Documentation
¶
Index ¶
- func RegisterGuardianDruid()
- type APLActionGuardianHotwDpsRotation
- func (action *APLActionGuardianHotwDpsRotation) Execute(sim *core.Simulation)
- func (impl *APLActionGuardianHotwDpsRotation) Finalize(*core.APLRotation)
- func (impl *APLActionGuardianHotwDpsRotation) GetAPLValues() []core.APLValue
- func (impl *APLActionGuardianHotwDpsRotation) GetInnerActions() []*core.APLAction
- func (impl *APLActionGuardianHotwDpsRotation) GetNextAction(*core.Simulation) *core.APLAction
- func (action *APLActionGuardianHotwDpsRotation) IsReady(sim *core.Simulation) bool
- func (impl *APLActionGuardianHotwDpsRotation) PostFinalize(*core.APLRotation)
- func (action *APLActionGuardianHotwDpsRotation) Reset(_ *core.Simulation)
- func (action *APLActionGuardianHotwDpsRotation) String() string
- type GuardianDruid
- func (bear *GuardianDruid) AddRaidBuffs(raidBuffs *proto.RaidBuffs)
- func (bear *GuardianDruid) ApplyTalents()
- func (bear *GuardianDruid) GetDruid() *druid.Druid
- func (bear *GuardianDruid) Initialize()
- func (bear *GuardianDruid) NewAPLAction(rot *core.APLRotation, config *proto.APLAction) core.APLActionImpl
- func (bear *GuardianDruid) OnEncounterStart(sim *core.Simulation)
- func (bear *GuardianDruid) Reset(sim *core.Simulation)
- type GuardianTreant
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func RegisterGuardianDruid ¶
func RegisterGuardianDruid()
Types ¶
type APLActionGuardianHotwDpsRotation ¶ added in v0.0.16
type APLActionGuardianHotwDpsRotation struct {
// contains filtered or unexported fields
}
func (*APLActionGuardianHotwDpsRotation) Execute ¶ added in v0.0.16
func (action *APLActionGuardianHotwDpsRotation) Execute(sim *core.Simulation)
func (*APLActionGuardianHotwDpsRotation) Finalize ¶ added in v0.0.16
func (impl *APLActionGuardianHotwDpsRotation) Finalize(*core.APLRotation)
func (*APLActionGuardianHotwDpsRotation) GetAPLValues ¶ added in v0.0.16
func (impl *APLActionGuardianHotwDpsRotation) GetAPLValues() []core.APLValue
func (*APLActionGuardianHotwDpsRotation) GetInnerActions ¶ added in v0.0.16
func (impl *APLActionGuardianHotwDpsRotation) GetInnerActions() []*core.APLAction
func (*APLActionGuardianHotwDpsRotation) GetNextAction ¶ added in v0.0.16
func (impl *APLActionGuardianHotwDpsRotation) GetNextAction(*core.Simulation) *core.APLAction
func (*APLActionGuardianHotwDpsRotation) IsReady ¶ added in v0.0.16
func (action *APLActionGuardianHotwDpsRotation) IsReady(sim *core.Simulation) bool
func (*APLActionGuardianHotwDpsRotation) PostFinalize ¶ added in v0.0.16
func (impl *APLActionGuardianHotwDpsRotation) PostFinalize(*core.APLRotation)
func (*APLActionGuardianHotwDpsRotation) Reset ¶ added in v0.0.16
func (action *APLActionGuardianHotwDpsRotation) Reset(_ *core.Simulation)
func (*APLActionGuardianHotwDpsRotation) String ¶ added in v0.0.16
func (action *APLActionGuardianHotwDpsRotation) String() string
type GuardianDruid ¶
type GuardianDruid struct { *druid.Druid Options *proto.GuardianDruid_Options // Aura references DreamOfCenariusAura *core.Aura EnrageAura *core.Aura HeartOfTheWildAura *core.Aura SavageDefenseAura *core.Aura SonOfUrsocAura *core.Aura ToothAndClawBuff *core.Aura ToothAndClawDebuffs core.AuraArray VengeanceAura *core.Aura // Spell references Enrage *druid.DruidSpell HeartOfTheWild *druid.DruidSpell SavageDefense *druid.DruidSpell SonOfUrsoc *druid.DruidSpell }
func NewGuardianDruid ¶
func NewGuardianDruid(character *core.Character, options *proto.Player) *GuardianDruid
func (*GuardianDruid) AddRaidBuffs ¶
func (bear *GuardianDruid) AddRaidBuffs(raidBuffs *proto.RaidBuffs)
func (*GuardianDruid) ApplyTalents ¶
func (bear *GuardianDruid) ApplyTalents()
func (*GuardianDruid) GetDruid ¶
func (bear *GuardianDruid) GetDruid() *druid.Druid
func (*GuardianDruid) Initialize ¶
func (bear *GuardianDruid) Initialize()
func (*GuardianDruid) NewAPLAction ¶ added in v0.0.16
func (bear *GuardianDruid) NewAPLAction(rot *core.APLRotation, config *proto.APLAction) core.APLActionImpl
func (*GuardianDruid) OnEncounterStart ¶ added in v0.0.13
func (bear *GuardianDruid) OnEncounterStart(sim *core.Simulation)
func (*GuardianDruid) Reset ¶
func (bear *GuardianDruid) Reset(sim *core.Simulation)
type GuardianTreant ¶
type GuardianTreant struct {
*druid.DefaultTreantImpl
}
func (*GuardianTreant) Enable ¶
func (treant *GuardianTreant) Enable(sim *core.Simulation)
Click to show internal directories.
Click to hide internal directories.