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sc_evoker.cpp
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sc_evoker.cpp
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// ==========================================================================
// Dedmonwakeen's DPS-DPM Simulator.
// Send questions to natehieter@gmail.com
// ==========================================================================
#include "config.hpp"
#include "action/parse_effects.hpp"
#include "class_modules/apl/apl_evoker.hpp"
#include "dbc/trait_data.hpp"
#include "sim/option.hpp"
#include "simulationcraft.hpp"
namespace
{
// ==========================================================================
// Evoker
// ==========================================================================
// Forward declarations
struct evoker_t;
struct simplified_player_t;
enum empower_e
{
EMPOWER_NONE = 0,
EMPOWER_1 = 1,
EMPOWER_2,
EMPOWER_3,
EMPOWER_4,
EMPOWER_MAX
};
enum spell_color_e
{
SPELL_COLOR_NONE = 0,
SPELL_BLACK,
SPELL_BLUE,
SPELL_BRONZE,
SPELL_GREEN,
SPELL_RED
};
enum proc_spell_type_e : unsigned
{
NONE = 0x0,
DRAGONRAGE = 0x1, // 3 pyre proc'd via dragonrage
SCINTILLATION = 0x2, // level 1 eternity surge proc'd from disintegrate tick via scintillation
VOLATILITY = 0x4 // chained pyre proc'd via volatility
};
struct evoker_td_t : public actor_target_data_t
{
struct dots_t
{
dot_t* fire_breath;
dot_t* disintegrate;
} dots;
struct debuffs_t
{
buff_t* shattering_star;
buff_t* in_firestorm;
buff_t* temporal_wound;
} debuffs;
struct buffs_t
{
buff_t* blistering_scales;
buff_t* prescience;
buff_t* infernos_blessing;
buff_t* ebon_might;
buff_t* shifting_sands;
// Legendary
buff_t* unbound_surge;
} buffs;
evoker_td_t( player_t* target, evoker_t* source );
};
template <typename Data, typename Base = action_state_t>
struct evoker_action_state_t : public Base, public Data
{
static_assert( std::is_base_of_v<action_state_t, Base> );
static_assert( std::is_default_constructible_v<Data> ); // required for initialize
static_assert( std::is_copy_assignable_v<Data> ); // required for copy_state
using Base::Base;
void initialize() override
{
Base::initialize();
*static_cast<Data*>( this ) = Data{};
}
std::ostringstream& debug_str( std::ostringstream& s ) override
{
Base::debug_str( s );
if constexpr ( fmt::is_formattable<Data>::value )
fmt::print( s, " {}", *static_cast<const Data*>( this ) );
return s;
}
void copy_state( const action_state_t* o ) override
{
Base::copy_state( o );
*static_cast<Data*>( this ) = *static_cast<const Data*>( static_cast<const evoker_action_state_t*>( o ) );
}
};
struct simple_timed_buff_t : public buff_t
{
event_t* current_event;
simple_timed_buff_t( player_t* p, std::string_view name )
: buff_t( p, name ), current_event( nullptr )
{
}
void register_next_trigger( timespan_t time )
{
if ( current_event )
return;
current_event = make_event( sim, time, [ this ] {
current_event = nullptr;
trigger();
} );
}
void reset() override
{
buff_t::reset();
event_t::cancel( current_event );
}
bool trigger( int stacks = -1, double value = DEFAULT_VALUE(), double chance = -1.0,
timespan_t duration = timespan_t::min() ) override
{
bool b = false;
for ( auto* p : sim->target_non_sleeping_list )
{
if ( !p->is_sleeping() && !( p->debuffs.invulnerable && p->debuffs.invulnerable->check() ) )
{
b = true;
break;
}
}
if ( !b )
{
timespan_t next = timespan_t::max();
if ( sim->fight_style == FIGHT_STYLE_DUNGEON_ROUTE || sim->fight_style == FIGHT_STYLE_DUNGEON_SLICE )
{
for ( auto& event : sim->raid_events )
{
if ( event->type == "adds" || event->type == "pull" )
{
next = event->until_next() < next ? event->until_next() : next;
}
}
}
next = next < timespan_t::max() ? next : 1_s;
next += timespan_t::from_millis( rng().gauss_a( 100, 25, 0 ) );
register_next_trigger( next );
return false;
}
b = buff_t::trigger( stacks, value, chance, duration );
if ( b )
{
if ( cooldown && cooldown->remains() > 0_s )
{
register_next_trigger( cooldown->remains() + timespan_t::from_millis( rng().gauss_a( 100, 25, 0 ) ) );
}
}
return b;
}
};
struct simplified_player_t : public player_t
{
action_t* ability;
action_t* snapshot_stats;
std::vector<buff_t*> damage_buffs;
struct bob_settings_t
{
struct bob_buff_t
{
std::string_view name;
double value;
timespan_t duration;
timespan_t cooldown;
timespan_t delay_from_start;
};
role_e role;
double sp_coeff;
bool hasted_gcds;
timespan_t gcd_time;
double base_aoe_multiplier;
int aoe;
int reduced_aoe_targets;
int full_amount_targets;
double flat_damage_per_hit;
double scaling_factor;
std::vector<bob_buff_t> buffs;
};
// Options
struct options_t
{
int item_level = 502;
std::string variant = "default";
} option;
std::map<std::string, bob_settings_t> bob_settings = {
{ "default", { ROLE_SPELL, 7, true, 1.5_s, 0.40, -1, 8, 1, 14100.0, 0.0011, {} } }, // 250.9k
{ "tank", { ROLE_TANK, 4.16, true, 1.5_s, 0.45, -1, 8, 1, 14100.0, 0, {} } }, // 157.4k
{ "healer", { ROLE_HEAL, 1.8, true, 1.5_s, 0.25, -1, 5, 1, 14100.0, 0, {} } }, // 78k
{ "shadow", { ROLE_SPELL, 5, true, 1.5_s, 0.45, -1, 8, 1, 14100.0, 0.0011, { // 244.8k
{ "two_mins_cds", 0.6, 20_s, 120_s, 3_s },
{ "one_mins_cds", 0.5, 20_s, 60_s, 3_s } } } },
{ "bm", { ROLE_SPELL, 5.6, true, 1.5_s, 0.4, -1, 8, 1, 8400.0, 0, { // 243.5k
{ "two_mins_cds", 0.5, 20_s, 120_s, 3_s },
{ "30s_cds", 0.25, 15_s, 30_s, 3_s } } } },
{ "assa", { ROLE_SPELL, 2.33, false, 1_s, 0.5, -1, 8, 1, 11100.0, 0, { // 234.6k
{ "ten_mins_cds", 0.2, 40_s, 600_s },
{ "two_mins_cds", 1.25, 20_s, 120_s, 6_s },
{ "one_mins_cds", 1.1, 14_s, 60_s, 7_s } } } },
{ "unh", { ROLE_SPELL, 2.73, true, 1.5_s, 0.4, -1, 8, 1, 22500.0, 0, { // 251.4k
{ "three_mins_cds", 1.2, 29_s, 180_s, 6_s },
{ "90s_cds", 0.25, 20_s, 90_s, 7_s },
{ "45s_cds", 1.4, 20_s, 45_s ,8_s } } } },
// Could probably use some RNG in the 40s cds to better emulate the 30-40s variance in use timing
{ "dk_frost",{ ROLE_SPELL, 6.47, true, 1.5_s, 0.4, -1, 8, 1, 13900.0, 0, { // 262.4k
{ "two_mins_cds", 0.2, 20_s, 120_s, 3_s },
{ "40s_cds", 0.25, 12_s, 34_s, 3_s } } } },
};
simplified_player_t( sim_t* sim, std::string_view name, race_e r = RACE_HUMAN )
: player_t( sim, PLAYER_SIMPLIFIED, name, r ), damage_buffs()
{
resource_regeneration = regen_type::DISABLED;
// Using a background repeating action as a replacement for a foreground action. Change Ready Type to trigger so we
// can wake up the pet when it needs to re-execute this action.
ready_type = READY_TRIGGER;
}
buff_t* make_damage_buff( std::string_view name, double value, timespan_t duration, timespan_t cooldown, timespan_t delay_from_start = 0_s )
{
buff_t* b = make_buff<simple_timed_buff_t>( this, name );
b->set_default_value( value )
->set_cooldown( cooldown )
->set_duration( duration )
->add_invalidate( CACHE_PLAYER_DAMAGE_MULTIPLIER );
damage_buffs.push_back( b );
register_combat_begin( [ this, b, delay_from_start ]( player_t* ) {
make_event( sim, delay_from_start, [ this, b ]() { b->trigger(); } );
} );
return b;
}
buff_t* make_damage_buff( bob_settings_t::bob_buff_t b )
{
return make_damage_buff( b.name, b.value, b.duration, b.cooldown, b.delay_from_start );
}
void make_damage_buffs( bob_settings_t s )
{
for ( auto& b : s.buffs )
{
make_damage_buff( b );
}
}
bob_settings_t& get_variant_settings()
{
auto it = bob_settings.find( option.variant );
if ( it != bob_settings.end() )
{
return it->second;
}
return bob_settings[ "default" ];
}
void init() override
{
player_t::init();
role = get_variant_settings().role;
}
void init_defence()
{
player_t::init_defense();
collected_data.health_changes_tmi.collect = false;
collected_data.health_changes.collect = false;
}
struct simple_ability_t : public spell_t
{
struct simple_proc_t : public spell_t
{
simple_proc_t( simplified_player_t* p, bob_settings_t settings ) : spell_t( "simple_proc", p )
{
background = true;
allow_class_ability_procs = false;
may_crit = true;
set_action_stats( settings, p );
}
void init() override
{
spell_t::init();
snapshot_flags &= ~STATE_MUL_PLAYER_DAM;
}
void set_action_stats( bob_settings_t settings, simplified_player_t* p )
{
school = SCHOOL_MAGIC;
double scaling_factor = pow( 1.15, ( p->option.item_level - 489 ) / 15.0 );
base_dd_min = base_dd_max = settings.flat_damage_per_hit * scaling_factor;
}
};
action_t* damage_proc;
simple_ability_t( simplified_player_t* p, bob_settings_t settings )
: spell_t( "simple_spell", p ), damage_proc( nullptr )
{
background = repeating = true;
allow_class_ability_procs = true;
may_crit = true;
set_action_stats( settings, p );
}
void set_action_stats( bob_settings_t settings, simplified_player_t* p )
{
double scaling_factor = pow( 1 + settings.scaling_factor, ( p->option.item_level - 489 ) );
spell_power_mod.direct = settings.sp_coeff * scaling_factor;
gcd_type = settings.hasted_gcds ? gcd_haste_type::SPELL_HASTE : gcd_haste_type::NONE;
base_execute_time = settings.gcd_time;
school = SCHOOL_MAGIC;
aoe = settings.aoe;
reduced_aoe_targets = settings.reduced_aoe_targets;
full_amount_targets = settings.full_amount_targets;
base_aoe_multiplier = settings.base_aoe_multiplier;
if ( settings.flat_damage_per_hit > 0.0 )
{
damage_proc = new simple_proc_t( p, settings );
add_child( damage_proc );
}
}
bool usable_moving() const override
{
return true;
}
void schedule_execute( action_state_t* state ) override
{
spell_t::schedule_execute( state );
// This uses a background repeating event with a ready type of READY_TRIGGER. Without constantly re-updating
// the started waiting trigger_ready would never function.
player->started_waiting = sim->current_time();
}
void impact( action_state_t* s )
{
spell_t::impact( s );
if ( s->chain_target == 0 && damage_proc )
{
damage_proc->execute_on_target( s->target );
}
}
};
void init_finished() override
{
player_t::init_finished();
register_combat_begin( snapshot_stats );
matching_gear = true;
}
void create_buffs() override
{
player_t::create_buffs();
make_damage_buffs( get_variant_settings() );
}
double composite_mastery_value() const override
{
return composite_mastery() * 0.0125;
}
void init_base_stats() override
{
// Become a Priest temporarily to steal its base stat initialisation.
type = PRIEST;
player_t::init_base_stats();
type = PLAYER_SIMPLIFIED;
base.spell_power_per_intellect = 1;
}
void init_items() override
{
int item_level = option.item_level;
std::map<slot_e, std::string> default_items = {
{ SLOT_HEAD, fmt::format( ",id=195476,ilevel={},gem_id=192919", item_level ) },
{ SLOT_NECK, fmt::format( ",id=207163,ilevel={},gem_id=192988/192919/192919", item_level ) },
{ SLOT_SHOULDERS, fmt::format( ",id=193637,ilevel={}", item_level ) },
{ SLOT_BACK, fmt::format( ",id=195482,ilevel={}", item_level ) },
{ SLOT_CHEST, fmt::format( ",id=193801,ilevel={},enchant=waking_stats_3", item_level ) },
{ SLOT_WRISTS, fmt::format( ",id=193812,ilevel={},gem_id=192919", item_level ) },
{ SLOT_HANDS, fmt::format( ",id=193818,ilevel={}", item_level ) },
{ SLOT_WAIST, fmt::format( ",id=207144,ilevel={},gem_id=192919", item_level ) },
{ SLOT_LEGS, fmt::format( ",id=193759,ilevel={},enchant=frozen_spellthread_3", item_level ) },
{ SLOT_FEET, fmt::format( ",id=207139,ilevel={}", item_level ) },
{ SLOT_FINGER_1, fmt::format( ",id=207159,ilevel={},gem_id=192919,enchant=devotion_of_mastery_3", item_level ) },
{ SLOT_FINGER_2, fmt::format( ",id=204398,ilevel={},gem_id=192919,enchant=devotion_of_mastery_3", item_level ) },
{ SLOT_TRINKET_1, fmt::format( ",id=153816,ilevel={}", item_level ) },
{ SLOT_TRINKET_2, fmt::format( ",id=153819,ilevel={}", item_level ) },
{ SLOT_MAIN_HAND, fmt::format( ",id=202565,ilevel={}", item_level ) },
};
for ( auto item : default_items )
{
if ( items[ item.first ].options_str.empty() )
{
items[ item.first ].options_str = item.second;
sim->print_debug( "{} setting gearslot {} string to {}", *this, util::slot_type_string( item.first ),
item.second );
}
else
{
sim->print_debug( "{} already has gearslot {} string {}", *this, util::slot_type_string( item.first ),
items[ item.first ].options_str );
}
}
player_t::init_items();
matching_gear = true;
}
void create_actions() override
{
// player_t::create_actions();
ability = new simple_ability_t( this, get_variant_settings() );
snapshot_stats = new snapshot_stats_t( this, "" );
}
double composite_player_multiplier( school_e school ) const override
{
double m = player_t::composite_player_multiplier( school );
m *= 1.0 + cache.mastery_value();
for ( auto* b : damage_buffs )
{
if ( b->check() )
{
m *= 1.0 + b->check_stack_value();
}
}
return m;
}
void acquire_target( retarget_source event, player_t* context ) override
{
if ( ability->execute_event && ability->target->is_sleeping() )
{
event_t::cancel( ability->execute_event );
started_waiting = sim->current_time();
}
player_t::acquire_target( event, context );
if ( !ability->execute_event )
trigger_ready();
}
role_e primary_role() const override
{
return role;
}
void invalidate_cache( cache_e cache ) override
{
player_t::invalidate_cache( cache );
switch ( cache )
{
case CACHE_MASTERY:
player_t::invalidate_cache( CACHE_PLAYER_DAMAGE_MULTIPLIER );
break;
default:
break;
}
}
double matching_gear_multiplier( attribute_e attr ) const override
{
return attr == ATTR_INTELLECT ? 0.05 : 0.0;
}
stat_e convert_hybrid_stat( stat_e stat ) const override
{
switch ( stat )
{
case STAT_STR_AGI_INT:
case STAT_AGI_INT:
case STAT_STR_INT:
return STAT_INTELLECT;
case STAT_STR_AGI:
case STAT_SPIRIT:
case STAT_BONUS_ARMOR:
return STAT_NONE;
default:
return stat;
}
}
void reschedule_actor()
{
if ( executing || ability->execute_event || is_sleeping() ||
buffs.stunned->check() )
return;
ability->schedule_execute();
}
void create_options()
{
player_t::create_options();
add_option( opt_string( "variant", option.variant ) );
add_option( opt_int( "item_level", option.item_level, 0, 4096 ) );
}
void arise() override
{
player_t::arise();
reschedule_actor();
}
void schedule_ready( timespan_t, bool ) override
{
reschedule_actor();
}
resource_e primary_resource() const override
{
return RESOURCE_MANA;
}
};
struct evoker_t : public player_t
{
// !!!===========================================================================!!!
// !!! Runtime variables NOTE: these MUST be properly reset in evoker_t::reset() !!!
// !!!===========================================================================!!!
vector_with_callback<player_t*> allies_with_my_ebon;
vector_with_callback<player_t*> allies_with_my_prescience;
mutable std::vector<buff_t*> allied_ebons_on_me;
std::map<player_t*, buff_t*> allied_major_cds;
player_t* last_scales_target;
bool was_empowering;
// !!!===========================================================================!!!
timespan_t precombat_travel = 0_s;
const special_effect_t* naszuro;
std::vector<evoker_t*> allied_augmentations;
std::vector<std::function<void()>> allied_ebon_callbacks;
struct heartbeat_t
{
std::vector<std::function<void()>> callbacks;
timespan_t initial_time;
} heartbeat;
bool close_as_clutchmates;
// Options
struct options_t
{
// Should every Disintegrate in Dragonrage be clipped after the 3rd tick
bool use_clipping = true;
// Should chained Disintegrates( those with 5 ticks ) be chained after the 3rd tick in Dragonrage
bool use_early_chaining = true;
double scarlet_overheal = 0.5;
double heal_eb_chance = 0.9;
// How much time should prepulling with Deep Breath delay opener
timespan_t prepull_deep_breath_delay = timespan_t::from_seconds( 0.3 );
timespan_t prepull_deep_breath_delay_stddev = timespan_t::from_seconds( 0.05 );
bool naszuro_accurate_behaviour = true;
bool naszuro_bounce_destroy_solo = true;
double naszuro_bounce_chance = 0.85;
std::string force_clutchmates = "";
bool make_simplified_if_alone = true;
bool remove_precombat_ancient_flame = true;
int simplified_actor_ilevel = -1;
} option;
// Action pointers
struct actions_t
{
action_t* obsidian_shards; // 2t30
action_t* volatility;
action_t* volatility_dragonrage;
} action;
// Buffs
struct buffs_t
{
// Baseline Abilities
propagate_const<buff_t*> essence_burst;
propagate_const<buff_t*> essence_burst_titanic_wrath_disintegrate;
propagate_const<buff_t*> hover;
propagate_const<buff_t*> leaping_flames;
propagate_const<buff_t*> tailwind;
// Class Traits
propagate_const<buff_t*> ancient_flame;
propagate_const<buff_t*> obsidian_scales;
propagate_const<buff_t*> scarlet_adaptation;
propagate_const<buff_t*> tip_the_scales;
// Devastation
propagate_const<buff_t*> blazing_shards; // 4t30
propagate_const<buff_t*> burnout;
propagate_const<buff_t*> charged_blast;
propagate_const<buff_t*> dragonrage;
propagate_const<buff_t*> fury_of_the_aspects;
propagate_const<buff_t*> imminent_destruction;
propagate_const<buff_t*> iridescence_blue;
propagate_const<buff_t*> iridescence_blue_disintegrate;
propagate_const<buff_t*> iridescence_red;
propagate_const<buff_t*> limitless_potential;
propagate_const<buff_t*> power_swell;
propagate_const<buff_t*> snapfire;
propagate_const<buff_t*> feed_the_flames_stacking;
propagate_const<buff_t*> feed_the_flames_pyre;
propagate_const<buff_t*> emerald_trance_stacking;
propagate_const<buff_t*> emerald_trance;
propagate_const<buff_t*> ebon_might_self_buff;
propagate_const<buff_t*> momentum_shift;
propagate_const<buff_t*> t31_2pc_proc;
propagate_const<buff_t*> t31_2pc_stacks;
propagate_const<buff_t*> trembling_earth;
// Preservation
// Augmentation
propagate_const<buff_t*> reactive_hide;
propagate_const<buff_t*> time_skip;
} buff;
// Specialization Spell Data
struct specializations_t
{
// Baseline
const spell_data_t* evoker; // evoker class aura
const spell_data_t* devastation; // devastation class aura
const spell_data_t* preservation; // preservation class aura
const spell_data_t* augmentation; // augmentation class aura
const spell_data_t* mastery; // Mastery Spell Data
const spell_data_t* tempered_scales;
const spell_data_t* living_flame_damage;
const spell_data_t* living_flame_heal;
const spell_data_t* energizing_flame;
const spell_data_t* emerald_blossom;
const spell_data_t* emerald_blossom_heal;
const spell_data_t* emerald_blossom_spec;
// Augmentation
const spell_data_t* close_as_clutchmates;
// Devastation
// Preservation
} spec;
// Talents
struct talents_t
{
// Class Traits
player_talent_t landslide; // row 1
player_talent_t obsidian_scales;
player_talent_t expunge;
player_talent_t natural_convergence; // row 2
player_talent_t permeating_chill;
player_talent_t verdant_embrace;
player_talent_t forger_of_mountains; // row 3
player_talent_t innate_magic;
player_talent_t obsidian_bulwark;
player_talent_t enkindled;
player_talent_t scarlet_adaptation;
player_talent_t quell; // row 4
player_talent_t recall;
player_talent_t heavy_wingbeats;
player_talent_t clobbering_sweep;
player_talent_t tailwind;
player_talent_t cauterizing_flame;
player_talent_t roar_of_exhilaration; // row 5
player_talent_t instinctive_arcana;
player_talent_t tip_the_scales;
player_talent_t attuned_to_the_dream;
player_talent_t sleep_walk;
player_talent_t draconic_legacy; // row 6
player_talent_t inherent_resistance;
player_talent_t extended_flight;
player_talent_t bountiful_bloom;
player_talent_t blast_furnace; // row 7
player_talent_t panacea;
const spell_data_t* panacea_spell;
player_talent_t exuberance;
player_talent_t source_of_magic;
player_talent_t ancient_flame;
player_talent_t unravel; // row 8
player_talent_t protracted_talons;
player_talent_t oppressing_roar;
player_talent_t rescue;
player_talent_t lush_growth;
player_talent_t renewing_blaze;
player_talent_t leaping_flames; // row 9
player_talent_t overawe;
player_talent_t aerial_mastery;
player_talent_t twin_guardian;
player_talent_t foci_of_life;
player_talent_t fire_within;
player_talent_t terror_of_the_skies; // row 10
player_talent_t time_spiral;
player_talent_t zephyr;
// Devastation Traits
player_talent_t pyre; // row 1
player_talent_t ruby_essence_burst; // row 2
player_talent_t azure_essence_burst;
player_talent_t dense_energy; // row 3
player_talent_t imposing_presence;
player_talent_t inner_radiance;
player_talent_t eternity_surge;
player_talent_t volatility; // row 4
player_talent_t power_nexus;
player_talent_t dragonrage;
player_talent_t lay_waste;
player_talent_t arcane_intensity;
player_talent_t ruby_embers; // row 5
player_talent_t engulfing_blaze;
player_talent_t animosity;
player_talent_t essence_attunement;
player_talent_t firestorm; // row 6
player_talent_t heat_wave;
player_talent_t titanic_wrath;
player_talent_t honed_aggression;
player_talent_t eternitys_span;
player_talent_t eye_of_infinity;
player_talent_t event_horizon;
player_talent_t causality;
player_talent_t catalyze; // row 7
player_talent_t tyranny;
player_talent_t charged_blast;
player_talent_t shattering_star;
player_talent_t snapfire; // row 8
player_talent_t raging_inferno;
player_talent_t font_of_magic;
player_talent_t onyx_legacy;
player_talent_t spellweavers_dominance;
player_talent_t focusing_iris;
player_talent_t arcane_vigor;
player_talent_t burnout; // row 9
player_talent_t imminent_destruction;
player_talent_t scintillation;
player_talent_t power_swell;
player_talent_t feed_the_flames; // row 10
const spell_data_t* feed_the_flames_pyre_buff;
player_talent_t everburning_flame;
player_talent_t hoarded_power;
player_talent_t iridescence;
// Preservation Traits
// Augmentation Traits
player_talent_t ebon_might;
const spell_data_t* ebon_might_self_buff;
const spell_data_t* sands_of_time;
player_talent_t eruption;
player_talent_t essence_burst;
// Imposing Presence / Inner Radiance - Non DPS
player_talent_t ricocheting_pyroclast;
// Essence Attunement - Devastation also has
player_talent_t pupil_of_alexstrasza;
player_talent_t echoing_strike;
player_talent_t upheaval;
player_talent_t breath_of_eons;
const spell_data_t* breath_of_eons_damage;
const spell_data_t* temporal_wound;
// Defy Fate - Non DPS
// Timelessness - Non DPS
// Seismic Slam - Non DPS
player_talent_t volcanism;
// Perilous Fate / Chrono Ward - Non DPS
// Stretch Time - Non DPS
// Geomancy - Non DPS
// Bestow Weyrnstone - Non DPS
player_talent_t blistering_scales;
const spell_data_t* blistering_scales_damage;
// Draconic Attunements - Non DPS
// Spatial Paradox Non DPS - Movement DPS Gain?
player_talent_t unyielding_domain;
player_talent_t tectonic_locus;
player_talent_t regenerative_chitin;
player_talent_t molten_blood;
// Power Nexus - Devastation also has
// Aspects' Favor - Non DPS
player_talent_t plot_the_future;
player_talent_t dream_of_spring;
// Symbiotic Bloom - Non DPS but Scarlet exists. Todo: implement healing
player_talent_t reactive_hide;
const spell_data_t* reactive_hide_buff;
// Hoarded Power - Devas Has
player_talent_t ignition_rush;
player_talent_t prescience;
const spell_data_t* prescience_buff;
// Prolong Life - Non DPS. Scarlet Exists. Todo: Implement Healing
player_talent_t momentum_shift;
player_talent_t infernos_blessing;
const spell_data_t* infernos_blessing_damage;
const spell_data_t* infernos_blessing_buff;
player_talent_t time_skip;
player_talent_t accretion;
player_talent_t anachronism;
player_talent_t motes_of_possibility;
// Font of Magic - Devastation ha
player_talent_t tomorrow_today;
player_talent_t interwoven_threads;
player_talent_t overlord;
player_talent_t fate_mirror;
const spell_data_t* fate_mirror_damage;
} talent;
// Benefits
struct benefits_t
{
propagate_const<benefit_t*> supercharged_shards;
} benefit;
// Cooldowns
struct cooldowns_t
{
propagate_const<cooldown_t*> eternity_surge;
propagate_const<cooldown_t*> fire_breath;
propagate_const<cooldown_t*> firestorm;
propagate_const<cooldown_t*> upheaval;
propagate_const<cooldown_t*> breath_of_eons;
} cooldown;
// Gains
struct gains_t
{
propagate_const<gain_t*> roar_of_exhilaration;
propagate_const<gain_t*> energizing_flame;
} gain;
// Procs
struct procs_t
{
propagate_const<proc_t*> ruby_essence_burst;
propagate_const<proc_t*> azure_essence_burst;
propagate_const<proc_t*> emerald_trance;
propagate_const<proc_t*> anachronism_essence_burst;
propagate_const<proc_t*> echoing_strike;
propagate_const<proc_t*> overwritten_leaping_flames;
} proc;
// RPPMs
struct rppms_t
{
} rppm;
// Uptimes
struct uptimes_t
{
} uptime;
// Background Actions
struct background_actions_t
{
propagate_const<action_t*> ebon_might;
} background_actions;
evoker_t( sim_t* sim, std::string_view name, race_e r = RACE_DRACTHYR_HORDE );
// Character Definitions
void validate_sim_options() override;
unsigned int specialization_aura_id();
void init_action_list() override;
void init_finished() override;
void init_base_stats() override;
void init_background_actions() override;
// void init_resources( bool ) override;
void init_benefits() override;
resource_e primary_resource() const override
{
return RESOURCE_ESSENCE;
}
role_e primary_role() const override;
void init_gains() override;
void init_procs() override;
// void init_rng() override;
// void init_uptimes() override;
void init_items() override;
void init_spells() override;
void init_special_effects() override;
// void init_finished() override;
void create_actions() override;
void create_buffs() override;
void create_options() override;
void create_pets() override;
// void arise() override;
void moving() override;
void schedule_ready( timespan_t, bool ) override;
void combat_begin() override;
// void combat_end() override;
void analyze( sim_t& ) override;
void reset() override;
void copy_from( player_t* ) override;
void merge( player_t& ) override;
std::string default_potion() const override;
std::string default_flask() const override;
std::string default_food() const override;
std::string default_rune() const override;
std::string default_temporary_enchant() const override;
target_specific_t<evoker_td_t> target_data;
const evoker_td_t* find_target_data( const player_t* target ) const override;
evoker_td_t* get_target_data( player_t* target ) const override;
void apply_affecting_auras( action_t& action ) override;
void apply_affecting_auras_late( action_t& action );
action_t* create_action( std::string_view name, std::string_view options_str ) override;
std::unique_ptr<expr_t> create_expression( std::string_view expr_str ) override;
// Stat & Multiplier overrides
double matching_gear_multiplier( attribute_e ) const override;
double composite_base_armor_multiplier() const override;
double composite_armor() const override;
double composite_base_armor() const;
double composite_attribute_multiplier( attribute_e ) const override;
double composite_player_multiplier( school_e ) const override;
double composite_spell_haste() const override;