Documentation ¶
Index ¶
- Constants
- Variables
- func NewBloomAttack(char *character.CharWrapper, src combat.Target) (combat.AttackInfo, combat.Snapshot)
- func NewBurgeonAttack(char *character.CharWrapper, src combat.Target) (combat.AttackInfo, combat.Snapshot)
- func NewHyperbloomAttack(char *character.CharWrapper, src combat.Target) (combat.AttackInfo, combat.Snapshot)
- type CrystallizeShard
- func (cs *CrystallizeShard) AddShieldKillShard() bool
- func (cs *CrystallizeShard) Attack(*combat.AttackEvent, glog.Event) (float64, bool)
- func (cs *CrystallizeShard) CalcTempDirection(trg geometry.Point) geometry.Point
- func (cs *CrystallizeShard) HandleAttack(atk *combat.AttackEvent) float64
- func (cs *CrystallizeShard) SetDirection(trg geometry.Point)
- func (cs *CrystallizeShard) SetDirectionToClosestEnemy()
- type CrystallizeShield
- type DendroCore
- func (s *DendroCore) Attack(atk *combat.AttackEvent, evt glog.Event) (float64, bool)
- func (s *DendroCore) CalcTempDirection(trg geometry.Point) geometry.Point
- func (s *DendroCore) HandleAttack(atk *combat.AttackEvent) float64
- func (s *DendroCore) SetDirection(trg geometry.Point)
- func (s *DendroCore) SetDirectionToClosestEnemy()
- func (s *DendroCore) Tick()
- type Enemy
- type Modifier
- type Reactable
- func (r *Reactable) ActiveAuraString() []string
- func (r *Reactable) AttachOrRefill(a *combat.AttackEvent) bool
- func (r *Reactable) AuraContains(e ...attributes.Element) bool
- func (r *Reactable) AuraCount() int
- func (r *Reactable) Init(self combat.Target, c *core.Core) *Reactable
- func (r *Reactable) IsBurning() bool
- func (r *Reactable) PoiseDMGCheck(a *combat.AttackEvent) bool
- func (r *Reactable) React(a *combat.AttackEvent)
- func (r *Reactable) ShatterCheck(a *combat.AttackEvent) bool
- func (r *Reactable) Tick()
- func (r *Reactable) TryAddEC(a *combat.AttackEvent) bool
- func (r *Reactable) TryAggravate(a *combat.AttackEvent) bool
- func (r *Reactable) TryBloom(a *combat.AttackEvent) bool
- func (r *Reactable) TryBurning(a *combat.AttackEvent) bool
- func (r *Reactable) TryCrystallizeCryo(a *combat.AttackEvent) bool
- func (r *Reactable) TryCrystallizeElectro(a *combat.AttackEvent) bool
- func (r *Reactable) TryCrystallizeFrozen(a *combat.AttackEvent) bool
- func (r *Reactable) TryCrystallizeHydro(a *combat.AttackEvent) bool
- func (r *Reactable) TryCrystallizePyro(a *combat.AttackEvent) bool
- func (r *Reactable) TryFreeze(a *combat.AttackEvent) bool
- func (r *Reactable) TryFrozenSuperconduct(a *combat.AttackEvent) bool
- func (r *Reactable) TryMelt(a *combat.AttackEvent) bool
- func (r *Reactable) TryOverload(a *combat.AttackEvent) bool
- func (r *Reactable) TryQuicken(a *combat.AttackEvent) bool
- func (r *Reactable) TrySpread(a *combat.AttackEvent) bool
- func (r *Reactable) TrySuperconduct(a *combat.AttackEvent) bool
- func (r *Reactable) TrySwirlCryo(a *combat.AttackEvent) bool
- func (r *Reactable) TrySwirlElectro(a *combat.AttackEvent) bool
- func (r *Reactable) TrySwirlFrozen(a *combat.AttackEvent) bool
- func (r *Reactable) TrySwirlHydro(a *combat.AttackEvent) bool
- func (r *Reactable) TrySwirlPyro(a *combat.AttackEvent) bool
- func (r *Reactable) TryVaporize(a *combat.AttackEvent) bool
Constants ¶
View Source
const ( BloomMultiplier = 2 BurgeonMultiplier = 3 HyperbloomMultiplier = 3 )
View Source
const DendroCoreDelay = 30
View Source
const ZeroDur reactions.Durability = 0.00000000001
Variables ¶
View Source
var ModifierString = []string{
"",
"electro",
"pyro",
"cryo",
"hydro",
"dendro-fuel",
"",
"dendro",
"quicken",
"frozen",
"anemo",
"geo",
"burning",
"",
}
Functions ¶
func NewBloomAttack ¶
func NewBloomAttack(char *character.CharWrapper, src combat.Target) (combat.AttackInfo, combat.Snapshot)
func NewBurgeonAttack ¶
func NewBurgeonAttack(char *character.CharWrapper, src combat.Target) (combat.AttackInfo, combat.Snapshot)
func NewHyperbloomAttack ¶
func NewHyperbloomAttack(char *character.CharWrapper, src combat.Target) (combat.AttackInfo, combat.Snapshot)
Types ¶
type CrystallizeShard ¶
type CrystallizeShard struct { *gadget.Gadget // earliest that a shard can be picked up after spawn EarliestPickup int // captures the shield because em snapshots Shield *CrystallizeShield // contains filtered or unexported fields }
func NewCrystallizeShard ¶
func NewCrystallizeShard(c *core.Core, shp geometry.Shape, shd *CrystallizeShield) *CrystallizeShard
func (*CrystallizeShard) AddShieldKillShard ¶
func (cs *CrystallizeShard) AddShieldKillShard() bool
func (*CrystallizeShard) Attack ¶
func (cs *CrystallizeShard) Attack(*combat.AttackEvent, glog.Event) (float64, bool)
func (*CrystallizeShard) CalcTempDirection ¶
func (cs *CrystallizeShard) CalcTempDirection(trg geometry.Point) geometry.Point
func (*CrystallizeShard) HandleAttack ¶
func (cs *CrystallizeShard) HandleAttack(atk *combat.AttackEvent) float64
func (*CrystallizeShard) SetDirection ¶
func (cs *CrystallizeShard) SetDirection(trg geometry.Point)
func (*CrystallizeShard) SetDirectionToClosestEnemy ¶
func (cs *CrystallizeShard) SetDirectionToClosestEnemy()
type CrystallizeShield ¶
func NewCrystallizeShield ¶
func NewCrystallizeShield(index int, typ attributes.Element, src, lvl int, em float64, expiry int) *CrystallizeShield
func (*CrystallizeShield) OnDamage ¶
func (c *CrystallizeShield) OnDamage(dmg float64, ele attributes.Element, bonus float64) (float64, bool)
type DendroCore ¶
func NewDendroCore ¶
func NewDendroCore(c *core.Core, shp geometry.Shape, a *combat.AttackEvent) *DendroCore
func (*DendroCore) Attack ¶
func (s *DendroCore) Attack(atk *combat.AttackEvent, evt glog.Event) (float64, bool)
func (*DendroCore) CalcTempDirection ¶
func (s *DendroCore) CalcTempDirection(trg geometry.Point) geometry.Point
func (*DendroCore) HandleAttack ¶
func (s *DendroCore) HandleAttack(atk *combat.AttackEvent) float64
func (*DendroCore) SetDirection ¶
func (s *DendroCore) SetDirection(trg geometry.Point)
func (*DendroCore) SetDirectionToClosestEnemy ¶
func (s *DendroCore) SetDirectionToClosestEnemy()
func (*DendroCore) Tick ¶
func (s *DendroCore) Tick()
type Modifier ¶
type Modifier int
func (Modifier) Element ¶
func (r Modifier) Element() attributes.Element
func (Modifier) MarshalJSON ¶
func (*Modifier) UnmarshalJSON ¶
type Reactable ¶
type Reactable struct { Durability [EndModifier]reactions.Durability DecayRate [EndModifier]reactions.Durability // freeze specific FreezeResist float64 // contains filtered or unexported fields }
func (*Reactable) ActiveAuraString ¶
func (*Reactable) AttachOrRefill ¶
func (r *Reactable) AttachOrRefill(a *combat.AttackEvent) bool
AttachOrRefill is called after the damage event if the attack has not reacted with anything and will either create a new modifier if non exist, or update according to the rules of each modifier
func (*Reactable) AuraContains ¶
func (r *Reactable) AuraContains(e ...attributes.Element) bool
AuraCountains returns true if any element e is active on the target
func (*Reactable) PoiseDMGCheck ¶
func (r *Reactable) PoiseDMGCheck(a *combat.AttackEvent) bool
func (*Reactable) React ¶
func (r *Reactable) React(a *combat.AttackEvent)
func (*Reactable) ShatterCheck ¶
func (r *Reactable) ShatterCheck(a *combat.AttackEvent) bool
func (*Reactable) TryAggravate ¶
func (r *Reactable) TryAggravate(a *combat.AttackEvent) bool
func (*Reactable) TryBurning ¶
func (r *Reactable) TryBurning(a *combat.AttackEvent) bool
func (*Reactable) TryCrystallizeCryo ¶
func (r *Reactable) TryCrystallizeCryo(a *combat.AttackEvent) bool
func (*Reactable) TryCrystallizeElectro ¶
func (r *Reactable) TryCrystallizeElectro(a *combat.AttackEvent) bool
func (*Reactable) TryCrystallizeFrozen ¶
func (r *Reactable) TryCrystallizeFrozen(a *combat.AttackEvent) bool
func (*Reactable) TryCrystallizeHydro ¶
func (r *Reactable) TryCrystallizeHydro(a *combat.AttackEvent) bool
func (*Reactable) TryCrystallizePyro ¶
func (r *Reactable) TryCrystallizePyro(a *combat.AttackEvent) bool
func (*Reactable) TryFrozenSuperconduct ¶
func (r *Reactable) TryFrozenSuperconduct(a *combat.AttackEvent) bool
func (*Reactable) TryOverload ¶
func (r *Reactable) TryOverload(a *combat.AttackEvent) bool
func (*Reactable) TryQuicken ¶
func (r *Reactable) TryQuicken(a *combat.AttackEvent) bool
func (*Reactable) TrySuperconduct ¶
func (r *Reactable) TrySuperconduct(a *combat.AttackEvent) bool
func (*Reactable) TrySwirlCryo ¶
func (r *Reactable) TrySwirlCryo(a *combat.AttackEvent) bool
func (*Reactable) TrySwirlElectro ¶
func (r *Reactable) TrySwirlElectro(a *combat.AttackEvent) bool
func (*Reactable) TrySwirlFrozen ¶
func (r *Reactable) TrySwirlFrozen(a *combat.AttackEvent) bool
func (*Reactable) TrySwirlHydro ¶
func (r *Reactable) TrySwirlHydro(a *combat.AttackEvent) bool
func (*Reactable) TrySwirlPyro ¶
func (r *Reactable) TrySwirlPyro(a *combat.AttackEvent) bool
func (*Reactable) TryVaporize ¶
func (r *Reactable) TryVaporize(a *combat.AttackEvent) bool
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