Documentation ¶
Index ¶
- Constants
- Variables
- func RegisterHunter()
- type Hunter
- func (hunter *Hunter) AddPartyBuffs(_ *proto.PartyBuffs)
- func (hunter *Hunter) AddRaidBuffs(raidBuffs *proto.RaidBuffs)
- func (hunter *Hunter) ApplyTalents()
- func (hunter *Hunter) GetAllHuntersWithGlyphOfSteadyShot() []*Hunter
- func (hunter *Hunter) GetCharacter() *core.Character
- func (hunter *Hunter) GetHunter() *Hunter
- func (hunter *Hunter) HasMajorGlyph(glyph proto.HunterMajorGlyph) bool
- func (hunter *Hunter) HasMinorGlyph(glyph proto.HunterMinorGlyph) bool
- func (hunter *Hunter) Initialize()
- func (hunter *Hunter) MultiShotCastTime() time.Duration
- func (hunter *Hunter) NewHunterPet() *HunterPet
- func (hunter *Hunter) OnAutoAttack(sim *core.Simulation, spell *core.Spell)
- func (hunter *Hunter) OnGCDReady(sim *core.Simulation)
- func (hunter *Hunter) Reset(_ *core.Simulation)
- func (hunter *Hunter) SteadyShotCastTime() time.Duration
- func (hunter *Hunter) TryRaptorStrike(_ *core.Simulation, mhSwingSpell *core.Spell) *core.Spell
- type HunterAgent
- type HunterPet
- func (hp *HunterPet) ApplyTalents()
- func (hp *HunterPet) GetPet() *core.Pet
- func (hp *HunterPet) Initialize()
- func (hp *HunterPet) NewPetAbility(abilityType PetAbilityType, isPrimary bool) *core.Spell
- func (hp *HunterPet) OnGCDReady(sim *core.Simulation)
- func (hp *HunterPet) Reset(_ *core.Simulation)
- func (hp *HunterPet) Talents() *proto.HunterPetTalents
- type PetAbilityType
- type PetConfig
- type PetSpecialAbilityConfig
- type RotationCondition
Constants ¶
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const BiteSpellID = 52474
These IDs are needed for certain talents.
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const ClawSpellID = 52472
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const PetExpertiseScale = 3.25
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const PetGCD = time.Millisecond * 1600
Pet AI doesn't use abilities immediately, so model this with a 1.6s GCD.
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const SmackSpellID = 52476
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const ThoridalTheStarsFuryItemID = 34334
Variables ¶
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var ItemSetAhnKaharBloodHuntersBattlegear = core.NewItemSet(core.ItemSet{ Name: "Ahn'Kahar Blood Hunter's Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() const procChance = 0.05 actionID := core.ActionID{SpellID: 70727} procAura := hunter.RegisterAura(core.Aura{ Label: "AhnKahar 2pc Proc", ActionID: actionID, Duration: time.Second * 10, OnGain: func(aura *core.Aura, sim *core.Simulation) { aura.Unit.PseudoStats.DamageDealtMultiplier *= 1.15 }, OnExpire: func(aura *core.Aura, sim *core.Simulation) { aura.Unit.PseudoStats.DamageDealtMultiplier /= 1.15 }, }) hunter.RegisterAura(core.Aura{ Label: "AhnKahar 2pc", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if spell == hunter.AutoAttacks.RangedAuto && sim.RandomFloat("AhnKahar 2pc") < procChance { procAura.Activate(sim) } }, }) }, 4: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() const procChance = 0.05 actionID := core.ActionID{SpellID: 70730} var curBonus stats.Stats procAura := hunter.RegisterAura(core.Aura{ Label: "AhnKahar 4pc Proc", ActionID: actionID, Duration: time.Second * 10, OnGain: func(aura *core.Aura, sim *core.Simulation) { curBonus = stats.Stats{ stats.AttackPower: aura.Unit.GetStat(stats.AttackPower) * 0.1, stats.RangedAttackPower: aura.Unit.GetStat(stats.RangedAttackPower) * 0.1, } aura.Unit.AddStatsDynamic(sim, curBonus) }, OnExpire: func(aura *core.Aura, sim *core.Simulation) { aura.Unit.AddStatsDynamic(sim, curBonus.Multiply(-1)) }, }) hunter.RegisterAura(core.Aura{ Label: "AhnKahar 4pc", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnPeriodicDamageDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if spell == hunter.SerpentSting && sim.RandomFloat("AhnKahar 4pc") < procChance { procAura.Activate(sim) } }, }) }, }, })
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var ItemSetCryptstalkerBattlegear = core.NewItemSet(core.ItemSet{ Name: "Cryptstalker Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() if hunter.pet != nil { hunter.pet.PseudoStats.DamageDealtMultiplier *= 1.05 } }, 4: func(agent core.Agent) { }, }, })
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var ItemSetGladiatorsPursuit = core.NewItemSet(core.ItemSet{ Name: "Gladiator's Pursuit", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() hunter.AddStats(stats.Stats{ stats.AttackPower: 50, stats.RangedAttackPower: 50, stats.Resilience: 50, }) }, 4: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() hunter.AddStats(stats.Stats{ stats.AttackPower: 150, stats.RangedAttackPower: 150, }) }, }, })
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var ItemSetGronnstalker = core.NewItemSet(core.ItemSet{ Name: "Gronnstalker's Armor", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { }, }, })
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var ItemSetScourgestalkerBattlegear = core.NewItemSet(core.ItemSet{ Name: "Scourgestalker Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() procAura := hunter.NewTemporaryStatsAura("Scourgestalker 4pc Proc", core.ActionID{SpellID: 64860}, stats.Stats{stats.AttackPower: 600, stats.RangedAttackPower: 600}, time.Second*15) const procChance = 0.1 icd := core.Cooldown{ Timer: hunter.NewTimer(), Duration: time.Second * 45, } procAura.Icd = &icd hunter.RegisterAura(core.Aura{ Label: "Windrunner 4pc", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if !result.Landed() || spell != hunter.SteadyShot { return } if !icd.IsReady(sim) { return } if sim.RandomFloat("Scourgestalker 4pc") > procChance { return } icd.Use(sim) procAura.Activate(sim) }, }) }, }, })
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var ItemSetWindrunnersPursuit = core.NewItemSet(core.ItemSet{ Name: "Windrunner's Pursuit", AlternativeName: "Windrunner's Battlegear", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { }, 4: func(agent core.Agent) { hunter := agent.(HunterAgent).GetHunter() if hunter.pet == nil { return } procAura := hunter.pet.NewTemporaryStatsAura("Windrunner 4pc Proc", core.ActionID{SpellID: 68130}, stats.Stats{stats.AttackPower: 600}, time.Second*15) const procChance = 0.35 icd := core.Cooldown{ Timer: hunter.NewTimer(), Duration: time.Second * 45, } procAura.Icd = &icd hunter.RegisterAura(core.Aura{ Label: "Windrunner 4pc", Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if !result.Landed() || !spell.ProcMask.Matches(core.ProcMaskRanged) { return } if !icd.IsReady(sim) { return } if sim.RandomFloat("Windrunner 4pc") > procChance { return } icd.Use(sim) procAura.Activate(sim) }, }) }, }, })
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var PetConfigs = map[proto.Hunter_Options_PetType]PetConfig{ proto.Hunter_Options_Bat: { Name: "Bat", SpecialAbility: SonicBlast, FocusDump: Claw, }, proto.Hunter_Options_Bear: { Name: "Bear", SpecialAbility: Swipe, FocusDump: Claw, }, proto.Hunter_Options_BirdOfPrey: { Name: "Bird of Prey", SpecialAbility: Snatch, FocusDump: Claw, }, proto.Hunter_Options_Boar: { Name: "Boar", SpecialAbility: Gore, FocusDump: Bite, }, proto.Hunter_Options_CarrionBird: { Name: "Carrion Bird", SpecialAbility: DemoralizingScreech, FocusDump: Bite, }, proto.Hunter_Options_Cat: { Name: "Cat", SpecialAbility: Rake, FocusDump: Claw, }, proto.Hunter_Options_Chimaera: { Name: "Chimaera", SpecialAbility: FroststormBreath, FocusDump: Bite, }, proto.Hunter_Options_CoreHound: { Name: "Core Hound", SpecialAbility: LavaBreath, FocusDump: Bite, }, proto.Hunter_Options_Crab: { Name: "Crab", SpecialAbility: Pin, FocusDump: Claw, }, proto.Hunter_Options_Crocolisk: { Name: "Crocolisk", FocusDump: Bite, }, proto.Hunter_Options_Devilsaur: { Name: "Devilsaur", SpecialAbility: MonstrousBite, FocusDump: Bite, }, proto.Hunter_Options_Dragonhawk: { Name: "Dragonhawk", SpecialAbility: FireBreath, FocusDump: Bite, }, proto.Hunter_Options_Gorilla: { Name: "Gorilla", FocusDump: Smack, }, proto.Hunter_Options_Hyena: { Name: "Hyena", SpecialAbility: TendonRip, FocusDump: Bite, }, proto.Hunter_Options_Moth: { Name: "Moth", FocusDump: Smack, }, proto.Hunter_Options_NetherRay: { Name: "Nether Ray", SpecialAbility: NetherShock, FocusDump: Bite, }, proto.Hunter_Options_Raptor: { Name: "Raptor", SpecialAbility: SavageRend, FocusDump: Claw, }, proto.Hunter_Options_Ravager: { Name: "Ravager", SpecialAbility: Ravage, FocusDump: Bite, }, proto.Hunter_Options_Rhino: { Name: "Rhino", SpecialAbility: Stampede, FocusDump: Bite, }, proto.Hunter_Options_Scorpid: { Name: "Scorpid", SpecialAbility: ScorpidPoison, FocusDump: Bite, }, proto.Hunter_Options_Serpent: { Name: "Serpent", SpecialAbility: PoisonSpit, FocusDump: Bite, }, proto.Hunter_Options_Silithid: { Name: "Silithid", SpecialAbility: VenomWebSpray, FocusDump: Claw, }, proto.Hunter_Options_Spider: { Name: "Spider", FocusDump: Bite, }, proto.Hunter_Options_SpiritBeast: { Name: "Spirit Beast", SpecialAbility: SpiritStrike, FocusDump: Claw, }, proto.Hunter_Options_SporeBat: { Name: "Spore Bat", SpecialAbility: SporeCloud, FocusDump: Smack, }, proto.Hunter_Options_Tallstrider: { Name: "Tallstrider", FocusDump: Claw, }, proto.Hunter_Options_Turtle: { Name: "Turtle", FocusDump: Bite, }, proto.Hunter_Options_WarpStalker: { Name: "Warp Stalker", FocusDump: Bite, }, proto.Hunter_Options_Wasp: { Name: "Wasp", SpecialAbility: Sting, FocusDump: Smack, }, proto.Hunter_Options_WindSerpent: { Name: "Wind Serpent", SpecialAbility: LightningBreath, FocusDump: Bite, }, proto.Hunter_Options_Wolf: { Name: "Wolf", SpecialAbility: FuriousHowl, FocusDump: Bite, }, proto.Hunter_Options_Worm: { Name: "Worm", SpecialAbility: AcidSpit, FocusDump: Bite, }, }
Abilities reference: https://wotlk.wowhead.com/hunter-pets https://wotlk.wowhead.com/guides/hunter-dps-best-pets-taming-loyalty-burning-crusade-classic
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var TalentTreeSizes = [3]int{26, 27, 28}
Functions ¶
func RegisterHunter ¶
func RegisterHunter()
Types ¶
type Hunter ¶
type Hunter struct { core.Character Talents *proto.HunterTalents Options *proto.Hunter_Options Rotation *proto.Hunter_Rotation AmmoDPS float64 AmmoDamageBonus float64 NormalizedAmmoDamageBonus float64 AspectOfTheDragonhawk *core.Spell AspectOfTheViper *core.Spell AimedShot *core.Spell ArcaneShot *core.Spell BlackArrow *core.Spell ChimeraShot *core.Spell ExplosiveShotR4 *core.Spell ExplosiveShotR3 *core.Spell ExplosiveTrap *core.Spell KillCommand *core.Spell KillShot *core.Spell MultiShot *core.Spell RapidFire *core.Spell RaptorStrike *core.Spell ScorpidSting *core.Spell SerpentSting *core.Spell SilencingShot *core.Spell SteadyShot *core.Spell Volley *core.Spell // Fake spells to encapsulate weaving logic. TrapWeaveSpell *core.Spell AspectOfTheDragonhawkAura *core.Aura AspectOfTheViperAura *core.Aura ImprovedSteadyShotAura *core.Aura LockAndLoadAura *core.Aura RapidFireAura *core.Aura ScorpidStingAuras core.AuraArray TalonOfAlarAura *core.Aura CustomRotation *common.CustomRotation // contains filtered or unexported fields }
func (*Hunter) AddPartyBuffs ¶
func (hunter *Hunter) AddPartyBuffs(_ *proto.PartyBuffs)
func (*Hunter) AddRaidBuffs ¶
func (*Hunter) ApplyTalents ¶
func (hunter *Hunter) ApplyTalents()
func (*Hunter) GetAllHuntersWithGlyphOfSteadyShot ¶
func (*Hunter) GetCharacter ¶
func (*Hunter) HasMajorGlyph ¶
func (hunter *Hunter) HasMajorGlyph(glyph proto.HunterMajorGlyph) bool
func (*Hunter) HasMinorGlyph ¶
func (hunter *Hunter) HasMinorGlyph(glyph proto.HunterMinorGlyph) bool
func (*Hunter) Initialize ¶
func (hunter *Hunter) Initialize()
func (*Hunter) MultiShotCastTime ¶
func (*Hunter) NewHunterPet ¶
func (*Hunter) OnAutoAttack ¶
func (hunter *Hunter) OnAutoAttack(sim *core.Simulation, spell *core.Spell)
func (*Hunter) OnGCDReady ¶
func (hunter *Hunter) OnGCDReady(sim *core.Simulation)
func (*Hunter) Reset ¶
func (hunter *Hunter) Reset(_ *core.Simulation)
func (*Hunter) SteadyShotCastTime ¶
func (*Hunter) TryRaptorStrike ¶
Returns true if the regular melee swing should be used, false otherwise.
type HunterAgent ¶
type HunterAgent interface {
GetHunter() *Hunter
}
Agent is a generic way to access underlying hunter on any of the agents.
type HunterPet ¶
type HunterPet struct { core.Pet CobraStrikesAura *core.Aura KillCommandAura *core.Aura // contains filtered or unexported fields }
func (*HunterPet) ApplyTalents ¶
func (hp *HunterPet) ApplyTalents()
func (*HunterPet) Initialize ¶
func (hp *HunterPet) Initialize()
func (*HunterPet) NewPetAbility ¶
func (hp *HunterPet) NewPetAbility(abilityType PetAbilityType, isPrimary bool) *core.Spell
func (*HunterPet) OnGCDReady ¶
func (hp *HunterPet) OnGCDReady(sim *core.Simulation)
func (*HunterPet) Reset ¶
func (hp *HunterPet) Reset(_ *core.Simulation)
func (*HunterPet) Talents ¶
func (hp *HunterPet) Talents() *proto.HunterPetTalents
type PetAbilityType ¶
type PetAbilityType int
const ( Unknown PetAbilityType = iota AcidSpit Bite Claw DemoralizingScreech FireBreath FuriousHowl FroststormBreath Gore LavaBreath LightningBreath MonstrousBite NetherShock Pin PoisonSpit Rake Ravage SavageRend ScorpidPoison Smack Snatch SonicBlast SpiritStrike SporeCloud Stampede Sting Swipe TendonRip VenomWebSpray )
type PetConfig ¶
type PetConfig struct { Name string SpecialAbility PetAbilityType FocusDump PetAbilityType // Randomly select between abilities instead of using a prio. RandomSelection bool }
type PetSpecialAbilityConfig ¶
type PetSpecialAbilityConfig struct { Type PetAbilityType Cost float64 SpellID int32 School core.SpellSchool GCD time.Duration CD time.Duration MinDmg float64 MaxDmg float64 APRatio float64 Dot core.DotConfig OnSpellHitDealt func(*core.Simulation, *core.Spell, *core.SpellResult) }
type RotationCondition ¶ added in v0.1.36
type RotationCondition struct {
CanUse func(sim *core.Simulation, target *core.Unit) bool
}
Source Files ¶
- aimed_shot.go
- arcane_shot.go
- aspects.go
- black_arrow.go
- chimera_shot.go
- explosive_shot.go
- explosive_trap.go
- hunter.go
- items.go
- kill_command.go
- kill_shot.go
- multi_shot.go
- pet.go
- pet_abilities.go
- pet_talents.go
- rapid_fire.go
- raptor_strike.go
- rotation.go
- scorpid_sting.go
- serpent_sting.go
- silencing_shot.go
- steady_shot.go
- talents.go
- volley.go
- wotlk_items.go
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