enhancement

package
v0.1.38 Latest Latest
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Published: Jul 17, 2023 License: MIT Imports: 5 Imported by: 0

Documentation

Index

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 Cast

type Cast func(sim *core.Simulation, target *core.Unit) bool

type Condition

type Condition func(sim *core.Simulation, target *core.Unit) bool

type EnhancementShaman

type EnhancementShaman struct {
	*shaman.Shaman
	// contains filtered or unexported fields
}

func NewEnhancementShaman

func NewEnhancementShaman(character core.Character, options *proto.Player) *EnhancementShaman

func (*EnhancementShaman) AutoSyncWeapons added in v0.1.21

func (enh *EnhancementShaman) AutoSyncWeapons() int32

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, spell *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 (*PriorityRotation) DoAction

func (rotation *PriorityRotation) DoAction(enh *EnhancementShaman, sim *core.Simulation)

func (*PriorityRotation) Reset

func (rotation *PriorityRotation) Reset(enh *EnhancementShaman, sim *core.Simulation)

type ReadyAt

type ReadyAt func() time.Duration

type Rotation

type Rotation interface {
	DoAction(*EnhancementShaman, *core.Simulation)
	Reset(*EnhancementShaman, *core.Simulation)
}

type Spell

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

Holds all the spell info we need to make decisions

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