrapper) DeleteStatus ¶
func (c *CharWrapper) DeleteStatus(key string)
func (*CharWrapper) ExtendStatus ¶
func (c *CharWrapper) ExtendStatus(key string, ext int) bool
func (*CharWrapper) FramePausedOnHitlag ¶
func (c *CharWrapper) FramePausedOnHitlag() bool
func (*CharWrapper) HealBonus ¶
func (c *CharWrapper) HealBonus() (amt float64)
func (*CharWrapper) HealBonusModIsActive ¶
func (e *CharWrapper) HealBonusModIsActive(key string) bool
func (*CharWrapper) MaxHP ¶
func (c *CharWrapper) MaxHP() float64
func (*CharWrapper) ModifyHP ¶
func (c *CharWrapper) ModifyHP(amt float64)
func (*CharWrapper) NextNormalCounter ¶
func (c *CharWrapper) NextNormalCounter() int
func (*CharWrapper) QueueCharTask ¶
func (c *CharWrapper) QueueCharTask(f func(), delay int)
func (*CharWrapper) ReactBonus ¶
func (c *CharWrapper) ReactBonus(atk combat.AttackInfo) (amt float64)
TODO: consider merging this with just attack mods? reaction bonus should maybe just be it's own stat instead of being a separate mod really
func (*CharWrapper) ReceiveParticle ¶
func (c *CharWrapper) ReceiveParticle(p Particle, isActive bool, partyCount int)
func (*CharWrapper) RemoveTag ¶
func (c *CharWrapper) RemoveTag(key string)
func (*CharWrapper) ResetNormalCounter ¶
func (c *CharWrapper) ResetNormalCounter()
func (*CharWrapper) SetArtifactSet ¶
func (c *CharWrapper) SetArtifactSet(key keys.Set, set artifact.Set)
func (*CharWrapper) SetIndex ¶
func (c *CharWrapper) SetIndex(index int)
func (*CharWrapper) SetTag ¶
func (c *CharWrapper) SetTag(key string, val int)
func (*CharWrapper) SetWeapon ¶
func (c *CharWrapper) SetWeapon(w weapon.Weapon)
func (*CharWrapper) Stat ¶
func (h *CharWrapper) Stat(s attributes.Stat) float64
func (*CharWrapper) StatModIsActive ¶
func (e *CharWrapper) StatModIsActive(key string) bool
func (*CharWrapper) Stats ¶
func (c *CharWrapper) Stats() ([attributes.EndStatType]float64, []interface{})
func (*CharWrapper) StatusExpiry ¶
func (c *CharWrapper) StatusExpiry(key string) int
func (*CharWrapper) StatusIsActive ¶
func (e *CharWrapper) StatusIsActive(key string) bool
func (*CharWrapper) Tag ¶
func (c *CharWrapper) Tag(key string) int
func (*CharWrapper) TalentLvlAttack ¶
func (c *CharWrapper) TalentLvlAttack() int
func (*CharWrapper) TalentLvlBurst ¶
func (c *CharWrapper) TalentLvlBurst() int
func (*CharWrapper) TalentLvlSkill ¶
func (c *CharWrapper) TalentLvlSkill() int
func (*CharWrapper) Tick ¶
func (c *CharWrapper) Tick()
func (*CharWrapper) UpdateBaseStats ¶
func (c *CharWrapper) UpdateBaseStats() error
type Character ¶
type Character interface { Init() error //init function built into every char to setup any variables etc. Attack(p map[string]int) action.ActionInfo Aimed(p map[string]int) action.ActionInfo ChargeAttack(p map[string]int) action.ActionInfo HighPlungeAttack(p map[string]int) action.ActionInfo LowPlungeAttack(p map[string]int) action.ActionInfo Skill(p map[string]int) action.ActionInfo Burst(p map[string]int) action.ActionInfo Dash(p map[string]int) action.ActionInfo Walk(p map[string]int) action.ActionInfo Jump(p map[string]int) action.ActionInfo ActionStam(a action.Action, p map[string]int) float64 ActionReady(a action.Action, p map[string]int) bool SetCD(a action.Action, dur int) Cooldown(a action.Action) int ResetActionCooldown(a action.Action) ReduceActionCooldown(a action.Action, v int) Charges(a action.Action) int Snapshot(a *combat.AttackInfo) combat.Snapshot AddEnergy(src string, amt float64) ApplyHitlag(factor, dur float64) Condition([]string) (any, error) }
type CooldownMod ¶
type CooldownMod struct { Amount CooldownModFunc modifier.Base }
type CooldownModFunc ¶
type DamageReductionMod ¶
type DamageReductionMod struct { Amount DamageReductionModFunc modifier.Base }
type DamageReductionModFunc ¶
type HealBonusMod ¶
type HealBonusMod struct { Amount HealBonusModFunc modifier.Base }
type HealBonusModFunc ¶
type ReactBonusMod ¶
type ReactBonusMod struct { Amount ReactBonusModFunc modifier.Base }
type ReactBonusModFunc ¶
type ReactBonusModFunc func(combat.AttackInfo) (float64, bool)
type StatMod ¶
type StatMod struct { AffectedStat attributes.Stat Amount StatModFunc modifier.Base }
type StatModFunc ¶
Source Files ¶
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