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common.proto
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syntax = "proto3";
package proto;
option go_package = "./proto";
import "google/protobuf/descriptor.proto";
// protobuf does not directly support constants for versioning purposes, but we
// can emulate the functionality of a CURRENT_VERSION_NUMBER constant by
// defining it as a custom option for a ProtoVersion message whose only purpose
// is to house the value of this option. While a bit hacky, this allows us to
// increment the version number directly in the proto files, rather than needing
// to separately increment two constants in the front-end and back-end code.
extend google.protobuf.MessageOptions {
int32 current_version_number = 50000;
}
message ProtoVersion {
// This should be incremented by 1 whenever proto files are changed in a
// way that will break any saved browser data or old sim links. If you
// are incrementing this value, then it is assumed that you are also
// implementing the required conversion code within the
// updateProtoVersion() method of any affected classes in the UI (or
// adding this method if it does not exist yet). Likewise, any affected
// protos need to define an api_version field so that the UI code knows
// to up-convert these protos to the new format whenever api_version is
// missing (0) or lower than current_version_number.
option (current_version_number) = 2;
// The actual field value is only used within unit tests.
int32 saved_version_number = 1;
}
enum ItemLevelState {
Base = 0;
ChallengeMode = -1;
UpgradeStepOne = 1;
UpgradeStepTwo = 2;
UpgradeStepThree = 3;
UpgradeStepFour = 4;
}
message ScalingItemProperties {
int32 rand_prop_points = 1;
double weapon_damage_min = 2;
double weapon_damage_max = 3;
map<int32, double> stats = 4; // for compactness
int32 ilvl = 6;
}
enum Spec {
SpecUnknown = 0;
SpecBloodDeathKnight = 1;
SpecFrostDeathKnight = 2;
SpecUnholyDeathKnight = 3;
SpecBalanceDruid = 4;
SpecFeralDruid = 5;
SpecGuardianDruid = 31;
SpecRestorationDruid = 6;
SpecBeastMasteryHunter = 7;
SpecMarksmanshipHunter = 8;
SpecSurvivalHunter = 9;
SpecArcaneMage = 10;
SpecFireMage = 11;
SpecFrostMage = 12;
SpecHolyPaladin = 13;
SpecProtectionPaladin = 14;
SpecRetributionPaladin = 15;
SpecDisciplinePriest = 16;
SpecHolyPriest = 17;
SpecShadowPriest = 18;
SpecAssassinationRogue = 19;
SpecCombatRogue = 20;
SpecSubtletyRogue = 21;
SpecElementalShaman = 22;
SpecEnhancementShaman = 23;
SpecRestorationShaman = 24;
SpecAfflictionWarlock = 25;
SpecDemonologyWarlock = 26;
SpecDestructionWarlock = 27;
SpecArmsWarrior = 28;
SpecFuryWarrior = 29;
SpecProtectionWarrior = 30;
SpecBrewmasterMonk = 32;
SpecMistweaverMonk = 33;
SpecWindwalkerMonk = 34;
}
enum Race {
RaceUnknown = 0;
RaceBloodElf = 1;
RaceDraenei = 2;
RaceDwarf = 3;
RaceGnome = 4;
RaceHuman = 5;
RaceNightElf = 6;
RaceOrc = 7;
RaceTauren = 8;
RaceTroll = 9;
RaceUndead = 10;
RaceWorgen = 11;
RaceGoblin = 12;
RaceAlliancePandaren = 13;
RaceHordePandaren = 14;
}
enum Faction {
Unknown = 0;
Alliance = 1;
Horde = 2;
}
// Should aways be in order of dbc class file to properly match class masks
// Found at https://wago.tools/db2/ChrClasses?build=5.5.0.61217&sort%5BID%5D=asc
enum Class {
ClassUnknown = 0;
ClassWarrior = 1;
ClassPaladin = 2;
ClassHunter = 3;
ClassRogue = 4;
ClassPriest = 5;
ClassDeathKnight = 6;
ClassShaman = 7;
ClassMage = 8;
ClassWarlock = 9;
ClassMonk = 10;
ClassDruid = 11;
ClassExtra1 = 12;
ClassExtra2 = 13;
ClassExtra3 = 14;
ClassExtra4 = 15;
ClassExtra5 = 16;
ClassExtra6 = 17;
}
enum Profession {
ProfessionUnknown = 0;
Alchemy = 1;
Blacksmithing = 2;
Enchanting = 3;
Engineering = 4;
Herbalism = 5;
Inscription = 6;
Jewelcrafting = 7;
Leatherworking = 8;
Mining = 9;
Skinning = 10;
Tailoring = 11;
Archeology = 12;
}
// General rules for Stats vs. PseudoStats at the proto level:
// - Define a property as a Stat if and only if it needs to be present in
// one or more stats arrays embedded in the database files, local storage
// data, or sim links. This generally means that the property is a BASIC
// attribute that is directly found on items or enchants and parsed from
// tooltips during database generation. Alternatively, if the stat is
// required for reconstructing a target NPC from saved Encounter
// settings, then it also belongs in the Stat enum.
//
// - If the above criterion is not satisfied, then the best practice is to
// define the property as a PseudoStat rather than a Stat. For example,
// the various school-specific versions of Hit, Crit, and Haste are all
// defined as PseudoStats from Cataclysm onwards, since only the generic
// Ratings need to be parsed from item data and stored in the sim
// database.
//
// - Note that the above rules apply only for the proto messages used for
// saving and loading data in the browser. It is perfectly okay to define
// additional Stats in the back-end code for convenience or performance
// reasons, such as for automatically propagating linear stat
// dependencies when dynamic stat changes occur in a sim iteration. For
// example, the SpellHit PseudoStat mentioned above is actually modeled
// as a proper Stat in the back-end code so that it can benefit from the
// StatDependency tooling, but is converted to a PseudoStat when writing
// UnitStats protos for character stats and stat weights requests. This
// keeps the item database compact while still giving the UI access to
// calculated tertiary stats like SpellHit, MeleeCrit, RangedHaste, etc.
//
// - When adding new Stats or PseudoStats, make the units for each property
// explicit in the name to avoid confusion. For example, append "Rating"
// to the end of the field name for properties that are represented in
// Rating units (regardless of how they are stored in-game), and append
// "Chance" to the end of the field name for properties that represent
// probabilities (between 0 and 1).
//
// Keep in sync with sim/core/stats/stats.go. As mentioned above, it is okay for
// the Go Stats array to be larger than the size of the Stat enum proto, but the
// shared indices between the two must exactly match.
//
// NextIndex: 22;
enum Stat {
// Primary attributes ("main stat")
StatStrength = 0;
StatAgility = 1;
StatStamina = 2;
StatIntellect = 3;
// Reforge-able secondary stats
StatSpirit = 4;
StatHitRating = 5;
StatCritRating = 6;
StatHasteRating = 7;
StatExpertiseRating = 8;
StatDodgeRating = 9;
StatParryRating = 10;
StatMasteryRating = 11;
// Non-reforge-able secondary stats found on gear
StatAttackPower = 12;
StatRangedAttackPower = 13;
StatSpellPower = 14;
StatPvpResilienceRating = 15;
StatPvpPowerRating = 16;
StatArmor = 17; // "white armor" that fully scales with all multipliers
StatBonusArmor = 18; // "green armor" that does not scale
// Composite stats that are built up from the above gear stats + buffs.
// These still belong in the Stat enum because they can be present on
// some enchants and because the base values need to be stored for NPCs.
StatHealth = 19;
StatMana = 20;
StatMP5 = 21;
// DO NOT add new stats here without discussing it first; new stats come
// with a performance penalty.
// Checklist for making breaking changes to the Stat enum (deleting
// stats, re-ordering stats, changing the interpretation of stat values,
// etc.):
// (1) Make the desired change in the enum above.
// (2) Mirror the change in sim/core/stats/stats.go .
// (3) Update any required code in sim/core for proper sim behavior.
// (4) If the total number of stats changed, then change the size of the
// Stats array type defined in tools/database/wowhead_tooltips.go .
// (5) Run "make items" so that the sim database reflects the stats
// change. At this point, you should see no changes in DPS results
// when running "make test", if the only changes made were indexing
// or bookkeeping adjustments. However, saved browser settings and
// old sim links will be broken on the UI side.
// (6) Increment the current_version_number option in the ProtoVersion
// message at the top of this file.
// (7) Add a new entry to the ProtoConversionMap within the
// migrateStatsArray() method of ui/core/proto_utils/stats.ts . If
// the migration function for the new version works properly, then
// you should see that stats arrays embedded in local storage data
// and old links are automatically converted to new arrays that are
// compatible with the new stats interpretation.
}
// Not all pseudostats are included here; just the ones we want to pass
// between the UI and backend. It's also OK to include things here which aren't
// in the PseudoStats struct.
//
// NextIndex: 16;
enum PseudoStat {
PseudoStatMainHandDps = 0;
PseudoStatOffHandDps = 1;
PseudoStatRangedDps = 2;
// Final buffed values including DR, represented as percentages (0-100)
PseudoStatDodgePercent = 3;
PseudoStatParryPercent = 4;
PseudoStatBlockPercent = 5;
// Net impact of all multiplicative Haste buffs (Bloodlust etc.)
PseudoStatMeleeSpeedMultiplier = 6;
PseudoStatRangedSpeedMultiplier = 7;
PseudoStatCastSpeedMultiplier = 8;
// Final buffed Haste values after combining the above multipliers with
// Haste Rating from gear. Expressed in percentage units (0-100).
PseudoStatMeleeHastePercent = 9;
PseudoStatRangedHastePercent = 10;
PseudoStatSpellHastePercent = 11;
// School-specific fully buffed Hit/Crit stats, also in percentage
// units. These are modeled as proper Stats in the back-end due to stat
// dependencies, but do not need to be stored in any database files.
PseudoStatPhysicalHitPercent = 12;
PseudoStatSpellHitPercent = 13;
PseudoStatPhysicalCritPercent = 14;
PseudoStatSpellCritPercent = 15;
}
message UnitStats {
// Proto version at the time these stats were saved. If you make any
// breaking changes to the size, ordering, or interpretation of the
// stats or pseudoStats arrays, then make sure to increment the
// current_version_number option in the ProtoVersion message at the top
// of this file, and also add a new entry to the data conversion map
// within the migrateStatsArray() method of ui/core/proto_utils/stats.ts
// A "breaking change" here is defined as anything that will break saved
// browser data or old sim links; the version need not be incremented if
// you simply append a new rarely-used PseudoStat to the end of the
// array, for example.
int32 api_version = 3;
repeated double stats = 1;
repeated double pseudo_stats = 2;
}
message ReforgeStat {
int32 id = 1;
Stat fromStat = 2;
Stat toStat = 3;
double multiplier = 4;
}
enum ItemType {
ItemTypeUnknown = 0;
ItemTypeHead = 1;
ItemTypeNeck = 2;
ItemTypeShoulder = 3;
ItemTypeBack = 4;
ItemTypeChest = 5;
ItemTypeWrist = 6;
ItemTypeHands = 7;
ItemTypeWaist = 8;
ItemTypeLegs = 9;
ItemTypeFeet = 10;
ItemTypeFinger = 11;
ItemTypeTrinket = 12;
ItemTypeWeapon = 13;
ItemTypeRanged = 14;
}
enum ArmorType {
ArmorTypeUnknown = 0;
ArmorTypeCloth = 1;
ArmorTypeLeather = 2;
ArmorTypeMail = 3;
ArmorTypePlate = 4;
}
enum WeaponType {
WeaponTypeUnknown = 0;
WeaponTypeAxe = 1;
WeaponTypeDagger = 2;
WeaponTypeFist = 3;
WeaponTypeMace = 4;
WeaponTypeOffHand = 5;
WeaponTypePolearm = 6;
WeaponTypeShield = 7;
WeaponTypeStaff = 8;
WeaponTypeSword = 9;
}
enum HandType {
HandTypeUnknown = 0;
HandTypeMainHand = 1;
HandTypeOneHand = 2;
HandTypeOffHand = 3;
HandTypeTwoHand = 4;
}
enum RangedWeaponType {
RangedWeaponTypeUnknown = 0;
RangedWeaponTypeBow = 1;
RangedWeaponTypeCrossbow = 2;
RangedWeaponTypeGun = 3;
RangedWeaponTypeThrown = 5;
RangedWeaponTypeWand = 6;
}
// All slots on the gear menu where a single item can be worn.
enum ItemSlot {
ItemSlotHead = 0;
ItemSlotNeck = 1;
ItemSlotShoulder = 2;
ItemSlotBack = 3;
ItemSlotChest = 4;
ItemSlotWrist = 5;
ItemSlotHands = 6;
ItemSlotWaist = 7;
ItemSlotLegs = 8;
ItemSlotFeet = 9;
ItemSlotFinger1 = 10;
ItemSlotFinger2 = 11;
ItemSlotTrinket1 = 12;
ItemSlotTrinket2 = 13;
ItemSlotMainHand = 14; // can be 1h or 2h
ItemSlotOffHand = 15;
}
enum ItemQuality {
ItemQualityJunk = 0;
ItemQualityCommon = 1;
ItemQualityUncommon = 2;
ItemQualityRare = 3;
ItemQualityEpic = 4;
ItemQualityLegendary = 5;
ItemQualityArtifact = 6;
ItemQualityHeirloom = 7;
}
enum GemColor {
GemColorUnknown = 0;
GemColorMeta = 1;
GemColorRed = 2;
GemColorBlue = 3;
GemColorYellow = 4;
GemColorGreen = 5;
GemColorOrange = 6;
GemColorPurple = 7;
GemColorPrismatic = 8;
GemColorCogwheel = 9;
GemColorShaTouched = 10;
}
enum SpellSchool {
SpellSchoolPhysical = 0;
SpellSchoolArcane = 1;
SpellSchoolFire = 2;
SpellSchoolFrost = 3;
SpellSchoolHoly = 4;
SpellSchoolNature = 5;
SpellSchoolShadow = 6;
}
enum TristateEffect {
TristateEffectMissing = 0;
TristateEffectRegular = 1;
TristateEffectImproved = 2;
}
// Buffs that affect the entire raid.
// Reindexed to Mists of Pandaria raid buffs.
// Next index: 36
message RaidBuffs {
// +10% Attack Power
bool horn_of_winter = 1; // Death Knights
bool trueshot_aura = 2; // Hunters
bool battle_shout = 3; // Warriors
// +10% Melee and Ranged Attack Speed
bool unholy_aura = 5; // Frost/Unholy DKs
bool cackling_howl = 6; // Hyena Pets
bool serpents_swiftness = 7; // Serpent Pets
bool swiftblades_cunning = 8; // Rogues
bool unleashed_rage = 9; // Enhancement Shamans
// +10% Spell Power
bool still_water = 10; // Exotic Water Strider Pets
bool arcane_brilliance = 11; // Mages
bool burning_wrath = 12; // Shamans
bool dark_intent = 13; // Warlocks
// +5% Spell Haste
bool moonkin_aura = 14; // Balance Druids
bool mind_quickening = 15; // Sporebat Pets
bool shadow_form = 16; // Shadow Priests
bool elemental_oath = 17; // Elemental Shamans
// +5% Critical Strike Chance
bool leader_of_the_pack = 18; // Feral/Guardian Druids
bool terrifying_roar = 19; // Devilsaur Pets
bool furious_howl = 20; // Wolf Pets
bool legacy_of_the_white_tiger= 21; // Windwalker Monks
// +3000 Mastery Rating
bool roar_of_courage = 22; // Cat Pets
bool spirit_beast_blessing = 23; // Spirit Beast Pets
bool blessing_of_might = 24; // Paladins
bool grace_of_air = 25; // Shamans
// +5% Strength, Agility, Intellect
bool mark_of_the_wild = 26; // Druids
bool embrace_of_the_shale_spider = 27; // Shale Spider Pets
bool legacy_of_the_emperor = 28; // Monks
bool blessing_of_kings = 29; // Paladins
// +10% Stamina
bool qiraji_fortitude = 30; // Silithid Pets
bool power_word_fortitude = 31; // Priests
bool commanding_shout = 4; // Warriors
// Major Haste
bool bloodlust = 32;
// Raid Cooldowns
int32 mana_tide_totem_count = 33;
int32 stormlash_totem_count = 34;
int32 skull_banner_count = 35;
}
// Buffs that affect a single party.
message PartyBuffs {
}
// These are usually individual actions taken by other Characters.
message IndividualBuffs {
// Only used in individual sims
// as the class that provides these would cast them in raid sim
// Major Mana Replenishment
// How many of each of these buffs the player will be receiving.
int32 innervate_count = 10;
int32 hymn_of_hope_count = 7;
// Other Buffs
int32 unholy_frenzy_count = 12;
bool tricks_of_the_trade = 101;
int32 devotion_aura_count = 23;
int32 pain_suppression_count = 24;
int32 vigilance_count = 25;
int32 guardian_spirit_count = 26;
int32 rallying_cry_count = 102;
int32 shattering_throw_count = 103;
}
message Debuffs {
// –10% Physical damage dealt for 30s
// Physical‐damage‐dealt sources:
// Scarlet Fever, Thrash, Demoralizing Roar, Demoralizing Screech, Keg Smash,
// Hammer of the Righteous, Earth Shock, Curse of Enfeeblement, Thunder Clap
bool weakened_blows = 1;
// +4% Physical damage taken for 30s
// Gore, Stampede, Acid Spit, Ravage, Judgments of the Bold, Colossus Smash
bool physical_vulnerability = 2;
// –4% Armor for 30s, stacks 3 times
// Faerie Fire, Tear Armor, Dust Cloud, Expose Armor, Sunder Armor
bool weakened_armor = 3;
//Healing reduction
//Widow Venom, Monstrous Bite, Rising Sun Kick, Wound Poison, Mortal Strike, Wild Strike
bool mortal_wounds = 4;
// Spell‐damage‐taken sources:
bool fire_breath = 5;
bool lightning_breath = 6;
bool master_poisoner = 7;
bool curse_of_elements = 8;
// Casting‐speed‐reduction sources:
bool necrotic_strike = 9;
bool lava_breath = 10;
bool spore_cloud = 11;
bool slow = 12;
bool mind_numbing_poison = 13;
bool curse_of_enfeeblement = 14;
}
message ConsumesSpec {
int32 prepot_id = 1;
int32 pot_id = 2;
int32 flask_id = 3;
int32 battle_elixir_id = 4;
int32 guardian_elixir_id = 5;
int32 food_id = 6;
int32 explosive_id = 7;
int32 conjured_id = 9;
}
enum MobType {
MobTypeUnknown = 0;
MobTypeBeast = 1;
MobTypeDemon = 2;
MobTypeDragonkin = 3;
MobTypeElemental = 4;
MobTypeGiant = 5;
MobTypeHumanoid = 6;
MobTypeMechanical = 7;
MobTypeUndead = 8;
}
enum InputType {
Bool = 0;
Number = 1;
Enum = 2;
}
message TargetInput {
InputType input_type = 1;
string label = 2;
string tooltip = 5;
bool bool_value = 3;
double number_value = 4;
int32 enum_value = 6;
repeated string enum_options = 7;
}
message Target {
// The in-game NPC ID.
int32 id = 14;
string name = 15;
int32 level = 4;
MobType mob_type = 3;
repeated double stats = 5;
// Auto attack parameters.
double min_base_damage = 7;
double damage_spread = 19; // replaces tight_enemy_damage
double swing_speed = 8;
bool dual_wield = 9;
bool dual_wield_penalty = 10;
bool parry_haste = 12;
bool suppress_dodge = 16; // Sunwell Radiance
SpellSchool spell_school = 13; // Allows elemental attacks.
// Index in Raid.tanks indicating the player tanking this mob at the
// start of each pull.
// -1 or invalid index indicates not being tanked.
int32 tank_index = 6;
// Used in tank swap AIs.
int32 second_tank_index = 100;
// Used in dynamic target AIs.
bool disabled_at_start = 101;
// Custom Target AI parameters
repeated TargetInput target_inputs = 18;
}
message Encounter {
// Proto version at the time these encounter settings were saved. If you
// make any changes to this proto that will break saved browser data or
// old sim links, then make sure to increment the current_version_number
// option within the ProtoVersion message at the top of this file, and
// also modify the updateProtoVersion() method of ui/core/encounter.ts .
int32 api_version = 9;
double duration = 1;
// Variation in the duration
double duration_variation = 2;
// The ratio of the encounter duration, between 0 and 1, for which the targets
// will be in execute range (<= 20%) for the purposes of Warrior Execute, Mage Molten
// Fury, etc.
double execute_proportion_20 = 3;
// Key for Affliction warlock Drain Soul
double execute_proportion_25 = 7;
// Same as execute_proportion but for 35%.
double execute_proportion_35 = 4;
// Same as execute_proportion but for 45%.
double execute_proportion_45 = 10;
// Same as execute_proportion but for > 90%.
double execute_proportion_90 = 8;
// If set, will use the targets health value instead of a duration for fight length.
bool use_health = 5;
// If type != Simple or Custom, then this may be empty.
repeated Target targets = 6;
}
message PresetTarget {
string path = 1;
Target target = 2;
}
message PresetEncounter {
string path = 1;
repeated PresetTarget targets = 2;
}
message ItemRandomSuffix {
int32 id = 1;
string name = 2;
repeated double stats = 3;
}
message ItemSpec {
int32 id = 2;
int32 random_suffix = 6;
int32 enchant = 3;
repeated int32 gems = 4;
int32 reforging = 5; //reforging id
ItemLevelState upgrade_step = 7;
bool challenge_mode = 8;
int32 tinker = 9;
}
message EquipmentSpec {
repeated ItemSpec items = 1;
}
enum ConsumableType {
ConsumableTypeUnknown = 0;
ConsumableTypePotion = 1;
ConsumableTypeFlask = 2;
ConsumableTypeFood = 3;
ConsumableTypeScroll = 4;
ConsumableTypeExplosive = 5;
ConsumableTypeBattleElixir = 6;
ConsumableTypeGuardianElixir = 7;
}
// Extra enum for describing which items are eligible for an enchant, when
// ItemType alone is not enough.
enum EnchantType {
EnchantTypeNormal = 0;
EnchantTypeTwoHand = 1;
EnchantTypeShield = 2;
EnchantTypeKit = 3;
EnchantTypeStaff = 4;
EnchantTypeOffHand = 5;
}
message UnitReference {
enum Type {
Unknown = 0;
Player = 1;
Target = 2;
Pet = 3;
Self = 4;
CurrentTarget = 5;
AllPlayers = 6;
AllTargets = 7;
PreviousTarget = 8;
NextTarget = 9;
}
// The type of unit being referenced.
Type type = 2;
// Index of the player/target/pet/etc depending on value of type.
int32 index = 3;
// Reference to the owner, only used iff this is a pet.
UnitReference owner = 4;
}
// ID for actions that aren't spells or items.
enum OtherAction {
OtherActionNone = 0;
OtherActionWait = 1;
OtherActionManaRegen = 2;
OtherActionEnergyRegen = 5;
OtherActionFocusRegen = 6;
OtherActionManaGain = 10; // For threat generated from mana gains.
OtherActionRageGain = 11; // For threat generated from rage gains.
OtherActionAttack = 3; // A white hit, can be main hand or off hand.
OtherActionShoot = 4; // Default shoot action using a wand/bow/gun.
OtherActionPet = 7; // Represents a grouping of all pet actions. Only used by the UI.
OtherActionRefund = 8; // Refund of a resource like Energy or Rage, when the ability didn't land.
OtherActionDamageTaken = 9; // Indicates damage taken; used for rage gen.
OtherActionHealingModel = 12; // Indicates healing received from healing model.
OtherActionBloodRuneGain = 13; // Indicates healing received from healing model.
OtherActionFrostRuneGain = 14; // Indicates healing received from healing model.
OtherActionUnholyRuneGain = 15; // Indicates healing received from healing model.
OtherActionDeathRuneGain = 16; // Indicates healing received from healing model.
OtherActionPotion = 17; // Used by APL to generically refer to either the prepull or combat potion.
OtherActionSolarEnergyGain = 18; // For balance druid solar energy
OtherActionLunarEnergyGain = 19; // For balance druid lunar energy
OtherActionMove = 20; // Used by movement to be able to show it in timeline
OtherActionPrepull = 21; // Indicated prepull specific action
OtherActionEncounterStart = 22; // Indicated resources gained or lost at the start of an encounter
OtherActionDamageAmplifier = 23; // Indicated damage done % amplifiers configured in the APL
}
message ActionID {
// Identifies this action.
oneof raw_id {
int32 spell_id = 1;
int32 item_id = 2;
OtherAction other_id = 3;
}
// Distinguishes between different versions of the same action.
// Currently the only use for this is Shaman Lightning Overload.
int32 tag = 4;
}
message Glyphs {
int32 major1 = 1;
int32 major2 = 2;
int32 major3 = 3;
int32 minor1 = 4;
int32 minor2 = 5;
int32 minor3 = 6;
}
// Custom options for a particular cooldown.
message Cooldown {
// Identifies the cooldown to which these settings will apply.
ActionID id = 1;
// Fixed times at which to use this cooldown. Each value corresponds to a usage,
// e.g. first value is the first usage, second value is the second usage.
// Any usages after the specified timings will occur as soon as possible, subject
// to the ShouldActivate() condition.
repeated double timings = 2;
}
message Cooldowns {
repeated Cooldown cooldowns = 1;
// % HP threshold, below which defensive cooldowns can be used.
double hp_percent_for_defensives = 2;
}
message HealingModel {
// Healing per second to apply.
double hps = 1;
// How often healing is applied.
double cadence_seconds = 2;
// Variation in the cadence.
double cadence_variation = 4;
// Fraction of each heal to model as an absorb shield.
double absorb_frac = 5;
// TMI burst window bin size
int32 burst_window = 3;
}
message CustomRotation {
repeated CustomSpell spells = 1;
}
message CustomSpell {
// This should usually be a spec-specific enum value.
int32 spell = 1;
// Desired cast rate for this spell. Not used by most custom rotations, this is
// primarily for healers.
double casts_per_minute = 2;
}
message ItemSwap {
repeated ItemSpec items = 1;
UnitStats prepull_bonus_stats = 2;
}
message Duration {
double ms = 1;
}
enum RotationType {
UnknownType = 0;
SingleTarget = 1;
Aoe = 3;
Custom = 2;
}
message UUID {
string value = 1;
}
// Values are expected to be in increasing order of severity
enum LogLevel {
Information = 0;
Warning = 1;
Error = 2;
Undefined = -1;
}