SimulationCraft
SimulationCraft is a tool to explore combat mechanics in the popular MMO RPG World of Warcraft (tm).
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Public Member Functions | |
chains_of_domination_cb_t (const special_effect_t &e) | |
void | execute (action_t *, action_state_t *s) override |
Base rules for proc execution. More... | |
void | reset () override |
Public Member Functions inherited from dbc_proc_callback_t | |
dbc_proc_callback_t (const item_t &i, const special_effect_t &e) | |
dbc_proc_callback_t (const item_t *i, const special_effect_t &e) | |
dbc_proc_callback_t (player_t *p, const special_effect_t &e) | |
void | initialize () override |
Initialize the proc callback. More... | |
cooldown_t * | get_cooldown (player_t *target) |
void | trigger (action_t *a, action_state_t *state) override |
virtual player_t * | target (const action_state_t *state) const |
rng::rng_t & | rng () const |
Public Member Functions inherited from action_callback_t | |
action_callback_t (player_t *l, bool ap=false, bool asp=false) | |
virtual void | activate () |
virtual void | deactivate () |
Public Attributes | |
double | accumulated_damage |
double | damage_cap |
double | damage_fraction |
buff_t * | debuff |
bool | auto_break |
Public Attributes inherited from dbc_proc_callback_t | |
const item_t & | item |
const special_effect_t & | effect |
cooldown_t * | cooldown |
target_specific_cooldown_t * | target_specific_cooldown |
real_ppm_t * | rppm |
double | proc_chance |
double | ppm |
buff_t * | proc_buff |
action_t * | proc_action |
weapon_t * | weapon |
bool | expire_on_max_stack |
Expires proc_buff on max stack, automatically set if proc_buff max_stack > 1. | |
trigger_fn_type | trigger_type |
Trigger condition override type. | |
const trigger_fn_t * | trigger_fn |
Override proc trigger condition with a separate callback function. | |
execute_fn_t * | execute_fn |
Override execution behavior with a separate callback function. | |
bool | can_only_proc_from_class_abilites |
bool | can_proc_from_procs |
Public Attributes inherited from action_callback_t | |
player_t * | listener |
bool | active |
bool | allow_self_procs |
bool | allow_procs |
Additional Inherited Members | |
Public Types inherited from dbc_proc_callback_t | |
enum | trigger_fn_type { trigger_fn_type::NONE, trigger_fn_type::CONDITION, trigger_fn_type::TRIGGER } |
using | execute_fn_t = std::function< void(const dbc_proc_callback_t *, action_t *, action_state_t *)> |
using | trigger_fn_t = std::function< bool(const dbc_proc_callback_t *, action_t *, action_state_t *)> |
Static Public Member Functions inherited from action_callback_t | |
static void | trigger (const std::vector< action_callback_t *> &v, action_t *a, action_state_t *state) |
static void | reset (const std::vector< action_callback_t *> &v) |
Static Public Attributes inherited from dbc_proc_callback_t | |
static const item_t | default_item_ = item_t() |
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inlineoverridevirtual |
Base rules for proc execution.
1) If we proc a buff, trigger it 2a) If the buff triggered and is at max stack, and we have an action, execute the action on the target of the action that triggered this proc. 2b) If we have no buff, trigger the action on the target of the action that triggered this proc.
TODO: Ticking buffs, though that'd be better served by fusing tick_buff_t into buff_t. TODO: Proc delay TODO: Buff cooldown hackery for expressions. Is this really needed or can we do it in a smarter way (better expression support?)
Reimplemented from dbc_proc_callback_t.