Beispiel #1
0
void scaling_t::create_options()
{
  sim->add_option(opt_bool("calculate_scale_factors", calculate_scale_factors));
  sim->add_option(opt_func("normalize_scale_factors", parse_normalize_scale_factors));
  sim->add_option(opt_bool("debug_scale_factors", debug_scale_factors));
  sim->add_option(opt_bool("center_scale_delta", center_scale_delta));
  sim->add_option(opt_float("scale_delta_multiplier", scale_delta_multiplier)); // multiplies all default scale deltas
  sim->add_option(opt_bool("positive_scale_delta", positive_scale_delta));
  sim->add_option(opt_bool("scale_lag", scale_lag));
  sim->add_option(opt_float("scale_factor_noise", scale_factor_noise));
  sim->add_option(opt_float("scale_strength", stats.attribute[ATTR_STRENGTH]));
  sim->add_option(opt_float("scale_agility", stats.attribute[ATTR_AGILITY]));
  sim->add_option(opt_float("scale_stamina", stats.attribute[ATTR_STAMINA]));
  sim->add_option(opt_float("scale_intellect", stats.attribute[ATTR_INTELLECT]));
  sim->add_option(opt_float("scale_spirit", stats.attribute[ATTR_SPIRIT]));
  sim->add_option(opt_float("scale_spell_power", stats.spell_power));
  sim->add_option(opt_float("scale_attack_power", stats.attack_power));
  sim->add_option(opt_float("scale_crit_rating", stats.crit_rating));
  sim->add_option(opt_float("scale_haste_rating", stats.haste_rating));
  sim->add_option(opt_float("scale_mastery_rating", stats.mastery_rating));
  sim->add_option(opt_float("scale_multistrike_rating", stats.multistrike_rating));
  sim->add_option(opt_float("scale_readiness_rating", stats.readiness_rating));
  sim->add_option(opt_float("scale_versatility_rating", stats.versatility_rating));
  sim->add_option(opt_float("scale_weapon_dps", stats.weapon_dps));
  sim->add_option(opt_float("scale_offhand_weapon_dps", stats.weapon_offhand_dps));
  sim->add_option(opt_string("scale_only", scale_only_str));
  sim->add_option(opt_string("scale_over", scale_over));
  sim->add_option(opt_string("scale_over_player", scale_over_player));
}
void scaling_t::create_options()
{
  option_t scaling_options[] =
  {
    // @option_doc loc=global/scale_factors title="Scale Factors"
    opt_bool( "calculate_scale_factors", calculate_scale_factors ),
    opt_func( "normalize_scale_factors", parse_normalize_scale_factors ),
    opt_bool( "debug_scale_factors", debug_scale_factors ),
    opt_bool( "center_scale_delta", center_scale_delta ),
    opt_float( "scale_delta_multiplier", scale_delta_multiplier ), // multiplies all default scale deltas
    opt_bool( "positive_scale_delta", positive_scale_delta ),
    opt_bool( "scale_lag", scale_lag ),
    opt_float( "scale_factor_noise", scale_factor_noise ),
    opt_float( "scale_strength",  stats.attribute[ ATTR_STRENGTH  ] ),
    opt_float( "scale_agility",   stats.attribute[ ATTR_AGILITY   ] ),
    opt_float( "scale_stamina",   stats.attribute[ ATTR_STAMINA   ] ),
    opt_float( "scale_intellect", stats.attribute[ ATTR_INTELLECT ] ),
    opt_float( "scale_spirit",    stats.attribute[ ATTR_SPIRIT    ] ),
    opt_float( "scale_spell_power", stats.spell_power ),
    opt_float( "scale_attack_power", stats.attack_power ),
    opt_float( "scale_expertise_rating", stats.expertise_rating ),
    opt_float( "scale_hit_rating", stats.hit_rating ),
    opt_float( "scale_crit_rating", stats.crit_rating ),
    opt_float( "scale_haste_rating", stats.haste_rating ),
    opt_float( "scale_mastery_rating", stats.mastery_rating ),
    opt_float( "scale_dodge_rating", stats.dodge_rating ),
    opt_float( "scale_parry_rating", stats.parry_rating ),
    opt_float( "scale_weapon_dps", stats.weapon_dps ),
    opt_float( "scale_weapon_speed", stats.weapon_speed ),
    opt_float( "scale_offhand_weapon_dps", stats.weapon_offhand_dps ),
    opt_float( "scale_offhand_weapon_speed", stats.weapon_offhand_speed ),
    opt_string( "scale_only", scale_only_str ),
    opt_string( "scale_over", scale_over ),
    opt_string( "scale_over_player", scale_over_player ),
    opt_null()
  };

  option_t::copy( sim -> options, scaling_options );
}