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  | celestial_fortune_t (monk_t &p) | 
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void  | init () override | 
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  | monk_heal_t (util::string_view n, monk_t &p, const spell_data_t *s=spell_data_t::nil()) | 
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double  | composite_target_multiplier (player_t *target) const override | 
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double  | composite_target_crit_chance (player_t *target) const override | 
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double  | action_multiplier () const override | 
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  | monk_action_t (util::string_view n, monk_t *player, const spell_data_t *s=spell_data_t::nil()) | 
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std::string  | full_name () const | 
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monk_t *  | p () | 
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const monk_t *  | p () const | 
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monk_td_t *  | get_td (player_t *t) const | 
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const monk_td_t *  | find_td (player_t *t) const | 
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std::unique_ptr< expr_t >  | create_expression (util::string_view name_str) override | 
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bool  | ready () override | 
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void  | init () override | 
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void  | init_finished () override | 
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void  | reset_swing () | 
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resource_e  | current_resource () const override | 
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bool  | cap_energy () | 
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bool  | tp_fill () | 
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bool  | is_combo_strike () | 
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bool  | is_combo_break () | 
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void  | combo_strikes_trigger () | 
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void  | brew_cooldown_reduction (double time_reduction) | 
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bonedust_brew_zone_results_e  | bonedust_brew_zone () | 
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void  | trigger_shuffle (double time_extension) | 
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double  | cost () const override | 
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virtual double  | cost_reduction () const | 
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double  | recharge_multiplier (const cooldown_t &cd) const override | 
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void  | consume_resource () override | 
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void  | execute () override | 
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void  | impact (action_state_t *s) override | 
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void  | tick (dot_t *dot) override | 
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void  | last_tick (dot_t *dot) override | 
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double  | composite_persistent_multiplier (const action_state_t *action_state) const override | 
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void  | trigger_storm_earth_and_fire (const action_t *a) | 
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void  | trigger_mystic_touch (action_state_t *s) | 
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  | heal_t (util::string_view name, player_t *p) | 
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  | heal_t (util::string_view name, player_t *p, const spell_data_t *s) | 
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player_t *  | find_greatest_difference_player () | 
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player_t *  | find_lowest_player () | 
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std::vector< player_t * >  | find_lowest_players (int num_players) const | 
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player_t *  | smart_target () const | 
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void  | parse_heal_effect_data (const spelleffect_data_t &) | 
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virtual double  | composite_pct_heal (const action_state_t *) const | 
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void  | assess_damage (result_amount_type, action_state_t *) override | 
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result_amount_type  | amount_type (const action_state_t *, bool=false) const override | 
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result_amount_type  | report_amount_type (const action_state_t *) const override | 
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size_t  | available_targets (std::vector< player_t *> &) const override | 
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void  | activate () override | 
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double  | calculate_direct_amount (action_state_t *state) const override | 
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double  | calculate_tick_amount (action_state_t *state, double dmg_multiplier) const override | 
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int  | num_targets () const override | 
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double  | composite_da_multiplier (const action_state_t *s) const override | 
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double  | composite_ta_multiplier (const action_state_t *s) const override | 
|   | Normal ticking modifiers that are updated every tick. 
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double  | composite_player_critical_multiplier (const action_state_t *) const override | 
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double  | composite_versatility (const action_state_t *state) const override | 
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  | spell_base_t (action_e at, util::string_view token, player_t *p) | 
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  | spell_base_t (action_e at, util::string_view token, player_t *p, const spell_data_t *s) | 
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timespan_t  | execute_time () const override | 
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result_e  | calculate_result (action_state_t *) const override | 
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void  | schedule_execute (action_state_t *execute_state=nullptr) override | 
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double  | composite_crit_chance () const override | 
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double  | composite_haste () const override | 
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double  | composite_crit_chance_multiplier () const override | 
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proc_types  | proc_type () const override | 
|   | Action proc type, needed for dynamic aoe stuff and such. 
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  | action_t (action_e type, util::string_view token, player_t *p) | 
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  | action_t (action_e type, util::string_view token, player_t *p, const spell_data_t *s) | 
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void  | add_child (action_t *child) | 
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void  | add_option (std::unique_ptr< option_t > new_option) | 
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void  | check_spec (specialization_e) | 
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void  | check_spell (const spell_data_t *) | 
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| const spell_data_t &  | data () const | 
|   | Spell Data associated with the action.  More...
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const spell_data_t &  | data_reporting () const | 
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dot_t *  | find_dot (player_t *target) const | 
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bool  | is_aoe () const | 
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const char *  | name () const | 
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const char *  | name_reporting () const | 
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size_t  | num_travel_events () const | 
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bool  | has_travel_events () const | 
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timespan_t  | shortest_travel_event () const | 
|   | Determine the remaining duration of the next travel event. 
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bool  | has_travel_events_for (const player_t *target) const | 
|   | Determine if a travel event for given target currently exists. 
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virtual bool  | has_amount_result () const | 
|   | Determine if the action can have a resulting damage/heal amount > 0. 
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void  | parse_spell_data (const spell_data_t &) | 
|   | Parse spell data values and write them into corresponding action_t members. 
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void  | parse_effect_direct_mods (const spelleffect_data_t &spelleffect_data, bool item_scaling) | 
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void  | parse_effect_periodic_mods (const spelleffect_data_t &spelleffect_data, bool item_scaling) | 
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void  | parse_effect_period (const spelleffect_data_t &) | 
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void  | parse_effect_data (const spelleffect_data_t &) | 
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void  | parse_target_str () | 
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void  | remove_travel_event (travel_event_t *e) | 
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void  | reschedule_queue_event () | 
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rng::rng_t &  | rng () | 
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rng::rng_t &  | rng () const | 
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player_t *  | select_target_if_target () | 
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void  | apply_affecting_aura (const spell_data_t *) | 
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void  | apply_affecting_effect (const spelleffect_data_t &effect) | 
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void  | apply_affecting_conduit (const conduit_data_t &conduit, int effect_num=1) | 
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void  | apply_affecting_conduit_effect (const conduit_data_t &conduit, size_t effect_num) | 
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action_state_t *  | get_state (const action_state_t *=nullptr) | 
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void  | execute_on_target (player_t *, double=-1.0) | 
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virtual bool  | verify_actor_level () const | 
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virtual bool  | verify_actor_spec () const | 
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virtual bool  | verify_actor_weapon () const | 
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virtual double  | base_cost () const | 
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virtual double  | cost_per_tick (resource_e) const | 
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virtual timespan_t  | cooldown_duration () const | 
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virtual timespan_t  | gcd () const | 
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| virtual double  | false_positive_pct () const | 
|   | False Positive skill chance, executes command regardless of expression.  More...
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virtual double  | false_negative_pct () const | 
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virtual timespan_t  | tick_time (const action_state_t *state) const | 
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virtual timespan_t  | travel_time () const | 
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virtual timespan_t  | distance_targeting_travel_time (action_state_t *s) const | 
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virtual block_result_e  | calculate_block_result (action_state_t *s) const | 
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virtual double  | calculate_weapon_damage (double attack_power) const | 
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virtual double  | calculate_crit_damage_bonus (action_state_t *s) const | 
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virtual double  | recharge_rate_multiplier (const cooldown_t &) const | 
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| virtual timespan_t  | cooldown_base_duration (const cooldown_t &cd) const | 
|   | Cooldown base duration for action based cooldowns.  More...
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virtual int  | n_targets () const | 
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virtual double  | last_tick_factor (const dot_t *d, timespan_t time_to_tick, timespan_t duration) const | 
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virtual school_e  | get_school () const | 
|   | Use when damage schools change during runtime. 
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virtual double  | miss_chance (double, player_t *) const | 
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virtual double  | dodge_chance (double, player_t *) const | 
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virtual double  | parry_chance (double, player_t *) const | 
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virtual double  | glance_chance (int) const | 
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virtual double  | block_chance (action_state_t *) const | 
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virtual double  | crit_block_chance (action_state_t *) const | 
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virtual double  | total_crit_bonus (const action_state_t *) const | 
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virtual size_t  | available_targets (std::vector< player_t * > &) const | 
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virtual std::vector< player_t *> &  | target_list () const | 
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virtual player_t *  | find_target_by_number (int number) const | 
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virtual bool  | execute_targeting (action_t *action) const | 
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virtual std::vector< player_t * > &  | targets_in_range_list (std::vector< player_t * > &tl) const | 
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virtual std::vector< player_t * > &  | check_distance_targeting (std::vector< player_t * > &tl) const | 
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virtual double  | ppm_proc_chance (double PPM) const | 
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virtual bool  | usable_moving () const | 
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virtual timespan_t  | composite_dot_duration (const action_state_t *) const | 
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virtual double  | attack_direct_power_coefficient (const action_state_t *) const | 
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virtual double  | amount_delta_modifier (const action_state_t *) const | 
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virtual double  | attack_tick_power_coefficient (const action_state_t *) const | 
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virtual double  | spell_direct_power_coefficient (const action_state_t *) const | 
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virtual double  | spell_tick_power_coefficient (const action_state_t *) const | 
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virtual double  | base_da_min (const action_state_t *) const | 
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virtual double  | base_da_max (const action_state_t *) const | 
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virtual double  | base_ta (const action_state_t *) const | 
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virtual double  | bonus_da (const action_state_t *) const | 
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virtual double  | bonus_ta (const action_state_t *) const | 
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virtual double  | range_ () const | 
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virtual double  | radius_ () const | 
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virtual double  | action_da_multiplier () const | 
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virtual double  | action_ta_multiplier () const | 
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virtual double  | composite_hit () const | 
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virtual double  | composite_crit_damage_bonus_multiplier () const | 
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virtual attack_power_type  | get_attack_power_type () const | 
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virtual double  | composite_attack_power () const | 
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virtual double  | composite_spell_power () const | 
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virtual double  | composite_target_armor (player_t *t) const | 
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virtual double  | composite_target_crit_damage_bonus_multiplier (player_t *) const | 
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virtual double  | composite_target_damage_vulnerability (player_t *target) const | 
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virtual double  | composite_leech (const action_state_t *) const | 
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virtual double  | composite_run_speed () const | 
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virtual double  | composite_avoidance () const | 
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virtual double  | composite_corruption () const | 
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virtual double  | composite_corruption_resistance () const | 
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virtual double  | composite_total_corruption () const | 
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virtual double  | composite_target_da_multiplier (player_t *target) const | 
|   | Direct amount multiplier due to debuffs on the target. 
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virtual double  | composite_target_ta_multiplier (player_t *target) const | 
|   | Tick amount multiplier due to debuffs on the target. 
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| virtual double  | composite_aoe_multiplier (const action_state_t *) const | 
|   | Generic aoe multiplier for the action.  More...
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virtual double  | composite_target_mitigation (player_t *t, school_e s) const | 
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virtual bool  | has_movement_directionality () const | 
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virtual double  | composite_teleport_distance (const action_state_t *) const | 
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virtual timespan_t  | calculate_dot_refresh_duration (const dot_t *, timespan_t triggered_duration) const | 
|   | Calculates the new dot length after a refresh Necessary because we have both pandemic behaviour ( last 30% of the dot are preserved ) and old Cata/MoP behavior ( only time to the next tick is preserved ) 
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virtual bool  | dot_refreshable (const dot_t *dot, timespan_t triggered_duration) const | 
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virtual double  | composite_energize_amount (const action_state_t *) const | 
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virtual resource_e  | energize_resource_ () const | 
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virtual action_energize  | energize_type_ () const | 
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virtual gain_t *  | energize_gain (const action_state_t *) const | 
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virtual void  | parse_options (util::string_view options_str) | 
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virtual void  | record_data (action_state_t *data) | 
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virtual void  | queue_execute (execute_type type) | 
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virtual void  | reschedule_execute (timespan_t time) | 
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virtual void  | start_gcd () | 
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virtual void  | update_ready (timespan_t cd_duration=timespan_t::min()) | 
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| virtual bool  | action_ready () | 
|   | Is the action ready, as a combination of ability characteristics and user input? Main ntry-point when selecting something to do for an actor.  More...
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virtual bool  | select_target () | 
|   | Select a target to execute on. 
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virtual bool  | target_ready (player_t *target) | 
|   | Target readiness state checking. 
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virtual bool  | usable_during_current_cast () const | 
|   | Ability usable during an on-going cast. 
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virtual bool  | usable_during_current_gcd () const | 
|   | Ability usable during the on-going global cooldown. 
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virtual void  | reset () | 
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virtual void  | cancel () | 
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virtual void  | interrupt_action () | 
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virtual action_state_t *  | new_state () | 
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virtual void  | do_schedule_travel (action_state_t *, timespan_t) | 
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virtual void  | schedule_travel (action_state_t *) | 
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virtual void  | trigger_dot (action_state_t *) | 
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virtual void  | snapshot_internal (action_state_t *, unsigned flags, result_amount_type) | 
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virtual void  | snapshot_state (action_state_t *s, unsigned flags, result_amount_type rt) | 
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virtual void  | snapshot_state (action_state_t *s, result_amount_type rt) | 
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virtual void  | update_state (action_state_t *s, unsigned flags, result_amount_type rt) | 
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virtual void  | update_state (action_state_t *s, result_amount_type rt) | 
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event_t *  | start_action_execute_event (timespan_t time, action_state_t *state=nullptr) | 
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virtual bool  | consume_cost_per_tick (const dot_t &dot) | 
|   | If the action is still ticking and all resources could be successfully consumed, return true to indicate continued ticking. 
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virtual void  | do_teleport (action_state_t *) | 
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virtual dot_t *  | get_dot (player_t *=nullptr) | 
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| virtual void  | acquire_target (retarget_source, player_t *, player_t *) | 
|   | Acquire a new target, where the context is the actor that sources the retarget event, and the actor-level candidate is given as a parameter (selected by player_t::acquire_target).  More...
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virtual void  | set_target (player_t *target) | 
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virtual void  | gain_energize_resource (resource_e resource_type, double amount, gain_t *gain) | 
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