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Copy pathsc_monk.hpp
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1348 lines (1207 loc) · 43.4 KB
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// ==========================================================================
// Dedmonwakeen's Raid DPS/TPS Simulator.
// Send questions to natehieter@gmail.com
// ==========================================================================
#pragma once
#include "action/action_callback.hpp"
#include "action/parse_effects.hpp"
#include "action/residual_action.hpp"
#include "buff/buff.hpp"
#include "dbc/data_enums.hh"
#include "dbc/spell_data.hpp"
#include "player/pet_spawner.hpp"
#include "player/player.hpp"
#include "sc_enums.hpp"
#include "sc_stagger.hpp"
#include "sim/proc.hpp"
#include "sim/profileset_control.hpp"
#include "util/timeline.hpp"
#include <array>
#include <memory>
#include <queue>
#include <string_view>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include "simulationcraft.hpp"
namespace monk
{
struct monk_t;
struct monk_td_t;
namespace pets
{
struct monk_pet_t : public pet_t
{
monk_pet_t( monk_t *owner, std::string_view name, pet_e pet_type, bool guardian, bool dynamic );
monk_t *o();
const monk_t *o() const;
void init_assessors() override;
};
struct xuen_pet_t;
namespace niuzao
{
struct niuzao_pet_t : public monk_pet_t
{
action_t *stomp;
niuzao_pet_t( std::string_view name, monk_t *player );
void init_action_list() override;
action_t *create_action( std::string_view name, std::string_view options_str ) override;
void init_spells() override;
};
} // namespace niuzao
} // namespace pets
namespace actions
{
template <class Base>
struct monk_action_t : public parse_action_effects_t<Base>
{
bool ww_mastery;
bool may_combo_strike;
bool cast_during_sck;
bool track_cd_waste;
std::vector<player_effect_t> persistent_multiplier_effects;
private:
std::array<resource_e, MONK_MISTWEAVER + 1> _resource_by_stance;
public:
using base_t = parse_action_effects_t<Base>;
template <typename... Args>
monk_action_t( Args &&...args );
std::string full_name() const;
monk_t *p();
const monk_t *p() const;
monk_td_t *get_td( player_t *target ) const;
const monk_td_t *find_td( player_t *target ) const;
void apply_buff_effects();
void apply_debuff_effects();
template <typename... Ts>
void parse_effects( Ts &&...args )
{
base_t::parse_effects( std::forward<Ts>( args )... );
}
template <typename... Ts>
void parse_target_effects( Ts &&...args )
{
base_t::parse_target_effects( std::forward<Ts>( args )... );
}
std::unique_ptr<expr_t> create_expression( std::string_view name_str ) override;
bool usable_moving() const override;
bool ready() override;
void init() override;
void init_finished() override;
void reset_swing();
resource_e current_resource() const override;
bool is_combo_strike();
bool is_combo_break();
void combo_strikes_trigger();
void consume_resource() override;
void execute() override;
void impact( action_state_t *state ) override;
void trigger_mystic_touch( action_state_t *state );
double composite_persistent_multiplier( const action_state_t *state ) const override;
size_t total_effects_count() const override;
void print_parsed_custom_type( report::sc_html_stream &os ) const override;
};
struct monk_spell_t : public monk_action_t<spell_t>
{
using base_t = monk_action_t<spell_t>;
monk_spell_t( monk_t *player, std::string_view name, const spell_data_t *spell_data = spell_data_t::nil() );
};
struct monk_heal_t : public monk_action_t<heal_t>
{
using base_t = monk_action_t<heal_t>;
monk_heal_t( monk_t *player, std::string_view name, const spell_data_t *spell_data = spell_data_t::nil() );
};
struct monk_absorb_t : public monk_action_t<absorb_t>
{
using base_t = monk_action_t<absorb_t>;
monk_absorb_t( monk_t *player, std::string_view name, const spell_data_t *spell_data = spell_data_t::nil() );
};
struct monk_melee_attack_t : public monk_action_t<melee_attack_t>
{
using base_t = monk_action_t<melee_attack_t>;
monk_melee_attack_t( monk_t *player, std::string_view name, const spell_data_t *spell_data = spell_data_t::nil() );
result_amount_type amount_type( const action_state_t *state, bool periodic ) const override;
};
template <class base_action_t>
struct brew_t : base_action_t
{
template <typename... Args>
brew_t( monk_t *player, Args &&...args );
void execute() override;
};
struct brews_t
{
std::unordered_map<unsigned, cooldown_t *> cooldowns;
void insert_cooldown( action_t *action );
bool contains( action_t *action ) const;
void adjust( timespan_t reduction );
};
struct conduit_of_the_celestials_container_t
{
action_t *base;
action_t *celestial;
conduit_of_the_celestials_container_t() : base( nullptr ), celestial( nullptr )
{
}
conduit_of_the_celestials_container_t( monk_t * ) : base( nullptr ), celestial( nullptr )
{
}
};
struct flurry_strikes_t : public monk_spell_t
{
struct flurry_strike_t : public monk_spell_t
{
flurry_strike_t( monk_t *player, std::string_view name );
void impact( action_state_t *state ) override;
};
enum source_e
{
NONE,
FLURRY_STRIKES,
STAND_READY,
WISDOM_OF_THE_WALL
};
bool fallback;
action_t *high_impact;
action_t *shado_over_the_battlefield;
std::unordered_map<source_e, flurry_strike_t *> flurry_strike_variants;
cooldown_t *wisdom_of_the_wall;
flurry_strikes_t( bool, monk_t * );
using monk_spell_t::execute;
void execute( source_e );
};
} // namespace actions
namespace buffs
{
template <typename Base = buff_t>
struct monk_buff_t : public Base
{
using base_t = Base;
monk_buff_t( monk_t *player, std::string_view name, const spell_data_t *spell_data = spell_data_t::nil(),
const item_t *item = nullptr );
monk_buff_t( monk_td_t *player, std::string_view name, const spell_data_t *spell_data = spell_data_t::nil(),
const item_t *item = nullptr );
monk_td_t &get_td( player_t *target );
const monk_td_t *find_td( player_t *target ) const;
monk_t &p();
const monk_t &p() const;
};
struct gift_of_the_ox_t : monk_buff_t<>
{
/*
* TODO:
* - Check which spell id is triggered by expire and by trigger orb
*/
struct orb_t : actions::monk_heal_t
{
orb_t( monk_t *player, std::string_view name, const spell_data_t *spell_data );
void impact( action_state_t *state ) override;
};
struct orb_event_t : event_t
{
std::queue<orb_event_t *> *queue;
std::function<void()> expire_cb;
orb_event_t( monk_t *player, timespan_t duration, std::queue<orb_event_t *> *queue,
std::function<void()> expire_cb );
void execute() override;
const char *name() const override;
};
monk_t *player;
orb_t *heal_trigger;
orb_t *heal_expire;
std::queue<orb_event_t *> queue;
double accumulator;
proc_data_t proc_data;
// just using the first orb spawner.
// 124503 also exists, but it just spawns an orb on the opposite side, so no
// impact in simc
gift_of_the_ox_t( monk_t *player );
void spawn_orb( int count );
void trigger_from_damage( double amount );
int consume( int count );
void remove();
void reset();
};
struct empowered_tiger_lightning_t : monk_buff_t<>
{
empowered_tiger_lightning_t( monk_td_t & );
using monk_buff_t<>::trigger;
bool trigger( const action_state_t * );
};
struct aspect_of_harmony_t
{
private:
template <class base_action_t>
friend struct purified_spirit_t;
struct accumulator_t;
struct spender_t;
propagate_const<accumulator_t *> accumulator; // accumulator buff
propagate_const<spender_t *> spender; // spender buff
propagate_const<action_t *> damage; // spender damage periodic action
propagate_const<action_t *> heal; // spender heal periodic action
propagate_const<action_t *> purified_spirit; // purified spirit damage / heal
propagate_const<buff_t *> path_of_resurgence; // path of resurgence buff
bool fallback;
struct accumulator_t : monk_buff_t<>
{
aspect_of_harmony_t *aspect_of_harmony;
sc_timeline_t pool_size_percent; // pool as a fraction of current maximum hp
accumulator_t( monk_t *player, aspect_of_harmony_t *aspect_of_harmony );
void trigger_with_state( action_state_t *state );
void adjust( double amount );
};
struct spender_t : monk_buff_t<>
{
template <class base_action_t>
struct purified_spirit_t : base_action_t
{
aspect_of_harmony_t *aspect_of_harmony;
purified_spirit_t( monk_t *player, const spell_data_t *spell_data, aspect_of_harmony_t *aspect_of_harmony );
void init() override;
void execute() override;
};
template <class base_action_t>
struct tick_t : residual_action::residual_periodic_action_t<base_action_t>
{
tick_t( monk_t *player, std::string_view name, const spell_data_t *spell_data );
};
aspect_of_harmony_t *aspect_of_harmony;
double pool;
spender_t( monk_t *player, aspect_of_harmony_t *aspect_of_harmony );
void reset() override;
bool trigger( int stacks = -1, double = DEFAULT_VALUE(), double chance = -1.0,
timespan_t duration = timespan_t::min() ) override;
void trigger_with_state( action_state_t *state );
};
public:
aspect_of_harmony_t();
void construct_buffs( monk_t *player );
void construct_actions( monk_t *player );
void trigger( action_state_t *state );
void trigger_flat( double amount );
void trigger_spend();
void trigger_path_of_resurgence();
bool heal_ticking();
const sc_timeline_t &pool_size_percent() const
{
return accumulator->pool_size_percent;
}
};
struct balanced_stratagem_t : monk_buff_t<>
{
std::unordered_set<unsigned> allowlist;
balanced_stratagem_t( monk_t *player, std::string_view name, const spell_data_t *spell_data,
std::unordered_set<unsigned> allowlist );
using monk_buff_t<>::trigger;
bool trigger( const spell_data_t * );
};
struct fractional_absorb_t : public monk_buff_t<absorb_buff_t>
{
double absorb_fraction;
fractional_absorb_t( monk_t *player, std::string_view name, const spell_data_t *spell_data );
double consume( double amount, action_state_t *state = nullptr ) override;
absorb_buff_t *set_absorb_fraction( double fraction );
};
struct flurry_charge_t : monk_buff_t<>
{
flurry_charge_t( monk_t *player );
using monk_buff_t<>::trigger;
bool trigger( action_state_t *state, weapon_t *weapon );
};
} // namespace buffs
struct monk_td_t : public actor_target_data_t
{
struct dots_t
{
propagate_const<dot_t *> breath_of_fire;
propagate_const<dot_t *> crackling_jade_lightning_aoe;
// Master of Harmony
propagate_const<dot_t *> aspect_of_harmony;
} dot;
struct debuff_t
{
// Brewmaster
propagate_const<buff_t *> keg_smash;
propagate_const<buff_t *> exploding_keg;
// Windwalker
propagate_const<buff_t *> empowered_tiger_lightning;
// Shado-Pan
propagate_const<buff_t *> high_impact;
} debuff;
monk_t &monk;
monk_td_t( player_t *target, monk_t *p );
};
struct monk_effect_callback_t : dbc_proc_callback_t
{
monk_t *player;
using post_init_callback_fn_t = std::function<void( monk_effect_callback_t * )>;
private:
std::vector<post_init_callback_fn_t> post_init_callbacks;
public:
monk_effect_callback_t( const special_effect_t &effect, monk_t *player );
void trigger( const proc_data_t &data, player_t *target, action_state_t *state, proc_trigger_type_e type ) override;
void execute( const spell_data_t *spell, player_t *target, action_state_t *state ) override;
void initialize() override;
monk_effect_callback_t *register_post_init_callback( const post_init_callback_fn_t &fn );
monk_effect_callback_t *register_callback_trigger_function( dbc_proc_callback_t::trigger_fn_type t,
const dbc_proc_callback_t::trigger_fn_t &fn );
monk_effect_callback_t *register_callback_execute_function( const dbc_proc_callback_t::execute_fn_t &fn );
};
struct monk_callback_init_t
{
const spell_data_t *effect_driver;
proc_flag pf_override;
proc_flag2 pf2_override;
action_t *action_override;
double ppm;
monk_callback_init_t( const spell_data_t *sd = nullptr, proc_flag pf = static_cast<proc_flag>( 0ull ),
proc_flag2 pf2 = static_cast<proc_flag2>( 0ull ), action_t *ac = nullptr, double ppm = 0.0 )
: effect_driver( sd ), pf_override( pf ), pf2_override( pf2 ), action_override( ac ), ppm( ppm ) {};
};
// utility to create target_effect_t compatible functions from monk_td_t member references
// adapted from sc_death_knight.cpp
template <typename T>
static std::function<double( actor_target_data_t * )> td_fn( T effect, bool stack = true )
{
if constexpr ( std::is_invocable_v<T, monk_td_t::debuff_t> )
{
if ( stack )
return [ effect ]( actor_target_data_t *target_data ) {
return std::invoke( effect, static_cast<monk_td_t *>( target_data )->debuff )->check();
};
else
return [ effect ]( actor_target_data_t *target_data ) {
return std::invoke( effect, static_cast<monk_td_t *>( target_data )->debuff )->check() > 0;
};
}
else if constexpr ( std::is_invocable_v<T, monk_td_t::dots_t> )
{
if ( stack )
return [ effect ]( actor_target_data_t *target_data ) {
return std::invoke( effect, static_cast<monk_td_t *>( target_data )->dot )->current_stack();
};
else
return [ effect ]( actor_target_data_t *target_data ) {
return std::invoke( effect, static_cast<monk_td_t *>( target_data )->dot )->is_ticking();
};
}
else
{
static_assert( static_false<T>, "Not a valid member of monk_td_t" );
return nullptr;
}
}
struct monk_t : public stagger_t<parse_player_effects_t, monk_t>
{
using base_t = stagger_t<parse_player_effects_t, monk_t>;
private:
target_specific_t<monk_td_t> target_data;
public:
// For Debug reporting, used by create_proc_callback in init_special_effects
std::map<std::string, std::vector<action_t *>> proc_tracking;
struct
{
// Monk
propagate_const<action_t *> chi_wave;
// Brewmaster
propagate_const<action_t *> special_delivery;
propagate_const<heal_t *> celestial_fortune;
propagate_const<action_t *> exploding_keg;
propagate_const<heal_t *> refreshing_drink;
propagate_const<action_t *> vital_flame;
propagate_const<action_t *> walk_with_the_ox;
propagate_const<accumulated_rng_t *> walk_with_the_ox_rng;
// Windwalker
propagate_const<action_t *> empowered_tiger_lightning;
propagate_const<action_t *> flurry_of_xuen;
propagate_const<action_t *> combat_wisdom_eh;
// Conduit of the Celestials
actions::conduit_of_the_celestials_container_t courage_of_the_white_tiger;
actions::conduit_of_the_celestials_container_t strength_of_the_black_ox;
actions::conduit_of_the_celestials_container_t flight_of_the_red_crane;
// Master of Harmony
propagate_const<action_t *> harmonic_surge;
// Shado-Pan
actions::flurry_strikes_t *flurry_strikes;
} action;
std::vector<action_t *> combo_strike_actions;
struct
{
// General
propagate_const<buff_t *> chi_wave;
propagate_const<buff_t *> rushing_jade_wind;
propagate_const<buff_t *> spinning_crane_kick; // TODO: is this necessary?
propagate_const<buff_t *> yulons_grace;
// Brewmaster
propagate_const<buff_t *> blackout_combo;
propagate_const<buff_t *> celestial_flames;
propagate_const<buff_t *> charred_passions;
propagate_const<buff_t *> counterstrike;
propagate_const<buff_t *> elixir_of_determination;
propagate_const<buff_t *> elusive_brawler;
propagate_const<buff_t *> empty_barrel;
propagate_const<buff_t *> empty_the_cellar;
propagate_const<buff_t *> exploding_keg;
propagate_const<buff_t *> fortifying_brew;
propagate_const<buff_t *> fuel_on_the_fire;
propagate_const<buffs::gift_of_the_ox_t *> gift_of_the_ox;
propagate_const<buff_t *> expel_harm_accumulator;
propagate_const<buff_t *> invoke_niuzao;
propagate_const<buff_t *> niuzaos_resolve;
propagate_const<buff_t *> press_the_advantage;
propagate_const<buff_t *> pretense_of_instability;
propagate_const<buff_t *> refreshing_drink;
propagate_const<buff_t *> shuffle;
propagate_const<buff_t *> swift_as_a_coursing_river;
propagate_const<buff_t *> training_of_niuzao;
propagate_const<buff_t *> ox_stance;
// Windwalker
propagate_const<buff_t *> teachings_of_the_monastery;
propagate_const<buff_t *> combo_breaker;
propagate_const<buff_t *> combat_wisdom;
propagate_const<buff_t *> combo_strikes;
propagate_const<buff_t *> dance_of_chiji;
propagate_const<buff_t *> hit_combo;
propagate_const<buff_t *> flurry_of_xuen;
propagate_const<buff_t *> invoke_xuen;
propagate_const<buff_t *> memory_of_the_monastery;
propagate_const<buff_t *> momentum_boost_damage;
propagate_const<buff_t *> momentum_boost_speed;
propagate_const<buff_t *> thunderfist;
propagate_const<buff_t *> touch_of_death_ww;
propagate_const<buff_t *> touch_of_karma;
propagate_const<buff_t *> whirling_dragon_punch;
propagate_const<buff_t *> zenith;
propagate_const<buff_t *> zenith_stomp;
propagate_const<buff_t *> rushing_wind_kick;
propagate_const<buff_t *> tigereye_brew_1;
propagate_const<buff_t *> tigereye_brew_1_accumulator;
propagate_const<buff_t *> tigereye_brew_3;
// Conduit of the Celestials
propagate_const<buff_t *> celestial_conduit;
propagate_const<buff_t *> courage_of_the_white_tiger;
propagate_const<buff_t *> heart_of_the_jade_serpent;
propagate_const<buff_t *> heart_of_the_jade_serpent_yulons_avatar;
propagate_const<buff_t *> heart_of_the_jade_serpent_unity_within;
propagate_const<buff_t *> inner_compass_crane_stance;
propagate_const<buff_t *> inner_compass_ox_stance;
propagate_const<buff_t *> inner_compass_serpent_stance;
propagate_const<buff_t *> inner_compass_tiger_stance;
propagate_const<buff_t *> jade_sanctuary;
propagate_const<buff_t *> strength_of_the_black_ox;
propagate_const<buff_t *> unity_within;
// Master of Harmony
buffs::aspect_of_harmony_t aspect_of_harmony;
propagate_const<buffs::balanced_stratagem_t *> balanced_stratagem_physical;
propagate_const<buffs::balanced_stratagem_t *> balanced_stratagem_magic;
propagate_const<buff_t *> harmonic_surge;
// Shado-Pan
propagate_const<buffs::flurry_charge_t *> flurry_charge;
propagate_const<buff_t *> predictive_training;
propagate_const<buff_t *> stand_ready;
propagate_const<buff_t *> whirling_steel;
// Tier
propagate_const<buff_t *> mid2_ww_4pc;
} buff;
struct
{
propagate_const<gain_t *> black_ox_brew_energy;
propagate_const<gain_t *> chi_refund;
propagate_const<gain_t *> combo_breaker;
propagate_const<gain_t *> energy_burst;
propagate_const<gain_t *> energy_refund;
propagate_const<gain_t *> touch_of_death_ww;
propagate_const<gain_t *> zenith;
} gain;
struct
{
propagate_const<proc_t *> anvil_and_stave;
propagate_const<proc_t *> blackout_combo_tiger_palm;
propagate_const<proc_t *> blackout_combo_keg_smash;
propagate_const<proc_t *> charred_passions;
propagate_const<proc_t *> elusive_footwork_proc;
propagate_const<proc_t *> salsalabims_strength;
propagate_const<proc_t *> tranquil_spirit_expel_harm;
propagate_const<proc_t *> tranquil_spirit_goto;
propagate_const<proc_t *> xuens_battlegear_sck_reduction;
propagate_const<proc_t *> elusive_brawler_preserved;
} proc;
struct
{
propagate_const<cooldown_t *> anvil_and_stave;
propagate_const<cooldown_t *> blackout_kick;
propagate_const<cooldown_t *> expel_harm;
propagate_const<cooldown_t *> fists_of_fury;
propagate_const<cooldown_t *> rising_sun_kick;
} cooldown;
struct
{
struct
{
const spell_data_t *aura;
const spell_data_t *critical_strikes;
const spell_data_t *two_hand_adjustment;
const spell_data_t *leather_specialization;
const spell_data_t *expel_harm;
const spell_data_t *expel_harm_damage;
const spell_data_t *blackout_kick;
const spell_data_t *crackling_jade_lightning;
const spell_data_t *leg_sweep;
const spell_data_t *mystic_touch;
const spell_data_t *roll;
const spell_data_t *spinning_crane_kick;
const spell_data_t *tiger_palm;
const spell_data_t *touch_of_death;
const spell_data_t *vivify;
const spell_data_t *provoke;
} monk;
struct
{
const spell_data_t *mastery;
const spell_data_t *aura;
const spell_data_t *aura_2;
const spell_data_t *aura_3;
const spell_data_t *aura_4;
const spell_data_t *brewmasters_balance;
const spell_data_t *celestial_fortune;
const spell_data_t *celestial_fortune_heal;
const spell_data_t *expel_harm_rank_2;
const spell_data_t *blackout_kick;
const spell_data_t *spinning_crane_kick;
const spell_data_t *spinning_crane_kick_rank_2;
const spell_data_t *touch_of_death_rank_3;
const spell_data_t *stagger_self_damage;
const spell_data_t *light_stagger;
const spell_data_t *moderate_stagger;
const spell_data_t *heavy_stagger;
actions::brews_t brews;
} brewmaster;
struct
{
const spell_data_t *mastery;
const spell_data_t *aura;
const spell_data_t *aura_2;
const spell_data_t *aura_3;
const spell_data_t *aura_4;
const spell_data_t *blackout_kick_rank_2;
const spell_data_t *blackout_kick_rank_3;
const spell_data_t *combat_conditioning;
const spell_data_t *flying_serpent_kick;
const spell_data_t *touch_of_death_rank_3;
const spell_data_t *touch_of_karma;
const spell_data_t *touch_of_karma_buff;
const spell_data_t *touch_of_karma_tick;
const spell_data_t *empowered_tiger_lightning;
const spell_data_t *empowered_tiger_lightning_damage;
} windwalker;
} baseline;
struct
{
struct
{
// Row 1
player_talent_t soothing_mist;
player_talent_t paralysis;
player_talent_t rising_sun_kick; // Windwalker
player_talent_t stagger; // Brewmaster
// Row 2
player_talent_t elusive_mists;
player_talent_t tigers_lust;
player_talent_t crashing_momentum;
player_talent_t disable;
player_talent_t fast_feet;
// Row 3
player_talent_t grace_of_the_crane;
player_talent_t bounding_agility;
player_talent_t calming_presence;
player_talent_t winds_reach;
player_talent_t detox;
// Row 4
player_talent_t vivacious_vivification;
player_talent_t jade_walk;
player_talent_t pressure_points;
player_talent_t spear_hand_strike;
player_talent_t ancient_arts;
// Row 5
player_talent_t chi_wave; // Brewmaster
const spell_data_t *chi_wave_buff;
const spell_data_t *chi_wave_driver;
const spell_data_t *chi_wave_damage;
const spell_data_t *chi_wave_heal;
player_talent_t chi_burst; // Brewmaster
const spell_data_t *chi_burst_buff;
const spell_data_t *chi_burst_projectile;
const spell_data_t *chi_burst_damage;
const spell_data_t *chi_burst_heal;
player_talent_t tiger_fang; // Windwalker
player_talent_t transcendence;
player_talent_t energy_transfer;
player_talent_t celerity;
player_talent_t chi_torpedo;
player_talent_t stillstep_coil;
// Row 6
player_talent_t quick_footed;
player_talent_t hasty_provocation;
player_talent_t ferocity_of_xuen;
player_talent_t ring_of_peace;
player_talent_t song_of_chi_ji;
player_talent_t spirits_essence;
player_talent_t tiger_tail_sweep;
player_talent_t improved_touch_of_death;
// Row 7
player_talent_t vigorous_expulsion;
player_talent_t yulons_grace;
const spell_data_t *yulons_grace_buff;
player_talent_t peace_and_prosperity;
player_talent_t fortifying_brew;
const spell_data_t *fortifying_brew_buff;
player_talent_t dance_of_the_wind;
// Row 8
player_talent_t save_them_all;
player_talent_t swift_art;
player_talent_t strength_of_spirit;
player_talent_t profound_rebuttal;
player_talent_t summon_black_ox_statue; // Brewmaster
player_talent_t zenith_stomp; // Windwalker
const spell_data_t *zenith_stomp_damage;
const spell_data_t *zenith_stomp_buff;
player_talent_t ironshell_brew;
player_talent_t expeditious_fortification;
player_talent_t diffuse_magic;
player_talent_t celestial_determination;
// Row 9
player_talent_t chi_proficiency;
player_talent_t healing_winds;
player_talent_t windwalking;
player_talent_t chi_transfer;
player_talent_t martial_instincts;
// Row 10
player_talent_t lighter_than_air;
player_talent_t flow_of_chi;
player_talent_t escape_from_reality;
player_talent_t transcendence_linked_spirits;
player_talent_t fatal_touch;
player_talent_t rushing_reflexes;
} monk;
// Brewmaster
struct
{
// row 1
player_talent_t keg_smash;
// row 2
player_talent_t purifying_brew;
player_talent_t shuffle;
const spell_data_t *shuffle_buff;
// row 3
player_talent_t august_blessing;
player_talent_t staggering_strikes;
player_talent_t quick_sip;
player_talent_t elixir_of_determination;
const spell_data_t *elixir_of_determination_cooldown;
player_talent_t improved_blackout_kick;
player_talent_t swift_as_a_coursing_river;
// row 4
player_talent_t gift_of_the_ox;
const spell_data_t *gift_of_the_ox_buff;
const spell_data_t *gift_of_the_ox_heal_trigger;
const spell_data_t *gift_of_the_ox_heal_expire;
player_talent_t special_delivery;
const spell_data_t *special_delivery_missile;
player_talent_t rushing_jade_wind;
player_talent_t spirit_of_the_ox;
// row 5
player_talent_t jade_flash;
player_talent_t celestial_brew;
player_talent_t celestial_infusion;
player_talent_t niuzaos_resolve;
const spell_data_t *niuzaos_resolve_hot;
player_talent_t celestial_flames;
const spell_data_t *celestial_flames_damage;
player_talent_t shadowboxing_treads;
player_talent_t fluidity_of_motion;
player_talent_t elusive_footwork;
player_talent_t one_with_the_wind;
// row 6
player_talent_t breath_of_fire;
const spell_data_t *breath_of_fire_dot;
player_talent_t gai_plins_imperial_brew;
const spell_data_t *gai_plins_imperial_brew_heal;
player_talent_t light_brewing;
player_talent_t training_of_niuzao;
player_talent_t pretense_of_instability;
// row 7
player_talent_t scalding_brew;
player_talent_t salsalabims_strength;
player_talent_t fortifying_brew_determination;
player_talent_t bob_and_weave;
player_talent_t black_ox_brew;
player_talent_t walk_with_the_ox;
const spell_data_t *walk_with_the_ox_stomp;
player_talent_t zen_state;
player_talent_t tranquil_spirit;
player_talent_t face_palm;
// row 8
player_talent_t dragonfire_brew;
const spell_data_t *dragonfire_brew_hit;
player_talent_t charred_passions;
const spell_data_t *charred_passions_damage;
player_talent_t high_tolerance;
player_talent_t press_the_advantage;
const spell_data_t *press_the_advantage_damage;
const spell_data_t *press_the_advantage_tiger_palm;
player_talent_t blackout_combo;
player_talent_t anvil_and_stave;
player_talent_t counterstrike;
// row 9
player_talent_t exploding_keg;
player_talent_t ox_stance;
const spell_data_t *ox_stance_buff;
player_talent_t awakening_spirit;
player_talent_t vital_flame;
const spell_data_t *vital_flame_heal;
player_talent_t invoke_niuzao_the_black_ox;
const spell_data_t *invoke_niuzao_the_black_ox_npc;
const spell_data_t *invoke_niuzao_the_black_ox_stomp;
// row 10
player_talent_t fuel_on_the_fire;
const spell_data_t *fuel_on_the_fire_buff;
const spell_data_t *fuel_on_the_fire_damage;
player_talent_t empty_the_cellar;
const spell_data_t *empty_the_cellar_buff;
const spell_data_t *empty_the_cellar_driver;
const spell_data_t *empty_the_cellar_damage;
player_talent_t keg_volley;
player_talent_t stormstouts_last_keg;
player_talent_t heart_of_the_ox;
player_talent_t mighty_stomp;
// apex
player_talent_t bring_me_another_1;
player_talent_t bring_me_another_2;
player_talent_t bring_me_another_3;
const spell_data_t *empty_barrel_damage;
const spell_data_t *refreshing_drink_buff;
const spell_data_t *refreshing_drink_hot;
} brewmaster;
// Windwalker
struct
{
// Row 1
player_talent_t fists_of_fury;
// Row 2
player_talent_t momentum_boost;
const spell_data_t *momentum_boost_speed;
player_talent_t combat_wisdom;
const spell_data_t *combat_wisdom_buff;
const spell_data_t *combat_wisdom_expel_harm;
player_talent_t sharp_reflexes;
// Row 3
player_talent_t touch_of_the_tiger;
player_talent_t ferociousness;
player_talent_t hardened_soles;
player_talent_t ascension;
// Row 4
player_talent_t dual_threat;
const spell_data_t *dual_threat_damage;
player_talent_t teachings_of_the_monastery;
const spell_data_t *teachings_of_the_monastery_buff;
const spell_data_t *teachings_of_the_monastery_blackout_kick;
player_talent_t glory_of_the_dawn;
const spell_data_t *glory_of_the_dawn_damage;
// Row 5
player_talent_t crane_vortex;
player_talent_t meridian_strikes;
player_talent_t rising_star;
player_talent_t zenith;
player_talent_t hit_combo;
const spell_data_t *hit_combo_buff;
player_talent_t brawlers_intensity;
// Row 6
player_talent_t jade_ignition;
player_talent_t cyclones_drift;
player_talent_t crashing_fists;
player_talent_t drinking_horn_cover;
player_talent_t spiritual_focus;
player_talent_t obsidian_spiral;
const spell_data_t *obsidian_spiral_energize;
player_talent_t combo_breaker;
const spell_data_t *combo_breaker_buff;
// Row 7
player_talent_t dance_of_chiji;
const spell_data_t *dance_of_chiji_buff;
player_talent_t shadowboxing_treads;
player_talent_t strike_of_the_windlord;
player_talent_t whirling_dragon_punch;
const spell_data_t *whirling_dragon_punch_aoe_tick;
const spell_data_t *whirling_dragon_punch_st_tick;
const spell_data_t *whirling_dragon_punch_buff;
player_talent_t energy_burst;
player_talent_t inner_peace;
// Row 8
player_talent_t sequenced_strikes;
player_talent_t sunfire_spiral;
player_talent_t communion_with_wind;
player_talent_t revolving_whirl;
player_talent_t echo_technique;
player_talent_t universal_energy;
player_talent_t memory_of_the_monastery;
const spell_data_t *memory_of_the_monastery_buff;
// Row 9
player_talent_t rushing_wind_kick;
const spell_data_t *rushing_wind_kick_buff;
const spell_data_t *rushing_wind_kick_action;
player_talent_t xuens_battlegear;
player_talent_t thunderfist;
const spell_data_t *thunderfist_buff;
player_talent_t weapon_of_wind;
player_talent_t knowledge_of_the_broken_temple;
player_talent_t slicing_winds;
const spell_data_t *slicing_winds_damage;
player_talent_t jadefire_stomp;
const spell_data_t *jadefire_stomp_damage;
const spell_data_t *jadefire_stomp_targeting;
// Row 10
player_talent_t skyfire_heel;
const spell_data_t *skyfire_heel_damage;
const spell_data_t *skyfire_heel_buff;
player_talent_t harmonic_combo;
player_talent_t flurry_of_xuen;
const spell_data_t *flurry_of_xuen_driver;
player_talent_t martial_agility;
player_talent_t airborne_rhythm;
const spell_data_t *airborne_rhythm_energize;
player_talent_t hurricanes_vault;
player_talent_t path_of_jade;
player_talent_t singularly_focused_jade;
// Apex
player_talent_t tigereye_brew_1;
const spell_data_t *tigereye_brew_1_buff;
player_talent_t tigereye_brew_2;
player_talent_t tigereye_brew_3;
const spell_data_t *tigereye_brew_3_buff;
} windwalker;
// Conduit of the Celestials
struct
{
// Row 1
player_talent_t invoke_xuen_the_white_tiger;
const spell_data_t *invoke_xuen_the_white_tiger_npc;
const spell_data_t *crackling_tiger_lightning_driver;
// Row 2
player_talent_t temple_training;
player_talent_t xuens_guidance;
player_talent_t courage_of_the_white_tiger;
const spell_data_t *courage_of_the_white_tiger_buff;
const spell_data_t *courage_of_the_white_tiger_damage;
const spell_data_t *courage_of_the_white_tiger_heal;
player_talent_t restore_balance;
player_talent_t xuens_bond;
player_talent_t heart_of_the_jade_serpent;