Fight ===== Fight is the object representating an instance of a simulation. It orchestrates all the other classes so the simulation happens. **Class attributes** * Fight.TimeStamp : float - Timestamp in seconds of the simulation. * Fight.TeamCompositionBonus : float - Percent bonus to players' main stat due to team composition. This value is computed as the simulation starts. * Fight.FirstHit : bool - Is set to true on the first instance of damage in the simulation. * Fight.RequirementOn : bool - If is true the simulation will ignore any failed requirements. * Fight.FightStart : bool - Is set to true when the fight starts. * Fight.IgnoreMana : bool - If set to true the simulator will ignore any failed requirements due mana. * Fight.timeValue : list[float] = List that holds all the individual time the simulator will sample DPS to make the graph. * Fight.failedRequirementList : list[failedRequirementEvent] = List that holds all *failedRequirementEvent* objects of the simulation. * Fight.waitingThreshold : float - Maximum amount of time a player can wait if an action is on cooldown before it is declared a failed requirement (default to 1). * Fight.wipe : bool - Set to true if party wipes due to damage or failed requirements during the simulation. * Fight.PlayerList : list[Player] = List that contains all the *Player* object of the simulation. * Fight.MaxPotencyPlentifulHarvest : bool - If true any plentiful harvest done by a reaper will have maximum potency. * Fight.TimeUnit : float - The amount of time the simulation will increase the timestamp by each frame. * Fight.nextID : int -Value to give to the next added player's id. * Fight.simulationRecord : SimulationRecord = Reference to the *SimulationRecord* object. By default is a newly created *SimulationRecord*. * Fight.SavePreBakedAction : bool - If set to true the simulation will save the needed actions into *PreBakedActions*. * Fight.PlayerIDSavePreBakedAction : int -ID of the player to save actions into *PreBakedActions*. * Fight.alwaysAllowConditionalAction : bool - If true any conditional action will always succeed its condition. **Class functions** .. toctree:: fightInnit fightAddPlayer fightGetPlayerPrepullLength fightSyncPlayerPrePull fightSimulateFight fightComputeFunctions fightDeepCopy fightGetEnemityList fightPlayerForID fightSimulatePreBakedFight fightSimulateZIPFight