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Types ¶
type FloatResult ¶
type Summary ¶
type Summary struct { //version stuff V2 bool `json:"v2"` Version string `json:"version"` BuildDate string `json:"build_date"` IsDamageMode bool `json:"is_damage_mode"` ActiveChar string `json:"active_char"` CharNames []string `json:"char_names"` DamageByChar []map[string]FloatResult `json:"damage_by_char"` DamageInstancesByChar []map[string]IntResult `json:"damage_instances_by_char"` DamageByCharByTargets []map[int]FloatResult `json:"damage_by_char_by_targets"` CharActiveTime []IntResult `json:"char_active_time"` AbilUsageCountByChar []map[string]IntResult `json:"abil_usage_count_by_char"` ParticleCount map[string]FloatResult `json:"particle_count"` ReactionsTriggered map[combat.ReactionType]IntResult `json:"reactions_triggered"` Duration FloatResult `json:"sim_duration"` ElementUptime []map[attributes.Element]IntResult `json:"ele_uptime"` RequiredER []float64 `json:"required_er"` //final result Damage FloatResult `json:"damage"` DPS FloatResult `json:"dps"` DPSByTarget map[int]FloatResult `json:"dps_by_target"` DamageOverTime map[string]FloatResult `json:"damage_over_time"` Iterations int `json:"iter"` Runtime float64 `json:"runtime"` //other info NumTargets int `json:"num_targets"` //TODO: to deprecate this CharDetails []simulation.CharDetail `json:"char_details"` TargetDetails []enemy.EnemyProfile `json:"target_details"` //for tracking min/max run MinSeed int64 `json:"-"` MaxSeed int64 `json:"-"` //put these last so result is kinda readable by human Config string `json:"config_file"` Text string `json:"text"` Debug string `json:"debug"` DebugMinDPSRun string `json:"debug_min_dps_run"` DebugMaxDPSRun string `json:"debug_max_dps_run"` }
func CollectResult ¶
func (*Summary) PrettyPrint ¶
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