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Designs and Philosophy
Reinforcement Learning Environment
Game State
Deck
Mode
Phase
Player State
Element and Reaction
Dice
Character
Card
Collections
Action
Player Agent
Control Game Flow
Status, Summon and Support
Effect
Enums
Structs
Others
dgisim
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Index
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A
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B
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C
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D
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E
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F
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G
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H
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I
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J
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L
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M
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N
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O
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P
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Q
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R
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S
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T
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U
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V
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W
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Z
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__init__() (Character method)
(Dice method)
(EncodingPlan method)
(GameState method)
(LinearEnv method)
(PlayerState method)
(PuppetAgent method)
_LEGAL_ELEMS (AbstractDice attribute)
(ActualDice attribute)
(Dice attribute)
A
AbstractDice (class in dgisim.dice)
ACT_PRE_SKILL (TriggeringSignal attribute)
action_encoding_size (EncodingPlan property)
action_generator() (Card class method)
(GameState method)
(Phase method)
action_phase (Mode property)
action_step() (GameState method)
ActionGenerator (class in dgisim.action.action_generator)
ActionType (class in dgisim.action.enums)
active_player_id (GameState property)
ActualDice (class in dgisim.dice)
add() (Cards method)
(ElementalAura method)
(Status method)
add_status() (Statuses method)
alive (Character property)
all_defeated() (Characters method)
all_elems() (Characters method)
ANEMO (Element attribute)
ANY (Element attribute)
AURA_ELEMENTS (element attribute)
AURA_ELEMENTS_ORDERED (element attribute)
aurable() (ElementalAura static method)
auto_step() (GameState method)
(GameStateMachine method)
B
base_dice_cost() (Card class method)
basic_selection() (ActualDice method)
belongs_to() (GameState method)
BLOOM (Reaction attribute)
BOW (WeaponType attribute)
BURNING (Reaction attribute)
C
can_cast_skill() (Character method)
can_cost_less_any() (AbstractDice method)
can_cost_less_elem() (AbstractDice method)
card (CardAction attribute)
Card (class in dgisim.card.card)
card (ElementalTuningAction attribute)
card_checker (GameState property)
card_redraw_chances (PlayerState property)
card_select_phase (Mode property)
CardAction (class in dgisim.action.action)
Cards (class in dgisim.card.cards)
cards (Deck attribute)
(FrozenDeck attribute)
(MutableDeck attribute)
CardsSelectAction (class in dgisim.action.action)
CAST_SKILL (ActionType attribute)
CATALYST (WeaponType attribute)
char_id (CharacterSelectAction attribute)
(DeathSwapAction attribute)
(SwapAction attribute)
char_id_valid() (Characters method)
Character (class in dgisim.character.character)
character_statuses (Character property)
Characters (class in dgisim.character.characters)
characters (PlayerState property)
CHARACTERS (Zone attribute)
CharacterSelectAction (class in dgisim.action.action)
CharacterSkill (class in dgisim.character.enums)
CharacterSkillType (class in dgisim.character.enums)
chars (Deck attribute)
(FrozenDeck attribute)
(MutableDeck attribute)
choices() (ActionGenerator method)
choose() (ActionGenerator method)
choose_action() (PlayerAgent method)
CLAYMORE (WeaponType attribute)
clear() (PuppetAgent method)
combat_statuses (PlayerState property)
COMBAT_STATUSES (Zone attribute)
common_effect_stack (GameState property)
compatible_with() (EncodingPlan method)
consult_reaction() (ElementalAura method)
(Reaction class method)
consult_reaction_with_aura() (Reaction class method)
contains() (Cards method)
(Characters method)
(EffectStack method)
(ElementalAura method)
(Statuses method)
cost_less_any() (AbstractDice method)
cost_less_elem() (AbstractDice method)
CRYO (Element attribute)
CRYSTALLIZE (Reaction attribute)
D
damage_boost (Reaction property)
DEATH_EVENT (TriggeringSignal attribute)
death_swapping() (GameState method)
DeathSwapAction (class in dgisim.action.action)
Deck (class in dgisim.deck)
,
[1]
deck_cards (PlayerState property)
decoding() (Cards class method)
(Deck class method)
,
[1]
(Dice class method)
(FrozenDeck class method)
(MutableDeck class method)
defeated() (PlayerState method)
DENDRO (Element attribute)
dgisim.action.action
module
dgisim.agents
module
Dice (class in dgisim.dice)
dice (Instruction attribute)
(PlayerState property)
dice_available() (ActionGenerator method)
dice_collection_ordered() (ActualDice method)
dice_elem (ElementalTuningAction attribute)
dice_ordered() (ActualDice method)
dice_reroll_chances (PlayerState property)
DiceOnlyInstruction (class in dgisim.action.action)
DiceSelectAction (class in dgisim.action.action)
DIRECT_TRIGGER (TriggeringSignal attribute)
dmg_effect_stack (GameState property)
E
Effect (class in dgisim.effect.effect)
effect_stack (GameState property)
effects() (Card class method)
EffectStack (class in dgisim.effect.effect_stack)
ELECTRO (Element attribute)
ELECTRO_CHARGED (Reaction attribute)
elem_auras() (ElementalAura method)
elem_reaction() (ReactionDetail method)
elem_tuning_checker (GameState property)
Element (class in dgisim.element)
elemental_aura (Character property)
ELEMENTAL_BURST (CharacterSkill attribute)
(CharacterSkillType attribute)
ELEMENTAL_SKILL (CharacterSkillType attribute)
ELEMENTAL_TUNING (ActionType attribute)
ElementalAura (class in dgisim.element)
ElementalTuningAction (class in dgisim.action.action)
elems() (Dice method)
empty() (Cards method)
encode_item() (EncodingPlan method)
encoding() (Cards method)
(Character method)
(Deck method)
,
[1]
(Dice method)
(Effect method)
(EffectStack method)
(GameState method)
(PlayerState method)
(Reaction method)
(ReactionDetail method)
(Status method)
(Statuses method)
EncodingPlan (class in dgisim.encoding.encoding_plan)
end_phase (Mode property)
END_ROUND (ActionType attribute)
END_ROUND_CHECK_OUT (TriggeringSignal attribute)
EndRoundAction (class in dgisim.action.action)
energy (Character property)
example_player() (PlayerState class method)
execute() (Effect method)
extend() (Cards method)
F
Faction (class in dgisim.character.enums)
factory() (Character method)
(Characters method)
(GameState method)
(PlayerState method)
FAST_ACTION (TriggeringSignal attribute)
FATUI (Faction attribute)
filled() (ActionGenerator method)
find() (Statuses method)
find_first_character() (Characters method)
find_type() (Statuses method)
first_elem (ReactionDetail attribute)
first_elems (Reaction property)
first_phase (Mode property)
FONTAINE (Faction attribute)
freeze() (HashableDict method)
from_char_id() (StaticTarget class method)
from_chars_cards() (PlayerState class method)
from_deck() (PlayerState class method)
from_decks() (GameState class method)
from_default() (Character class method)
(Characters class method)
(ElementalAura class method)
(GameState class method)
from_dice() (AbstractDice class method)
(ActualDice class method)
from_dict() (HashableDict class method)
from_empty() (Cards class method)
from_iterable() (Characters class method)
from_json() (Deck class method)
,
[1]
(FrozenDeck class method)
(MutableDeck class method)
from_personal_status() (StaticTarget class method)
from_player_active() (StaticTarget class method)
from_players() (GameState class method)
from_random() (ActualDice class method)
from_summon() (StaticTarget class method)
from_support() (StaticTarget class method)
FROZEN (Reaction attribute)
FrozenDeck (class in dgisim.deck)
full_view() (LinearEnv method)
G
game_encoding_size (EncodingPlan property)
game_end() (GameState method)
(GameStateMachine method)
game_end_phase (Mode property)
game_state (ActionGenerator attribute)
GameAction (class in dgisim.action.action)
GameState (class in dgisim.state.game_state)
GameStateMachine (class in dgisim.game_state_machine)
generate_action() (ActionGenerator method)
GEO (Element attribute)
get_action_history() (GameStateMachine method)
get_active_character() (Characters method)
(PlayerState method)
get_active_character_id() (Characters method)
get_alive_character_in_activity_order() (Characters method)
get_alive_character_in_activity_order_last_active() (Characters method)
get_alive_characters() (Characters method)
get_all_statuses_ordered() (Character method)
get_all_statuses_ordered_flattened() (Character method)
get_by_id() (Characters method)
get_character() (Characters method)
get_character_in_activity_order() (Characters method)
get_character_ordered_from_id() (Characters method)
get_character_target() (GameState method)
get_characters() (Characters method)
get_chars_in_order() (Characters method)
get_consec_action() (PlayerState method)
get_decks() (GameState method)
get_dices() (Dice method)
get_game_state() (GameStateMachine method)
get_history() (GameStateMachine method)
get_id() (Characters method)
get_none_active_characters() (Characters method)
get_nth_next_alive_character_in_activity_order() (Characters method)
get_nth_prev_alive_character_in_activity_order() (Characters method)
get_other_player() (GameState method)
get_pid() (GameState method)
get_player() (GameState method)
get_required_chars() (Characters method)
get_target() (GameState method)
get_winner() (GameState method)
(GameStateMachine method)
H
HAND_CARD (Zone attribute)
hand_cards (PlayerState property)
hand_cards_available() (ActionGenerator method)
has_aura() (ElementalAura method)
has_perspective_view() (Status class method)
HashableDict (class in dgisim.helper.hashable_dict)
hidden_statuses (Character property)
(PlayerState property)
HIDDEN_STATUSES (Zone attribute)
hide_all() (ActualDice method)
(Cards method)
hide_secrets() (PlayerState method)
HILICHURL (Faction attribute)
hp (Character property)
hp_lost() (Character method)
HYDRO (Element attribute)
I
id (Character property)
(StaticTarget attribute)
immutable (Deck property)
,
[1]
(FrozenDeck property)
(MutableDeck property)
in_action_phase() (PlayerState method)
in_active_wait_phase() (PlayerState method)
in_end_phase() (PlayerState method)
in_passive_wait_phase() (PlayerState method)
INAZUMA (Faction attribute)
inform() (Status method)
INIT_GAME_START (TriggeringSignal attribute)
initial_deck (PlayerState property)
inject_action() (PuppetAgent method)
inject_actions() (PuppetAgent method)
inject_front_action() (PuppetAgent method)
instruction (CardAction attribute)
Instruction (class in dgisim.action.action)
instruction (SkillAction attribute)
(SwapAction attribute)
is_alive() (Character method)
is_aurable() (Element method)
is_combat_action() (Card static method)
is_defeated() (Character method)
is_elemental_burst() (CharacterSkill method)
(CharacterSkillType method)
is_elemental_skill() (CharacterSkillType method)
is_empty() (Dice method)
(EffectStack method)
is_even() (Dice method)
is_legal() (Cards method)
(Dice method)
is_mine() (PlayerState method)
is_normal_attack() (CharacterSkillType method)
is_not_empty() (EffectStack method)
is_player1() (Pid method)
is_player2() (Pid method)
is_pure() (Element method)
is_skill1() (CharacterSkill method)
is_skill2() (CharacterSkill method)
is_skill3() (CharacterSkill method)
is_valid() (EncodingPlan method)
J
just_find() (Statuses method)
just_find_type() (Statuses method)
just_get_active_character() (Characters method)
(PlayerState method)
just_get_active_character_id() (Characters method)
just_get_character() (Characters method)
just_preprocessed_dice_cost() (Card class method)
just_satisfy() (ActualDice method)
L
LazyAgent (class in dgisim.agents)
lethal_dmg_effect_stack (GameState property)
LinearEnv (class in dgisim.env.linear_env)
LIYUE (Faction attribute)
loosely_satisfy() (ActualDice method)
loosely_usable() (Card class method)
M
max_energy (Character property)
max_hp (Character property)
MELT (Reaction attribute)
Mode (class in dgisim.mode)
mode (GameState property)
module
dgisim.action.action
dgisim.agents
MONDSTADT (Faction attribute)
MONSTER (Faction attribute)
MutableDeck (class in dgisim.deck)
N
name() (Card class method)
(Character method)
NATLAN (Faction attribute)
NONE (WeaponType attribute)
NoneAgent (class in dgisim.agents)
NORMAL_ATTACK (CharacterSkillType attribute)
not_empty() (Cards method)
num_cards() (Cards method)
num_characters() (Characters method)
num_dice() (Dice method)
O
of_faction() (Character class method)
OMNI (Element attribute)
one_step() (GameStateMachine method)
OPPO_DECLARE_END_ROUND (TriggeringSignal attribute)
OPPO_SWAP (TriggeringSignal attribute)
other (Pid property)
OVERLOADED (Reaction attribute)
P
P1 (Pid attribute)
P2 (Pid attribute)
peek() (EffectStack method)
(ElementalAura method)
peek_all_left() (EffectStack method)
peek_all_rev_left() (EffectStack method)
perspective_view() (GameState method)
(Status method)
Phase (class in dgisim.phase)
phase (GameState property)
(PlayerState property)
phase_code() (Mode method)
PHYSICAL (Element attribute)
pick_random() (Cards method)
pick_random_dice() (Dice method)
pick_random_of_type() (Cards method)
pid (ActionGenerator attribute)
Pid (class in dgisim.state.enums)
pid (StaticTarget attribute)
PIERCING (Element attribute)
PLAY_CARD (ActionType attribute)
player1 (GameState property)
player2 (GameState property)
player_agent() (GameStateMachine method)
player_step() (GameStateMachine method)
PlayerAction (class in dgisim.action.action)
PlayerAgent (class in dgisim.player_agent)
PlayerState (class in dgisim.state.player_state)
POLEARM (WeaponType attribute)
pop() (EffectStack method)
pop_all_left() (EffectStack method)
pop_all_rev_left() (EffectStack method)
POST_ANY (TriggeringSignal attribute)
POST_CARD (TriggeringSignal attribute)
POST_DMG (TriggeringSignal attribute)
POST_HEALING (TriggeringSignal attribute)
POST_SKILL (TriggeringSignal attribute)
POST_STATUS_REMOVAL (TriggeringSignal attribute)
PRE_ACTION (TriggeringSignal attribute)
preprocess() (Status method)
preprocessed_card_event() (Card class method)
preprocessed_dice_cost() (Card class method)
publicly_gained_cards (PlayerState property)
publicly_used_cards (PlayerState property)
PuppetAgent (class in dgisim.agents)
PURE_ELEMENTS (element attribute)
push_barrier_left() (EffectStack method)
push_left() (EffectStack method)
push_many_fl() (EffectStack method)
push_many_lf() (EffectStack method)
push_one() (EffectStack method)
PYRO (Element attribute)
Q
QUICKEN (Reaction attribute)
R
RandomAgent (class in dgisim.agents)
react_to_signal() (Status method)
REACTABLE_SIGNALS (Status attribute)
Reaction (class in dgisim.element)
reaction_type (ReactionDetail attribute)
ReactionDetail (class in dgisim.element)
readonly_dice_collection_ordered() (ActualDice method)
readonly_dice_ordered() (ActualDice method)
remove() (Cards method)
(ElementalAura method)
(Statuses method)
remove_all() (Cards method)
reset() (LinearEnv method)
reset_random() (LinearEnv method)
reset_with_decks() (LinearEnv method)
REVIVAL_GAME_START (TriggeringSignal attribute)
roll_phase (Mode property)
round (GameState property)
ROUND_END (TriggeringSignal attribute)
ROUND_START (TriggeringSignal attribute)
run() (GameStateMachine method)
S
satiated() (Character method)
second_elem (ReactionDetail attribute)
second_elems (Reaction property)
SELECT_ACTIVE_CHARACTER (ActionType attribute)
SELECT_CARDS (ActionType attribute)
SELECT_DICE (ActionType attribute)
selected_cards (CardsSelectAction attribute)
selected_dice (DiceSelectAction attribute)
SELF_DECLARE_END_ROUND (TriggeringSignal attribute)
SELF_SWAP (TriggeringSignal attribute)
sid (Support attribute)
skill (SkillAction attribute)
skill() (Character method)
SKILL1 (CharacterSkill attribute)
SKILL2 (CharacterSkill attribute)
SKILL3 (CharacterSkill attribute)
skill_actual_type() (Character class method)
skill_checker (GameState property)
skill_cost() (Character class method)
skill_energy_cost() (Character method)
SkillAction (class in dgisim.action.action)
skills() (Character class method)
smart_selection() (ActualDice method)
SNEZHNAYA (Faction attribute)
source (SourceTargetInstruction attribute)
SourceTargetInstruction (class in dgisim.action.action)
starting_hand_select_phase (Mode property)
StaticTarget (class in dgisim.effect.structs)
StaticTargetInstruction (class in dgisim.action.action)
Status (class in dgisim.status.status)
Statuses (class in dgisim.status.statuses)
statuses (Statuses property)
step() (GameState method)
(LinearEnv method)
(Phase method)
step_action() (Phase method)
step_until_holds() (GameStateMachine method)
step_until_next_phase() (GameStateMachine method)
step_until_phase() (GameStateMachine method)
strictly_usable() (Card class method)
SUMERU (Faction attribute)
Summon (class in dgisim.summon.summon)
summons (PlayerState property)
SUMMONS (Zone attribute)
SUPERCONDUCT (Reaction attribute)
Support (class in dgisim.support.support)
supports (PlayerState property)
SUPPORTS (Zone attribute)
SWAP_CHARACTER (ActionType attribute)
swap_checker (GameState property)
SwapAction (class in dgisim.action.action)
SWIRL (Reaction attribute)
switch_random_different() (Cards method)
SWORD (WeaponType attribute)
T
talent_equipped() (Character method)
target (SourceTargetInstruction attribute)
(StaticTargetInstruction attribute)
THE_EREMITES (Faction attribute)
to_dict() (Dice method)
(HashableDict method)
to_event_type() (CharacterSkill method)
to_frozen() (Deck method)
,
[1]
to_json() (Deck method)
,
[1]
to_mutable() (Deck method)
,
[1]
TRIGGER_REVIVAL (TriggeringSignal attribute)
TriggeringSignal (class in dgisim.effect.enums)
type_for() (EncodingPlan method)
U
update() (Status method)
update_status() (Statuses method)
usable() (Card class method)
V
valid_in_deck() (Card class method)
valid_instruction() (Card class method)
validify() (Dice method)
VAPORIZE (Reaction attribute)
view() (LinearEnv method)
W
waiting_for() (GameState method)
(Phase method)
WeaponType (class in dgisim.character.enums)
with_status() (StaticTarget method)
Z
Zone (class in dgisim.effect.enums)
zone (StaticTarget attribute)