Documentation
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Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AddDefaultPresetEncounter ¶
func AddDefaultPresetEncounter()
func AddSingleTargetBossEncounter ¶
func AddSingleTargetBossEncounter(presetTarget *core.PresetTarget)
func NewMovementAI ¶
Types ¶
type DynamicAddsAI ¶ added in v0.0.150
type DynamicAddsAI struct {
Target *core.Target
BossUnit *core.Unit
AddUnits []*core.Unit
MainTank *core.Unit
OffTank *core.Unit
// contains filtered or unexported fields
}
func (*DynamicAddsAI) ExecuteCustomRotation ¶ added in v0.0.150
func (ai *DynamicAddsAI) ExecuteCustomRotation(sim *core.Simulation)
func (*DynamicAddsAI) Initialize ¶ added in v0.0.150
func (ai *DynamicAddsAI) Initialize(target *core.Target, config *proto.Target)
func (*DynamicAddsAI) Reset ¶ added in v0.0.150
func (ai *DynamicAddsAI) Reset(sim *core.Simulation)
type MovementAI ¶
type MovementAI struct {
Target *core.Target
NextMoveTime time.Duration
MoveInterval time.Duration // How often moves happen
ReactionTime time.Duration // Time available to react before area should be cleared
MoveYards float64 // Duration of the move
}
func (*MovementAI) ExecuteCustomRotation ¶
func (ai *MovementAI) ExecuteCustomRotation(sim *core.Simulation)
func (*MovementAI) Initialize ¶
func (ai *MovementAI) Initialize(target *core.Target, config *proto.Target)
func (*MovementAI) Reset ¶
func (ai *MovementAI) Reset(sim *core.Simulation)
func (*MovementAI) TimeToMove ¶
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