core

package
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Published: Oct 31, 2022 License: MIT Imports: 23 Imported by: 0

Documentation

Overview

Proto-based function interface for the simulator

Index

Constants

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const (
	ItemIDAtieshMage            = 22589
	ItemIDAtieshWarlock         = 22630
	ItemIDBraidedEterniumChain  = 24114
	ItemIDChainOfTheTwilightOwl = 24121
	ItemIDEyeOfTheNight         = 24116
	ItemIDJadePendantOfBlasting = 20966
	ItemIDTheLightningCapacitor = 28785
)

IDs for items used in core

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const (
	ProcMaskMeleeMH = ProcMaskMeleeMHAuto | ProcMaskMeleeMHSpecial
	ProcMaskMeleeOH = ProcMaskMeleeOHAuto | ProcMaskMeleeOHSpecial
	// Equivalent to in-game mask of 4.
	ProcMaskMeleeWhiteHit = ProcMaskMeleeMHAuto | ProcMaskMeleeOHAuto
	// Equivalent to in-game mask of 68.
	ProcMaskWhiteHit = ProcMaskMeleeMHAuto | ProcMaskMeleeOHAuto | ProcMaskRangedAuto
	// Equivalent to in-game mask of 16.
	ProcMaskMeleeSpecial = ProcMaskMeleeMHSpecial | ProcMaskMeleeOHSpecial
	// Equivalent to in-game mask of 272.
	ProcMaskMeleeOrRangedSpecial = ProcMaskMeleeSpecial | ProcMaskRangedSpecial
	// Equivalent to in-game mask of 20.
	ProcMaskMelee = ProcMaskMeleeWhiteHit | ProcMaskMeleeSpecial
	// Equivalent to in-game mask of 320.
	ProcMaskRanged = ProcMaskRangedAuto | ProcMaskRangedSpecial
	// Equivalent to in-game mask of 340.
	ProcMaskMeleeOrRanged = ProcMaskMelee | ProcMaskRanged

	ProcMaskDirect = ProcMaskMelee | ProcMaskRanged | ProcMaskSpellDamage

	ProcMaskTwoRoll = ProcMaskRanged | ProcMaskMeleeSpecial

	ProcMaskSpecial = ProcMaskMeleeOrRangedSpecial | ProcMaskSpellDamage
)
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const (
	CooldownPriorityLow       = -1.0
	CooldownPriorityDefault   = 0.0
	CooldownPriorityDrums     = 2.0
	CooldownPriorityBloodlust = 1.0
)
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const APReductionAuraTag = "APReduction"
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const ArmorPenPerPercentArmor = 13.99
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const AtkSpeedReductionAuraTag = "AtkSpdReduction"
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const BleedDamageAuraTag = "BleedDamage"
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const BlockRatingPerBlockChance = 16.39
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const BloodlustAuraTag = "Bloodlust"
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const BloodlustCD = time.Minute * 10
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const BloodlustDuration = time.Second * 40
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const CharacterLevel = 80
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const CritRatingPerCritChance = 45.91
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const CryptFeverAuraLabel = "Crypt Fever-"
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const DTPSReferenceStat = stats.Armor
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const DefenseRatingPerDefense = 4.92
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const DefenseRatingToChanceReduction = (1.0 / DefenseRatingPerDefense) * MissDodgeParryBlockCritChancePerDefense / 100
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const Diminish_Cd_Druid = 116.890707 / 100
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const Diminish_Cd_Nondruid = 88.129021 / 100
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const Diminish_Cm = 16.000 / 100
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const Diminish_Cp = 47.003525 / 100
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const Diminish_kCd_Druid = (Diminish_k_Druid * Diminish_Cd_Druid)
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const Diminish_kCd_Nondruid = (Diminish_k_Nondruid * Diminish_Cd_Nondruid)
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const Diminish_kCm_Druid = (Diminish_k_Druid * Diminish_Cm)
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const Diminish_kCm_Nondruid = (Diminish_k_Nondruid * Diminish_Cm)
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const Diminish_kCp = (Diminish_k_Nondruid * Diminish_Cp)
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const Diminish_k_Druid = 0.972

Could be in constants.go, but they won't be used anywhere else C values are divided by 100 so that we are working with 1% = 0.01

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const Diminish_k_Nondruid = 0.956
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const DodgeRatingPerDodgeChance = 45.25
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const EbonPlaguebringerAuraLabel = "Ebon Plaguebringer-"
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const EnemyAutoAttackAPCoefficient = 0.000649375

TODO: Find these numbers for WOTLK

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const EnergyPerTick = 1.0

Extra 0.2 because Blizzard

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const EnergyTickDuration = time.Millisecond * 100

Time between energy ticks.

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const ExpertisePerQuarterPercentReduction = 32.79 / 4 // TODO: Does it still cutoff at 1/4 percents?
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const GCDDefault = time.Millisecond * 1500
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const GCDMin = time.Second * 1
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const HasteRatingPerHastePercent = 32.79
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const Inactive = -1
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const InnervateCD = time.Minute * 6
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const InnervateDuration = time.Second * 20
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const LongDuration = 300
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const MajorSpellCritDebuffAuraTag = "majorspellcritdebuff"
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const ManaTideTotemCD = time.Minute * 5
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const ManaTideTotemDuration = time.Second * 12
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const MarkOfBloodTag = "MarkOfBlood"
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const MaxRage = 100.0
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const MeleeAttackRatingPerDamage = 14.0
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const MeleeHitRatingPerHitChance = 32.79
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const MinorCritDebuffAuraTag = "minorcritdebuff"
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const MissDodgeParryBlockCritChancePerDefense = 0.04
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const NeverExpires = time.Duration(math.MaxInt64)
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const ParryRatingPerParryChance = 45.25
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const PowerInfusionCD = time.Minute * 2
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const PowerInfusionDuration = time.Second * 15
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const RageFactor = 453.3
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const ReplenishmentAuraDuration = time.Second * 15
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const ResilienceRatingPerCritDamageReductionPercent = 39.4231 / 2.2
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const ResilienceRatingPerCritReductionChance = 82.0
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const RuneOfRazoriceVulnerabilityTag = "RuneOfRazoriceVulnerability"
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const ShatteringThrowCD = time.Minute * 5
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const ShortDuration = 60
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const SpellHitRatingPerHitChance = 26.232
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const ThreatPerManaGained = 0.5
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const ThreatPerRageGained = 5
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const TricksOfTheTradeCD = time.Second * 3600 // CD is 30s from the time buff ends (so 40s with glyph) but that's in order to be able to set the number of TotT you'll have during the fight
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const TricksOfTheTradeDuration = time.Second * 10 // Assuming rogues have Glyph of TotT by default (which might not be the case).
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const UnholyFrenzyCD = time.Minute * 3
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const UnholyFrenzyDuration = time.Second * 30

Variables

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var AcidSpitActionID = ActionID{SpellID: 55754}
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var AcidSpitAuraLabel = "Acid Spit"
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var AddEffectsToTest = true

This value can be set before adding item effects, to control whether they are included in tests.

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var AlchStoneItemIDs = []int32{13503, 35748, 35749, 35750, 35751, 44322, 44323, 44324}
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var AverageDefaultSimTestOptions = &proto.SimOptions{
	Iterations: 2000,
	IsTest:     true,
	Debug:      false,
	RandomSeed: 101,
}
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var BaseStats = map[BaseStatsKey]stats.Stats{}
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var ChanceOfDeathAuraLabel = "Chance of Death"
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var CobaltFragBombActionID = ActionID{ItemID: 40771}
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var ConjuredAuraTag = "Conjured"
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var DefaultSimTestOptions = &proto.SimOptions{
	Iterations: 20,
	IsTest:     true,
	Debug:      false,
	RandomSeed: 101,
}
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var DefaultTargetProto = &proto.Target{
	Level: CharacterLevel + 3,
	Stats: stats.Stats{
		stats.Armor:       10643,
		stats.AttackPower: 320,
		stats.BlockValue:  54,
	}.ToFloatArray(),
	MobType: proto.MobType_MobTypeDemon,

	SwingSpeed:    2,
	MinBaseDamage: 4192.05,
	ParryHaste:    true,
}
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var ExplosiveDecoyActionID = ActionID{ItemID: 40536}
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var FullDebuffs = &proto.Debuffs{
	BloodFrenzy:        true,
	CurseOfElements:    true,
	CurseOfWeakness:    proto.TristateEffect_TristateEffectImproved,
	EarthAndMoon:       true,
	EbonPlaguebringer:  true,
	ExposeArmor:        true,
	FaerieFire:         proto.TristateEffect_TristateEffectImproved,
	GiftOfArthas:       true,
	HeartOfTheCrusader: true,
	ImprovedScorch:     true,
	InsectSwarm:        true,
	JudgementOfLight:   true,
	JudgementOfWisdom:  true,
	Mangle:             true,
	Misery:             true,
	ScorpidSting:       true,
	ShadowEmbrace:      true,
	ShadowMastery:      true,
	SunderArmor:        true,
	ThunderClap:        proto.TristateEffect_TristateEffectImproved,
	TotemOfWrath:       true,
	Vindication:        true,
}
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var FullIndividualBuffs = &proto.IndividualBuffs{
	BlessingOfKings:     true,
	BlessingOfMight:     proto.TristateEffect_TristateEffectImproved,
	BlessingOfSanctuary: true,
	BlessingOfWisdom:    proto.TristateEffect_TristateEffectImproved,
	JudgementsOfTheWise: true,
	VampiricTouch:       true,
}
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var FullPartyBuffs = &proto.PartyBuffs{

	ManaTideTotems: 1,
}
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var FullRaidBuffs = &proto.RaidBuffs{
	AbominationsMight:     true,
	ArcaneBrilliance:      true,
	ArcaneEmpowerment:     true,
	BattleShout:           proto.TristateEffect_TristateEffectImproved,
	Bloodlust:             true,
	DemonicPact:           500,
	DevotionAura:          proto.TristateEffect_TristateEffectImproved,
	DivineSpirit:          true,
	ElementalOath:         true,
	FerociousInspiration:  true,
	GiftOfTheWild:         proto.TristateEffect_TristateEffectImproved,
	IcyTalons:             true,
	LeaderOfThePack:       proto.TristateEffect_TristateEffectImproved,
	ManaSpringTotem:       proto.TristateEffect_TristateEffectRegular,
	MoonkinAura:           proto.TristateEffect_TristateEffectImproved,
	PowerWordFortitude:    proto.TristateEffect_TristateEffectImproved,
	SanctifiedRetribution: true,
	ShadowProtection:      true,
	StrengthOfEarthTotem:  proto.TristateEffect_TristateEffectImproved,
	SwiftRetribution:      true,
	Thorns:                proto.TristateEffect_TristateEffectImproved,
	TotemOfWrath:          true,
	TrueshotAura:          true,
	UnleashedRage:         true,
	WindfuryTotem:         proto.TristateEffect_TristateEffectImproved,
	WrathOfAirTotem:       true,
}
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var HuntersMarkAuraTag = "HuntersMark"
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var ImprovedScorchAuraLabel = "Improved Scorch"
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var InnervateAuraTag = "Innervate"
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var JudgementOfLightAuraLabel = "Judgement of Light"
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var JudgementOfWisdomAuraLabel = "Judgement of Wisdom"
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var MajorArmorReductionTag = "MajorArmorReductionAura"
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var ManaTideTotemAuraTag = "ManaTideTotem"
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var MinorArmorReductionAuraTag = "MinorArmorReductionAura"
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var MinorSpellHitDebuffAuraTag = "sphit3%"
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var (
	OutcomePartialOffset = bits.TrailingZeros(uint(OutcomePartial1))
)
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var PotionAuraTag = "Potion"
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var PowerInfusionAuraTag = "PowerInfusion"
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var ReplenishmentAuraTag = "Replenishment"
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var SaroniteBombActionID = ActionID{ItemID: 41119}
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var ShatteringThrowAuraTag = "ShatteringThrow"
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var ShatteringThrowDuration = time.Second * 10
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var StatWeightsDefaultSimTestOptions = &proto.SimOptions{
	Iterations: 300,
	IsTest:     true,
	Debug:      false,
	RandomSeed: 101,
}
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var SunderArmorActionID = ActionID{SpellID: 47467}
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var SunderArmorAuraLabel = "Sunder Armor"
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var ThermalSapperActionID = ActionID{ItemID: 42641}
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var TricksOfTheTradeAuraTag = "TricksOfTheTrade"
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var UnholyFrenzyAuraTag = "UnholyFrenzy"
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var WintersChillAuraLabel = "Winter's Chill"

Functions

func AddPresetEncounter

func AddPresetEncounter(name string, targetPaths []string)

func AddPresetTarget

func AddPresetTarget(newPreset *PresetTarget)

func AddWeaponEffect

func AddWeaponEffect(id int32, weaponEffect ApplyWeaponEffect)

func ApplyFixedUptimeAura

func ApplyFixedUptimeAura(aura *Aura, uptime float64, tickLength time.Duration)

func ApplyInspiration

func ApplyInspiration(character *Character, uptime float64)

func ApplyPetConsumeEffects

func ApplyPetConsumeEffects(pet *Character, ownerConsumes *proto.Consumes)

func BlessingOfSanctuaryAura

func BlessingOfSanctuaryAura(character *Character)

func BothTimersReady

func BothTimersReady(t1 *Timer, t2 *Timer, sim *Simulation) bool

func BothTimersReadyAt

func BothTimersReadyAt(t1 *Timer, t2 *Timer) time.Duration

func CharacterStatsTest

func CharacterStatsTest(label string, t *testing.T, raid *proto.Raid, expectedStats stats.Stats)

func ComputeStats

*

  • Returns character stats taking into account gear / buffs / consumes / etc

func DurationFromSeconds

func DurationFromSeconds(numSeconds float64) time.Duration

func GetActionAvgCast

func GetActionAvgCast(playerMetrics *proto.UnitMetrics, actionID ActionID) float64

Calculates average cast damage for an action.

func GetActionDPS

func GetActionDPS(playerMetrics *proto.UnitMetrics, iterations int32, duration time.Duration, actionID ActionID, ignoreTag bool) float64

Calculates DPS for an action.

func GetGearList

func GetGearList(request *proto.GearListRequest) *proto.GearListResult

*

  • Returns all items, enchants, and gems recognized by the sim.

func GetPrimaryTalentTreeIndex added in v0.1.1

func GetPrimaryTalentTreeIndex(talentStr string) uint8

Returns the talent tree (0, 1, or 2) of the tree with the most points.

talentStr is expected to be a wowhead-formatted talent string, e.g. "12123131-123123123-123123213"

func GetTristateValueFloat

func GetTristateValueFloat(effect proto.TristateEffect, regularValue float64, impValue float64) float64

func GetTristateValueInt32

func GetTristateValueInt32(effect proto.TristateEffect, regularValue int32, impValue int32) int32

func HasItemEffect

func HasItemEffect(id int32) bool

func HasItemEffectForTest

func HasItemEffectForTest(id int32) bool

func HasWeaponEffect

func HasWeaponEffect(id int32) bool

func InitReplenishmentAuras

func InitReplenishmentAuras(character *Character, actionID ActionID)

func InnervateManaThreshold

func InnervateManaThreshold(character *Character) float64

func MakeSingleTargetEncounter

func MakeSingleTargetEncounter(variation float64) *proto.Encounter

func MakeTristateValue

func MakeTristateValue(hasRegular bool, hasImproved bool) proto.TristateEffect

func ManaTideTotemAmount

func ManaTideTotemAmount(character *Character) float64

func MaxDuration

func MaxDuration(a time.Duration, b time.Duration) time.Duration

func MaxFloat

func MaxFloat(a float64, b float64) float64

func MaxInt

func MaxInt(a int, b int) int

func MaxInt32

func MaxInt32(a int32, b int32) int32

func MaxTimeToReady

func MaxTimeToReady(t1 *Timer, t2 *Timer, sim *Simulation) time.Duration

func MinDuration

func MinDuration(a time.Duration, b time.Duration) time.Duration

func MinFloat

func MinFloat(a float64, b float64) float64

func MinInt

func MinInt(a int, b int) int

func MinInt32

func MinInt32(a int32, b int32) int32

func NewDefaultTarget

func NewDefaultTarget() *proto.Target

func NewItemEffect

func NewItemEffect(id int32, itemEffect ApplyEffect)

Registers an ApplyEffect function which will be called before the Sim starts, for any Agent that is wearing the item.

func NewSimpleStatDefensiveTrinketEffect

func NewSimpleStatDefensiveTrinketEffect(itemID int32, bonus stats.Stats, duration time.Duration, cooldown time.Duration)

func NewSimpleStatItemActiveEffect

func NewSimpleStatItemActiveEffect(itemID int32, bonus stats.Stats, duration time.Duration, cooldown time.Duration, sharedCDFunc func(*Character) Cooldown)

func NewSimpleStatItemEffect

func NewSimpleStatItemEffect(itemID int32, bonus stats.Stats, duration time.Duration, cooldown time.Duration)

No shared CD

func NewSimpleStatOffensiveTrinketEffect

func NewSimpleStatOffensiveTrinketEffect(itemID int32, bonus stats.Stats, duration time.Duration, cooldown time.Duration)

func PlayerProtoToSpec

func PlayerProtoToSpec(player *proto.Player) proto.Spec

func RaidBenchmark

func RaidBenchmark(b *testing.B, rsr *proto.RaidSimRequest)

func RaidPlayersWithClass

func RaidPlayersWithClass(raid *proto.Raid, class proto.Class) []*proto.Player

func RaidPlayersWithSpec

func RaidPlayersWithSpec(raid *proto.Raid, spec proto.Spec) []*proto.Player

func RaidSimTest

func RaidSimTest(label string, t *testing.T, rsr *proto.RaidSimRequest, expectedDps float64)

func RegisterAgentFactory

func RegisterAgentFactory(emptyOptions interface{}, spec proto.Spec, factory AgentFactory, specSetter SpecSetter)

func RegisterTemporaryStatsOnUseCD

func RegisterTemporaryStatsOnUseCD(character *Character, auraLabel string, tempStats stats.Stats, duration time.Duration, config SpellConfig)

Add a major cooldown to the given agent, which provides a temporary boost to a single stat. This is use for effects like Icon of the Silver Crescent and Bloodlust Brooch.

func ResetRunes

func ResetRunes(runeMeta *RuneMeta)

func RunRaidSim

func RunRaidSim(request *proto.RaidSimRequest) *proto.RaidSimResult

*

  • Runs multiple iterations of the sim with a full raid.

func RunRaidSimAsync

func RunRaidSimAsync(request *proto.RaidSimRequest, progress chan *proto.ProgressMetrics)

func RunSim

func RunSim(rsr *proto.RaidSimRequest, progress chan *proto.ProgressMetrics) (result *proto.RaidSimResult)

func RunTestSuite

func RunTestSuite(t *testing.T, suiteName string, generator TestGenerator)

func SinglePlayerRaidProto

func SinglePlayerRaidProto(player *proto.Player, partyBuffs *proto.PartyBuffs, raidBuffs *proto.RaidBuffs, debuffs *proto.Debuffs) *proto.Raid

func StatWeights

func StatWeights(request *proto.StatWeightsRequest) *proto.StatWeightsResult

*

  • Returns stat weights and EP values, with standard deviations, for all stats.

func StatWeightsAsync

func StatWeightsAsync(request *proto.StatWeightsRequest, progress chan *proto.ProgressMetrics)

func StatWeightsTest

func StatWeightsTest(label string, t *testing.T, _swr *proto.StatWeightsRequest, expectedStatWeights stats.Stats)

func Ternary

func Ternary[T any](condition bool, val1 T, val2 T) T

func TernaryDuration

func TernaryDuration(condition bool, val1 time.Duration, val2 time.Duration) time.Duration

func TernaryFloat64

func TernaryFloat64(condition bool, val1 float64, val2 float64) float64

func TernaryInt

func TernaryInt(condition bool, val1 int, val2 int) int

func TernaryInt32

func TernaryInt32(condition bool, val1 int32, val2 int32) int32

func UnitLevelFloat64

func UnitLevelFloat64(unitLevel int32, maxLevelPlus0Val float64, maxLevelPlus1Val float64, maxLevelPlus2Val float64, maxLevelPlus3Val float64) float64

func WithSpec

func WithSpec(player *proto.Player, spec interface{}) *proto.Player

Applies the spec options to the given player. This is only necessary because the generated proto code does not export oneof interface types. Player is returned so this function can be used in-line with player creation.

func WithinToleranceFloat64

func WithinToleranceFloat64(expectedValue float64, actualValue float64, tolerance float64) bool

Types

type AIFactory

type AIFactory func() TargetAI

type ActionID

type ActionID struct {
	// Only one of these should be set.
	SpellID int32
	ItemID  int32
	OtherID proto.OtherAction

	Tag int32
}

func ProtoToActionID

func ProtoToActionID(protoID *proto.ActionID) ActionID

func (ActionID) IsEmptyAction

func (actionID ActionID) IsEmptyAction() bool

func (ActionID) IsItemAction

func (actionID ActionID) IsItemAction(itemID int32) bool

func (ActionID) IsOtherAction

func (actionID ActionID) IsOtherAction(otherID proto.OtherAction) bool

func (ActionID) IsSpellAction

func (actionID ActionID) IsSpellAction(spellID int32) bool

func (ActionID) SameAction

func (actionID ActionID) SameAction(other ActionID) bool

func (ActionID) SameActionIgnoreTag

func (actionID ActionID) SameActionIgnoreTag(other ActionID) bool

func (ActionID) String

func (actionID ActionID) String() string

func (ActionID) ToProto

func (actionID ActionID) ToProto() *proto.ActionID

func (ActionID) WithTag

func (actionID ActionID) WithTag(tag int32) ActionID

Returns a new ActionID with the corresponding Tag value.

type ActionMetrics

type ActionMetrics struct {
	IsMelee bool // True if melee action, false if spell action.

	// Metrics for this action, for each possible target.
	Targets []TargetedActionMetrics
}

func (*ActionMetrics) ToProto

func (actionMetrics *ActionMetrics) ToProto(actionID ActionID) *proto.ActionMetrics

type ActionPriority

type ActionPriority int32
const (
	ActionPriorityLow ActionPriority = -1
	ActionPriorityGCD ActionPriority = 0

	// Higher than GCD because regen can cause GCD actions (if we were waiting
	// for mana).
	ActionPriorityRegen ActionPriority = 1

	// Autos can cause regen (JoW, rage, energy procs, etc) so they should be
	// higher prio so that we never go backwards in the priority order.
	ActionPriorityAuto ActionPriority = 2

	// DOTs need to be higher than anything else so that dots can properly expire before we take other actions.
	ActionPriorityDOT ActionPriority = 3
)

type ActiveSetBonus

type ActiveSetBonus struct {
	// Name of the set.
	Name string

	// Number of pieces required for this bonus.
	NumPieces int32

	// Function for applying the effects of this set bonus.
	BonusEffect ApplyEffect
}

type AfterCast

type AfterCast func(aura *Aura, sim *Simulation, spell *Spell)

Callback for when a cast is finished, but after calculations are done

type Agent

type Agent interface {
	// The Character controlled by this Agent.
	GetCharacter() *Character

	// Called once after all Players/Pets/Targets have finished the construction phase.
	// Use this to register spells and any initialization steps that require
	// other raid members or auras.
	Initialize()

	// Updates the input Buffs to include raid-wide buffs provided by this Agent.
	AddRaidBuffs(raidBuffs *proto.RaidBuffs)
	// Updates the input Buffs to include party-wide buffs provided by this Agent.
	AddPartyBuffs(partyBuffs *proto.PartyBuffs)

	// Applies any bonuses that should be considered part of gear. This makes sure
	// the bonus is applied at the appropriate time to be accounted in player stats.
	ApplyGearBonuses()

	// All talent stats / auras should be added within this callback. This makes sure
	// talents are applied at the right time so we can calculate groups of stats.
	ApplyTalents()

	// Returns this Agent to its initial state. Called before each Sim iteration
	// and once after the final iteration.
	Reset(sim *Simulation)

	// Called whenever the GCD becomes ready for this Agent.
	OnGCDReady(sim *Simulation)

	// Called after each auto attack performed by this Agent.
	// This is different from Aura.OnSpellHit in that it is invoked fully after
	// everything related to the attack is complete, and it is only invoked for
	// auto attacks (white hits or white-hit-replacers).
	OnAutoAttack(sim *Simulation, spell *Spell)
}

Agent can be thought of as the 'Player', i.e. the thing controlling the Character. This is the interface implemented by each class/spec.

func NewAgent

func NewAgent(party *Party, partyIndex int, player *proto.Player) Agent

Constructs a new Agent.

type AgentFactory

type AgentFactory func(Character, *proto.Player) Agent

type ApplyEffect

type ApplyEffect func(Agent)

Function for applying permanent effects to an Agent.

Passing Character instead of Agent would work for almost all cases, but there are occasionally class-specific item effects.

func MakeTemporaryStatsOnUseCDRegistration

func MakeTemporaryStatsOnUseCDRegistration(auraLabel string, tempStats stats.Stats, duration time.Duration, config SpellConfig, cdFunc func(*Character) Cooldown, sharedCDFunc func(*Character) Cooldown) ApplyEffect

Helper function to make an ApplyEffect for a temporary stats on-use cooldown.

type ApplySpellResults added in v0.1.1

type ApplySpellResults func(sim *Simulation, target *Unit, spell *Spell)

type ApplyWeaponEffect

type ApplyWeaponEffect func(Agent, proto.ItemSlot)

Function for applying permenent effects to an agent's weapon

type AttackTable

type AttackTable struct {
	Attacker *Unit
	Defender *Unit

	BaseMissChance      float64
	BaseSpellMissChance float64
	BaseBlockChance     float64
	BaseDodgeChance     float64
	BaseParryChance     float64
	BaseGlanceChance    float64

	GlanceMultiplier float64
	CritSuppression  float64

	DamageDealtMultiplier               float64 // attacker buff, applied in applyAttackerModifiers()
	DamageTakenMultiplier               float64 // defender debuff, applied in applyTargetModifiers()
	NatureDamageTakenMultiplier         float64
	PeriodicShadowDamageTakenMultiplier float64
	HealingDealtMultiplier              float64
}

Holds cached values for outcome/damage calculations, for a specific attacker+defender pair. These are updated dynamically when attacker or defender stats change.

func NewAttackTable

func NewAttackTable(attacker *Unit, defender *Unit) *AttackTable

func (*AttackTable) GetArmorDamageModifier

func (at *AttackTable) GetArmorDamageModifier(spell *Spell) float64

type Aura

type Aura struct {
	// String label for this Aura. Guaranteed to be unique among the Auras for a single Unit.
	Label string

	// For easily grouping auras.
	Tag string

	ActionID ActionID // If set, metrics will be tracked for this aura.

	Duration time.Duration // Duration of aura, upon being applied.

	// The unit this aura is attached to.
	Unit *Unit

	MaxStacks int32

	// If nonzero, activation of this aura will deactivate other auras with the
	// same Tag and equal or lower Priority.
	Priority float64

	// Lifecycle callbacks.
	OnInit          OnInit
	OnReset         OnReset
	OnDoneIteration OnDoneIteration
	OnGain          OnGain
	OnExpire        OnExpire
	OnStacksChange  OnStacksChange // Invoked when the number of stacks of this aura changes.
	OnStatsChange   OnStatsChange  // Invoked when the stats of this aura owner changes.

	OnCastComplete        OnCastComplete   // Invoked when a spell cast completes casting, before results are calculated.
	AfterCast             AfterCast        // Invoked when a spell cast completes casting, after results are calculated.
	OnSpellHitDealt       OnSpellHit       // Invoked when a spell hits and this unit is the caster.
	OnSpellHitTaken       OnSpellHit       // Invoked when a spell hits and this unit is the target.
	OnPeriodicDamageDealt OnPeriodicDamage // Invoked when a dot tick occurs and this unit is the caster.
	OnPeriodicDamageTaken OnPeriodicDamage // Invoked when a dot tick occurs and this unit is the target.
	OnHealDealt           OnSpellHit       // Invoked when a heal hits and this unit is the caster.
	OnHealTaken           OnSpellHit       // Invoked when a heal hits and this unit is the target.
	OnPeriodicHealDealt   OnPeriodicDamage // Invoked when a hot tick occurs and this unit is the caster.
	OnPeriodicHealTaken   OnPeriodicDamage // Invoked when a hot tick occurs and this unit is the target.
	// contains filtered or unexported fields
}

Aura lifecycle:

myAura := unit.RegisterAura(myAuraConfig) myAura.Activate(sim) myAura.SetStacks(sim, 3) myAura.Refresh(sim) myAura.Deactivate(sim)

func AcidSpitAura

func AcidSpitAura(target *Unit, startingStacks int32) *Aura

func BloodFrenzyAura

func BloodFrenzyAura(target *Unit, points int32) *Aura

func BloodlustAura

func BloodlustAura(character *Character, actionTag int32) *Aura

func CryptFeverAura

func CryptFeverAura(target *Unit, dkIndex int) *Aura

func CurseOfElementsAura

func CurseOfElementsAura(target *Unit) *Aura

func CurseOfWeaknessAura

func CurseOfWeaknessAura(target *Unit, points int32) *Aura

func DemonicPactAura

func DemonicPactAura(character *Character, spellPowerBonus float64) *Aura

func DemoralizingRoarAura

func DemoralizingRoarAura(target *Unit, points int32) *Aura

func DemoralizingShoutAura

func DemoralizingShoutAura(target *Unit, boomingVoicePts int32, impDemoShoutPts int32) *Aura

func EarthAndMoonAura

func EarthAndMoonAura(target *Unit) *Aura

func EbonPlaguebringerAura

func EbonPlaguebringerAura(target *Unit, dkIndex int) *Aura

func ExposeArmorAura

func ExposeArmorAura(target *Unit, hasGlyph bool) *Aura

func FaerieFireAura

func FaerieFireAura(target *Unit, imp bool) *Aura

func FlametongueTotemAura

func FlametongueTotemAura(character *Character) *Aura

func FrostFeverAura

func FrostFeverAura(target *Unit, impIcyTouch int32) *Aura

func GiftOfArthasAura

func GiftOfArthasAura(target *Unit) *Aura

func HeartoftheCrusaderDebuff

func HeartoftheCrusaderDebuff(target *Unit, points float64) *Aura

func HuntersMarkAura

func HuntersMarkAura(target *Unit, points int32, glyphed bool) *Aura

func ImprovedScorchAura

func ImprovedScorchAura(target *Unit) *Aura

func InfectedWoundsAura

func InfectedWoundsAura(target *Unit, points int32) *Aura

func InnervateAura

func InnervateAura(character *Character, expectedBonusManaReduction float64, actionTag int32) *Aura

func InsectSwarmAura

func InsectSwarmAura(target *Unit) *Aura

func InspirationAura

func InspirationAura(unit *Unit, points int32) *Aura

func JudgementOfLightAura

func JudgementOfLightAura(target *Unit) *Aura

func JudgementOfWisdomAura

func JudgementOfWisdomAura(target *Unit) *Aura

func JudgementsOfTheJustAura

func JudgementsOfTheJustAura(target *Unit, points int32) *Aura

Note: Paladin code might apply this as part of their judgement auras instead of using another separate aura.

func MakePermanent

func MakePermanent(aura *Aura) *Aura

Returns the same Aura for chaining.

func ManaTideTotemAura

func ManaTideTotemAura(character *Character, actionTag int32) *Aura

func MangleAura

func MangleAura(target *Unit) *Aura

func MarkOfBloodAura

func MarkOfBloodAura(target *Unit) *Aura

func MasterPoisonerDebuff

func MasterPoisonerDebuff(target *Unit, points float64) *Aura

func MiseryAura

func MiseryAura(target *Unit) *Aura

func PowerInfusionAura

func PowerInfusionAura(character *Character, actionTag int32) *Aura

func ReplenishmentAura

func ReplenishmentAura(unit *Unit, actionID ActionID) *Aura

func RetributionAura

func RetributionAura(character *Character, sanctifiedRetribution bool) *Aura

func RuneOfRazoriceVulnerabilityAura

func RuneOfRazoriceVulnerabilityAura(target *Unit) *Aura

func SavageCombatAura

func SavageCombatAura(target *Unit, points int32) *Aura

func ScheduledAura

func ScheduledAura(aura *Aura, preActivate bool, options PeriodicActionOptions) *Aura

func ScorpidStingAura

func ScorpidStingAura(target *Unit) *Aura

func ScreechAura

func ScreechAura(target *Unit) *Aura

func ShadowMasteryAura

func ShadowMasteryAura(target *Unit) *Aura

func ShatteringThrowAura

func ShatteringThrowAura(target *Unit) *Aura

func SporeCloudAura

func SporeCloudAura(target *Unit) *Aura

func StampedeAura

func StampedeAura(target *Unit) *Aura

func StingAura

func StingAura(target *Unit) *Aura

func SunderArmorAura

func SunderArmorAura(target *Unit, startingStacks int32) *Aura

func ThornsAura

func ThornsAura(character *Character, points int32) *Aura

func ThunderClapAura

func ThunderClapAura(target *Unit, points int32) *Aura

func TotemOfWrathAura

func TotemOfWrathAura(character *Character) *Aura

func TotemOfWrathDebuff

func TotemOfWrathDebuff(target *Unit) *Aura

func TraumaAura

func TraumaAura(target *Unit, points int) *Aura

func TricksOfTheTradeAura

func TricksOfTheTradeAura(character *Character, actionTag int32) *Aura

func UnholyFrenzyAura

func UnholyFrenzyAura(character *Character, actionTag int32) *Aura

func VindicationAura

func VindicationAura(target *Unit) *Aura

func WintersChillAura

func WintersChillAura(target *Unit, startingStacks int32) *Aura

func (*Aura) Activate

func (aura *Aura) Activate(sim *Simulation)

Adds a new aura to the simulation. If an aura with the same ID already exists it will be replaced with the new one.

func (*Aura) AddStack

func (aura *Aura) AddStack(sim *Simulation)

func (*Aura) Deactivate

func (aura *Aura) Deactivate(sim *Simulation)

Remove an aura by its ID

func (*Aura) ExpiresAt

func (aura *Aura) ExpiresAt() time.Duration

func (*Aura) GetStacks

func (aura *Aura) GetStacks() int32

func (*Aura) IsActive

func (aura *Aura) IsActive() bool

func (*Aura) Prioritize

func (aura *Aura) Prioritize()

Moves an Aura to the front of the list of active Auras, so its callbacks are invoked first.

func (*Aura) Refresh

func (aura *Aura) Refresh(sim *Simulation)

func (*Aura) RemainingDuration

func (aura *Aura) RemainingDuration(sim *Simulation) time.Duration

func (*Aura) RemoveStack

func (aura *Aura) RemoveStack(sim *Simulation)

func (*Aura) SetStacks

func (aura *Aura) SetStacks(sim *Simulation, newStacks int32)

func (*Aura) StartedAt

func (aura *Aura) StartedAt() time.Duration

func (*Aura) UpdateExpires

func (aura *Aura) UpdateExpires(newExpires time.Duration)

type AuraFactory

type AuraFactory func(*Simulation) *Aura

type AuraMetrics

type AuraMetrics struct {
	ID ActionID

	// Metrics for the current iteration.
	Uptime time.Duration
	Procs  int32
	// contains filtered or unexported fields
}

func (*AuraMetrics) ToProto

func (auraMetrics *AuraMetrics) ToProto(numIterations int32) *proto.AuraMetrics

type AutoAttackOptions

type AutoAttackOptions struct {
	MainHand        Weapon
	OffHand         Weapon
	Ranged          Weapon
	AutoSwingMelee  bool // If true, core engine will handle calling SwingMelee() for you.
	AutoSwingRanged bool // If true, core engine will handle calling SwingMelee() for you.
	SyncType        int32
	ReplaceMHSwing  ReplaceMHSwing
}

Options for initializing auto attacks.

type AutoAttacks

type AutoAttacks struct {
	MH     Weapon
	OH     Weapon
	Ranged Weapon

	IsDualWielding bool

	// If true, core engine will handle calling SwingMelee(). Set to false to manually manage
	// swings, for example for hunter melee weaving.
	AutoSwingMelee bool

	// If true, core engine will handle calling SwingRanged(). Unless you're a hunter, don't
	// use this.
	AutoSwingRanged bool

	// Set this to 1 to sync your auto attacks together, or 2 to use the OH delay macro, mostly used by enhance shamans.
	// This will intentionally perfectly sync or delay OH swings to that they always fall within the
	// 0.5s window following a MH swing.
	SyncType int32

	MainhandSwingAt time.Duration
	OffhandSwingAt  time.Duration
	RangedSwingAt   time.Duration

	MHConfig     SpellConfig
	OHConfig     SpellConfig
	RangedConfig SpellConfig

	MHAuto     *Spell
	OHAuto     *Spell
	RangedAuto *Spell

	ReplaceMHSwing ReplaceMHSwing

	PreviousSwingAt time.Duration
	// contains filtered or unexported fields
}

func (*AutoAttacks) CancelAutoSwing

func (aa *AutoAttacks) CancelAutoSwing(sim *Simulation)

Stops the auto swing action for the rest of the iteration. Used for pets after being disabled.

func (*AutoAttacks) DelayMainhandMeleeUntil

func (aa *AutoAttacks) DelayMainhandMeleeUntil(sim *Simulation, readyAt time.Duration)

Delays only mainhand swing timers until the specified time.

func (*AutoAttacks) DelayMeleeUntil

func (aa *AutoAttacks) DelayMeleeUntil(sim *Simulation, readyAt time.Duration)

Delays all swing timers until the specified time.

func (*AutoAttacks) DelayOffhandMeleeUntil

func (aa *AutoAttacks) DelayOffhandMeleeUntil(sim *Simulation, readyAt time.Duration)

Delays only offhand swing timers until the specified time.

func (*AutoAttacks) DelayRangedUntil

func (aa *AutoAttacks) DelayRangedUntil(sim *Simulation, readyAt time.Duration)

func (*AutoAttacks) EnableAutoSwing

func (aa *AutoAttacks) EnableAutoSwing(sim *Simulation)

Renables the auto swing action for the iteration

func (*AutoAttacks) IsEnabled

func (aa *AutoAttacks) IsEnabled() bool

func (*AutoAttacks) MainhandSwingSpeed

func (aa *AutoAttacks) MainhandSwingSpeed() time.Duration

The amount of time between two MH swings.

func (*AutoAttacks) MaybeReplaceMHSwing

func (aa *AutoAttacks) MaybeReplaceMHSwing(sim *Simulation, mhSwingSpell *Spell) *Spell

Optionally replaces the given swing spell with an Agent-specified MH Swing replacer. This is for effects like Heroic Strike or Raptor Strike.

func (*AutoAttacks) MeleeSwingsReady

func (aa *AutoAttacks) MeleeSwingsReady(sim *Simulation) bool

Returns true if all melee weapons are ready for a swing.

func (*AutoAttacks) MeleeSwingsReadyAt

func (aa *AutoAttacks) MeleeSwingsReadyAt() time.Duration

Returns the time at which all melee swings will be ready.

func (*AutoAttacks) NewPPMManager

func (aa *AutoAttacks) NewPPMManager(ppm float64, procMask ProcMask) PPMManager

func (*AutoAttacks) NextAttackAt

func (aa *AutoAttacks) NextAttackAt() time.Duration

Returns the time at which the next attack will occur.

func (*AutoAttacks) NextEventAt

func (aa *AutoAttacks) NextEventAt(sim *Simulation) time.Duration

Returns the time at which the next event will occur, considering both autos and the gcd.

func (*AutoAttacks) OffhandSwingSpeed

func (aa *AutoAttacks) OffhandSwingSpeed() time.Duration

The amount of time between two OH swings.

func (*AutoAttacks) RangedSwingSpeed

func (aa *AutoAttacks) RangedSwingSpeed() time.Duration

The amount of time between two ranged swings.

func (*AutoAttacks) SwingMelee

func (aa *AutoAttacks) SwingMelee(sim *Simulation, target *Unit)

SwingMelee will check any swing timers if they are up, and if so, swing!

func (*AutoAttacks) SwingRanged

func (aa *AutoAttacks) SwingRanged(sim *Simulation, target *Unit)

func (*AutoAttacks) TrySwingMH

func (aa *AutoAttacks) TrySwingMH(sim *Simulation, target *Unit)

Performs an autoattack using the main hand weapon, if the MH CD is ready.

func (*AutoAttacks) TrySwingOH

func (aa *AutoAttacks) TrySwingOH(sim *Simulation, target *Unit)

Performs an autoattack using the main hand weapon, if the OH CD is ready.

func (*AutoAttacks) TrySwingRanged

func (aa *AutoAttacks) TrySwingRanged(sim *Simulation, target *Unit)

Performs an autoattack using the ranged weapon, if the ranged CD is ready.

func (*AutoAttacks) UpdateSwingTime

func (aa *AutoAttacks) UpdateSwingTime(sim *Simulation)

type BaseStatsKey

type BaseStatsKey struct {
	Race  proto.Race
	Class proto.Class
}

type BuffsCombo

type BuffsCombo struct {
	Label    string
	Raid     *proto.RaidBuffs
	Party    *proto.PartyBuffs
	Debuffs  *proto.Debuffs
	Player   *proto.IndividualBuffs
	Consumes *proto.Consumes
}

func MakeDefaultBuffCombos

func MakeDefaultBuffCombos(config CharacterSuiteConfig) []BuffsCombo

type Cast

type Cast struct {
	// Amount of resource that will be consumed by this cast.
	Cost float64

	// The length of time the GCD will be on CD as a result of this cast.
	GCD time.Duration

	// The amount of time between the call to spell.Cast() and when the spell
	// effects are invoked.
	CastTime time.Duration

	// Additional GCD delay after the cast completes.
	ChannelTime time.Duration

	// Additional GCD delay after the cast ends. Never affected by cast speed.
	// This is typically used for latency.
	AfterCastDelay time.Duration
}

type CastConfig

type CastConfig struct {
	// Default cast values with all static effects applied.
	DefaultCast Cast

	// Dynamic modifications for each cast.
	ModifyCast func(*Simulation, *Spell, *Cast)

	// Ignores haste when calculating the GCD and cast time for this cast.
	IgnoreHaste bool

	CD       Cooldown
	SharedCD Cooldown

	// Callbacks for providing additional custom behavior.
	OnCastComplete func(*Simulation, *Spell)
	AfterCast      func(*Simulation, *Spell)
}

Input for constructing the CastSpell function for a spell.

type CastFunc

type CastFunc func(*Simulation, *Unit)

type CastSuccessFunc

type CastSuccessFunc func(*Simulation, *Unit) bool

type Character

type Character struct {
	Unit

	Name         string // Different from Label, needed for returned results.
	Race         proto.Race
	ShattFaction proto.ShattrathFaction
	Class        proto.Class

	// Current gear.
	Equip items.Equipment

	// Consumables this Character will be using.
	Consumes *proto.Consumes

	PrimaryTalentTree uint8

	// Up reference to this Character's Party.
	Party *Party

	// This character's index within its party [0-4].
	PartyIndex int

	// Total amount of remaining additional mana expected for the current sim iteration,
	// beyond this Character's mana pool. This should include mana potions / runes /
	// innervates / etc.
	ExpectedBonusMana float64
	// contains filtered or unexported fields
}

Character is a data structure to hold all the shared values that all class logic shares. All players have stats, equipment, auras, etc

func NewCharacter

func NewCharacter(party *Party, partyIndex int, player *proto.Player) Character

func ReplenishmentAuraTargetting

func ReplenishmentAuraTargetting(character *Character) []*Character

func (*Character) AddComboPoints

func (eb *Character) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)

func (*Character) AddEnergy

func (eb *Character) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Character) AddMajorCooldown

func (mcdm *Character) AddMajorCooldown(mcd MajorCooldown)

Registers a major cooldown to the Character, which will be automatically used when available.

func (*Character) AddPartyBuffs

func (character *Character) AddPartyBuffs(partyBuffs *proto.PartyBuffs)

func (*Character) AddPet

func (character *Character) AddPet(pet PetAgent)

func (*Character) AddRage

func (rb *Character) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Character) AddRaidBuffs

func (character *Character) AddRaidBuffs(raidBuffs *proto.RaidBuffs)

func (*Character) AfterCast

func (at *Character) AfterCast(sim *Simulation, spell *Spell)

Invokes the AfterCast event for all tracked Auras.

func (*Character) ApplyGearBonuses

func (character *Character) ApplyGearBonuses()

Empty implementation so its optional for Agents.

func (*Character) ComboPoints

func (eb *Character) ComboPoints() int32

func (*Character) CurrentEnergy

func (eb *Character) CurrentEnergy() float64

func (*Character) CurrentHealth

func (hb *Character) CurrentHealth() float64

func (*Character) CurrentHealthPercent

func (hb *Character) CurrentHealthPercent() float64

func (*Character) CurrentRage

func (rb *Character) CurrentRage() float64

func (*Character) DefaultHealingCritMultiplier

func (character *Character) DefaultHealingCritMultiplier() float64

func (*Character) DefaultMeleeCritMultiplier

func (character *Character) DefaultMeleeCritMultiplier() float64

func (*Character) DefaultSpellCritMultiplier

func (character *Character) DefaultSpellCritMultiplier() float64

func (*Character) DelayDPSCooldownsForArmorDebuffs

func (mcdm *Character) DelayDPSCooldownsForArmorDebuffs(delay time.Duration)

Adds a delay to the first usage of all CDs so that armor debuffs have time to be applied. MCDs that have a user-specified timing are not delayed.

This function should be called from Agent.Init().

func (*Character) DisableAllEnabledCooldowns

func (mcdm *Character) DisableAllEnabledCooldowns(cooldownType CooldownType) []*MajorCooldown

Disabled all MCDs that are currently enabled, and returns a list of the MCDs which were disabled by this call. If cooldownType is not CooldownTypeUnknown, then will be restricted to cooldowns of that type.

func (*Character) DisableMajorCooldown

func (mcdm *Character) DisableMajorCooldown(actionID ActionID)

func (*Character) DoNothing

func (character *Character) DoNothing()

DoNothing will explicitly declare that the character is intentionally doing nothing.

If the GCD is not used during OnGCDReady and this flag is set, OnGCDReady will not be called again
until it is used in some other way (like from an auto attack or resource regeneration).

func (*Character) EnableAllCooldowns

func (mcdm *Character) EnableAllCooldowns(mcdsToEnable []*MajorCooldown)

func (*Character) EnableMajorCooldown

func (mcdm *Character) EnableMajorCooldown(actionID ActionID)

func (*Character) EnableManaBar

func (character *Character) EnableManaBar()

EnableManaBar will setup caster stat dependencies (int->mana and int->spellcrit) as well as enable the mana gain action to regenerate mana. It will then enable mana gain metrics for reporting.

func (*Character) EnableManaBarWithModifier

func (character *Character) EnableManaBarWithModifier(modifier float64)

func (*Character) EnableResumeAfterManaWait

func (character *Character) EnableResumeAfterManaWait(callback func(sim *Simulation))

EnableResumeAfterManaWait will setup the OnManaTick callback to resume the given callback

once enough mana has been gained after calling unit.WaitForMana()

func (*Character) Finalize

func (character *Character) Finalize(playerStats *proto.PlayerStats)

func (*Character) GainHealth

func (hb *Character) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Character) GetActiveAuraWithTag

func (at *Character) GetActiveAuraWithTag(tag string) *Aura

func (*Character) GetActiveSetBonusNames

func (character *Character) GetActiveSetBonusNames() []string

Returns the names of all active set bonuses.

func (*Character) GetActiveSetBonuses

func (character *Character) GetActiveSetBonuses() []ActiveSetBonus

Returns a list describing all active set bonuses.

func (*Character) GetAura

func (at *Character) GetAura(label string) *Aura

func (*Character) GetAurasWithTag

func (at *Character) GetAurasWithTag(tag string) []*Aura

func (*Character) GetBaseStats

func (character *Character) GetBaseStats() stats.Stats

func (*Character) GetConjuredCD

func (character *Character) GetConjuredCD() *Timer

func (*Character) GetDefensiveTrinketCD

func (character *Character) GetDefensiveTrinketCD() *Timer

func (*Character) GetInitialMajorCooldown

func (mcdm *Character) GetInitialMajorCooldown(actionID ActionID) MajorCooldown

func (*Character) GetMHWeapon

func (character *Character) GetMHWeapon() *items.Item

Returns the MH weapon if one is equipped, and null otherwise.

func (*Character) GetMajorCooldown

func (mcdm *Character) GetMajorCooldown(actionID ActionID) *MajorCooldown

func (*Character) GetMajorCooldownIDs

func (mcdm *Character) GetMajorCooldownIDs() []*proto.ActionID

func (*Character) GetMajorCooldowns

func (mcdm *Character) GetMajorCooldowns() []*MajorCooldown

Returns all MCDs.

func (*Character) GetMetricsProto

func (character *Character) GetMetricsProto(numIterations int32) *proto.UnitMetrics

func (*Character) GetOHWeapon

func (character *Character) GetOHWeapon() *items.Item

Returns the OH weapon if one is equipped, and null otherwise. Note that shields / Held-in-off-hand items are NOT counted as weapons in this function.

func (*Character) GetOffensiveTrinketCD

func (character *Character) GetOffensiveTrinketCD() *Timer

func (*Character) GetPet

func (character *Character) GetPet(name string) PetAgent

func (*Character) GetPresimOptions

func (character *Character) GetPresimOptions(playerConfig *proto.Player) *PresimOptions

func (*Character) GetRangedWeapon

func (character *Character) GetRangedWeapon() *items.Item

Returns the ranged weapon if one is equipped, and null otherwise.

func (*Character) GetWeaponHands

func (character *Character) GetWeaponHands(itemID int32) (bool, bool)

Returns the hands that the item is equipped in, as (MH, OH).

func (*Character) HasActiveAura

func (at *Character) HasActiveAura(label string) bool

func (*Character) HasActiveAuraWithTag

func (at *Character) HasActiveAuraWithTag(tag string) bool

func (*Character) HasActiveAuraWithTagExcludingAura

func (at *Character) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool

func (*Character) HasAlchStone

func (character *Character) HasAlchStone() bool

func (*Character) HasAura

func (at *Character) HasAura(label string) bool

func (*Character) HasAuraWithTag

func (at *Character) HasAuraWithTag(tag string) bool

func (*Character) HasGlyph

func (character *Character) HasGlyph(glyphID int32) bool

func (*Character) HasMHWeapon

func (character *Character) HasMHWeapon() bool

func (*Character) HasMajorCooldown

func (mcdm *Character) HasMajorCooldown(actionID ActionID) bool

func (*Character) HasMetaGemEquipped

func (character *Character) HasMetaGemEquipped(gemID int32) bool

func (*Character) HasOHWeapon

func (character *Character) HasOHWeapon() bool

func (*Character) HasProfession

func (character *Character) HasProfession(prof proto.Profession) bool

func (*Character) HasRangedWeapon

func (character *Character) HasRangedWeapon() bool

func (*Character) HasRingEquipped

func (character *Character) HasRingEquipped(itemID int32) bool

func (*Character) HasSetBonus

func (character *Character) HasSetBonus(itemSet *ItemSet, numItems int32) bool

func (*Character) HasTrinketEquipped

func (character *Character) HasTrinketEquipped(itemID int32) bool

func (*Character) HealingCritMultiplier

func (character *Character) HealingCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64

func (*Character) MaxHealth

func (hb *Character) MaxHealth() float64

func (*Character) MeleeCritMultiplier

func (character *Character) MeleeCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64

func (*Character) MultiplyAttackSpeed

func (character *Character) MultiplyAttackSpeed(sim *Simulation, amount float64)

func (*Character) MultiplyMeleeSpeed

func (character *Character) MultiplyMeleeSpeed(sim *Simulation, amount float64)

func (*Character) MultiplyRangedSpeed

func (character *Character) MultiplyRangedSpeed(sim *Simulation, amount float64)

func (*Character) NewTemporaryStatsAura

func (character *Character) NewTemporaryStatsAura(auraLabel string, actionID ActionID, tempStats stats.Stats, duration time.Duration) *Aura

Helper for the common case of making an aura that adds stats.

func (*Character) NewTemporaryStatsAuraWrapped

func (character *Character) NewTemporaryStatsAuraWrapped(auraLabel string, actionID ActionID, buffs stats.Stats, duration time.Duration, modConfig func(*Aura)) *Aura

Alternative that allows modifying the Aura config.

func (*Character) NextEnergyTickAt

func (eb *Character) NextEnergyTickAt() time.Duration

func (*Character) NumActiveAurasWithTag

func (at *Character) NumActiveAurasWithTag(tag string) int32

func (*Character) OnCastComplete

func (at *Character) OnCastComplete(sim *Simulation, spell *Spell)

Invokes the OnCastComplete event for all tracked Auras.

func (*Character) OnHealDealt

func (at *Character) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnHeal event for all tracked Auras.

func (*Character) OnHealTaken

func (at *Character) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Character) OnPeriodicDamageDealt

func (at *Character) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicDamage

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Character) OnPeriodicDamageTaken

func (at *Character) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Character) OnPeriodicHealDealt

func (at *Character) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicHeal

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Character) OnPeriodicHealTaken

func (at *Character) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Character) OnSpellHitDealt

func (at *Character) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnSpellHit event for all tracked Auras.

func (*Character) OnSpellHitTaken

func (at *Character) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Character) RegisterResetEffect

func (at *Character) RegisterResetEffect(resetEffect ResetEffect)

Registers a callback to this Character which will be invoked on every Sim reset.

func (*Character) RemoveHealth

func (hb *Character) RemoveHealth(sim *Simulation, amount float64)

func (*Character) ResetEnergyTick

func (eb *Character) ResetEnergyTick(sim *Simulation)

Gives an immediate partial energy tick and restarts the tick timer.

func (*Character) ShouldRefreshAuraWithTagAtPriority

func (at *Character) ShouldRefreshAuraWithTagAtPriority(sim *Simulation, tag string, priority float64, refreshWindow time.Duration) bool

Returns if an aura should be refreshed at a specific priority, i.e. the aura is about to expire AND the replacement aura has at least as high priority.

This is used to decide whether to refresh effects with multiple strengths, like Thunder Clap/Deathfrost or Faerie Fire ranks.

func (*Character) SpellCritMultiplier

func (character *Character) SpellCritMultiplier(primaryModifiers float64, secondaryModifiers float64) float64

func (*Character) SpendComboPoints

func (eb *Character) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)

func (*Character) SpendEnergy

func (eb *Character) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Character) SpendRage

func (rb *Character) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Character) StatProcWithICD

func (character *Character) StatProcWithICD(auraLabel string, actionID ActionID,
	tempStats stats.Stats, duration time.Duration, cooldown time.Duration,
	applyProcAura func(sim *Simulation, spell *Spell, result *SpellResult) bool)

func (*Character) TryUseCooldowns

func (mcdm *Character) TryUseCooldowns(sim *Simulation)

func (*Character) UpdateMajorCooldowns

func (mcdm *Character) UpdateMajorCooldowns()

This function should be called if the CD for a major cooldown changes outside of the TryActivate() call.

func (*Character) WeaponFromMainHand

func (character *Character) WeaponFromMainHand(critMultiplier float64) Weapon

Returns weapon stats using the main hand equipped weapon.

func (*Character) WeaponFromOffHand

func (character *Character) WeaponFromOffHand(critMultiplier float64) Weapon

Returns weapon stats using the off hand equipped weapon.

func (*Character) WeaponFromRanged

func (character *Character) WeaponFromRanged(critMultiplier float64) Weapon

Returns weapon stats using the ranged equipped weapon.

type CharacterIterationMetrics

type CharacterIterationMetrics struct {
	Died    bool // Whether this unit died in the current iteration.
	WentOOM bool // Whether the agent has hit OOM at least once in this iteration.

	ManaSpent       float64
	ManaGained      float64
	BonusManaGained float64 // Only includes amount from mana pots / runes / innervates.

	OOMTime time.Duration // time spent not casting and waiting for regen.

	FirstOOMTimestamp time.Duration // Timestamp at which unit first went OOM.
}

Metrics for the current iteration, for 1 agent. Keep this as a separate struct so its easy to clear.

type CharacterSuiteConfig

type CharacterSuiteConfig struct {
	Class proto.Class

	Race          proto.Race
	GearSet       GearSetCombo
	SpecOptions   SpecOptionsCombo
	Glyphs        *proto.Glyphs
	TalentsString string

	Consumes *proto.Consumes

	IsHealer        bool
	IsTank          bool
	InFrontOfTarget bool

	OtherRaces       []proto.Race
	OtherGearSets    []GearSetCombo
	OtherSpecOptions []SpecOptionsCombo

	ItemFilter ItemFilter

	StatsToWeigh    []proto.Stat
	EPReferenceStat proto.Stat
}

type CombinedTestGenerator

type CombinedTestGenerator struct {
	// contains filtered or unexported fields
}

func (*CombinedTestGenerator) GetTest

func (*CombinedTestGenerator) NumTests

func (generator *CombinedTestGenerator) NumTests() int

type Cooldown

type Cooldown struct {
	*Timer

	// Default amount of time after activation before this CD can be used again.
	// Note that some CDs won't use this, e.g. the GCD.
	Duration time.Duration
}

func (*Cooldown) Use

func (cd *Cooldown) Use(sim *Simulation)

Puts this CD on cooldown, using the default duration.

func (*Cooldown) UsePrePull

func (cd *Cooldown) UsePrePull(sim *Simulation, timeBeforePull time.Duration)

type CooldownActivation

type CooldownActivation func(*Simulation, *Character)

Function for activating a cooldown. Returns whether the activation was successful.

type CooldownActivationCondition

type CooldownActivationCondition func(*Simulation, *Character) bool

Condition for whether a cooldown can/should be activated. Returning false prevents the cooldown from being activated.

type CooldownActivationFactory

type CooldownActivationFactory func(*Simulation) CooldownActivation

Function for making a CooldownActivation.

We need a function that returns a CooldownActivation rather than a CooldownActivation, so captured local variables can be reset on Sim reset.

type CooldownType

type CooldownType byte
const (
	CooldownTypeUnknown CooldownType = 0
	CooldownTypeMana    CooldownType = 1 << iota
	CooldownTypeDPS
	CooldownTypeSurvival
)

func (CooldownType) Matches

func (ct CooldownType) Matches(other CooldownType) bool

type DelayedActionOptions

type DelayedActionOptions struct {
	// When the action should be performed.
	DoAt time.Duration

	Priority ActionPriority

	OnAction func(*Simulation)
	CleanUp  func(*Simulation)
}

type DistributionMetrics

type DistributionMetrics struct {
	// Values for the current iteration. These are cleared after each iteration.
	Total float64
	// contains filtered or unexported fields
}

func NewDistributionMetrics

func NewDistributionMetrics() DistributionMetrics

func (*DistributionMetrics) ToProto

func (distMetrics *DistributionMetrics) ToProto(numIterations int32) *proto.DistributionMetrics

type Dot

type Dot struct {
	Spell *Spell

	// Embed Aura so we can use IsActive/Refresh/etc directly.
	*Aura

	NumberOfTicks int           // number of ticks over the whole duration
	TickLength    time.Duration // time between each tick

	// If true, tick length will be shortened based on casting speed.
	AffectedByCastSpeed bool

	OnSnapshot OnSnapshot
	OnTick     OnTick

	SnapshotBaseDamage         float64
	SnapshotCritChance         float64
	SnapshotAttackerMultiplier float64

	// Number of ticks since last call to Apply().
	TickCount int
	// contains filtered or unexported fields
}

func NewDot

func NewDot(config Dot) *Dot

func (*Dot) Apply

func (dot *Dot) Apply(sim *Simulation)

func (*Dot) CalcAndDealPeriodicSnapshotDamage added in v0.1.1

func (dot *Dot) CalcAndDealPeriodicSnapshotDamage(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult

func (*Dot) CalcAndDealPeriodicSnapshotHealing added in v0.1.1

func (dot *Dot) CalcAndDealPeriodicSnapshotHealing(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult

func (*Dot) CalcSnapshotDamage added in v0.1.1

func (dot *Dot) CalcSnapshotDamage(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult

func (*Dot) CalcSnapshotHealing added in v0.1.1

func (dot *Dot) CalcSnapshotHealing(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult

func (*Dot) Cancel

func (dot *Dot) Cancel(sim *Simulation)

func (*Dot) OutcomeMagicHitAndSnapshotCrit added in v0.1.1

func (dot *Dot) OutcomeMagicHitAndSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Dot) OutcomeRangedHitAndCritSnapshot added in v0.1.1

func (dot *Dot) OutcomeRangedHitAndCritSnapshot(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Dot) OutcomeSnapshotCrit added in v0.1.1

func (dot *Dot) OutcomeSnapshotCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Dot) OutcomeTick added in v0.1.1

func (dot *Dot) OutcomeTick(sim *Simulation, result *SpellResult, attackTable *AttackTable)

A tick always hits, but we don't count them as hits in the metrics.

func (*Dot) OutcomeTickPhysicalCrit added in v0.1.1

func (dot *Dot) OutcomeTickPhysicalCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Dot) RecomputeAuraDuration

func (dot *Dot) RecomputeAuraDuration()

Call this after manually changing NumberOfTicks or TickLength.

func (*Dot) Rollover

func (dot *Dot) Rollover(sim *Simulation)

Rollover is used to reset the duration of a dot from an external spell (not casting the dot itself) This keeps the snapshotted crit and %dmg modifiers. However sp and haste are recalculated.

func (*Dot) TakeSnapshot

func (dot *Dot) TakeSnapshot(sim *Simulation, doRollover bool)

Takes a new snapshot of this Dot's effects.

In most cases this will be called automatically, and should only be called to force a new snapshot to be taken.

doRollover will apply previously snapshotted crit/%dmg instead of recalculating.

func (*Dot) TickOnce

func (dot *Dot) TickOnce(sim *Simulation)

Forces an instant tick. Does not reset the tick timer or aura duration, the tick is simply an extra tick.

type DynamicDamageTakenModifier

type DynamicDamageTakenModifier func(sim *Simulation, spell *Spell, result *SpellResult)

type Encounter

type Encounter struct {
	Duration          time.Duration
	DurationVariation time.Duration

	Targets     []*Target
	TargetUnits []*Unit

	EndFightAtHealth float64
	// DamgeTaken is used to track health fights instead of duration fights.
	//  Once primary target has taken its health worth of damage, fight ends.
	DamageTaken float64
	// In health fight: set to true until we get something to base on
	DurationIsEstimate bool
	// contains filtered or unexported fields
}

func NewEncounter

func NewEncounter(options *proto.Encounter) Encounter

func (*Encounter) AOECapMultiplier

func (encounter *Encounter) AOECapMultiplier() float64

func (*Encounter) GetMetricsProto

func (encounter *Encounter) GetMetricsProto(numIterations int32) *proto.EncounterMetrics

type EncounterCombo

type EncounterCombo struct {
	Label     string
	Encounter *proto.Encounter
}

func MakeDefaultEncounterCombos

func MakeDefaultEncounterCombos() []EncounterCombo

type Environment

type Environment struct {
	State EnvironmentState

	Raid      *Raid
	Encounter Encounter
	AllUnits  []*Unit

	BaseDuration      time.Duration // base duration
	DurationVariation time.Duration // variation per duration
	// contains filtered or unexported fields
}

func NewEnvironment

func NewEnvironment(raidProto *proto.Raid, encounterProto *proto.Encounter) (*Environment, *proto.RaidStats)

func (*Environment) GetMaxDuration

func (env *Environment) GetMaxDuration() time.Duration

The maximum possible duration for any iteration.

func (*Environment) GetNumTargets

func (env *Environment) GetNumTargets() int32

func (*Environment) GetTarget

func (env *Environment) GetTarget(index int32) *Target

func (*Environment) GetTargetUnit

func (env *Environment) GetTargetUnit(index int32) *Unit

func (*Environment) IsFinalized

func (env *Environment) IsFinalized() bool

func (*Environment) NextTarget

func (env *Environment) NextTarget(target *Unit) *Target

func (*Environment) NextTargetUnit

func (env *Environment) NextTargetUnit(target *Unit) *Unit

func (*Environment) RegisterPostFinalizeEffect

func (env *Environment) RegisterPostFinalizeEffect(postFinalizeEffect PostFinalizeEffect)

Registers a callback to this Character which will be invoked after all Units are finalized.

type EnvironmentState

type EnvironmentState int
const (
	Created EnvironmentState = iota
	Constructed
	Initialized
	Finalized
)

type ExpectedDamageCalculator added in v0.1.1

type ExpectedDamageCalculator func(sim *Simulation, target *Unit, spell *Spell) *SpellResult

type GearSetCombo

type GearSetCombo struct {
	Label   string
	GearSet *proto.EquipmentSpec
}

type GoRand

type GoRand struct {
	rand.Source64
}

func NewGoRand

func NewGoRand(seed uint64) *GoRand

wraps go's default source; will panic if it's not a Source64

func (GoRand) Next

func (g GoRand) Next() uint64

func (GoRand) NextFloat64

func (g GoRand) NextFloat64() float64

type Hand

type Hand bool
const MainHand Hand = true
const OffHand Hand = false

type Hardcast

type Hardcast struct {
	Expires    time.Duration
	OnComplete func(*Simulation, *Unit)
	Target     *Unit
}

func (*Hardcast) OnExpire

func (hc *Hardcast) OnExpire(sim *Simulation)

type HitOutcome

type HitOutcome uint16

Possible outcomes of any hit/damage roll.

const (
	OutcomeEmpty HitOutcome = 0

	// These bits are set by the hit roll
	OutcomeMiss HitOutcome = 1 << iota
	OutcomeHit
	OutcomeDodge
	OutcomeGlance
	OutcomeParry
	OutcomeBlock

	// These bits are set by the crit and damage rolls.
	OutcomeCrit
	OutcomeCrush

	OutcomePartial1
	OutcomePartial2
	OutcomePartial4
	OutcomePartial8
)

Single-bit outcomes.

func (HitOutcome) Matches

func (ho HitOutcome) Matches(other HitOutcome) bool

Returns whether there is any overlap between the given masks.

func (HitOutcome) PartialResistString

func (ho HitOutcome) PartialResistString() string

func (HitOutcome) String

func (ho HitOutcome) String() string

type IndividualTestSuite

type IndividualTestSuite struct {
	Name string
	// contains filtered or unexported fields
}

func NewIndividualTestSuite

func NewIndividualTestSuite(suiteName string) *IndividualTestSuite

func (*IndividualTestSuite) Done

func (testSuite *IndividualTestSuite) Done(t *testing.T)

func (*IndividualTestSuite) TestCasts

func (testSuite *IndividualTestSuite) TestCasts(testName string, rsr *proto.RaidSimRequest)

func (*IndividualTestSuite) TestCharacterStats

func (testSuite *IndividualTestSuite) TestCharacterStats(testName string, csr *proto.ComputeStatsRequest)

func (*IndividualTestSuite) TestDPS

func (testSuite *IndividualTestSuite) TestDPS(testName string, rsr *proto.RaidSimRequest)

func (*IndividualTestSuite) TestStatWeights

func (testSuite *IndividualTestSuite) TestStatWeights(testName string, swr *proto.StatWeightsRequest)

type ItemFilter

type ItemFilter struct {
	// If set to ClassUnknown, any class is fine.
	Class proto.Class

	ArmorType proto.ArmorType

	// Blank list allows any value. Otherwise item must match 1 value from the list.
	WeaponTypes       []proto.WeaponType
	HandTypes         []proto.HandType
	RangedWeaponTypes []proto.RangedWeaponType

	// Item IDs to ignore.
	IDBlacklist []int32
}

Returns all items that meet the given conditions.

func (*ItemFilter) FindAllItems

func (filter *ItemFilter) FindAllItems() []items.Item

func (*ItemFilter) FindAllMetaGems

func (filter *ItemFilter) FindAllMetaGems() []items.Gem

func (*ItemFilter) FindAllSets

func (filter *ItemFilter) FindAllSets() []*ItemSet

func (*ItemFilter) Matches

func (filter *ItemFilter) Matches(item items.Item, equipChecksOnly bool) bool

Returns whether the given item matches the conditions of this filter.

If equipChecksOnly is true, will only check conditions related to whether the item is equippable.

type ItemSet

type ItemSet struct {
	Name            string
	AlternativeName string

	// IDs of items that are part of this set. map[key]struct{} is roughly a set in go.
	Items map[int32]struct{}

	// Maps set piece requirement to an ApplyEffect function that will be called
	// before the Sim starts.
	//
	// The function should apply any benefits provided by the set bonus.
	Bonuses map[int32]ApplyEffect
}

func GetAllItemSets

func GetAllItemSets() []*ItemSet

func NewItemSet

func NewItemSet(setStruct ItemSet) *ItemSet

Registers a new ItemSet with item IDs populated.

func (ItemSet) ItemIDs

func (set ItemSet) ItemIDs() []int32

func (ItemSet) ItemIsInSet

func (set ItemSet) ItemIsInSet(itemID int32) bool

type ItemsTestGenerator

type ItemsTestGenerator struct {
	// Fields describing the base API request.
	Player     *proto.Player
	PartyBuffs *proto.PartyBuffs
	RaidBuffs  *proto.RaidBuffs
	Debuffs    *proto.Debuffs
	Encounter  *proto.Encounter
	SimOptions *proto.SimOptions
	IsHealer   bool

	// Some fields are populated automatically.
	ItemFilter ItemFilter
	// contains filtered or unexported fields
}

func (*ItemsTestGenerator) GetTest

func (*ItemsTestGenerator) NumTests

func (generator *ItemsTestGenerator) NumTests() int

type MajorCooldown

type MajorCooldown struct {
	// Spell that is cast when this MCD is activated.
	Spell *Spell

	// Cooldowns with higher priority get used first. This is important when some
	// cooldowns have a non-zero cast time. For example, Drums should be used
	// before Bloodlust.
	Priority float64

	// Internal category, used for filtering. For example, mages want to disable
	// all DPS cooldowns during their regen rotation.
	Type CooldownType

	// Whether the cooldown meets all hard requirements for activation (e.g. resource cost).
	// Note chat whether the cooldown is off CD is automatically checked, so it does not
	// need to be checked again by this function.
	CanActivate CooldownActivationCondition

	// Whether the cooldown meets all optional conditions for activation. These
	// conditions will be ignored when the user specifies their own activation time.
	// This is for things like mana thresholds, which are optimizations for better
	// automatic timing.
	ShouldActivate CooldownActivationCondition

	// Factory for creating the activate function on every Sim reset.
	ActivationFactory CooldownActivationFactory
	// contains filtered or unexported fields
}

func (*MajorCooldown) GetTimings

func (mcd *MajorCooldown) GetTimings() []time.Duration

func (*MajorCooldown) IsEnabled

func (mcd *MajorCooldown) IsEnabled() bool

func (*MajorCooldown) IsReady

func (mcd *MajorCooldown) IsReady(sim *Simulation) bool

func (*MajorCooldown) ReadyAt

func (mcd *MajorCooldown) ReadyAt() time.Duration

func (*MajorCooldown) TimeToReady

func (mcd *MajorCooldown) TimeToReady(sim *Simulation) time.Duration

func (*MajorCooldown) TryActivate

func (mcd *MajorCooldown) TryActivate(sim *Simulation, character *Character) bool

Public version of TryActivate for manual activation by Agent code. Note that this version will work even if the MCD is disabled.

type MeleeDamageCalculator

type MeleeDamageCalculator func(attackPower float64, bonusWeaponDamage float64) float64

type OnCastComplete

type OnCastComplete func(aura *Aura, sim *Simulation, spell *Spell)

Callback for when a cast is finished, i.e. when the in-game castbar reaches full.

type OnDoneIteration

type OnDoneIteration func(aura *Aura, sim *Simulation)

type OnEnergyGain

type OnEnergyGain func(sim *Simulation)

OnEnergyGain is called any time energy is increased.

type OnExpire

type OnExpire func(aura *Aura, sim *Simulation)

type OnGain

type OnGain func(aura *Aura, sim *Simulation)

type OnInit

type OnInit func(aura *Aura, sim *Simulation)

type OnManaTick

type OnManaTick func(sim *Simulation)

type OnPeriodicDamage

type OnPeriodicDamage func(aura *Aura, sim *Simulation, spell *Spell, result *SpellResult)

OnPeriodicDamage is called when dots tick, after damage is calculated. Use it for proc effects or anything that comes from the final result of a tick.

type OnPetDisable

type OnPetDisable func(sim *Simulation)

type OnPetEnable

type OnPetEnable func(sim *Simulation)

type OnRageGain

type OnRageGain func(sim *Simulation)

OnRageGain is called any time rage is increased.

type OnReset

type OnReset func(aura *Aura, sim *Simulation)

type OnRune

type OnRune func(sim *Simulation)

type OnRunicPowerGain

type OnRunicPowerGain func(sim *Simulation)

type OnSnapshot added in v0.1.1

type OnSnapshot func(sim *Simulation, target *Unit, dot *Dot, isRollover bool)

type OnSpellHit

type OnSpellHit func(aura *Aura, sim *Simulation, spell *Spell, result *SpellResult)

Callback for after a spell hits the target and after damage is calculated. Use it for proc effects or anything that comes from the final result of the spell.

type OnStacksChange

type OnStacksChange func(aura *Aura, sim *Simulation, oldStacks int32, newStacks int32)

type OnStatsChange

type OnStatsChange func(aura *Aura, sim *Simulation, oldStats stats.Stats, newStats stats.Stats)

type OnTick added in v0.1.1

type OnTick func(sim *Simulation, target *Unit, dot *Dot)

type OutcomeApplier

type OutcomeApplier func(sim *Simulation, result *SpellResult, attackTable *AttackTable)

This function should do 3 things:

  1. Set the Outcome of the hit effect.
  2. Update spell outcome metrics.
  3. Modify the damage if necessary.

type PPMManager

type PPMManager struct {
	// contains filtered or unexported fields
}

func (*PPMManager) Proc

func (ppmm *PPMManager) Proc(sim *Simulation, procMask ProcMask, label string) bool

Returns whether the effect procced.

type Party

type Party struct {
	Raid  *Raid
	Index int

	Players []Agent
	Pets    []PetAgent // Cached list of all the pets in the party.

	PlayersAndPets []Agent // Cached list of players + pets, concatenated.
	// contains filtered or unexported fields
}

func NewParty

func NewParty(raid *Raid, index int, partyConfig *proto.Party) *Party

func (*Party) AddStat

func (party *Party) AddStat(stat stats.Stat, amount float64)

func (*Party) AddStats

func (party *Party) AddStats(newStats stats.Stats)

func (*Party) GetMetrics

func (party *Party) GetMetrics(numIterations int32) *proto.PartyMetrics

func (*Party) GetPartyBuffs

func (party *Party) GetPartyBuffs(basePartyBuffs *proto.PartyBuffs) *proto.PartyBuffs

func (*Party) IsFull

func (party *Party) IsFull() bool

func (*Party) Size

func (party *Party) Size() int

type PendingAction

type PendingAction struct {
	NextActionAt time.Duration
	Priority     ActionPriority

	OnAction func(*Simulation)
	CleanUp  func(*Simulation)
	// contains filtered or unexported fields
}

func NewDelayedAction

func NewDelayedAction(sim *Simulation, options DelayedActionOptions) *PendingAction

func NewPeriodicAction

func NewPeriodicAction(sim *Simulation, options PeriodicActionOptions) *PendingAction

func StartDelayedAction

func StartDelayedAction(sim *Simulation, options DelayedActionOptions) *PendingAction

Convenience for immediately creating and starting a delayed action.

func StartPeriodicAction

func StartPeriodicAction(sim *Simulation, options PeriodicActionOptions) *PendingAction

Convenience for immediately creating and starting a periodic action.

func (*PendingAction) Cancel

func (pa *PendingAction) Cancel(sim *Simulation)

type PeriodicActionOptions

type PeriodicActionOptions struct {
	// How often the action should be performed.
	Period time.Duration

	// Number of times to perform the action before stopping.
	// 0 indicates a permanent periodic action.
	NumTicks int

	// Whether the first tick should happen immediately. If false, first tick will
	// wait for Period.
	TickImmediately bool

	Priority ActionPriority

	OnAction func(*Simulation)
	CleanUp  func(*Simulation)
}

func AcidSpitPeriodicActionOptions

func AcidSpitPeriodicActionOptions(aura *Aura) PeriodicActionOptions

func ExposeArmorPeriodicActonOptions

func ExposeArmorPeriodicActonOptions(aura *Aura) PeriodicActionOptions

func SunderArmorPeriodicActionOptions

func SunderArmorPeriodicActionOptions(aura *Aura) PeriodicActionOptions

type Pet

type Pet struct {
	Character

	Owner *Character

	OnPetEnable  OnPetEnable
	OnPetDisable OnPetDisable
	// contains filtered or unexported fields
}

Pet is an extension of Character, for any entity created by a player that can take actions on its own.

func NewPet

func NewPet(name string, owner *Character, baseStats stats.Stats, statInheritance PetStatInheritance, enabledOnStart bool, isGuardian bool) Pet

func (*Pet) AddComboPoints

func (eb *Pet) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)

func (*Pet) AddEnergy

func (eb *Pet) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Pet) AddMajorCooldown

func (mcdm *Pet) AddMajorCooldown(mcd MajorCooldown)

Registers a major cooldown to the Character, which will be automatically used when available.

func (*Pet) AddPartyBuffs

func (pet *Pet) AddPartyBuffs(partyBuffs *proto.PartyBuffs)

func (*Pet) AddRage

func (rb *Pet) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Pet) AddRaidBuffs

func (pet *Pet) AddRaidBuffs(raidBuffs *proto.RaidBuffs)

func (*Pet) AfterCast

func (at *Pet) AfterCast(sim *Simulation, spell *Spell)

Invokes the AfterCast event for all tracked Auras.

func (*Pet) ApplyTalents

func (pet *Pet) ApplyTalents()

func (*Pet) ComboPoints

func (eb *Pet) ComboPoints() int32

func (*Pet) CurrentEnergy

func (eb *Pet) CurrentEnergy() float64

func (*Pet) CurrentHealth

func (hb *Pet) CurrentHealth() float64

func (*Pet) CurrentHealthPercent

func (hb *Pet) CurrentHealthPercent() float64

func (*Pet) CurrentRage

func (rb *Pet) CurrentRage() float64

func (*Pet) DelayDPSCooldownsForArmorDebuffs

func (mcdm *Pet) DelayDPSCooldownsForArmorDebuffs(delay time.Duration)

Adds a delay to the first usage of all CDs so that armor debuffs have time to be applied. MCDs that have a user-specified timing are not delayed.

This function should be called from Agent.Init().

func (*Pet) Disable

func (pet *Pet) Disable(sim *Simulation)

func (*Pet) DisableAllEnabledCooldowns

func (mcdm *Pet) DisableAllEnabledCooldowns(cooldownType CooldownType) []*MajorCooldown

Disabled all MCDs that are currently enabled, and returns a list of the MCDs which were disabled by this call. If cooldownType is not CooldownTypeUnknown, then will be restricted to cooldowns of that type.

func (*Pet) DisableMajorCooldown

func (mcdm *Pet) DisableMajorCooldown(actionID ActionID)

func (*Pet) Enable

func (pet *Pet) Enable(sim *Simulation, petAgent PetAgent)

petAgent should be the PetAgent which embeds this Pet.

func (*Pet) EnableAllCooldowns

func (mcdm *Pet) EnableAllCooldowns(mcdsToEnable []*MajorCooldown)

func (*Pet) EnableMajorCooldown

func (mcdm *Pet) EnableMajorCooldown(actionID ActionID)

func (*Pet) EnableWithTimeout

func (pet *Pet) EnableWithTimeout(sim *Simulation, petAgent PetAgent, petDuration time.Duration)

Helper for enabling a pet that will expire after a certain duration.

func (*Pet) Finalize

func (pet *Pet) Finalize()

func (*Pet) GainHealth

func (hb *Pet) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Pet) GetActiveAuraWithTag

func (at *Pet) GetActiveAuraWithTag(tag string) *Aura

func (*Pet) GetAura

func (at *Pet) GetAura(label string) *Aura

func (*Pet) GetAurasWithTag

func (at *Pet) GetAurasWithTag(tag string) []*Aura

func (*Pet) GetCharacter

func (pet *Pet) GetCharacter() *Character

Default implementations for some Agent functions which most Pets don't need.

func (*Pet) GetInitialMajorCooldown

func (mcdm *Pet) GetInitialMajorCooldown(actionID ActionID) MajorCooldown

func (*Pet) GetMajorCooldown

func (mcdm *Pet) GetMajorCooldown(actionID ActionID) *MajorCooldown

func (*Pet) GetMajorCooldownIDs

func (mcdm *Pet) GetMajorCooldownIDs() []*proto.ActionID

func (*Pet) GetMajorCooldowns

func (mcdm *Pet) GetMajorCooldowns() []*MajorCooldown

Returns all MCDs.

func (*Pet) HasActiveAura

func (at *Pet) HasActiveAura(label string) bool

func (*Pet) HasActiveAuraWithTag

func (at *Pet) HasActiveAuraWithTag(tag string) bool

func (*Pet) HasActiveAuraWithTagExcludingAura

func (at *Pet) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool

func (*Pet) HasAura

func (at *Pet) HasAura(label string) bool

func (*Pet) HasAuraWithTag

func (at *Pet) HasAuraWithTag(tag string) bool

func (*Pet) HasMajorCooldown

func (mcdm *Pet) HasMajorCooldown(actionID ActionID) bool

func (*Pet) IsEnabled

func (pet *Pet) IsEnabled() bool

func (*Pet) IsGuardian

func (pet *Pet) IsGuardian() bool

func (*Pet) MaxHealth

func (hb *Pet) MaxHealth() float64

func (*Pet) NextEnergyTickAt

func (eb *Pet) NextEnergyTickAt() time.Duration

func (*Pet) NumActiveAurasWithTag

func (at *Pet) NumActiveAurasWithTag(tag string) int32

func (*Pet) OnCastComplete

func (at *Pet) OnCastComplete(sim *Simulation, spell *Spell)

Invokes the OnCastComplete event for all tracked Auras.

func (*Pet) OnHealDealt

func (at *Pet) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnHeal event for all tracked Auras.

func (*Pet) OnHealTaken

func (at *Pet) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Pet) OnPeriodicDamageDealt

func (at *Pet) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicDamage

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Pet) OnPeriodicDamageTaken

func (at *Pet) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Pet) OnPeriodicHealDealt

func (at *Pet) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicHeal

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Pet) OnPeriodicHealTaken

func (at *Pet) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Pet) OnSpellHitDealt

func (at *Pet) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnSpellHit event for all tracked Auras.

func (*Pet) OnSpellHitTaken

func (at *Pet) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Pet) OwnerAttackSpeedChanged

func (pet *Pet) OwnerAttackSpeedChanged(sim *Simulation)

Add a default base if pets dont need this

func (*Pet) RegisterResetEffect

func (at *Pet) RegisterResetEffect(resetEffect ResetEffect)

Registers a callback to this Character which will be invoked on every Sim reset.

func (*Pet) RemoveHealth

func (hb *Pet) RemoveHealth(sim *Simulation, amount float64)

func (*Pet) ResetEnergyTick

func (eb *Pet) ResetEnergyTick(sim *Simulation)

Gives an immediate partial energy tick and restarts the tick timer.

func (*Pet) ShouldRefreshAuraWithTagAtPriority

func (at *Pet) ShouldRefreshAuraWithTagAtPriority(sim *Simulation, tag string, priority float64, refreshWindow time.Duration) bool

Returns if an aura should be refreshed at a specific priority, i.e. the aura is about to expire AND the replacement aura has at least as high priority.

This is used to decide whether to refresh effects with multiple strengths, like Thunder Clap/Deathfrost or Faerie Fire ranks.

func (*Pet) SpendComboPoints

func (eb *Pet) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)

func (*Pet) SpendEnergy

func (eb *Pet) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Pet) SpendRage

func (rb *Pet) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Pet) TryUseCooldowns

func (mcdm *Pet) TryUseCooldowns(sim *Simulation)

func (*Pet) UpdateMajorCooldowns

func (mcdm *Pet) UpdateMajorCooldowns()

This function should be called if the CD for a major cooldown changes outside of the TryActivate() call.

type PetAgent

type PetAgent interface {
	Agent

	// The Pet controlled by this PetAgent.
	GetPet() *Pet
	OwnerAttackSpeedChanged(sim *Simulation)
}

Extension of Agent interface, for Pets.

type PetStatInheritance

type PetStatInheritance func(ownerStats stats.Stats) stats.Stats

type PostFinalizeEffect

type PostFinalizeEffect func()

Callback for doing something after finalization.

type PowerBarType

type PowerBarType int
const (
	ManaBar PowerBarType = iota
	EnergyBar
	RageBar
	RunicPower
)

type PresetTarget

type PresetTarget struct {
	// String in folder-structure format identifying a category for this unit, e.g. "Black Temple/Bosses".
	PathPrefix string

	Config *proto.Target

	AI AIFactory
}

func GetPresetTargetWithID

func GetPresetTargetWithID(id int32) *PresetTarget

func GetPresetTargetWithPath

func GetPresetTargetWithPath(path string) *PresetTarget

func (PresetTarget) Path

func (pt PresetTarget) Path() string

func (PresetTarget) ToProto

func (pt PresetTarget) ToProto() *proto.PresetTarget

type PresimOptions

type PresimOptions struct {
	// Called once before each presim round.
	//
	// Modify the player parameter to use whatever player options are desired
	// for the presim.
	SetPresimPlayerOptions func(player *proto.Player)

	// Called once after each presim round to provide the results.
	//
	// Should return true if this Agent is done running presims, and false otherwise.
	OnPresimResult func(presimResult *proto.UnitMetrics, iterations int32, duration time.Duration) bool
}

Controls the presim behavior for 1 Agent.

type Presimmer

type Presimmer interface {
	GetPresimOptions(*proto.Player) *PresimOptions
}

A presim is a full simulation run with multiple iterations, as a preparation step for testing out settings before starting the recorded iterations.

To use this, just implement this interface on your Agent.

If you don't know what this is, you probably don't need it.

type ProcMask

type ProcMask uint32
const (
	// Default value is invalid, to force authors to think about proc masks.
	ProcMaskUnknown ProcMask = 0

	ProcMaskEmpty ProcMask = 1 << iota
	ProcMaskMeleeMHAuto
	ProcMaskMeleeOHAuto
	ProcMaskMeleeMHSpecial
	ProcMaskMeleeOHSpecial
	ProcMaskRangedAuto
	ProcMaskRangedSpecial
	ProcMaskSpellDamage
	ProcMaskSpellHealing
)

Single-bit masks. These don't need to match Blizzard's values.

func GetMeleeProcMaskForHands

func GetMeleeProcMaskForHands(mh bool, oh bool) ProcMask

func (ProcMask) Matches

func (pm ProcMask) Matches(other ProcMask) bool

Returns whether there is any overlap between the given masks.

type RageBarOptions

type RageBarOptions struct {
	StartingRage   float64
	RageMultiplier float64
	MHSwingSpeed   float64
	OHSwingSpeed   float64
}

type Raid

type Raid struct {
	Parties []*Party

	AllUnits []*Unit // Cached list of all Units (players and pets) in the raid.
	// contains filtered or unexported fields
}

func NewRaid

func NewRaid(raidConfig *proto.Raid) *Raid

Makes a new raid.

func (Raid) AddStats

func (raid Raid) AddStats(s stats.Stats)

func (*Raid) GetFirstEmptyRaidIndex

func (raid *Raid) GetFirstEmptyRaidIndex() (*Party, int)

Returns (party, index within party)

func (Raid) GetFirstNPlayersOrPets

func (raid Raid) GetFirstNPlayersOrPets(n int32) []*Unit

func (*Raid) GetFirstTargetDummy

func (raid *Raid) GetFirstTargetDummy() *TargetDummy

func (*Raid) GetMetrics

func (raid *Raid) GetMetrics(numIterations int32) *proto.RaidMetrics

func (Raid) GetPlayerFromRaidTarget

func (raid Raid) GetPlayerFromRaidTarget(raidTarget *proto.RaidTarget) Agent

func (Raid) GetPlayerFromUnit

func (raid Raid) GetPlayerFromUnit(unit *Unit) Agent

func (*Raid) GetPlayerFromUnitIndex

func (raid *Raid) GetPlayerFromUnitIndex(unitIndex int32) Agent

func (Raid) GetPlayersOfClass

func (raid Raid) GetPlayersOfClass(class proto.Class) []Agent

func (*Raid) GetRaidBuffs

func (raid *Raid) GetRaidBuffs(baseRaidBuffs *proto.RaidBuffs) *proto.RaidBuffs

func (*Raid) IsFull

func (raid *Raid) IsFull() bool

func (*Raid) Size

func (raid *Raid) Size() int

type Rand

type Rand interface {
	Next() uint64
	NextFloat64() float64
	Seed(int64)
	GetSeed() int64
}

implementing Source or Source64 is possible, but adds too much overhead

type ReplaceMHSwing

type ReplaceMHSwing func(sim *Simulation, mhSwingSpell *Spell) *Spell

ReplaceMHSwing is called right before an auto attack fires

If it returns nil, the attack takes place as normal. If it returns a Spell,
that Spell is used in place of the attack.
This allows for abilities that convert a white attack into yellow attack.

type ResetEffect

type ResetEffect func(*Simulation)

Callback for doing something on reset.

type ResourceKey

type ResourceKey struct {
	ActionID ActionID
	Type     proto.ResourceType
}

type ResourceMetrics

type ResourceMetrics struct {
	ActionID ActionID
	Type     proto.ResourceType

	Events     int32
	Gain       float64
	ActualGain float64

	EventsFromPreviousIterations     int32
	ActualGainFromPreviousIterations float64
}

func (*ResourceMetrics) ActualGainForCurrentIteration

func (resourceMetrics *ResourceMetrics) ActualGainForCurrentIteration() float64

func (*ResourceMetrics) AddEvent

func (resourceMetrics *ResourceMetrics) AddEvent(gain float64, actualGain float64)

func (*ResourceMetrics) EventsForCurrentIteration

func (resourceMetrics *ResourceMetrics) EventsForCurrentIteration() int32

func (*ResourceMetrics) ToProto

func (resourceMetrics *ResourceMetrics) ToProto() *proto.ResourceMetrics

type RotationCastsTestGenerator

type RotationCastsTestGenerator struct {
	SpecOptions []SpecOptionsCombo
	PartyBuffs  *proto.PartyBuffs
	RaidBuffs   *proto.RaidBuffs
	Debuffs     *proto.Debuffs
	Player      *proto.Player
	Encounter   *proto.Encounter
	SimOptions  *proto.SimOptions
}

func (*RotationCastsTestGenerator) GetTest

func (*RotationCastsTestGenerator) NumTests

func (generator *RotationCastsTestGenerator) NumTests() int

type RuneCost

type RuneCost uint16

func NewRuneCost

func NewRuneCost(rp, blood, frost, unholy, death uint8) RuneCost

func (RuneCost) Blood

func (rc RuneCost) Blood() uint8

func (RuneCost) Death

func (rc RuneCost) Death() uint8

func (RuneCost) Frost

func (rc RuneCost) Frost() uint8

func (RuneCost) HasRune

func (rc RuneCost) HasRune() bool

HasRune returns if this cost includes a rune portion.

If any bit is set in the rune bits it means that there is a rune cost.

func (RuneCost) RunicPower

func (rc RuneCost) RunicPower() uint8

func (RuneCost) String

func (rc RuneCost) String() string

func (RuneCost) Unholy

func (rc RuneCost) Unholy() uint8

type RuneKind

type RuneKind uint8
const (
	RuneKind_Undef RuneKind = iota
	RuneKind_Blood
	RuneKind_Frost
	RuneKind_Unholy
	RuneKind_Death
)

type RuneMeta

type RuneMeta struct {
	// contains filtered or unexported fields
}

type RunicPowerBar

type RunicPowerBar struct {
	// contains filtered or unexported fields
}

func (*RunicPowerBar) AddRunicPower

func (rp *RunicPowerBar) AddRunicPower(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*RunicPowerBar) Advance

func (rp *RunicPowerBar) Advance(sim *Simulation, newTime time.Duration)

func (*RunicPowerBar) AllBloodRunesSpent

func (rp *RunicPowerBar) AllBloodRunesSpent() bool

func (*RunicPowerBar) AllFrostSpent

func (rp *RunicPowerBar) AllFrostSpent() bool

func (*RunicPowerBar) AllRunesSpent

func (rp *RunicPowerBar) AllRunesSpent() bool

func (*RunicPowerBar) AllUnholySpent

func (rp *RunicPowerBar) AllUnholySpent() bool

func (*RunicPowerBar) AnyRuneReadyAt

func (rp *RunicPowerBar) AnyRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) AnySpentRuneReadyAt

func (rp *RunicPowerBar) AnySpentRuneReadyAt() time.Duration

AnySpentRuneReadyAt returns the next time that a rune will regenerate.

It will be NeverExpires if there is no rune pending regeneration.

func (*RunicPowerBar) BloodRuneGainMetrics

func (rp *RunicPowerBar) BloodRuneGainMetrics() *ResourceMetrics

func (*RunicPowerBar) BloodRuneReadyAt

func (rp *RunicPowerBar) BloodRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) BloodRuneSpentAt

func (rp *RunicPowerBar) BloodRuneSpentAt(dur time.Duration) int32

func (*RunicPowerBar) CancelBloodTap

func (rp *RunicPowerBar) CancelBloodTap(sim *Simulation)

func (*RunicPowerBar) CastCostPossible

func (rp *RunicPowerBar) CastCostPossible(sim *Simulation, runicPowerAmount float64, bloodAmount int8, frostAmount int8, unholyAmount int8) bool

func (*RunicPowerBar) ConvertFromDeath

func (rp *RunicPowerBar) ConvertFromDeath(sim *Simulation, slot int8)

ConvertFromDeath reverts the rune to its original type.

func (*RunicPowerBar) ConvertToDeath

func (rp *RunicPowerBar) ConvertToDeath(sim *Simulation, slot int8, revertOnSpend bool, revertAt time.Duration)

ConvertToDeath converts the given slot to death and sets up the revertion conditions ConvertToDeath converts the given slot to death and sets up the revertion conditions

func (*RunicPowerBar) CopyRunicPowerBar

func (rp *RunicPowerBar) CopyRunicPowerBar() *RunicPowerBar

CopyRunicPowerBar will create a clone of the bar with the same

func (*RunicPowerBar) CorrectBloodTapConversion

func (rp *RunicPowerBar) CorrectBloodTapConversion(sim *Simulation, bloodGainMetrics *ResourceMetrics, deathGainMetrics *ResourceMetrics, spell *Spell)

func (*RunicPowerBar) CurrentBloodRuneGrace

func (rp *RunicPowerBar) CurrentBloodRuneGrace(sim *Simulation) time.Duration

func (*RunicPowerBar) CurrentBloodRunes

func (rp *RunicPowerBar) CurrentBloodRunes() int8

func (*RunicPowerBar) CurrentDeathRunes

func (rp *RunicPowerBar) CurrentDeathRunes() int8

func (*RunicPowerBar) CurrentFrostRuneGrace

func (rp *RunicPowerBar) CurrentFrostRuneGrace(sim *Simulation) time.Duration

func (*RunicPowerBar) CurrentFrostRunes

func (rp *RunicPowerBar) CurrentFrostRunes() int8

func (*RunicPowerBar) CurrentRuneGrace

func (rp *RunicPowerBar) CurrentRuneGrace(sim *Simulation, slot int32) time.Duration

func (*RunicPowerBar) CurrentRuneGraces

func (rp *RunicPowerBar) CurrentRuneGraces(sim *Simulation) (time.Duration, time.Duration, time.Duration)

func (*RunicPowerBar) CurrentRunicPower

func (rp *RunicPowerBar) CurrentRunicPower() float64

func (*RunicPowerBar) CurrentUnholyRuneGrace

func (rp *RunicPowerBar) CurrentUnholyRuneGrace(sim *Simulation) time.Duration

func (*RunicPowerBar) CurrentUnholyRunes

func (rp *RunicPowerBar) CurrentUnholyRunes() int8

func (*RunicPowerBar) DeathRuneGainMetrics

func (rp *RunicPowerBar) DeathRuneGainMetrics() *ResourceMetrics

func (*RunicPowerBar) DeathRuneRegenAt

func (rp *RunicPowerBar) DeathRuneRegenAt(slot int32) time.Duration

DeathRuneRegenAt returns the time the given death rune will regen at.

If the rune is not death or not spent it returns NeverExpires

func (*RunicPowerBar) DeathRuneRevertAt

func (rp *RunicPowerBar) DeathRuneRevertAt() time.Duration

DeathRuneRevertAt returns the next time that a death rune will revert.

If there is no deathrune that needs to revert it returns `NeverExpires`.

func (*RunicPowerBar) DeathRunesInFU

func (rp *RunicPowerBar) DeathRunesInFU() int8

func (*RunicPowerBar) DebugString

func (rp *RunicPowerBar) DebugString() string

func (*RunicPowerBar) FrostRuneGainMetrics

func (rp *RunicPowerBar) FrostRuneGainMetrics() *ResourceMetrics

func (*RunicPowerBar) FrostRuneReadyAt

func (rp *RunicPowerBar) FrostRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) FrostRuneSpentAt

func (rp *RunicPowerBar) FrostRuneSpentAt(dur time.Duration) int32

func (*RunicPowerBar) GainDeathRuneMetrics

func (rp *RunicPowerBar) GainDeathRuneMetrics(sim *Simulation, spell *Spell, currRunes int32, newRunes int32)

func (*RunicPowerBar) GainRuneMetrics

func (rp *RunicPowerBar) GainRuneMetrics(sim *Simulation, metrics *ResourceMetrics, gainAmount int8)

GainRuneMetrics should be called after gaining the rune

func (*RunicPowerBar) LaunchRuneRegen

func (rp *RunicPowerBar) LaunchRuneRegen(sim *Simulation, slot int8)

func (*RunicPowerBar) LeftBloodRuneReady

func (rp *RunicPowerBar) LeftBloodRuneReady() bool

func (*RunicPowerBar) MaxRunicPower

func (rp *RunicPowerBar) MaxRunicPower() float64

func (*RunicPowerBar) NormalCurrentBloodRunes

func (rp *RunicPowerBar) NormalCurrentBloodRunes() int32

func (*RunicPowerBar) NormalCurrentFrostRunes

func (rp *RunicPowerBar) NormalCurrentFrostRunes() int32

func (*RunicPowerBar) NormalCurrentRunes

func (rp *RunicPowerBar) NormalCurrentRunes() (int32, int32, int32)

func (*RunicPowerBar) NormalCurrentUnholyRunes

func (rp *RunicPowerBar) NormalCurrentUnholyRunes() int32

func (*RunicPowerBar) NormalFrostRuneReadyAt

func (rp *RunicPowerBar) NormalFrostRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) NormalSpentBloodRuneReadyAt

func (rp *RunicPowerBar) NormalSpentBloodRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) NormalSpentFrostRuneReadyAt

func (rp *RunicPowerBar) NormalSpentFrostRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) NormalSpentUnholyRuneReadyAt

func (rp *RunicPowerBar) NormalSpentUnholyRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) NormalUnholyRuneReadyAt

func (rp *RunicPowerBar) NormalUnholyRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) OptimalRuneCost

func (rp *RunicPowerBar) OptimalRuneCost(cost RuneCost) RuneCost

func (*RunicPowerBar) PercentRunicPower

func (rp *RunicPowerBar) PercentRunicPower() float64

func (*RunicPowerBar) Print

func (rp *RunicPowerBar) Print()

func (*RunicPowerBar) ReadyDeathRune

func (rp *RunicPowerBar) ReadyDeathRune() int8

ReadyDeathRune returns the slot of first available death rune.

Returns -1 if there are no ready death runes

func (*RunicPowerBar) RegenAllRunes

func (rp *RunicPowerBar) RegenAllRunes(sim *Simulation)

func (*RunicPowerBar) RegenRune

func (rp *RunicPowerBar) RegenRune(regenAt time.Duration, slot int32)

func (*RunicPowerBar) RightBloodRuneReady

func (rp *RunicPowerBar) RightBloodRuneReady() bool

func (*RunicPowerBar) RuneIsDeath

func (rp *RunicPowerBar) RuneIsDeath(slot int8) bool

func (*RunicPowerBar) SetRuneCd added in v0.1.1

func (rp *RunicPowerBar) SetRuneCd(runeCd time.Duration)

func (*RunicPowerBar) SpendBloodRune

func (rp *RunicPowerBar) SpendBloodRune(sim *Simulation, metrics *ResourceMetrics) int8

func (*RunicPowerBar) SpendDeathRune

func (rp *RunicPowerBar) SpendDeathRune(sim *Simulation, metrics *ResourceMetrics) int8

func (*RunicPowerBar) SpendFrostRune

func (rp *RunicPowerBar) SpendFrostRune(sim *Simulation, metrics *ResourceMetrics) int8

func (*RunicPowerBar) SpendRuneCost

func (rp *RunicPowerBar) SpendRuneCost(sim *Simulation, spell *Spell, cost RuneCost) (int8, int8, int8)

func (*RunicPowerBar) SpendRuneFromKind

func (rp *RunicPowerBar) SpendRuneFromKind(sim *Simulation, rkind RuneKind) int8

func (*RunicPowerBar) SpendRuneMetrics

func (rp *RunicPowerBar) SpendRuneMetrics(sim *Simulation, metrics *ResourceMetrics, spendAmount int8)

SpendRuneMetrics should be called after spending the rune

func (*RunicPowerBar) SpendUnholyRune

func (rp *RunicPowerBar) SpendUnholyRune(sim *Simulation, metrics *ResourceMetrics) int8

func (*RunicPowerBar) SpentBloodRuneReadyAt

func (rp *RunicPowerBar) SpentBloodRuneReadyAt() time.Duration

func (*RunicPowerBar) SpentDeathRuneReadyAt

func (rp *RunicPowerBar) SpentDeathRuneReadyAt() time.Duration

func (*RunicPowerBar) SpentFrostRuneReadyAt

func (rp *RunicPowerBar) SpentFrostRuneReadyAt() time.Duration

func (*RunicPowerBar) SpentUnholyRuneReadyAt

func (rp *RunicPowerBar) SpentUnholyRuneReadyAt() time.Duration

func (*RunicPowerBar) TryRegenRune

func (rp *RunicPowerBar) TryRegenRune(sim *Simulation, newTime time.Duration, slot int32)

func (*RunicPowerBar) UnholyRuneGainMetrics

func (rp *RunicPowerBar) UnholyRuneGainMetrics() *ResourceMetrics

func (*RunicPowerBar) UnholyRuneReadyAt

func (rp *RunicPowerBar) UnholyRuneReadyAt(sim *Simulation) time.Duration

func (*RunicPowerBar) UnholyRuneSpentAt

func (rp *RunicPowerBar) UnholyRuneSpentAt(dur time.Duration) int32

type SettingsCombos

type SettingsCombos struct {
	Class       proto.Class
	Races       []proto.Race
	GearSets    []GearSetCombo
	SpecOptions []SpecOptionsCombo
	Buffs       []BuffsCombo
	Encounters  []EncounterCombo
	SimOptions  *proto.SimOptions
	IsHealer    bool
}

func (*SettingsCombos) GetTest

func (*SettingsCombos) NumTests

func (combos *SettingsCombos) NumTests() int

type Shield

type Shield struct {
	Spell *Spell

	// Embed Aura so we can use Ishieldctive/Refresh/etc directly.
	*Aura
}

Rerpresents an absorption effect, e.g. Power Word: Shield.

func NewShield

func NewShield(config Shield) *Shield

func (*Shield) Apply

func (shield *Shield) Apply(sim *Simulation, shieldAmount float64)

type Simulation

type Simulation struct {
	*Environment

	Options *proto.SimOptions

	CurrentTime time.Duration // duration that has elapsed in the sim since starting
	Duration    time.Duration // Duration of current iteration

	ProgressReport func(*proto.ProgressMetrics)

	Log func(string, ...interface{})
	// contains filtered or unexported fields
}

func NewSim

func NewSim(rsr *proto.RaidSimRequest) *Simulation

func (*Simulation) AddPendingAction

func (sim *Simulation) AddPendingAction(pa *PendingAction)

func (*Simulation) GetRemainingDuration

func (sim *Simulation) GetRemainingDuration() time.Duration

func (*Simulation) GetRemainingDurationPercent

func (sim *Simulation) GetRemainingDurationPercent() float64

Returns the percentage of time remaining in the current iteration, as a value from 0-1.

func (*Simulation) IsExecutePhase20

func (sim *Simulation) IsExecutePhase20() bool

func (*Simulation) IsExecutePhase25

func (sim *Simulation) IsExecutePhase25() bool

func (*Simulation) IsExecutePhase35

func (sim *Simulation) IsExecutePhase35() bool

func (*Simulation) Proc added in v0.1.1

func (sim *Simulation) Proc(p float64, label string) bool

func (*Simulation) RandomFloat

func (sim *Simulation) RandomFloat(label string) float64

Returns a random float.

In tests, although we can set the initial seed, test results are still very sensitive to the exact order of RandomFloat() calls. To mitigate this, when testing we use a separate rand object for each RandomFloat callsite, distinguished by the label string.

func (*Simulation) RegisterExecutePhaseCallback

func (sim *Simulation) RegisterExecutePhaseCallback(callback func(*Simulation, int))

func (*Simulation) Reset

func (sim *Simulation) Reset()

func (*Simulation) Roll

func (sim *Simulation) Roll(min float64, max float64) float64

Shorthand for commonly-used RNG behavior. Returns a random number between min and max.

type SingleCharacterStatsTestGenerator

type SingleCharacterStatsTestGenerator struct {
	Name    string
	Request *proto.ComputeStatsRequest
}

func (*SingleCharacterStatsTestGenerator) GetTest

func (*SingleCharacterStatsTestGenerator) NumTests

func (generator *SingleCharacterStatsTestGenerator) NumTests() int

type SingleDpsTestGenerator

type SingleDpsTestGenerator struct {
	Name    string
	Request *proto.RaidSimRequest
}

func (*SingleDpsTestGenerator) GetTest

func (*SingleDpsTestGenerator) NumTests

func (generator *SingleDpsTestGenerator) NumTests() int

type SingleStatWeightsTestGenerator

type SingleStatWeightsTestGenerator struct {
	Name    string
	Request *proto.StatWeightsRequest
}

func (*SingleStatWeightsTestGenerator) GetTest

func (*SingleStatWeightsTestGenerator) NumTests

func (generator *SingleStatWeightsTestGenerator) NumTests() int

type SpecOptionsCombo

type SpecOptionsCombo struct {
	Label       string
	SpecOptions interface{}
}

type SpecSetter

type SpecSetter func(*proto.Player, interface{})

type Spell

type Spell struct {
	// ID for this spell.
	ActionID

	// The unit who will perform this spell.
	Unit *Unit

	// Fire, Frost, Shadow, etc.
	SpellSchool SpellSchool
	SchoolIndex stats.SchoolIndex

	// Controls which effects can proc from this spell.
	ProcMask ProcMask

	// Flags
	Flags SpellFlag

	// Speed in yards/second. Spell missile speeds can be found in the game data.
	// Example: https://wow.tools/dbc/?dbc=spellmisc&build=3.4.0.44996
	MissileSpeed float64

	// Should be stats.Mana, stats.Energy, stats.Rage, or unset.
	ResourceType    stats.Stat
	ResourceMetrics *ResourceMetrics

	// Base cost. Many effects in the game which 'reduce mana cost by X%'
	// are calculated using the base cost.
	BaseCost float64

	// Default cast parameters with all static effects applied.
	DefaultCast Cast

	CD       Cooldown
	SharedCD Cooldown

	SpellMetrics []SpellMetrics

	// Performs the actions of this spell.
	ApplyEffects ApplySpellResults

	// The current or most recent cast data.
	CurCast Cast

	BonusHitRating           float64
	BonusCritRating          float64
	BonusSpellPower          float64
	BonusExpertiseRating     float64
	BonusArmorPenRating      float64
	CastTimeMultiplier       float64
	CostMultiplier           float64
	DamageMultiplier         float64
	DamageMultiplierAdditive float64
	CritMultiplier           float64

	// Multiplier for all threat generated by this effect.
	ThreatMultiplier float64

	// Adds a fixed amount of threat to this spell, before multipliers.
	FlatThreatBonus float64
	// contains filtered or unexported fields
}

func (*Spell) ApplyAOEThreat

func (spell *Spell) ApplyAOEThreat(threatAmount float64)

func (*Spell) ApplyAOEThreatIgnoreMultipliers

func (spell *Spell) ApplyAOEThreatIgnoreMultipliers(threatAmount float64)

func (*Spell) ApplyCostModifiers

func (spell *Spell) ApplyCostModifiers(cost float64) float64

func (*Spell) ApplyPostOutcomeDamageModifiers

func (spell *Spell) ApplyPostOutcomeDamageModifiers(sim *Simulation, result *SpellResult)

func (*Spell) AttackerDamageMultiplier added in v0.1.1

func (spell *Spell) AttackerDamageMultiplier(attackTable *AttackTable) float64

Returns the combined attacker modifiers.

func (*Spell) BloodRuneMetrics

func (spell *Spell) BloodRuneMetrics() *ResourceMetrics

func (*Spell) BonusWeaponDamage

func (spell *Spell) BonusWeaponDamage() float64

func (*Spell) CalcAndDealDamage added in v0.1.1

func (spell *Spell) CalcAndDealDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcAndDealHealing added in v0.1.1

func (spell *Spell) CalcAndDealHealing(sim *Simulation, target *Unit, baseHealing float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcAndDealOutcome added in v0.1.1

func (spell *Spell) CalcAndDealOutcome(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcAndDealPeriodicDamage added in v0.1.1

func (spell *Spell) CalcAndDealPeriodicDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcAndDealPeriodicHealing added in v0.1.1

func (spell *Spell) CalcAndDealPeriodicHealing(sim *Simulation, target *Unit, baseHealing float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcDamage

func (spell *Spell) CalcDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcHealing

func (spell *Spell) CalcHealing(sim *Simulation, target *Unit, baseHealing float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) CalcOutcome

func (spell *Spell) CalcOutcome(sim *Simulation, target *Unit, outcomeApplier OutcomeApplier) *SpellResult

For spells that do no damage but still have a hit/miss check.

func (*Spell) CalcPeriodicDamage added in v0.1.1

func (spell *Spell) CalcPeriodicDamage(sim *Simulation, target *Unit, baseDamage float64, outcomeApplier OutcomeApplier) *SpellResult

func (*Spell) Cast

func (spell *Spell) Cast(sim *Simulation, target *Unit) bool

func (*Spell) CasterHealingMultiplier

func (spell *Spell) CasterHealingMultiplier() float64

func (*Spell) ComboPointMetrics

func (spell *Spell) ComboPointMetrics() *ResourceMetrics

func (*Spell) CurDamagePerCast

func (spell *Spell) CurDamagePerCast() float64

Metrics for the current iteration

func (*Spell) DealDamage

func (spell *Spell) DealDamage(sim *Simulation, result *SpellResult)

func (*Spell) DealHealing

func (spell *Spell) DealHealing(sim *Simulation, result *SpellResult)

func (*Spell) DealOutcome

func (spell *Spell) DealOutcome(sim *Simulation, result *SpellResult)

func (*Spell) DealPeriodicDamage added in v0.1.1

func (spell *Spell) DealPeriodicDamage(sim *Simulation, result *SpellResult)

func (*Spell) DealPeriodicHealing added in v0.1.1

func (spell *Spell) DealPeriodicHealing(sim *Simulation, result *SpellResult)

func (*Spell) DeathRuneMetrics

func (spell *Spell) DeathRuneMetrics() *ResourceMetrics

func (*Spell) DisposeResult added in v0.1.1

func (spell *Spell) DisposeResult(result *SpellResult)

func (*Spell) ExpectedDamage added in v0.1.1

func (spell *Spell) ExpectedDamage(sim *Simulation, target *Unit) float64

func (*Spell) ExpertisePercentage

func (spell *Spell) ExpertisePercentage() float64

func (*Spell) FrostRuneMetrics

func (spell *Spell) FrostRuneMetrics() *ResourceMetrics

func (*Spell) HealingCritChance added in v0.1.1

func (spell *Spell) HealingCritChance() float64

func (*Spell) HealingCritCheck added in v0.1.1

func (spell *Spell) HealingCritCheck(sim *Simulation) bool

func (*Spell) HealingPower

func (spell *Spell) HealingPower() float64

func (*Spell) HealthMetrics

func (spell *Spell) HealthMetrics(target *Unit) *ResourceMetrics

func (*Spell) IsMH

func (spell *Spell) IsMH() bool

Returns whether this hit effect is associated with the main-hand weapon.

func (*Spell) IsMelee

func (spell *Spell) IsMelee() bool

Returns whether this hit effect is associated with either melee weapon.

func (*Spell) IsOH

func (spell *Spell) IsOH() bool

Returns whether this hit effect is associated with the off-hand weapon.

func (*Spell) IsReady

func (spell *Spell) IsReady(sim *Simulation) bool

func (*Spell) MagicCritCheck added in v0.1.1

func (spell *Spell) MagicCritCheck(sim *Simulation, target *Unit) bool

func (*Spell) MagicHitCheck

func (spell *Spell) MagicHitCheck(sim *Simulation, attackTable *AttackTable) bool

func (*Spell) MeleeAttackPower

func (spell *Spell) MeleeAttackPower() float64

func (*Spell) NewResult added in v0.1.1

func (spell *Spell) NewResult(target *Unit) *SpellResult

func (*Spell) OutcomeAlwaysHit

func (spell *Spell) OutcomeAlwaysHit(_ *Simulation, result *SpellResult, _ *AttackTable)

func (*Spell) OutcomeAlwaysMiss added in v0.1.1

func (spell *Spell) OutcomeAlwaysMiss(_ *Simulation, result *SpellResult, _ *AttackTable)

func (*Spell) OutcomeCritFixedChance

func (spell *Spell) OutcomeCritFixedChance(critChance float64) OutcomeApplier

func (*Spell) OutcomeEnemyMeleeWhite added in v0.1.1

func (spell *Spell) OutcomeEnemyMeleeWhite(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeExpectedMagicAlwaysHit added in v0.1.1

func (spell *Spell) OutcomeExpectedMagicAlwaysHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeExpectedMagicCrit added in v0.1.1

func (spell *Spell) OutcomeExpectedMagicCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeExpectedMagicHit added in v0.1.1

func (spell *Spell) OutcomeExpectedMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeExpectedMagicHitAndCrit added in v0.1.1

func (spell *Spell) OutcomeExpectedMagicHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeExpectedTick added in v0.1.1

func (spell *Spell) OutcomeExpectedTick(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeHealingCrit

func (spell *Spell) OutcomeHealingCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMagicCrit

func (spell *Spell) OutcomeMagicCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMagicHit

func (spell *Spell) OutcomeMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMagicHitAndCrit

func (spell *Spell) OutcomeMagicHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeSpecialCritOnly

func (spell *Spell) OutcomeMeleeSpecialCritOnly(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeSpecialHit added in v0.1.1

func (spell *Spell) OutcomeMeleeSpecialHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeSpecialHitAndCrit added in v0.1.1

func (spell *Spell) OutcomeMeleeSpecialHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeSpecialNoBlockDodgeParry added in v0.1.1

func (spell *Spell) OutcomeMeleeSpecialNoBlockDodgeParry(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeSpecialNoBlockDodgeParryNoCrit added in v0.1.1

func (spell *Spell) OutcomeMeleeSpecialNoBlockDodgeParryNoCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeWeaponSpecialHitAndCrit added in v0.1.1

func (spell *Spell) OutcomeMeleeWeaponSpecialHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

Like OutcomeMeleeSpecialHitAndCrit, but blocks prevent crits (all weapon damage based attacks).

func (*Spell) OutcomeMeleeWeaponSpecialNoCrit added in v0.1.1

func (spell *Spell) OutcomeMeleeWeaponSpecialNoCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeMeleeWhite

func (spell *Spell) OutcomeMeleeWhite(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeRangedCritOnly

func (spell *Spell) OutcomeRangedCritOnly(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeRangedHit

func (spell *Spell) OutcomeRangedHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeRangedHitAndCrit

func (spell *Spell) OutcomeRangedHitAndCrit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) OutcomeTickMagicHit added in v0.1.1

func (spell *Spell) OutcomeTickMagicHit(sim *Simulation, result *SpellResult, attackTable *AttackTable)

func (*Spell) PhysicalCritChance added in v0.1.1

func (spell *Spell) PhysicalCritChance(target *Unit, attackTable *AttackTable) float64

func (*Spell) PhysicalCritCheck added in v0.1.1

func (spell *Spell) PhysicalCritCheck(sim *Simulation, target *Unit, attackTable *AttackTable) bool

func (*Spell) PhysicalHitChance

func (spell *Spell) PhysicalHitChance(target *Unit) float64

func (*Spell) RangedAttackPower

func (spell *Spell) RangedAttackPower(target *Unit) float64

func (*Spell) ReadyAt

func (spell *Spell) ReadyAt() time.Duration

func (*Spell) ResistanceMultiplier

func (spell *Spell) ResistanceMultiplier(sim *Simulation, isPeriodic bool, attackTable *AttackTable) float64

Modifies damage based on Armor or Magic resistances, depending on the damage type.

func (*Spell) RunicPowerMetrics

func (spell *Spell) RunicPowerMetrics() *ResourceMetrics

func (*Spell) SkipCastAndApplyEffects

func (spell *Spell) SkipCastAndApplyEffects(sim *Simulation, target *Unit)

Skips the actual cast and applies spell effects immediately.

func (*Spell) SpellChanceToMiss added in v0.1.1

func (spell *Spell) SpellChanceToMiss(attackTable *AttackTable) float64

func (*Spell) SpellCritChance added in v0.1.1

func (spell *Spell) SpellCritChance(target *Unit) float64

func (*Spell) SpellHitChance

func (spell *Spell) SpellHitChance(target *Unit) float64

func (*Spell) SpellPower

func (spell *Spell) SpellPower() float64

func (*Spell) TargetDamageMultiplier added in v0.1.1

func (spell *Spell) TargetDamageMultiplier(attackTable *AttackTable, isPeriodic bool) float64

func (*Spell) ThreatFromDamage added in v0.1.1

func (spell *Spell) ThreatFromDamage(outcome HitOutcome, damage float64) float64

func (*Spell) TimeToReady

func (spell *Spell) TimeToReady(sim *Simulation) time.Duration

func (*Spell) UnholyRuneMetrics

func (spell *Spell) UnholyRuneMetrics() *ResourceMetrics

func (*Spell) WaitTravelTime

func (spell *Spell) WaitTravelTime(sim *Simulation, callback func(*Simulation))

type SpellConfig

type SpellConfig struct {
	// See definition of Spell (below) for comments on these.
	ActionID
	SpellSchool  SpellSchool
	ProcMask     ProcMask
	Flags        SpellFlag
	MissileSpeed float64
	ResourceType stats.Stat
	BaseCost     float64

	Cast CastConfig

	BonusHitRating       float64
	BonusCritRating      float64
	BonusSpellPower      float64
	BonusExpertiseRating float64
	BonusArmorPenRating  float64

	DamageMultiplier         float64
	DamageMultiplierAdditive float64
	CritMultiplier           float64

	ThreatMultiplier float64

	FlatThreatBonus float64

	// Performs the actions of this spell.
	ApplyEffects ApplySpellResults

	// Optional field. Calculates expected average damage.
	ExpectedDamage ExpectedDamageCalculator
}

type SpellFlag

type SpellFlag uint32

Other flags

const (
	SpellFlagNone                     SpellFlag = 0
	SpellFlagIgnoreResists            SpellFlag = 1 << iota // skip spell resist/armor
	SpellFlagIgnoreTargetModifiers                          // skip target damage modifiers
	SpellFlagIgnoreAttackerModifiers                        // skip attacker damage modifiers
	SpellFlagApplyArmorReduction                            // Forces damage reduction from armor to apply, even if it otherwise wouldn't.
	SpellFlagCannotBeDodged                                 // Ignores dodge in physical hit rolls
	SpellFlagIncludeTargetBonusDamage                       // Spell benefits from Gift of Arthas and Hemorrhage.
	SpellFlagBinary                                         // Does not do partial resists and could need a different hit roll.
	SpellFlagChanneled                                      // Spell is channeled
	SpellFlagDisease                                        // Spell is categorized as disease
	SpellFlagMeleeMetrics                                   // Marks a spell as a melee ability for metrics.
	SpellFlagNoOnCastComplete                               // Disables OnCastComplete and AfterCast callbacks.
	SpellFlagNoMetrics                                      // Disables metrics for a spell.
	SpellFlagNoLogs                                         // Disables logs for a spell.

	// Used to let agents categorize their spells.
	SpellFlagAgentReserved1
	SpellFlagAgentReserved2
	SpellFlagAgentReserved3
	SpellFlagAgentReserved4

	SpellFlagIgnoreModifiers = SpellFlagIgnoreAttackerModifiers | SpellFlagIgnoreTargetModifiers
)

func (SpellFlag) Matches

func (se SpellFlag) Matches(other SpellFlag) bool

Returns whether there is any overlap between the given masks.

type SpellMetrics

type SpellMetrics struct {
	Casts   int32
	Misses  int32
	Hits    int32
	Crits   int32
	Crushes int32
	Dodges  int32
	Glances int32
	Parries int32
	Blocks  int32

	TotalDamage    float64 // Damage done by all casts of this spell.
	TotalThreat    float64 // Threat generated by all casts of this spell.
	TotalHealing   float64 // Healing done by all casts of this spell.
	TotalShielding float64 // Shielding done by all casts of this spell.
	TotalCastTime  time.Duration
}

Metric totals for a spell against a specific target, for the current iteration.

type SpellRegisteredHandler

type SpellRegisteredHandler func(spell *Spell)

type SpellResult added in v0.1.1

type SpellResult struct {
	// Target of the spell.
	Target *Unit

	// Results
	Outcome HitOutcome
	Damage  float64 // Damage done by this cast.
	Threat  float64 // The amount of threat generated by this cast.

	ResistanceMultiplier float64 // Partial Resists / Armor multiplier
	PreOutcomeDamage     float64 // Damage done by this cast before Outcome is applied
	// contains filtered or unexported fields
}

func (*SpellResult) DamageString added in v0.1.1

func (result *SpellResult) DamageString() string

func (*SpellResult) DidCrit added in v0.1.1

func (result *SpellResult) DidCrit() bool

func (*SpellResult) HealingString added in v0.1.1

func (result *SpellResult) HealingString() string

func (*SpellResult) Landed added in v0.1.1

func (result *SpellResult) Landed() bool

type SpellSchool

type SpellSchool byte
const (
	SpellSchoolNone     SpellSchool = 0
	SpellSchoolPhysical SpellSchool = 1 << iota
	SpellSchoolArcane
	SpellSchoolFire
	SpellSchoolFrost
	SpellSchoolHoly
	SpellSchoolNature
	SpellSchoolShadow

	SpellSchoolMagic = SpellSchoolArcane | SpellSchoolFire | SpellSchoolFrost | SpellSchoolHoly | SpellSchoolNature | SpellSchoolShadow
)

func SpellSchoolFromProto

func SpellSchoolFromProto(p proto.SpellSchool) SpellSchool

func (SpellSchool) Matches

func (ss SpellSchool) Matches(other SpellSchool) bool

Returns whether there is any overlap between the given masks.

func (SpellSchool) ResistanceStat

func (ss SpellSchool) ResistanceStat() stats.Stat

type SplitMix64

type SplitMix64 struct {
	// contains filtered or unexported fields
}

adapted from https://prng.di.unimi.it/splitmix64.c

func NewSplitMix

func NewSplitMix(seed uint64) *SplitMix64

func (*SplitMix64) GetSeed

func (sm *SplitMix64) GetSeed() int64

func (*SplitMix64) Next

func (sm *SplitMix64) Next() uint64

func (*SplitMix64) NextFloat64

func (sm *SplitMix64) NextFloat64() float64

func (*SplitMix64) Seed

func (sm *SplitMix64) Seed(s int64)

type StatWeightValues

type StatWeightValues struct {
	Weights       stats.Stats
	WeightsStdev  stats.Stats
	EpValues      stats.Stats
	EpValuesStdev stats.Stats
}

func (StatWeightValues) ToProto

func (swv StatWeightValues) ToProto() *proto.StatWeightValues

type StatWeightsResult

type StatWeightsResult struct {
	Dps  StatWeightValues
	Hps  StatWeightValues
	Tps  StatWeightValues
	Dtps StatWeightValues
}

func CalcStatWeight

func CalcStatWeight(swr *proto.StatWeightsRequest, statsToWeigh []stats.Stat, referenceStat stats.Stat, progress chan *proto.ProgressMetrics) StatWeightsResult

func (StatWeightsResult) ToProto

func (swr StatWeightsResult) ToProto() *proto.StatWeightsResult

type SubGenerator

type SubGenerator struct {
	// contains filtered or unexported fields
}

type Target

type Target struct {
	Unit

	AI TargetAI
}

Target is an enemy/boss that can be the target of player attacks/spells.

func NewTarget

func NewTarget(options *proto.Target, targetIndex int32) *Target

func (*Target) AddComboPoints

func (eb *Target) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)

func (*Target) AddEnergy

func (eb *Target) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Target) AddPartyBuffs

func (target *Target) AddPartyBuffs(partyBuffs *proto.PartyBuffs)

func (*Target) AddRage

func (rb *Target) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Target) AddRaidBuffs

func (target *Target) AddRaidBuffs(raidBuffs *proto.RaidBuffs)

Empty Agent interface functions.

func (*Target) Advance

func (target *Target) Advance(sim *Simulation, elapsedTime time.Duration)

func (*Target) AfterCast

func (at *Target) AfterCast(sim *Simulation, spell *Spell)

Invokes the AfterCast event for all tracked Auras.

func (*Target) ApplyGearBonuses

func (target *Target) ApplyGearBonuses()

func (*Target) ApplyTalents

func (target *Target) ApplyTalents()

func (*Target) ComboPoints

func (eb *Target) ComboPoints() int32

func (*Target) CurrentEnergy

func (eb *Target) CurrentEnergy() float64

func (*Target) CurrentHealth

func (hb *Target) CurrentHealth() float64

func (*Target) CurrentHealthPercent

func (hb *Target) CurrentHealthPercent() float64

func (*Target) CurrentRage

func (rb *Target) CurrentRage() float64

func (*Target) DoNothing

func (target *Target) DoNothing()

func (*Target) GainHealth

func (hb *Target) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Target) GetActiveAuraWithTag

func (at *Target) GetActiveAuraWithTag(tag string) *Aura

func (*Target) GetAura

func (at *Target) GetAura(label string) *Aura

func (*Target) GetAurasWithTag

func (at *Target) GetAurasWithTag(tag string) []*Aura

func (*Target) GetCharacter

func (target *Target) GetCharacter() *Character

func (*Target) GetMetricsProto

func (target *Target) GetMetricsProto(numIterations int32) *proto.UnitMetrics

func (*Target) HasActiveAura

func (at *Target) HasActiveAura(label string) bool

func (*Target) HasActiveAuraWithTag

func (at *Target) HasActiveAuraWithTag(tag string) bool

func (*Target) HasActiveAuraWithTagExcludingAura

func (at *Target) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool

func (*Target) HasAura

func (at *Target) HasAura(label string) bool

func (*Target) HasAuraWithTag

func (at *Target) HasAuraWithTag(tag string) bool

func (*Target) Initialize

func (target *Target) Initialize()

func (*Target) MaxHealth

func (hb *Target) MaxHealth() float64

func (*Target) NextEnergyTickAt

func (eb *Target) NextEnergyTickAt() time.Duration

func (*Target) NextTarget

func (target *Target) NextTarget() *Target

func (*Target) NumActiveAurasWithTag

func (at *Target) NumActiveAurasWithTag(tag string) int32

func (*Target) OnAutoAttack

func (target *Target) OnAutoAttack(sim *Simulation, spell *Spell)

func (*Target) OnCastComplete

func (at *Target) OnCastComplete(sim *Simulation, spell *Spell)

Invokes the OnCastComplete event for all tracked Auras.

func (*Target) OnGCDReady

func (target *Target) OnGCDReady(sim *Simulation)

func (*Target) OnHealDealt

func (at *Target) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnHeal event for all tracked Auras.

func (*Target) OnHealTaken

func (at *Target) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Target) OnPeriodicDamageDealt

func (at *Target) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicDamage

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Target) OnPeriodicDamageTaken

func (at *Target) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Target) OnPeriodicHealDealt

func (at *Target) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicHeal

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Target) OnPeriodicHealTaken

func (at *Target) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Target) OnSpellHitDealt

func (at *Target) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnSpellHit event for all tracked Auras.

func (*Target) OnSpellHitTaken

func (at *Target) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Target) RegisterResetEffect

func (at *Target) RegisterResetEffect(resetEffect ResetEffect)

Registers a callback to this Character which will be invoked on every Sim reset.

func (*Target) RemoveHealth

func (hb *Target) RemoveHealth(sim *Simulation, amount float64)

func (*Target) Reset

func (target *Target) Reset(sim *Simulation)

func (*Target) ResetEnergyTick

func (eb *Target) ResetEnergyTick(sim *Simulation)

Gives an immediate partial energy tick and restarts the tick timer.

func (*Target) ShouldRefreshAuraWithTagAtPriority

func (at *Target) ShouldRefreshAuraWithTagAtPriority(sim *Simulation, tag string, priority float64, refreshWindow time.Duration) bool

Returns if an aura should be refreshed at a specific priority, i.e. the aura is about to expire AND the replacement aura has at least as high priority.

This is used to decide whether to refresh effects with multiple strengths, like Thunder Clap/Deathfrost or Faerie Fire ranks.

func (*Target) SpendComboPoints

func (eb *Target) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)

func (*Target) SpendEnergy

func (eb *Target) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Target) SpendRage

func (rb *Target) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

type TargetAI

type TargetAI interface {
	Initialize(*Target)

	DoAction(*Simulation)
}

type TargetDummy

type TargetDummy struct {
	Character
}

func NewTargetDummy

func NewTargetDummy(dummyIndex int, party *Party, partyIndex int) *TargetDummy

func (*TargetDummy) AddComboPoints

func (eb *TargetDummy) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)

func (*TargetDummy) AddEnergy

func (eb *TargetDummy) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*TargetDummy) AddMajorCooldown

func (mcdm *TargetDummy) AddMajorCooldown(mcd MajorCooldown)

Registers a major cooldown to the Character, which will be automatically used when available.

func (*TargetDummy) AddPartyBuffs

func (td *TargetDummy) AddPartyBuffs(partyBuffs *proto.PartyBuffs)

func (*TargetDummy) AddRage

func (rb *TargetDummy) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*TargetDummy) AddRaidBuffs

func (td *TargetDummy) AddRaidBuffs(raidBuffs *proto.RaidBuffs)

func (*TargetDummy) AfterCast

func (at *TargetDummy) AfterCast(sim *Simulation, spell *Spell)

Invokes the AfterCast event for all tracked Auras.

func (*TargetDummy) ApplyGearBonuses

func (td *TargetDummy) ApplyGearBonuses()

func (*TargetDummy) ApplyTalents

func (td *TargetDummy) ApplyTalents()

func (*TargetDummy) ComboPoints

func (eb *TargetDummy) ComboPoints() int32

func (*TargetDummy) CurrentEnergy

func (eb *TargetDummy) CurrentEnergy() float64

func (*TargetDummy) CurrentHealth

func (hb *TargetDummy) CurrentHealth() float64

func (*TargetDummy) CurrentHealthPercent

func (hb *TargetDummy) CurrentHealthPercent() float64

func (*TargetDummy) CurrentRage

func (rb *TargetDummy) CurrentRage() float64

func (*TargetDummy) DelayDPSCooldownsForArmorDebuffs

func (mcdm *TargetDummy) DelayDPSCooldownsForArmorDebuffs(delay time.Duration)

Adds a delay to the first usage of all CDs so that armor debuffs have time to be applied. MCDs that have a user-specified timing are not delayed.

This function should be called from Agent.Init().

func (*TargetDummy) DisableAllEnabledCooldowns

func (mcdm *TargetDummy) DisableAllEnabledCooldowns(cooldownType CooldownType) []*MajorCooldown

Disabled all MCDs that are currently enabled, and returns a list of the MCDs which were disabled by this call. If cooldownType is not CooldownTypeUnknown, then will be restricted to cooldowns of that type.

func (*TargetDummy) DisableMajorCooldown

func (mcdm *TargetDummy) DisableMajorCooldown(actionID ActionID)

func (*TargetDummy) EnableAllCooldowns

func (mcdm *TargetDummy) EnableAllCooldowns(mcdsToEnable []*MajorCooldown)

func (*TargetDummy) EnableMajorCooldown

func (mcdm *TargetDummy) EnableMajorCooldown(actionID ActionID)

func (*TargetDummy) GainHealth

func (hb *TargetDummy) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*TargetDummy) GetActiveAuraWithTag

func (at *TargetDummy) GetActiveAuraWithTag(tag string) *Aura

func (*TargetDummy) GetAura

func (at *TargetDummy) GetAura(label string) *Aura

func (*TargetDummy) GetAurasWithTag

func (at *TargetDummy) GetAurasWithTag(tag string) []*Aura

func (*TargetDummy) GetCharacter

func (td *TargetDummy) GetCharacter() *Character

func (*TargetDummy) GetInitialMajorCooldown

func (mcdm *TargetDummy) GetInitialMajorCooldown(actionID ActionID) MajorCooldown

func (*TargetDummy) GetMajorCooldown

func (mcdm *TargetDummy) GetMajorCooldown(actionID ActionID) *MajorCooldown

func (*TargetDummy) GetMajorCooldownIDs

func (mcdm *TargetDummy) GetMajorCooldownIDs() []*proto.ActionID

func (*TargetDummy) GetMajorCooldowns

func (mcdm *TargetDummy) GetMajorCooldowns() []*MajorCooldown

Returns all MCDs.

func (*TargetDummy) HasActiveAura

func (at *TargetDummy) HasActiveAura(label string) bool

func (*TargetDummy) HasActiveAuraWithTag

func (at *TargetDummy) HasActiveAuraWithTag(tag string) bool

func (*TargetDummy) HasActiveAuraWithTagExcludingAura

func (at *TargetDummy) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool

func (*TargetDummy) HasAura

func (at *TargetDummy) HasAura(label string) bool

func (*TargetDummy) HasAuraWithTag

func (at *TargetDummy) HasAuraWithTag(tag string) bool

func (*TargetDummy) HasMajorCooldown

func (mcdm *TargetDummy) HasMajorCooldown(actionID ActionID) bool

func (*TargetDummy) Initialize

func (td *TargetDummy) Initialize()

func (*TargetDummy) MaxHealth

func (hb *TargetDummy) MaxHealth() float64

func (*TargetDummy) NextEnergyTickAt

func (eb *TargetDummy) NextEnergyTickAt() time.Duration

func (*TargetDummy) NumActiveAurasWithTag

func (at *TargetDummy) NumActiveAurasWithTag(tag string) int32

func (*TargetDummy) OnAutoAttack

func (td *TargetDummy) OnAutoAttack(sim *Simulation, spell *Spell)

func (*TargetDummy) OnCastComplete

func (at *TargetDummy) OnCastComplete(sim *Simulation, spell *Spell)

Invokes the OnCastComplete event for all tracked Auras.

func (*TargetDummy) OnGCDReady

func (td *TargetDummy) OnGCDReady(sim *Simulation)

func (*TargetDummy) OnHealDealt

func (at *TargetDummy) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnHeal event for all tracked Auras.

func (*TargetDummy) OnHealTaken

func (at *TargetDummy) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*TargetDummy) OnPeriodicDamageDealt

func (at *TargetDummy) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicDamage

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*TargetDummy) OnPeriodicDamageTaken

func (at *TargetDummy) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*TargetDummy) OnPeriodicHealDealt

func (at *TargetDummy) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicHeal

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*TargetDummy) OnPeriodicHealTaken

func (at *TargetDummy) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*TargetDummy) OnSpellHitDealt

func (at *TargetDummy) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnSpellHit event for all tracked Auras.

func (*TargetDummy) OnSpellHitTaken

func (at *TargetDummy) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*TargetDummy) RegisterResetEffect

func (at *TargetDummy) RegisterResetEffect(resetEffect ResetEffect)

Registers a callback to this Character which will be invoked on every Sim reset.

func (*TargetDummy) RemoveHealth

func (hb *TargetDummy) RemoveHealth(sim *Simulation, amount float64)

func (*TargetDummy) Reset

func (td *TargetDummy) Reset(sim *Simulation)

func (*TargetDummy) ResetEnergyTick

func (eb *TargetDummy) ResetEnergyTick(sim *Simulation)

Gives an immediate partial energy tick and restarts the tick timer.

func (*TargetDummy) ShouldRefreshAuraWithTagAtPriority

func (at *TargetDummy) ShouldRefreshAuraWithTagAtPriority(sim *Simulation, tag string, priority float64, refreshWindow time.Duration) bool

Returns if an aura should be refreshed at a specific priority, i.e. the aura is about to expire AND the replacement aura has at least as high priority.

This is used to decide whether to refresh effects with multiple strengths, like Thunder Clap/Deathfrost or Faerie Fire ranks.

func (*TargetDummy) SpendComboPoints

func (eb *TargetDummy) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)

func (*TargetDummy) SpendEnergy

func (eb *TargetDummy) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*TargetDummy) SpendRage

func (rb *TargetDummy) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*TargetDummy) TryUseCooldowns

func (mcdm *TargetDummy) TryUseCooldowns(sim *Simulation)

func (*TargetDummy) UpdateMajorCooldowns

func (mcdm *TargetDummy) UpdateMajorCooldowns()

This function should be called if the CD for a major cooldown changes outside of the TryActivate() call.

type TargetedActionMetrics

type TargetedActionMetrics struct {
	UnitIndex int32

	Casts   int32
	Hits    int32
	Crits   int32
	Misses  int32
	Dodges  int32
	Parries int32
	Blocks  int32
	Glances int32

	Damage    float64
	Threat    float64
	Healing   float64
	Shielding float64
	CastTime  time.Duration
}

func (*TargetedActionMetrics) ToProto

type TestGenerator

type TestGenerator interface {
	// The total number of tests that this generator can generate.
	NumTests() int

	// The name and API request for the test with the given index.
	GetTest(testIdx int) (string, *proto.ComputeStatsRequest, *proto.StatWeightsRequest, *proto.RaidSimRequest)
}

func FullCharacterTestSuiteGenerator

func FullCharacterTestSuiteGenerator(config CharacterSuiteConfig) TestGenerator

func RotationTestSuiteGenerator

func RotationTestSuiteGenerator(config CharacterSuiteConfig) TestGenerator

type Threshold

type Threshold struct {
	// contains filtered or unexported fields
}

type Thresholds

type Thresholds [4]Threshold

func (Thresholds) String

func (x Thresholds) String() string

type Timer

type Timer time.Duration

Stored value is the time at which the cooldown will be available again.

func (*Timer) IsReady

func (timer *Timer) IsReady(sim *Simulation) bool

func (*Timer) ReadyAt

func (timer *Timer) ReadyAt() time.Duration

func (*Timer) Reset

func (timer *Timer) Reset()

func (*Timer) Set

func (timer *Timer) Set(t time.Duration)

func (*Timer) TimeToReady

func (timer *Timer) TimeToReady(sim *Simulation) time.Duration

type Unit

type Unit struct {
	Type UnitType

	// Index of this unit with its group.
	//  For Players, this is the 0-indexed raid index (0-24).
	//  For Enemies, this is its enemy index.
	//  For Pets, this is the same as the owner's index.
	Index int32

	// Unique index of this unit among all units in the environment.
	// This is used as the index for attack tables.
	UnitIndex int32

	// Unique label for logging.
	Label string

	Level int32 // Level of Unit, e.g. Bosses are 83.

	MobType proto.MobType

	// How far this unit is from its target(s). Measured in yards, this is used
	// for calculating spell travel time for certain spells.
	DistanceFromTarget float64

	// Environment in which this Unit exists. This will be nil until after the
	// construction phase.
	Env *Environment

	// Provides stat dependency management behavior.
	stats.StatDependencyManager

	PseudoStats stats.PseudoStats

	RunicPowerBar

	// All spells that can be cast by this unit.
	Spellbook []*Spell

	// Pets owned by this Unit.
	Pets []PetAgent

	// AutoAttacks is the manager for auto attack swings.
	// Must be enabled to use, with "EnableAutoAttacks()".
	AutoAttacks AutoAttacks

	// Statistics describing the results of the sim.
	Metrics UnitMetrics

	AttackTables                []*AttackTable
	DynamicDamageTakenModifiers []DynamicDamageTakenModifier

	GCD *Timer

	// Used for applying the effects of hardcast / channeled spells at a later time.
	// By definition there can be only 1 hardcast spell being cast at any moment.
	Hardcast Hardcast

	CastSpeed float64

	CurrentTarget *Unit
	// contains filtered or unexported fields
}

Unit is an abstraction of a Character/Boss/Pet/etc, containing functionality shared by all of them.

func (*Unit) AddBonusRangedCritRating

func (unit *Unit) AddBonusRangedCritRating(amount float64)

func (*Unit) AddBonusRangedHitRating

func (unit *Unit) AddBonusRangedHitRating(amount float64)

func (*Unit) AddComboPoints

func (eb *Unit) AddComboPoints(sim *Simulation, pointsToAdd int32, metrics *ResourceMetrics)

func (*Unit) AddDynamicDamageTakenModifier

func (unit *Unit) AddDynamicDamageTakenModifier(ddtm DynamicDamageTakenModifier)

func (*Unit) AddEnergy

func (eb *Unit) AddEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Unit) AddMana

func (unit *Unit) AddMana(sim *Simulation, amount float64, metrics *ResourceMetrics, isBonusMana bool)

func (*Unit) AddRage

func (rb *Unit) AddRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Unit) AddStat

func (unit *Unit) AddStat(stat stats.Stat, amount float64)

func (*Unit) AddStatDynamic

func (unit *Unit) AddStatDynamic(sim *Simulation, stat stats.Stat, amount float64)

func (*Unit) AddStats

func (unit *Unit) AddStats(stat stats.Stats)

func (*Unit) AddStatsDynamic

func (unit *Unit) AddStatsDynamic(sim *Simulation, bonus stats.Stats)

func (*Unit) AfterCast

func (at *Unit) AfterCast(sim *Simulation, spell *Spell)

Invokes the AfterCast event for all tracked Auras.

func (*Unit) ApplyCastSpeed

func (unit *Unit) ApplyCastSpeed(dur time.Duration) time.Duration

func (*Unit) ApplyCastSpeedForSpell

func (unit *Unit) ApplyCastSpeedForSpell(dur time.Duration, spell *Spell) time.Duration

func (*Unit) Armor

func (unit *Unit) Armor() float64

func (*Unit) ArmorPenetrationPercentage

func (unit *Unit) ArmorPenetrationPercentage(armorPenRating float64) float64

func (*Unit) CancelGCDTimer

func (unit *Unit) CancelGCDTimer(sim *Simulation)

Call this to stop the GCD loop for a unit. This is mostly used for pets that get summoned / expire.

func (*Unit) ComboPoints

func (eb *Unit) ComboPoints() int32

func (*Unit) CurrentEnergy

func (eb *Unit) CurrentEnergy() float64

func (*Unit) CurrentHealth

func (hb *Unit) CurrentHealth() float64

func (*Unit) CurrentHealthPercent

func (hb *Unit) CurrentHealthPercent() float64

func (*Unit) CurrentMana

func (unit *Unit) CurrentMana() float64

func (*Unit) CurrentManaPercent

func (unit *Unit) CurrentManaPercent() float64

func (*Unit) CurrentRage

func (rb *Unit) CurrentRage() float64

func (*Unit) DisableDynamicStatDep

func (unit *Unit) DisableDynamicStatDep(sim *Simulation, dep *stats.StatDependency)

func (*Unit) DoneWaitingForEnergy

func (unit *Unit) DoneWaitingForEnergy(sim *Simulation) bool

func (*Unit) DoneWaitingForMana

func (unit *Unit) DoneWaitingForMana(sim *Simulation) bool

Assumes that IsWaitingForMana() == true

func (*Unit) EnableAutoAttacks

func (unit *Unit) EnableAutoAttacks(agent Agent, options AutoAttackOptions)

func (*Unit) EnableDynamicStatDep

func (unit *Unit) EnableDynamicStatDep(sim *Simulation, dep *stats.StatDependency)

func (*Unit) EnableEnergyBar

func (unit *Unit) EnableEnergyBar(maxEnergy float64, onEnergyGain OnEnergyGain)

func (*Unit) EnableHealthBar

func (unit *Unit) EnableHealthBar()

func (*Unit) EnableRageBar

func (unit *Unit) EnableRageBar(options RageBarOptions, onRageGain OnRageGain)

func (*Unit) EnableRunicPowerBar

func (unit *Unit) EnableRunicPowerBar(currentRunicPower float64, maxRunicPower float64, runeCD time.Duration,
	onRuneSpend OnRune,
	onBloodRuneGain OnRune,
	onFrostRuneGain OnRune,
	onUnholyRuneGain OnRune,
	onDeathRuneGain OnRune,
	onRunicPowerGain OnRunicPowerGain)

func (*Unit) FinishedWaitingForManaAndGCDReady

func (unit *Unit) FinishedWaitingForManaAndGCDReady(sim *Simulation) bool

Returns true if the unit was waiting for mana but is now finished AND the GCD is also ready.

func (*Unit) GainHealth

func (hb *Unit) GainHealth(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Unit) GetActiveAuraWithTag

func (at *Unit) GetActiveAuraWithTag(tag string) *Aura

func (*Unit) GetAura

func (at *Unit) GetAura(label string) *Aura

func (*Unit) GetAurasWithTag

func (at *Unit) GetAurasWithTag(tag string) []*Aura

func (*Unit) GetCurrentPowerBar

func (unit *Unit) GetCurrentPowerBar() PowerBarType

func (*Unit) GetDiminishedDodgeChance

func (unit *Unit) GetDiminishedDodgeChance() float64

func (*Unit) GetDiminishedMissChance

func (unit *Unit) GetDiminishedMissChance() float64

func (*Unit) GetDiminishedParryChance

func (unit *Unit) GetDiminishedParryChance() float64

func (*Unit) GetInitialStat

func (unit *Unit) GetInitialStat(stat stats.Stat) float64

func (*Unit) GetMetricsProto

func (at *Unit) GetMetricsProto(numIterations int32) []*proto.AuraMetrics

func (*Unit) GetOpponents

func (unit *Unit) GetOpponents() []*Unit

func (*Unit) GetOrInitTimer

func (unit *Unit) GetOrInitTimer(timer **Timer) *Timer

Helper for shared timers that are not always needed, so it is only allocated if necessary.

func (*Unit) GetOrRegisterAura

func (unit *Unit) GetOrRegisterAura(aura Aura) *Aura

func (*Unit) GetOrRegisterSpell

func (unit *Unit) GetOrRegisterSpell(config SpellConfig) *Spell

Retrieves an existing spell with the same ID as the config uses, or registers it if there is none.

func (*Unit) GetSpell

func (unit *Unit) GetSpell(actionID ActionID) *Spell

Returns the first registered spell with the given ID, or nil if there are none.

func (*Unit) GetSpellsMatchingSchool

func (unit *Unit) GetSpellsMatchingSchool(school SpellSchool) []*Spell

func (*Unit) GetStat

func (unit *Unit) GetStat(stat stats.Stat) float64

func (*Unit) GetStats

func (unit *Unit) GetStats() stats.Stats

func (*Unit) HardcastWaitUntil

func (unit *Unit) HardcastWaitUntil(sim *Simulation, readyTime time.Duration, onComplete CastFunc)

func (*Unit) HasActiveAura

func (at *Unit) HasActiveAura(label string) bool

func (*Unit) HasActiveAuraWithTag

func (at *Unit) HasActiveAuraWithTag(tag string) bool

func (*Unit) HasActiveAuraWithTagExcludingAura

func (at *Unit) HasActiveAuraWithTagExcludingAura(tag string, excludeAura *Aura) bool

func (*Unit) HasAura

func (at *Unit) HasAura(label string) bool

func (*Unit) HasAuraWithTag

func (at *Unit) HasAuraWithTag(tag string) bool

func (*Unit) HasEnergyBar

func (unit *Unit) HasEnergyBar() bool

func (*Unit) HasHealthBar

func (unit *Unit) HasHealthBar() bool

func (*Unit) HasManaBar

func (unit *Unit) HasManaBar() bool

func (*Unit) HasRageBar

func (unit *Unit) HasRageBar() bool

func (*Unit) HasRunicPowerBar

func (unit *Unit) HasRunicPowerBar() bool

func (*Unit) HasTemporaryBonusForStat

func (unit *Unit) HasTemporaryBonusForStat(stat stats.Stat) bool

Returns whether the indicates stat is currently modified by a temporary bonus.

func (*Unit) HasTemporaryMeleeSwingSpeedIncrease

func (unit *Unit) HasTemporaryMeleeSwingSpeedIncrease() bool

Returns if melee swings have any temporary increases active.

func (*Unit) HasTemporaryRangedSwingSpeedIncrease

func (unit *Unit) HasTemporaryRangedSwingSpeedIncrease() bool

Returns if ranged swings have any temporary increases active.

func (*Unit) HasTemporarySpellCastSpeedIncrease

func (unit *Unit) HasTemporarySpellCastSpeedIncrease() bool

Returns if spell casting has any temporary increases active.

func (*Unit) InitialCastSpeed

func (unit *Unit) InitialCastSpeed() float64

func (*Unit) IsOpponent

func (unit *Unit) IsOpponent(other *Unit) bool

func (*Unit) IsWaiting

func (unit *Unit) IsWaiting() bool

func (*Unit) IsWaitingForEnergy

func (unit *Unit) IsWaitingForEnergy() bool

func (*Unit) IsWaitingForMana

func (unit *Unit) IsWaitingForMana() bool

func (*Unit) Log

func (unit *Unit) Log(sim *Simulation, message string, vals ...interface{})

func (*Unit) LogLabel

func (unit *Unit) LogLabel() string

func (*Unit) MHNormalizedWeaponDamage added in v0.1.1

func (unit *Unit) MHNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64

func (*Unit) MHWeaponDamage

func (unit *Unit) MHWeaponDamage(sim *Simulation, attackPower float64) float64

func (*Unit) MP5ManaRegenPerSecond

func (unit *Unit) MP5ManaRegenPerSecond() float64

Returns the rate of mana regen per second from mp5.

func (*Unit) ManaRegenPerSecondWhileCasting

func (unit *Unit) ManaRegenPerSecondWhileCasting() float64

Returns the rate of mana regen per second, assuming this unit is considered to be casting.

func (*Unit) ManaRegenPerSecondWhileNotCasting

func (unit *Unit) ManaRegenPerSecondWhileNotCasting() float64

Returns the rate of mana regen per second, assuming this unit is considered to be not casting.

func (*Unit) ManaTick

func (unit *Unit) ManaTick(sim *Simulation)

Applies 1 'tick' of mana regen, which worth 2s of regeneration based on mp5/int/spirit/etc.

func (*Unit) MaxHealth

func (hb *Unit) MaxHealth() float64

func (*Unit) MaxMana

func (unit *Unit) MaxMana() float64

Gets the Maxiumum mana including bonus and temporary affects that would increase your mana pool.

func (*Unit) MultiplyAttackSpeed

func (unit *Unit) MultiplyAttackSpeed(sim *Simulation, amount float64)

Helper for when both MultiplyMeleeSpeed and MultiplyRangedSpeed are needed.

func (*Unit) MultiplyCastSpeed

func (unit *Unit) MultiplyCastSpeed(amount float64)

func (*Unit) MultiplyMeleeSpeed

func (unit *Unit) MultiplyMeleeSpeed(sim *Simulation, amount float64)

MultiplyMeleeSpeed will alter the attack speed multiplier and change swing speed of all autoattack swings in progress.

func (*Unit) MultiplyRangedSpeed

func (unit *Unit) MultiplyRangedSpeed(sim *Simulation, amount float64)

func (*Unit) NewBloodRuneMetrics

func (unit *Unit) NewBloodRuneMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewComboPointMetrics

func (unit *Unit) NewComboPointMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewDeathRuneMetrics

func (unit *Unit) NewDeathRuneMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewEnergyMetrics

func (unit *Unit) NewEnergyMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewFocusMetrics

func (unit *Unit) NewFocusMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewFrostRuneMetrics

func (unit *Unit) NewFrostRuneMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewHealthMetrics

func (unit *Unit) NewHealthMetrics(actionID ActionID) *ResourceMetrics

Convenience helpers for NewResourceMetrics.

func (*Unit) NewManaMetrics

func (unit *Unit) NewManaMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewRageMetrics

func (unit *Unit) NewRageMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewRunicPowerMetrics

func (unit *Unit) NewRunicPowerMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NewTimer

func (unit *Unit) NewTimer() *Timer

func (*Unit) NewUnholyRuneMetrics

func (unit *Unit) NewUnholyRuneMetrics(actionID ActionID) *ResourceMetrics

func (*Unit) NextEnergyTickAt

func (eb *Unit) NextEnergyTickAt() time.Duration

func (*Unit) NextGCDAt

func (unit *Unit) NextGCDAt() time.Duration

func (*Unit) NumActiveAurasWithTag

func (at *Unit) NumActiveAurasWithTag(tag string) int32

func (*Unit) OHNormalizedWeaponDamage added in v0.1.1

func (unit *Unit) OHNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64

func (*Unit) OHWeaponDamage

func (unit *Unit) OHWeaponDamage(sim *Simulation, attackPower float64) float64

func (*Unit) OnAutoAttack

func (unit *Unit) OnAutoAttack(sim *Simulation, spell *Spell)

Empty handler so Agents don't have to provide one if they have no logic to add.

func (*Unit) OnCastComplete

func (at *Unit) OnCastComplete(sim *Simulation, spell *Spell)

Invokes the OnCastComplete event for all tracked Auras.

func (*Unit) OnHealDealt

func (at *Unit) OnHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnHeal event for all tracked Auras.

func (*Unit) OnHealTaken

func (at *Unit) OnHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Unit) OnPeriodicDamageDealt

func (at *Unit) OnPeriodicDamageDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicDamage

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Unit) OnPeriodicDamageTaken

func (at *Unit) OnPeriodicDamageTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Unit) OnPeriodicHealDealt

func (at *Unit) OnPeriodicHealDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnPeriodicHeal

As a debuff when target is being hit by dot.
As a buff when caster's dots are ticking.

func (*Unit) OnPeriodicHealTaken

func (at *Unit) OnPeriodicHealTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Unit) OnSpellHitDealt

func (at *Unit) OnSpellHitDealt(sim *Simulation, spell *Spell, result *SpellResult)

Invokes the OnSpellHit event for all tracked Auras.

func (*Unit) OnSpellHitTaken

func (at *Unit) OnSpellHitTaken(sim *Simulation, spell *Spell, result *SpellResult)

func (*Unit) OnSpellRegistered

func (unit *Unit) OnSpellRegistered(handler SpellRegisteredHandler)

func (*Unit) RangedSwingSpeed

func (unit *Unit) RangedSwingSpeed() float64

func (*Unit) RangedWeaponDamage

func (unit *Unit) RangedWeaponDamage(sim *Simulation, attackPower float64) float64

func (*Unit) RegisterAura

func (unit *Unit) RegisterAura(aura Aura) *Aura

func (*Unit) RegisterResetEffect

func (at *Unit) RegisterResetEffect(resetEffect ResetEffect)

Registers a callback to this Character which will be invoked on every Sim reset.

func (*Unit) RegisterSpell

func (unit *Unit) RegisterSpell(config SpellConfig) *Spell

Registers a new spell to the unit. Returns the newly created spell.

func (*Unit) RemoveHealth

func (hb *Unit) RemoveHealth(sim *Simulation, amount float64)

func (*Unit) ResetEnergyTick

func (eb *Unit) ResetEnergyTick(sim *Simulation)

Gives an immediate partial energy tick and restarts the tick timer.

func (*Unit) SetCurrentPowerBar

func (unit *Unit) SetCurrentPowerBar(bar PowerBarType)

func (*Unit) SetGCDTimer

func (unit *Unit) SetGCDTimer(sim *Simulation, gcdReadyAt time.Duration)

func (*Unit) ShouldRefreshAuraWithTagAtPriority

func (at *Unit) ShouldRefreshAuraWithTagAtPriority(sim *Simulation, tag string, priority float64, refreshWindow time.Duration) bool

Returns if an aura should be refreshed at a specific priority, i.e. the aura is about to expire AND the replacement aura has at least as high priority.

This is used to decide whether to refresh effects with multiple strengths, like Thunder Clap/Deathfrost or Faerie Fire ranks.

func (*Unit) SpellGCD

func (unit *Unit) SpellGCD() time.Duration

func (*Unit) SpendComboPoints

func (eb *Unit) SpendComboPoints(sim *Simulation, metrics *ResourceMetrics)

func (*Unit) SpendEnergy

func (eb *Unit) SpendEnergy(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Unit) SpendMana

func (unit *Unit) SpendMana(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Unit) SpendRage

func (rb *Unit) SpendRage(sim *Simulation, amount float64, metrics *ResourceMetrics)

func (*Unit) SpiritManaRegenPerSecond

func (unit *Unit) SpiritManaRegenPerSecond() float64

Returns the rate of mana regen per second from spirit.

func (*Unit) SwingSpeed

func (unit *Unit) SwingSpeed() float64

func (*Unit) TimeUntilManaRegen

func (unit *Unit) TimeUntilManaRegen(desiredMana float64) time.Duration

Returns the amount of time this Unit would need to wait in order to reach the desired amount of mana, via mana regen.

Assumes that desiredMana > currentMana. Calculation assumes the Unit will not take any actions during this period that would reset the 5-second rule.

func (*Unit) UpdateManaRegenRates

func (unit *Unit) UpdateManaRegenRates()

func (*Unit) WaitForEnergy

func (unit *Unit) WaitForEnergy(sim *Simulation, desiredEnergy float64)

func (*Unit) WaitForMana

func (unit *Unit) WaitForMana(sim *Simulation, desiredMana float64)

func (*Unit) WaitUntil

func (unit *Unit) WaitUntil(sim *Simulation, readyTime time.Duration)

type UnitMetrics

type UnitMetrics struct {
	CharacterIterationMetrics
	// contains filtered or unexported fields
}

func NewUnitMetrics

func NewUnitMetrics() UnitMetrics

func (*UnitMetrics) AddFinalPetMetrics

func (unitMetrics *UnitMetrics) AddFinalPetMetrics(petMetrics *UnitMetrics)

This should be called at the end of each iteration, to include metrics from Pets in those of their owner. Assumes that doneIteration() has already been called on the pet metrics.

func (*UnitMetrics) AddOOMTime

func (unitMetrics *UnitMetrics) AddOOMTime(sim *Simulation, dur time.Duration)

func (*UnitMetrics) MarkOOM

func (unitMetrics *UnitMetrics) MarkOOM(sim *Simulation)

func (*UnitMetrics) NewResourceMetrics

func (unitMetrics *UnitMetrics) NewResourceMetrics(actionID ActionID, resourceType proto.ResourceType) *ResourceMetrics

func (*UnitMetrics) ToProto

func (unitMetrics *UnitMetrics) ToProto(numIterations int32) *proto.UnitMetrics

type UnitType

type UnitType int
const (
	PlayerUnit UnitType = iota
	EnemyUnit
	PetUnit
)

type Weapon

type Weapon struct {
	BaseDamageMin              float64
	BaseDamageMax              float64
	MeleeAttackRatingPerDamage float64
	SwingSpeed                 float64
	NormalizedSwingSpeed       float64
	SwingDuration              time.Duration // Duration between 2 swings.
	CritMultiplier             float64
	SpellSchool                SpellSchool
}

Represents a generic weapon. Pets / unarmed / various other cases dont use actual weapon items so this is an abstraction of a Weapon.

func (Weapon) AverageDamage

func (weapon Weapon) AverageDamage() float64

func (Weapon) BaseDamage

func (weapon Weapon) BaseDamage(sim *Simulation) float64

func (Weapon) CalculateAverageWeaponDamage

func (weapon Weapon) CalculateAverageWeaponDamage(attackPower float64) float64

func (Weapon) CalculateNormalizedWeaponDamage

func (weapon Weapon) CalculateNormalizedWeaponDamage(sim *Simulation, attackPower float64) float64

func (Weapon) CalculateWeaponDamage

func (weapon Weapon) CalculateWeaponDamage(sim *Simulation, attackPower float64) float64

func (Weapon) EnemyWeaponDamage

func (weapon Weapon) EnemyWeaponDamage(sim *Simulation, attackPower float64) float64

func (Weapon) GetSpellSchool

func (weapon Weapon) GetSpellSchool() SpellSchool

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