Documentation ¶
Index ¶
- type Belt
- type Class
- type Corpse
- type Data
- type HoverData
- type Item
- type Items
- type Level
- type Monster
- type MonsterFilter
- type MonsterType
- type Monsters
- type NPC
- type NPCs
- type Object
- type Objects
- type OpenMenus
- type PlayerUnit
- type PointCounter
- type PointOfInterest
- type Position
- type PotionType
- type Room
- type Roster
- type RosterMember
- type UnitID
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Belt ¶
func (Belt) GetFirstPotion ¶
func (b Belt) GetFirstPotion(potionType PotionType) (Position, bool)
type Data ¶
type Data struct { AreaOrigin Position Corpse Corpse Monsters Monsters // First slice represents X and second Y CollisionGrid [][]bool PlayerUnit PlayerUnit NPCs NPCs Items Items Objects Objects AdjacentLevels []Level Rooms []Room OpenMenus OpenMenus Roster Roster HoverData HoverData TerrorZones []area.Area }
func (Data) MercHPPercent ¶
type Item ¶
type Item struct { UnitID Name item.Name Quality item.Quality Position Position Location item.Location Ethereal bool IsHovered bool Stats map[stat.ID]stat.Data Identified bool }
func (Item) IsFromQuest ¶
func (Item) IsHealingPotion ¶
func (Item) IsManaPotion ¶
func (Item) IsRejuvPotion ¶
type Monster ¶
type Monster struct { UnitID Name npc.ID IsHovered bool Position Position Stats map[stat.ID]int Type MonsterType }
func (Monster) IsMonsterRaiser ¶
IsMonsterRaiser returns true if the monster is able to spawn new monsters.
type MonsterFilter ¶
func MonsterAnyFilter ¶
func MonsterAnyFilter() MonsterFilter
func MonsterEliteFilter ¶
func MonsterEliteFilter() MonsterFilter
type MonsterType ¶
type MonsterType string
const ( // Monster Types MonsterTypeNone MonsterType = "None" MonsterTypeChampion MonsterType = "Champion" MonsterTypeMinion MonsterType = "Minion" MonsterTypeUnique MonsterType = "Unique" MonsterTypeSuperUnique MonsterType = "SuperUnique" )
type Monsters ¶
type Monsters []Monster
func (Monsters) Enemies ¶
func (m Monsters) Enemies(filters ...MonsterFilter) []Monster
type Object ¶
type Object struct { Name object.Name IsHovered bool Selectable bool InteractType object.InteractType Position Position }
func (Object) IsRedPortal ¶
func (Object) IsSuperChest ¶
func (Object) IsWaypoint ¶
type PlayerUnit ¶
type PlayerUnit struct { Name string ID UnitID Area area.Area Position Position Stats map[stat.ID]int Skills map[skill.Skill]int States state.States Class Class LeftSkill skill.Skill RightSkill skill.Skill AvailableWaypoints []area.Area // Is only filled when WP menu is open and only for the specific selected tab }
func (PlayerUnit) HPPercent ¶
func (pu PlayerUnit) HPPercent() int
func (PlayerUnit) HasDebuff ¶
func (pu PlayerUnit) HasDebuff() bool
func (PlayerUnit) MPPercent ¶
func (pu PlayerUnit) MPPercent() int
func (PlayerUnit) MaxGold ¶
func (pu PlayerUnit) MaxGold() int
func (PlayerUnit) TotalGold ¶
func (pu PlayerUnit) TotalGold() int
TotalGold returns the amount of gold, including inventory and stash
type PointCounter ¶
since stat.MaxLife is returning max life without stats, we are setting the max life value that we read from the game memory, overwriting this value each time it increases. It's not a good solution but it will provide more accurate values for the life %. This value is checked for each memory iteration.
type PointOfInterest ¶
type PotionType ¶
type PotionType string
const ( HealingPotion PotionType = "HealingPotion" ManaPotion PotionType = "ManaPotion" RejuvenationPotion PotionType = "RejuvenationPotion" )
type Roster ¶
type Roster []RosterMember
func (Roster) FindByName ¶
func (r Roster) FindByName(name string) (RosterMember, bool)
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