Documentation
¶
Index ¶
Constants ¶
View Source
const BossGCD = time.Millisecond * 1600
Variables ¶
This section is empty.
Functions ¶
func AddSingleTargetBossEncounter ¶
func AddSingleTargetBossEncounter(presetTarget *core.PresetTarget)
func NewDefaultAI ¶
func NewDefaultAI(abilities []TargetAbility) core.AIFactory
Types ¶
type DefaultAI ¶
type DefaultAI struct {
Target *core.Target
Abilities []TargetAbility
}
Default implementation of TargetAI which takes a list of abilities as input in order of priority.
func (*DefaultAI) ExecuteCustomRotation ¶
func (ai *DefaultAI) ExecuteCustomRotation(sim *core.Simulation)
func (*DefaultAI) Initialize ¶
func (*DefaultAI) Reset ¶
func (ai *DefaultAI) Reset(sim *core.Simulation)
type TargetAbility ¶
type TargetAbility struct {
// Puts ability on CD at the start of each iteration.
InitialCD time.Duration
// Probability (0-1) that this ability will be used when available.
ChanceToUse float64
// Factory function for creating the spell. Can use this or supply Spell
// directly.
MakeSpell func(*core.Target) *core.Spell
Spell *core.Spell
}
type VaelastraszTheCorruptAI ¶
type VaelastraszTheCorruptAI struct {
Target *core.Target
// contains filtered or unexported fields
}
func (*VaelastraszTheCorruptAI) ExecuteCustomRotation ¶
func (ai *VaelastraszTheCorruptAI) ExecuteCustomRotation(sim *core.Simulation)
func (*VaelastraszTheCorruptAI) Initialize ¶
func (ai *VaelastraszTheCorruptAI) Initialize(target *core.Target, config *proto.Target)
func (*VaelastraszTheCorruptAI) Reset ¶
func (ai *VaelastraszTheCorruptAI) Reset(*core.Simulation)
Source Files
¶
Click to show internal directories.
Click to hide internal directories.