Documentation ¶
Index ¶
- Constants
- func RegisterEnhancementShaman()
- type AgentAction
- type Cast
- type Condition
- type EnhancementShaman
- func (enh *EnhancementShaman) ApplySyncType(syncType proto.ShamanSyncType)
- func (enh *EnhancementShaman) AutoSyncWeapons() proto.ShamanSyncType
- func (enh *EnhancementShaman) CastLavaBurstWeave(sim *core.Simulation, reactionTime time.Duration) bool
- func (enh *EnhancementShaman) CastLightningBoltWeave(sim *core.Simulation, reactionTime time.Duration) bool
- func (enh *EnhancementShaman) GetShaman() *shaman.Shaman
- func (enh *EnhancementShaman) Initialize()
- func (enh *EnhancementShaman) OnAutoAttack(sim *core.Simulation, _ *core.Spell)
- func (enh *EnhancementShaman) OnGCDReady(sim *core.Simulation)
- func (enh *EnhancementShaman) Reset(sim *core.Simulation)
- type PriorityRotation
- type ReadyAt
- type Rotation
- type Spell
Constants ¶
View Source
const ( LightningBolt = iota StormstrikeApplyDebuff WeaveLavaBurst WeaveLightningBolt MagmaTotem Stormstrike FlameShock EarthShock FrostShock FireNova DelayedWeave LightningShield DropAllTotems LavaLash NumberSpells // Used to get the max number of spells in the prio list, keep at bottoom )
Default Priority Order
Variables ¶
This section is empty.
Functions ¶
func RegisterEnhancementShaman ¶
func RegisterEnhancementShaman()
Types ¶
type AgentAction ¶
type AgentAction interface { GetActionID() core.ActionID GetManaCost() float64 Cast(sim *core.Simulation) bool }
CUSTOM ROTATION (advanced) (also WIP).
TODO: figure out how to do this (probably too complicated to copy hunters)
type EnhancementShaman ¶
func NewEnhancementShaman ¶
func NewEnhancementShaman(character core.Character, options *proto.Player) *EnhancementShaman
func (*EnhancementShaman) ApplySyncType ¶ added in v0.1.46
func (enh *EnhancementShaman) ApplySyncType(syncType proto.ShamanSyncType)
func (*EnhancementShaman) AutoSyncWeapons ¶ added in v0.1.21
func (enh *EnhancementShaman) AutoSyncWeapons() proto.ShamanSyncType
func (*EnhancementShaman) CastLavaBurstWeave ¶
func (enh *EnhancementShaman) CastLavaBurstWeave(sim *core.Simulation, reactionTime time.Duration) bool
func (*EnhancementShaman) CastLightningBoltWeave ¶
func (enh *EnhancementShaman) CastLightningBoltWeave(sim *core.Simulation, reactionTime time.Duration) bool
func (*EnhancementShaman) GetShaman ¶
func (enh *EnhancementShaman) GetShaman() *shaman.Shaman
func (*EnhancementShaman) Initialize ¶
func (enh *EnhancementShaman) Initialize()
func (*EnhancementShaman) OnAutoAttack ¶
func (enh *EnhancementShaman) OnAutoAttack(sim *core.Simulation, _ *core.Spell)
func (*EnhancementShaman) OnGCDReady ¶
func (enh *EnhancementShaman) OnGCDReady(sim *core.Simulation)
func (*EnhancementShaman) Reset ¶
func (enh *EnhancementShaman) Reset(sim *core.Simulation)
type PriorityRotation ¶
type PriorityRotation struct {
// contains filtered or unexported fields
}
func NewPriorityRotation ¶
func NewPriorityRotation(enh *EnhancementShaman, options *proto.EnhancementShaman_Rotation) *PriorityRotation
func (*PriorityRotation) DoAction ¶
func (rotation *PriorityRotation) DoAction(enh *EnhancementShaman, sim *core.Simulation)
func (*PriorityRotation) Reset ¶
func (rotation *PriorityRotation) Reset(enh *EnhancementShaman, sim *core.Simulation)
type Rotation ¶
type Rotation interface { DoAction(*EnhancementShaman, *core.Simulation) Reset(*EnhancementShaman, *core.Simulation) }
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