すべてのクラスおよびインタフェース

クラス
説明
Observer interface for monitoring discrete attack actions within the combat simulation.
Classifies the type of action performed by a character during the simulation.
A Buff that only applies its stat bonuses when a specific character is the currently active (on-field) character.
 
 
Generates a simulated artifact stat block following the KQM Standard (KQMS) substat methodology.
Represents an artifact set (e.g.
Describes a single discrete damage-dealing action performed by a character.
 
 
Abstract base class for all stat-modifying buffs in the simulation.
Abstract base class for all playable characters in the simulation.
Custom "Lunar" Hydro character implementation.
God-class that drives the entire time-based combat simulation.
Represents the global Moonsign state of the party, which governs Ascendant Blessing eligibility — a custom Lunar mechanic not present in the official game.
Observer interface for elemental reaction events.
Computes outgoing damage for a single attack action.
 
 
Enumeration of the seven playable elements plus Physical damage in Genshin Impact.
 
Represents an enemy target in the combat simulation.
Post-simulation utility that calculates the minimum Energy Recharge (ER) required for each party member to cast their burst every rotation.
Handles particle/orb energy distribution and scheduled enemy particle drops for the combat simulation.
 
Custom "Lunar" Electro polearm character implementation.
Generates an interactive HTML simulation report containing DPS metrics, damage charts (pie and line), character stat snapshots over time, artifact substat allocations, and a detailed combat timeline.
Tracks Internal Cooldown (ICD) state per character per skill group to determine whether an elemental hit actually applies an element to the enemy.
Labels the ICD group that an elemental application belongs to.
Defines the Internal Cooldown (ICD) behaviour for an elemental application.
Custom "Lunar" Electro character implementation.
Provides two independent iterative optimization loops: IterativeSimulator.optimizeER(java.util.function.Function<java.util.Map<java.lang.String, java.lang.Double>, simulation.CombatSimulator>, java.util.function.Consumer<simulation.CombatSimulator>, int) – converges on the minimum Energy Recharge needed for each character to burst on rotation.
KQM Standards (KQMS) constants used as the baseline assumptions for all benchmark simulations and artifact optimizations.
 
 
Orchestrates the two-phase artifact optimization pipeline.
Observer interface for monitoring elemental particle generation events.
Represents the two sizes of elemental energy pickup in Genshin Impact.
Represents the active four-character party in a simulation run.
A TimerEvent that fires a repeating AttackAction at a fixed interval for a defined duration, optionally running an additional callback on each tick.
Loads named action profiles for a character from a plain-text profile file.
A named sequence of action commands for one character.
 
 
Computes elemental reactions triggered when a new element interacts with an existing elemental aura on an enemy.
 
 
Detects the party's elemental composition and applies the appropriate elemental resonance team buff to the simulator.
 
Finds the highest-damage rotation by exhaustively evaluating all combinations of character order permutations and named action profiles.
The result of a single rotation evaluation: the character cast order, the action profile chosen for each character, and the total damage dealt.
 
 
A concrete Buff implementation that delegates stat application to a Consumer<StatsContainer> lambda.
Convenience base class for recurring TimerEvent implementations with a fixed interval.
 
 
 
A container that holds numeric values for each StatType.
Periodically records effective character stats and active buff names during a simulation run, producing a series of StatsSnapshot objects.
Immutable data record holding a complete snapshot of all party member stats and active buff names at a specific point in simulation time.
Enumeration of every stat key used throughout the simulation.
Anemo Catalyst support character (Sucrose) implementation.
 
 
Contract for all time-driven events managed by the CombatSimulator event queue.
Holds the complete results of the OptimizerPipeline after both Phase 1 (ER calibration) and Phase 2 (DPS hill-climbing) have finished.
 
 
 
Represents a weapon that can be equipped on a Character.