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System Functions

The following system functions are available:

print

print(arg1, arg2, arg3, ...);
  • The print command allows the user to print any arbitrary expression.
  • The printed message can be viewed in the Sample tab of the viewer under the user log category.
  • There is no limit on the number of arguments that can be passed to print.
  • print will always evaluate to 0.
info

As an exception, print can take both number and string as arguments. The following is valid:

print("this is a number: ", 1); // note the space after the :

print will evaluate each argument and concatenate them all into one string, then displaying it on the debug.

info

Note that any valid expression that evaluates into a number can also be printed. For example:

print("bennett's current energy is: ", .bennett.energy);

sleep/wait

caution

The syntax wait(arg), while valid, is deprecated in favour of sleep(arg)

sleep(arg);
wait(arg); //deprecated, use sleep(arg)
  • sleep is a special function that will ask gcsim to wait a number of frames.
  • sleep will always evaluate to 0.
danger

arg must be a number or an expression that evaluates to a number and represents the number of frames the simulator will wait for.

caution

Due to how gcsim handles actions, the current implementation of sleep is not intuitive when trying to extend the duration of actions. Please use delay for this purpose instead.

Example:

keqing attack;  // Keqing N1
sleep(2); // sleeps for 2 frames
keqing attack; // Keqing N2

Many users would expect that gcsim sleeps for 2 frames after Keqing's N1 action ends. This is not how sleep works. sleep makes the sim sleep for 2 frames after Keqing's N1 action has reached its specified CanQueueAfter value. The duration of sleep counts towards the action length.

  • expected:
    • N1 starts
    • N1 ends after 15 frames
    • gcsim sleeps for 2 frames
    • N2 starts after a total of 15 + 2 = 17 frames
  • reality:
    • N1 starts
    • N1 CanQueueAfter is reached after 11 frames
    • gcsim sleeps for 2 frames
    • now there are 15 - (11 + 2) = 2 frames left in the N1 animation
    • N1 continues for 2 more frames until the N1 animation is over
    • N2 starts after a total of 11 + 2 + 2 = 15 frames

To make gcsim sleep for 1 frame after Keqing's N1 action ends, the user would have to insert a sleep(5);.

delay

delay(arg);
  • delay is a special function that will ask gcsim to delay the start of the following action by a number of frames.
  • delay will always evaluate to 0.
danger

arg must be a number or an expression that evaluates to a number and represents the number of frames the simulator will wait for.

caution

delay is executed before the sim checks if the next action is ready.

Example:

keqing burst;
delay(5);
keqing burst;

In this case, the sim would do the following:

  • Keqing's 1st Burst is executed
  • gcsim executes a delay for 5 frames at the end of the previous action
  • Once the delay is over, gcsim checks if Keqing's 2nd Burst can be executed
  • Since there is not enough energy, the sim will be stuck waiting for energy
  • After enough particles were collected from energy drops, Keqing's 2nd Burst is executed
caution

If the active character is affected by hitlag during the execution of delay, then it will last longer than specified.

Example:

noelle skill;
sleep(700);
delay(50);
noelle attack;

This example uses C4 Noelle to show a source of hitlag that can occur during delay. The sleep is used so that the C4 shield explosion happens during delay.

  • Noelle's Skill is executed
  • gcsim will sleep for 700 frames after the CanQueueAfter of the previous action
  • gcsim starts executing a delay that should last 50 frames
  • A few frames after delay starts, C4 Noelle applies 13 frames of hitlag
  • Noelle's Attack is executed 50 + 13 = 63 frames after the start of delay

f

f();

f is function that takes no argument and will evaluate to the current frame number gcsim is on.

rand

rand();

rand evaluates to an uniformly distributed random number between 0 and 1.

randnorm

randnorm();

randnorm evaluates to a normally distributed random number with mean 0 and std dev of 1.

type

type(arg);

type evaluates to the name of the gcsl type of arg.

execute_action

danger

THIS FUNCTION IS EXPERIMENTAL AND SUBJECT TO CHANGE.

USE AT YOUR OWN RISK.

execute_action(char, action, params);

execute_action evaluates to null and is used by the sim to execute actions. The intent behind this system function is to allow for proper typing/functional support in the future. It being exposed here is an unintended side effect which can be used to implement a function that runs before every action.

danger

The following example is subject to breaking in the future!

With that in mind it is possible to add (random) frame delays before each action:

fn rand_delay(mean, stddev) {
let del = randnorm() * stddev + mean;
if del > (mean + mean) {
del = mean + mean;
}
delay(del);
}

let prev_char_id = -1;
let prev_action_id = -1;

let _execute_action = execute_action;
fn execute_action(char_id number, action_id number, p map) {
print(prev_char_id, " ", prev_action_id, " ", char_id, " ", action_id);

if action_id == .action.swap {
# add delay before swap
rand_delay(12, 3);
} else if prev_action_id == .action.attack && action_id != .action.attack && action_id != .action.charge {
# add delay after attack, but only if not followed by another attack or charge
rand_delay(3, 1);
} else if prev_action_id != .action.attack {
# add delay to everything else
rand_delay(3, 1);
}

prev_char_id = char_id;
prev_action_id = action_id;
return _execute_action(char_id, action_id, p);
}
danger
  • char and action must be a number or an expression that evaluates to a number.
  • params must be a map or an expression that evaluates to a map.

set_particle_delay

set_particle_delay(arg1, arg2);
  • set_particle_delay will set the default particle delay for the character supplied in arg1 to the value in arg2.
  • If arg2 evaluates to a number that is less than 0, 0 will be used.
  • set_particle_delay will always evaluate to 0.
danger

arg1 must be a string (wrapped in double quotes) and arg2 must be a number or an expression that evaluates to a number.

info

Example:

set_particle_delay("xingqiu", 100);

set_default_target

set_default_target(arg);
  • set_default_target will set the default target to the index supplied by arg.
  • set_default_target will always evaluate to 0.
danger

arg must be a number or an expression that evaluates to a number.

danger

If arg is an invalid target (i.e. 3 when there are only 2 targets), then gcsim will exit with an error.

info

For example, if there are 2 targets, then set_default_target(2) will set the default target to the 2nd one. Note that it starts at 1 and not 0 because 0 is a special case (target 0 represents the player).

set_player_pos

set_player_pos(x, y);
  • set_player_pos will set the player's current position to the supplied x and y coordinate.
  • set_player_pos will always evaluate to 0.
danger

x and y must be a number or an expression that evaluates to a number.

set_target_pos

set_target_pos(arg, x, y);
  • set_target_pos will set the target with index arg to the supplied x and y coordinates.
  • set_target_pos will always evaluate to 0.
danger

All arguments must be a number or an expression that evaluates to a number.

danger

If arg is an invalid target (i.e. 3 when there are only 2 targets), then gcsim will exit with an error.

kill_target

kill_target(arg);
  • kill_target will kill the target with index arg.
  • kill_target will always evaluate to 0.
danger

arg must be a number or an expression that evaluates to a number.

danger

If arg is an invalid target (i.e. 3 when there are only 2 targets), then gcsim will exit with an error.

is_target_dead

danger

THIS FUNCTION IS EXPERIMENTAL AND SUBJECT TO CHANGE.

USE AT YOUR OWN RISK.

is_target_dead(arg);
  • is_target_dead will evaluates to 1 if the target with index arg is dead and 0 otherwise.
danger

arg must be a number or an expression that evaluates to a number.

danger

If arg is an invalid target (i.e. 3 when there are only 2 targets), then gcsim will exit with an error.

pick_up_crystallize

pick_up_crystallize(element);
  • pick_up_crystallize will pick up the oldest crystallize shard with the specified element supplied as a string.
  • pick_up_crystallize will not pick up any shard if:
  • no shard with the specified element exists
  • there is a shard with the specfied element, but it cannot be picked up yet
  • pick_up_crystallize will return the number of crystallize shards that were picked up (either 0 or 1).
info

element can also be "any" to pick up the oldest crystallize shard of any element.

danger

element must be a string or an expression that evaluates to a string.

is_even

is_even(arg);

is_even evaluates if a given number is even or not. If a number is a floating point, the number if floored first.

danger

arg must be a number or an expression that evaluates to a number.

sin

sin(arg);

sin evaluates to the sine of the given arg.

danger

arg must be a number or an expression that evaluates to a number.

cos

cos(arg);

cos evaluates to the cosine of the given arg.

danger

arg must be a number or an expression that evaluates to a number.

asin

asin(arg);

asin evaluates to the arcsine of the given arg.

danger

arg must be a number or an expression that evaluates to a number.

acos

acos(arg);

acos evaluates to the arccos of the given arg.

danger

arg must be a number or an expression that evaluates to a number.

set_on_tick

danger

THIS FUNCTION IS EXPERIMENTAL AND SUBJECT TO CHANGE.

USE AT YOUR OWN RISK.

set_on_tick(func);

set_on_tick evaluates to null and is a way to make the sim execute a user-defined function every frame.

In the following example, the player's stamina will be printed every frame:

fn stam() {
print(.stam);
}
set_on_tick(stam);
danger

func must be a function or an expression that evaluates to a function.