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| spite_t (warlock_pet_t *p) |
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| warlock_pet_spell_t (warlock_pet_t *p, util::string_view n) |
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| warlock_pet_spell_t (util::string_view token, warlock_pet_t *p, const spell_data_t *s=spell_data_t::nil()) |
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| warlock_pet_action_t (util::string_view n, warlock_pet_t *p, const spell_data_t *s=spell_data_t::nil()) |
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warlock_pet_t * | p () |
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const warlock_pet_t * | p () const |
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virtual void | execute () |
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warlock_td_t * | owner_td (player_t *t) |
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const warlock_td_t * | owner_td (player_t *t) const |
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warlock_pet_td_t * | pet_td (player_t *t) |
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const warlock_pet_td_t * | pet_td (player_t *t) const |
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| spell_t (util::string_view token, player_t *p) |
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| spell_t (util::string_view token, player_t *p, const spell_data_t *s) |
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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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double | miss_chance (double hit, player_t *t) const override |
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void | init () override |
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double | composite_hit () const override |
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double | composite_versatility (const action_state_t *state) const override |
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double | composite_target_multiplier (player_t *target) 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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double | recharge_multiplier (const cooldown_t &cd) 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 | cost () const |
| Resource cost of the action for current_resource()
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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_direct_amount (action_state_t *state) const |
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virtual double | calculate_tick_amount (action_state_t *state, double multiplier) 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 resource_e | current_resource () const |
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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 | 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 int | num_targets () 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_multiplier () 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_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_chance (player_t *target) 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_da_multiplier (const action_state_t *) const |
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virtual double | composite_ta_multiplier (const action_state_t *) const |
| Normal ticking modifiers that are updated every tick.
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virtual double | composite_persistent_multiplier (const action_state_t *) const |
| Persistent modifiers that are snapshot at the start of the spell cast.
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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 double | composite_player_critical_multiplier (const action_state_t *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 | consume_resource () |
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virtual void | tick (dot_t *d) |
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virtual void | last_tick (dot_t *d) |
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virtual void | assess_damage (result_amount_type, action_state_t *state) |
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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 | ready () |
| Is the ability ready based on spell characteristics.
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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 | init_finished () |
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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 void | activate () |
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virtual std::unique_ptr< expr_t > | create_expression (util::string_view name) |
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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 | impact (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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