Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func RegisterElementalShaman ¶
func RegisterElementalShaman()
Types ¶
type AdaptiveRotation ¶
type AdaptiveRotation struct {
// contains filtered or unexported fields
}
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ADAPTIVE
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func NewAdaptiveRotation ¶
func NewAdaptiveRotation(options *proto.ElementalShaman_Rotation) *AdaptiveRotation
func (*AdaptiveRotation) DoAction ¶
func (rotation *AdaptiveRotation) DoAction(eleShaman *ElementalShaman, sim *core.Simulation)
func (*AdaptiveRotation) Reset ¶
func (rotation *AdaptiveRotation) Reset(eleShaman *ElementalShaman, sim *core.Simulation)
type AgentAction ¶
type AgentAction interface { GetActionID() core.ActionID // TODO: Maybe change this to 'ResourceCost' // Amount of mana required to perform the action. GetManaCost() float64 // Do the action. Returns whether the action was successful. An unsuccessful // action indicates that the prerequisites, like resource cost, were not met. Cast(sim *core.Simulation) bool }
A single action that an Agent can take.
type ElementalShaman ¶
func NewElementalShaman ¶
func NewElementalShaman(character core.Character, options *proto.Player) *ElementalShaman
func (*ElementalShaman) GetShaman ¶
func (eleShaman *ElementalShaman) GetShaman() *shaman.Shaman
func (*ElementalShaman) OnGCDReady ¶
func (eleShaman *ElementalShaman) OnGCDReady(sim *core.Simulation)
func (*ElementalShaman) Reset ¶
func (eleShaman *ElementalShaman) Reset(sim *core.Simulation)
type ManualRotation ¶
type ManualRotation struct {
// contains filtered or unexported fields
}
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MANUAL
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func NewManualRotation ¶
func NewManualRotation(options *proto.ElementalShaman_Rotation) *ManualRotation
func (*ManualRotation) DoAction ¶
func (rotation *ManualRotation) DoAction(eleShaman *ElementalShaman, sim *core.Simulation)
func (*ManualRotation) Reset ¶
func (rotation *ManualRotation) Reset(eleShaman *ElementalShaman, sim *core.Simulation)
type Rotation ¶
type Rotation interface { // Returns the action this rotation would like to take next. DoAction(*ElementalShaman, *core.Simulation) // Returns this rotation to its initial state. Called before each Sim iteration. Reset(*ElementalShaman, *core.Simulation) }
Picks which attacks / abilities the Shaman does.
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