Documentation ¶
Index ¶
- Constants
- Variables
- type PoisonProcSource
- type Rogue
- func (rogue *Rogue) AddPartyBuffs(_ *proto.PartyBuffs)
- func (rogue *Rogue) AddRaidBuffs(_ *proto.RaidBuffs)
- func (rogue *Rogue) ApplyAdditiveEnergyRegenBonus(sim *core.Simulation, increment float64)
- func (rogue *Rogue) ApplyCutToTheChase(sim *core.Simulation)
- func (rogue *Rogue) ApplyFinisher(sim *core.Simulation, spell *core.Spell)
- func (rogue *Rogue) ApplyTalents()
- func (rogue *Rogue) BreakStealth(sim *core.Simulation)
- func (rogue *Rogue) DWSMultiplier() float64
- func (rogue *Rogue) EnvenomDuration(comboPoints int32) time.Duration
- func (rogue *Rogue) GetCharacter() *core.Character
- func (rogue *Rogue) GetDeadlyPoisonProcChance() float64
- func (rogue *Rogue) GetGeneratorCostModifier(cost float64) float64
- func (rogue *Rogue) GetRogue() *Rogue
- func (rogue *Rogue) HasDagger(hand core.Hand) bool
- func (rogue *Rogue) HasMajorGlyph(glyph proto.RogueMajorGlyph) bool
- func (rogue *Rogue) HasMinorGlyph(glyph proto.RogueMinorGlyph) bool
- func (rogue *Rogue) HasPrimeGlyph(glyph proto.RoguePrimeGlyph) bool
- func (rogue *Rogue) HasThrown() bool
- func (rogue *Rogue) Initialize()
- func (rogue *Rogue) IsStealthed() bool
- func (rogue *Rogue) MeleeCritMultiplier(applyLethality bool) float64
- func (rogue *Rogue) Reset(sim *core.Simulation)
- func (rogue *Rogue) SpellCritMultiplier() float64
- func (rogue *Rogue) UpdateInstantPoisonPPM(bonusChance float64)
- type RogueAgent
Constants ¶
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const ( SpellFlagBuilder = core.SpellFlagAgentReserved2 SpellFlagFinisher = core.SpellFlagAgentReserved3 SpellFlagColdBlooded = core.SpellFlagAgentReserved4 )
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const RogueBleedTag = "RogueBleed"
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const RuptureEnergyCost = 25.0
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const RuptureSpellID = 1943
Variables ¶
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var Arena = core.NewItemSet(core.ItemSet{ Name: "Gladiator's Vestments", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { agent.GetCharacter().AddStat(stats.Resilience, 100) agent.GetCharacter().AddStat(stats.AttackPower, 50) }, 4: func(agent core.Agent) { agent.GetCharacter().AddStat(stats.AttackPower, 150) }, }, })
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var TalentTreeSizes = [3]int{19, 19, 19}
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var Tier10 = core.NewItemSet(core.ItemSet{ Name: "Shadowblade's Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
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var Tier11 = core.NewItemSet(core.ItemSet{ Name: "Wind Dancer's Regalia", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { rogue := agent.(RogueAgent).GetRogue() t11Proc := rogue.RegisterAura(core.Aura{ Label: "Deadly Scheme Proc", ActionID: core.ActionID{SpellID: 90472}, Duration: time.Second * 15, OnGain: func(aura *core.Aura, sim *core.Simulation) { rogue.Envenom.BonusCritRating += 100 * core.CritRatingPerCritChance rogue.Eviscerate.BonusCritRating += 100 * core.CritRatingPerCritChance }, OnExpire: func(aura *core.Aura, sim *core.Simulation) { rogue.Envenom.BonusCritRating -= 100 * core.CritRatingPerCritChance rogue.Eviscerate.BonusCritRating -= 100 * core.CritRatingPerCritChance }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if spell == rogue.Envenom || spell == rogue.Eviscerate { aura.Deactivate(sim) } }, }) core.MakeProcTriggerAura(&rogue.Unit, core.ProcTrigger{ Name: "Deadly Scheme Aura", Callback: core.CallbackOnSpellHitDealt, ProcMask: core.ProcMaskMeleeWhiteHit, Outcome: core.OutcomeLanded, ProcChance: 0.01, Handler: func(sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { t11Proc.Activate(sim) }, }) }, }, })
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var WoundPoisonActionID = core.ActionID{SpellID: 13219}
Functions ¶
This section is empty.
Types ¶
type PoisonProcSource ¶
type PoisonProcSource int
const ( NormalProc PoisonProcSource = iota DeadlyProc ShivProc VilePoisonsProc )
type Rogue ¶
type Rogue struct { core.Character ClassSpellScaling float64 Talents *proto.RogueTalents Options *proto.RogueOptions AssassinationOptions *proto.AssassinationRogue_Options CombatOptions *proto.CombatRogue_Options SubtletyOptions *proto.SubtletyRogue_Options SliceAndDiceBonus float64 AdditiveEnergyRegenBonus float64 Backstab *core.Spell BladeFlurry *core.Spell DeadlyPoison *core.Spell FanOfKnives *core.Spell Feint *core.Spell Garrote *core.Spell Ambush *core.Spell Hemorrhage *core.Spell GhostlyStrike *core.Spell HungerForBlood *core.Spell InstantPoison [4]*core.Spell WoundPoison [4]*core.Spell Mutilate *core.Spell MutilateMH *core.Spell MutilateOH *core.Spell Shiv *core.Spell SinisterStrike *core.Spell TricksOfTheTrade *core.Spell Shadowstep *core.Spell Preparation *core.Spell Premeditation *core.Spell ShadowDance *core.Spell ColdBlood *core.Spell Vanish *core.Spell VenomousWounds *core.Spell Vendetta *core.Spell RevealingStrike *core.Spell KillingSpree *core.Spell AdrenalineRush *core.Spell Gouge *core.Spell Envenom *core.Spell Eviscerate *core.Spell ExposeArmor *core.Spell Rupture *core.Spell SliceAndDice *core.Spell Recuperate *core.Spell AdrenalineRushAura *core.Aura BladeFlurryAura *core.Aura EnvenomAura *core.Aura ExposeArmorAuras core.AuraArray HungerForBloodAura *core.Aura KillingSpreeAura *core.Aura OverkillAura *core.Aura SliceAndDiceAura *core.Aura RecuperateAura *core.Aura MasterOfSubtletyAura *core.Aura ShadowstepAura *core.Aura ShadowDanceAura *core.Aura DirtyDeedsAura *core.Aura HonorAmongThieves *core.Aura StealthAura *core.Aura BanditsGuileAura *core.Aura RestlessBladesAura *core.Aura MasterPoisonerDebuffAuras core.AuraArray SavageCombatDebuffAuras core.AuraArray WoundPoisonDebuffAuras core.AuraArray // contains filtered or unexported fields }
func (*Rogue) AddPartyBuffs ¶
func (rogue *Rogue) AddPartyBuffs(_ *proto.PartyBuffs)
func (*Rogue) AddRaidBuffs ¶
func (*Rogue) ApplyAdditiveEnergyRegenBonus ¶
func (rogue *Rogue) ApplyAdditiveEnergyRegenBonus(sim *core.Simulation, increment float64)
func (*Rogue) ApplyCutToTheChase ¶
func (rogue *Rogue) ApplyCutToTheChase(sim *core.Simulation)
Apply the effects of the Cut to the Chase talent TODO: Put a fresh instance of SnD rather than use the original as per client TODO (TheBackstabi, 3/16/2024) - Assassination only talent, to be moved?
func (*Rogue) ApplyFinisher ¶
func (rogue *Rogue) ApplyFinisher(sim *core.Simulation, spell *core.Spell)
Apply the effect of successfully casting a finisher to combo points
func (*Rogue) ApplyTalents ¶
func (rogue *Rogue) ApplyTalents()
func (*Rogue) BreakStealth ¶
func (rogue *Rogue) BreakStealth(sim *core.Simulation)
Deactivate Stealth if it is active. This must be added to all abilities that cause Stealth to fade.
func (*Rogue) DWSMultiplier ¶
DWSMultiplier returns the offhand damage multiplier
func (*Rogue) EnvenomDuration ¶
func (*Rogue) GetCharacter ¶
func (*Rogue) GetDeadlyPoisonProcChance ¶
func (*Rogue) GetGeneratorCostModifier ¶
func (*Rogue) HasDagger ¶
Does the rogue have a dagger equipped in the specified hand (main or offhand)?
func (*Rogue) HasMajorGlyph ¶
func (rogue *Rogue) HasMajorGlyph(glyph proto.RogueMajorGlyph) bool
func (*Rogue) HasMinorGlyph ¶
func (rogue *Rogue) HasMinorGlyph(glyph proto.RogueMinorGlyph) bool
func (*Rogue) HasPrimeGlyph ¶
func (rogue *Rogue) HasPrimeGlyph(glyph proto.RoguePrimeGlyph) bool
func (*Rogue) Initialize ¶
func (rogue *Rogue) Initialize()
func (*Rogue) IsStealthed ¶
Check if the rogue is considered in "stealth" for the purpose of casting abilities
func (*Rogue) MeleeCritMultiplier ¶
func (*Rogue) Reset ¶
func (rogue *Rogue) Reset(sim *core.Simulation)
func (*Rogue) SpellCritMultiplier ¶
func (*Rogue) UpdateInstantPoisonPPM ¶
type RogueAgent ¶
type RogueAgent interface {
GetRogue() *Rogue
}
Agent is a generic way to access underlying rogue on any of the agents.
Source Files ¶
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