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Core.lua
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Core.lua
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-- Hekili.lua
-- April 2014
local addon, ns = ...
local Hekili = _G[ addon ]
local class = Hekili.Class
local state = Hekili.State
local scripts = Hekili.Scripts
local callHook = ns.callHook
local clashOffset = ns.clashOffset
local formatKey = ns.formatKey
local getSpecializationID = ns.getSpecializationID
local getResourceName = ns.getResourceName
local runHandler = ns.runHandler
local tableCopy = ns.tableCopy
local timeToReady = ns.timeToReady
local trim = string.trim
local string_format = string.format
local mt_resource = ns.metatables.mt_resource
local ToggleDropDownMenu = L_ToggleDropDownMenu
local GetItemInfo = ns.CachedGetItemInfo
local updatedDisplays = {}
local recommendChecks = {}
local recommendChange = {}
-- checkImports()
-- Remove any displays or action lists that were unsuccessfully imported.
local function checkImports()
end
ns.checkImports = checkImports
local function EmbedBlizOptions()
local panel = CreateFrame( "Frame", "HekiliDummyPanel", UIParent )
panel.name = "Hekili"
local open = CreateFrame( "Button", "HekiliOptionsButton", panel, "UIPanelButtonTemplate" )
open:SetPoint( "CENTER", panel, "CENTER", 0, 0 )
open:SetWidth( 250 )
open:SetHeight( 25 )
open:SetText( "Open Hekili Options Panel" )
open:SetScript( "OnClick", function ()
InterfaceOptionsFrameOkay:Click()
GameMenuButtonContinue:Click()
ns.StartConfiguration()
end )
InterfaceOptions_AddCategory( panel )
end
local hookOnce = false
-- OnInitialize()
-- Addon has been loaded by the WoW client (1x).
function Hekili:OnInitialize()
self.DB = LibStub( "AceDB-3.0" ):New( "HekiliDB", self:GetDefaults() )
self.Options = self:GetOptions()
self.Options.args.profiles = LibStub( "AceDBOptions-3.0" ):GetOptionsTable( self.DB )
-- Reimplement LibDualSpec; some folks want different layouts w/ specs of the same class.
local LDS = LibStub( "LibDualSpec-1.0" )
LDS:EnhanceDatabase( self.DB, "Hekili" )
LDS:EnhanceOptions( self.Options.args.profiles, self.DB )
self.DB.RegisterCallback( self, "OnProfileChanged", "TotalRefresh" )
self.DB.RegisterCallback( self, "OnProfileCopied", "TotalRefresh" )
self.DB.RegisterCallback( self, "OnProfileReset", "TotalRefresh" )
_G.onInitStart = self.DB.profile.enabled
local AceConfig = LibStub( "AceConfig-3.0" )
AceConfig:RegisterOptionsTable( "Hekili", self.Options )
local AceConfigDialog = LibStub( "AceConfigDialog-3.0" )
-- self.optionsFrame = AceConfigDialog:AddToBlizOptions( "Hekili", "Hekili" )
EmbedBlizOptions()
self:RegisterChatCommand( "hekili", "CmdLine" )
self:RegisterChatCommand( "hek", "CmdLine" )
local LDB = LibStub( "LibDataBroker-1.1", true )
local LDBIcon = LDB and LibStub( "LibDBIcon-1.0", true )
if LDB then
ns.UI.Minimap = LDB:NewDataObject( "Hekili", {
type = "launcher",
text = "Hekili",
icon = "Interface\\ICONS\\spell_nature_bloodlust",
OnClick = function( f, button )
if button == "RightButton" then ns.StartConfiguration()
else
if not hookOnce then
hooksecurefunc("L_UIDropDownMenu_InitializeHelper", function(frame)
for i = 1, L_UIDROPDOWNMENU_MAXLEVELS do
if _G["L_DropDownList"..i.."Backdrop"].SetTemplate then _G["L_DropDownList"..i.."Backdrop"]:SetTemplate( "Transparent" ) end
if _G["L_DropDownList"..i.."MenuBackdrop"].SetTemplate then _G["L_DropDownList"..i.."MenuBackdrop"]:SetTemplate( "Transparent" ) end
end
end )
hookOnce = true
end
ToggleDropDownMenu( 1, nil, Hekili_Menu, "cursor", 0, 0 )
end
GameTooltip:Hide()
end,
OnTooltipShow = function( tt )
tt:AddDoubleLine( "Hekili", ns.UI.Minimap.text )
tt:AddLine( "|cFFFFFFFFLeft-click to make quick adjustments.|r" )
tt:AddLine( "|cFFFFFFFFRight-click to open the options interface.|r" )
end,
} )
function ns.UI.Minimap:RefreshDataText()
local p = Hekili.DB.profile
local m = p.toggles.mode.value
local color = "FFFFD100"
self.text = format( "|c%s%s|r %sCD|r %sInt|r %sPot|r",
color,
m == "single" and "ST" or ( m == "aoe" and "AOE" or ( m == "dual" and "Dual" or ( m == "reactive" and "rAOE" or "Auto" ) ) ),
p.toggles.cooldowns.value and "|cFF00FF00" or "|cFFFF0000",
p.toggles.interrupts.value and "|cFF00FF00" or "|cFFFF0000",
p.toggles.potions.value and "|cFF00FF00" or "|cFFFF0000" )
end
ns.UI.Minimap:RefreshDataText()
if LDBIcon then
LDBIcon:Register( "Hekili", ns.UI.Minimap, self.DB.profile.iconStore )
end
end
--[[ NEED TO PUT VERSION UPDATING STUFF HERE.
if not self.DB.profile.Version or self.DB.profile.Version < 7 or not self.DB.profile.Release or self.DB.profile.Release < 20161000 then
self.DB:ResetDB()
end
self.DB.profile.Release = self.DB.profile.Release or 20170416.0 ]]
-- initializeClassModule()
self:RestoreDefaults()
self:RunOneTimeFixes()
checkImports()
self:RefreshOptions()
-- self:LoadScripts()
ns.updateTalents()
ns.updateGear()
ns.primeTooltipColors()
self:UpdateDisplayVisibility()
callHook( "onInitialize" )
end
function Hekili:ReInitialize()
-- ns.initializeClassModule()
self:OverrideBinds()
self:RestoreDefaults()
checkImports()
self:RunOneTimeFixes()
-- self:RefreshOptions()
-- self:LoadScripts()
self:SpecializationChanged()
ns.updateTalents()
ns.updateGear()
self:UpdateDisplayVisibility()
callHook( "onInitialize" )
if self.DB.profile.enabled == false and self.DB.profile.AutoDisabled then
self.DB.profile.AutoDisabled = nil
self.DB.profile.enabled = true
self:Enable()
end
--[[ if class.file == 'NONE' then
self.DB.profile.enabled = false
self.DB.profile.AutoDisabled = true
for i, buttons in ipairs( ns.UI.Buttons ) do
for j, _ in ipairs( buttons ) do
buttons[j]:Hide()
end
end
end ]]
end
function Hekili:OnEnable()
ns.StartEventHandler()
self:TotalRefresh()
ns.ReadKeybindings()
self:ForceUpdate( "ADDON_ENABLED" )
ns.Audit()
if not self.DB.profile.enabled then
self:Disable()
end
end
ns.cpuProfile.StartEventHandler = ns.StartEventHandler
ns.cpuProfile.BuildUI = Hekili.BuildUI
ns.cpuProfile.SpecializationChanged = Hekili.SpecializationChanged
ns.cpuProfile.OverrideBinds = Hekili.OverrideBinds
ns.cpuProfile.TotalRefresh = Hekili.TotalRefresh
function Hekili:OnDisable()
self:UpdateDisplayVisibility()
self:BuildUI()
ns.StopEventHandler()
end
function Hekili:Toggle()
self.DB.profile.enabled = not self.DB.profile.enabled
if self.DB.profile.enabled then
self:Enable()
else
self:Disable()
end
self:UpdateDisplayVisibility()
end
-- Texture Caching,
local s_textures = setmetatable( {},
{
__index = function(t, k)
local a = _G[ 'GetSpellTexture' ](k)
if a and k ~= GetSpellInfo( 115698 ) then t[k] = a end
return (a)
end
} )
local i_textures = setmetatable( {},
{
__index = function(t, k)
local a = select(10, GetItemInfo(k))
if a then t[k] = a end
return a
end
} )
-- Insert textures that don't work well with predictions.
s_textures[ 115356 ] = 1029585 -- Windstrike
s_textures[ 17364 ] = 132314 -- Stormstrike
-- NYI: Need Chain Lightning/Lava Beam here.
local function GetSpellTexture( spell )
-- if class.abilities[ spell ].item then return i_textures[ spell ] end
return ( s_textures[ spell ] )
end
local z_PVP = {
arena = true,
pvp = true
}
local listIsBad = {} -- listIsBad uses scriptIDs for keys; all entries after these lists should be excluded if the script returned TRUE.
local listBlock = {} -- Run Action List entries go in here. If criteria passes for the RAL, entries that follow cannot be used.
local listStack = {} -- listStack for a given index returns the scriptID of its caller (or 0 if called by a display).
local listCache = {} -- listCache is a table of return values for a given scriptID at various times.
local listValue = {} -- listValue shows the cached values from the listCache.
local itemTried = {} -- Items that are tested in a specialization APL aren't reused here.
local Stack = {}
local Block = {}
local InUse = {}
function Hekili:AddToStack( script, list, parent, run )
if self.ActiveDebug then self:Debug( "Adding " .. list .. " to stack, parent is " .. ( parent or "(none)" ) .. " (RAL = " .. tostring( run ) .. ".") end
table.insert( Stack, {
script = script,
list = list,
parent = parent,
run = run
} )
InUse[ list ] = true
end
function Hekili:PopStack()
local x = table.remove( Stack, #Stack )
if self.ActiveDebug then self:Debug( "Removed " .. x.list .. " from stack." ) end
for i = #Block, 1, -1 do
if Block[i].parent == x.script then
if self.ActiveDebug then self:Debug( "Removed " .. Block[i].list .. " from blocklist as " .. x.list .. " was its parent." ) end
table.remove( Block, i )
end
end
if x.run then
-- This was called via Run Action List; we have to make sure it DOESN'T PASS until we exit this list.
if self.ActiveDebug then self:Debug( "Added " .. x.list .. " to blocklist as it was called via RAL." ) end
table.insert( Block, x )
end
InUse[ x.list ] = nil
end
function Hekili:CheckStack()
local t = state.query_time
local p = self.ActivePack
for i, b in ipairs( Block ) do
local cache = listCache[ b.script ] or {}
cache[ t ] = cache[ t ] or scripts:CheckScript( b.script )
if self.ActiveDebug then
local values = listValue[ b.script ] or {}
values[ t ] = values[ t ] or scripts:GetConditionsAndValues( b.script )
self:Debug( "Blocking list ( %s ) called from ( %s ) would %s at %.2f.\n - %s", b.list, b.script, cache[ t ] and "BLOCK" or "NOT BLOCK", state.delay, values[ t ] )
listValue[ b.script ] = values
end
if cache[ t ] then
return false
end
end
for i, s in ipairs( Stack ) do
local cache = listCache[ s.script ] or {}
cache[ t ] = cache[ t ] or scripts:CheckScript( s.script )
if self.ActiveDebug then
local values = listValue[ s.script ] or {}
values[ t ] = values[ t ] or scripts:GetConditionsAndValues( s.script )
self:Debug( "List ( %s ) called from ( %s ) would %s at %.2f.\n - %s", s.list, s.script, cache[ t ] and "PASS" or "FAIL", state.delay, values[ t ] )
listValue[ s.script ] = values
end
listCache[ s.script ] = cache
if not cache[ t ] then return false end
end
return true
end
function Hekili:CheckAPLStack()
local t = state.query_time
local pack = self.ActivePack
for scriptID, listID in pairs( listIsBad ) do
local list = pack.lists[ listID ]
if listID and list then
local cache = listCache[ scriptID ] or {}
local values = listValue[ scriptID ] or {}
cache[ t ] = cache[ t ] or scripts:CheckScript( scriptID )
values[ t ] = values[ t ] or scripts:GetConditionsAndValues( scriptID )
if self.ActiveDebug then self:Debug( "The conditions for a previously-run action list ( %s ) would %s at +%.2f.\n - %s", listID, cache[ t ] and "PASS" or "FAIL", state.delay, values[ t ] ) end
listCache[ scriptID ] = cache
listValue[ scriptID ] = value
if cache[ t ] then
if self.ActiveDebug then self:Debug( "Action unavailable as we would not have reached this entry at +%.2f.", state.delay ) end
return false
end
end
end
for listID, caller in pairs( listStack ) do
local list = pack.lists[ listID ]
if caller and caller ~= 0 and list and scripts:IsTimeSensitive( caller ) then
local cache = listCache[ caller ] or {}
local values = listValue[ caller ] or {}
cache[ t ] = cache[ t ] or scripts:CheckScript( caller )
values[ t ] = values[ t ] or scripts:GetConditionsAndValues( caller )
if self.ActiveDebug then self:Debug( "The conditions for %s, called from %s, would %s at +%.2f.\n - %s", listID, caller, cache[ t ] and "PASS" or "FAIL", state.delay, values[ t ] ) end
listCache[ caller ] = cache
listValue[ caller ] = values
if not cache[ t ] then return false end
end
end
return true
end
function Hekili:CheckChannel( ability, prio )
if not state.channeling then return true end
local aura = class.auras[ state.channel ]
if not aura or not aura.tick_time then return true end
local channel = state.channel
local modifiers = scripts.Channels[ state.system.packName ]
modifiers = modifiers and modifiers[ channel ]
local tick_time = aura.tick_time
local remains = state.channel_remains
if channel == ability then
if prio <= remains + 0.01 then
return false
end
if modifiers.early_chain_if then
return state.cooldown.global_cooldown.up and ( remains < tick_time or ( ( remains - state.delay ) / tick_time ) % 1 <= 0.5 ) and modifiers.early_chain_if()
end
if modifiers.chain then
return state.cooldown.global_cooldown.up and ( remains < tick_time ) and modifiers.chain()
end
else
-- If interrupt_global is flagged, we interrupt for any potential cast. Don't bother with additional testing.
-- REVISIT THIS: Interrupt Global allows entries from any action list rather than just the current (sub) list.
-- That means interrupt / interrupt_if should narrow their scope to the current APL (at some point, anyway).
if modifiers.interrupt_global and modifiers.interrupt_global() then
return true
end
local act = state.this_action
state.this_action = channel
-- We are concerned with chain and early_chain_if.
if modifiers.interrupt_if and modifiers.interrupt_if() then
local val = state.cooldown.global_cooldown.up and ( modifiers.interrupt_immediate() or ( remains < tick_time or ( ( remains - state.delay ) / tick_time ) % 1 <= 0.5 ) )
state.this_action = act
return val
end
if modifiers.interrupt and modifiers.interrupt() then
local val = state.cooldown.global_cooldown.up and ( remains < tick_time or ( ( remains - state.delay ) / tick_time ) % 1 <= 0.5 )
state.this_action = act
return val
end
state.this_action = act
end
return true
end
do
local knownCache = {}
function Hekili:IsSpellKnown( spell )
knownCache[ spell ] = knownCache[ spell ] or state:IsKnown( spell )
return knownCache[ spell ]
end
local disabledCache = {}
function Hekili:IsSpellEnabled( spell )
disabledCache[ spell ] = disabledCache[ spell ] or ( not state:IsDisabled( spell ) )
return disabledCache[ spell ]
end
local table_wipe = table.wipe
function Hekili:ResetSpellCaches()
table_wipe( knownCache )
table_wipe( disabledCache )
end
end
local waitBlock = {}
local listDepth = 0
function Hekili:GetPredictionFromAPL( dispName, packName, listName, slot, action, wait, depth, caller )
local display = self.DB.profile.displays[ dispName ]
local specID = state.spec.id
local spec = rawget( self.DB.profile.specs, specID )
local module = class.specs[ specID ]
packName = packName or self.DB.profile.specs[ specID ].package
local pack
if ( packName == "UseItems" ) then pack = class.itemPack
else pack = self.DB.profile.packs[ packName ] end
local list = pack.lists[ listName ]
local debug = self.ActiveDebug
if debug then self:Debug( "Current recommendation was %s at +%.2fs.", action or "NO ACTION", wait or 60 ) end
-- if debug then self:Debug( "ListCheck: Success(%s-%s)", packName, listName ) end
local precombatFilter = listName == "precombat" and state.time > 0
local rAction = action
local rWait = wait or 60
local rDepth = depth or 0
local strict = false -- disabled for now.
local force_channel = false
local stop = false
if self:IsListActive( packName, listName ) then
local actID = 1
while actID <= #list do
-- if not state.channel or rWait >= state.channel_remains then
if rWait <= state.cooldown.global_cooldown.remains then
if debug then self:Debug( "The recommended action (%s) would be ready before the next GCD (%.2f < %.2f); exiting list (%s).", rAction, rWait, state.cooldown.global_cooldown.remains, listName ) end
break
elseif rWait <= 0.2 then
if debug then self:Debug( "The recommended action (%s) is ready in less than 0.2s; exiting list (%s).", rAction, listName ) end
break
elseif stop then
if debug then self:Debug( "The action list reached a stopping point; exiting list (%s).", listName ) end
break
end
-- end
if self:IsActionActive( packName, listName, actID ) then
-- Check for commands before checking actual actions.
local entry = list[ actID ]
state.this_action = entry.action
state.this_args = nil
state.delay = nil
rDepth = rDepth + 1
if debug then self:Debug( "\n[%3d] Checking %s (%s - %s - %d )...", rDepth, entry.action, packName, listName, actID ) end
local ability = class.abilities[ state.this_action ]
local wait_time = 60
local clash = 0
local known = self:IsSpellKnown( state.this_action )
local enabled = self:IsSpellEnabled( state.this_action )
if debug then self:Debug( "%s is %sknown and %senabled.", entry.action, known and "" or "NOT ", enabled and "" or "NOT " ) end
if ability and known and enabled then
local scriptID = packName .. ":" .. listName .. ":" .. actID
-- Used to notify timeToReady() about an artificial delay for this ability.
-- state.script.entry = entry.whenReady == 'script' and scriptID or nil
scripts:ImportModifiers( scriptID )
local script = scripts:GetScript( scriptID )
wait_time = state:TimeToReady()
clash = state.ClashOffset()
state.delay = wait_time
if ( rWait - state.ClashOffset( rAction ) ) - ( wait_time - clash ) <= 0.05 then
if debug then self:Debug( "The action is not ready in time ( %.2f vs. %.2f ) [ Clash: %.2f vs. %.2f ] - padded by 0.05s.", wait_time, rWait, clash, state.ClashOffset( rAction ) ) end
else
if state.channeling then
if debug then self:Debug( "NOTE: We are channeling ( %s ) until %.2f.", state.player.channelSpell, state.player.channelEnd - state.query_time ) end
end
-- APL checks.
if entry.action == 'variable' then
local name = state.args.var_name
if name ~= nil then -- and aScriptValue ~= nil then
local aScriptPass = scripts:CheckScript( scriptID )
if aScriptPass then
if debug then self:Debug( " - variable.%s will reference this script entry (%s).", name or "MISSING", scriptID ) end
-- We just store the scriptID so that the variable actually gets tested at time of comparison.
state.variable[ "_" .. name ] = scriptID
else
if debug then self:Debug( " - conditions were NOT MET, ignoring (%s).", name ) end
end
end
elseif precombatFilter and not ability.essential then
if debug then self:Debug( "We are already in-combat and this pre-combat action is not essential. Skipping." ) end
else
if entry.action == 'call_action_list' or entry.action == 'run_action_list' or entry.action == 'use_items' then
-- We handle these here to avoid early forking between starkly different APLs.
local aScriptPass = true
local ts = not strict and scripts:IsTimeSensitive( scriptID )
if not entry.criteria or entry.criteria == "" then
if debug then self:Debug( "There is no criteria for %s.", entry.action == 'use_items' and "Use Items" or "this action list." ) end
-- aScriptPass = ts or self:CheckStack()
else
aScriptPass = ts or scripts:CheckScript( scriptID ) -- and self:CheckStack() -- we'll check the stack with the list's entries.
if debug then
self:Debug( "%sCriteria %s at +%.2f - %s", ts and "Time-sensitive " or "", ts and "deferred" or ( aScriptPass and "PASS" or "FAIL" ), state.offset, scripts:GetConditionsAndValues( scriptID ) )
end
-- aScriptPass = ts or aScriptPass
end
if aScriptPass then
if entry.action == "use_items" then
-- self:AddToStack( scriptID, "items", caller, entry.action == "run_action_list" )
local pAction, pWait = rAction, rWait
rAction, rWait, rDepth = self:GetPredictionFromAPL( dispName, "UseItems", "items", slot, rAction, rWait, rDepth, scriptID )
if debug then self:Debug( "Returned from Use Items; current recommendation is %s (+%.2f).", rAction or "NoAction", rWait ) end
-- self:PopStack()
else
name = state.args.list_name
if InUse[ name ] then
if debug then self:Debug( "Action list (%s) was found, but would cause a loop.", name ) end
elseif name and pack.lists[ name ] then
if debug then self:Debug( "Action list (%s) was found.", name ) end
self:AddToStack( scriptID, name, caller, entry.action == "run_action_list" )
rAction, rWait, rDepth = self:GetPredictionFromAPL( dispName, packName, name, slot, rAction, rWait, rDepth, scriptID )
if debug then self:Debug( "Returned from list (%s), current recommendation is %s (+%.2f).", name, rAction or "NoAction", rWait ) end
self:PopStack()
-- REVISIT THIS: IF A RUN_ACTION_LIST CALLER IS NOT TIME SENSITIVE, DON'T BOTHER LOOPING THROUGH IT IF ITS CONDITIONS DON'T PASS.
-- if entry.action == 'run_action_list' and not ts then
-- if debug then self:Debug( "This entry was not time-sensitive; exiting loop." ) end
-- break
-- end
else
if debug then self:Debug( "Action list (%s) not found. Skipping.", name or "no name" ) end
end
end
end
else
local usable, why = state:IsUsable()
if debug then
if usable then
self:Debug( "The action (%s) is usable at (%.2f + %.2f).", entry.action, state.offset, state.delay )
else
self:Debug( "The action (%s) is unusable at (%.2f + %.2f) because %s.", entry.action, state.offset, state.delay, why or "IsUsable returned false" )
end
end
if usable then
local waitValue = max( 0, rWait - state:ClashOffset( rAction ) )
local readyFirst = state.delay - clash < waitValue
if debug then self:Debug( " - the action is %sready before the current recommendation (at +%.2f vs. +%.2f).", readyFirst and "" or "NOT ", state.delay, waitValue ) end
if readyFirst then
local hasResources = true
if hasResources then
local aScriptPass = self:CheckStack()
local channelPass = self:CheckChannel( entry.action, rWait )
if not aScriptPass then
if debug then self:Debug( " - this entry would not be reached at the current time via the current action list path (%.2f).", state.delay ) end
else
if not entry.criteria or entry.criteria == '' then
if debug then
self:Debug( " - this entry has no criteria to test." )
if not channelPass then self:Debug( " - however, criteria not met to break current channeled spell." ) end
end
else
aScriptPass = scripts:CheckScript( scriptID )
if debug then
self:Debug( " - this entry's criteria %s: %s", aScriptPass and "PASSES" or "FAILS", scripts:GetConditionsAndValues( scriptID ) )
if not channelPass then self:Debug( " - however, criteria not met to break current channeled spell." ) end
end
end
aScriptPass = aScriptPass and channelPass
end
-- NEW: If the ability's conditions didn't pass, but the ability can report on times when it should recheck, let's try that now.
if not aScriptPass then
state.recheck( entry.action, script, Stack )
if #state.recheckTimes == 0 then
if debug then self:Debug( "There were no recheck events to check." ) end
else
local base_delay = state.delay
if debug then self:Debug( "There are " .. #state.recheckTimes .. " recheck events." ) end
local first_rechannel = 0
for i, step in pairs( state.recheckTimes ) do
local new_wait = base_delay + step
if new_wait >= 10 then
if debug then self:Debug( "Rechecking stopped at step #%d. The recheck ( %.2f ) isn't ready within a reasonable time frame ( 10s ).", i, new_wait ) end
break
elseif waitValue <= base_delay + step + 0.05 then
if debug then self:Debug( "Rechecking stopped at step #%d. The previously chosen ability is ready before this recheck would occur ( %.2f <= %.2f + 0.05 ).", i, waitValue, new_wait ) end
break
end
state.delay = base_delay + step
if self:CheckStack() then
aScriptPass = scripts:CheckScript( scriptID )
channelPass = self:CheckChannel( entry.action, rWait )
if debug then
self:Debug( "Recheck #%d ( +%.2f ) %s: %s", i, state.delay, aScriptPass and "MET" or "NOT MET", scripts:GetConditionsAndValues( scriptID ) )
if not channelPass then self:Debug( " - however, criteria not met to break current channeled spell." ) end
end
aScriptPass = aScriptPass and channelPass
else
if debug then self:Debug( "Unable to recheck #%d at %.2f, as APL conditions would not pass.", i, state.delay ) end
end
if aScriptPass then
if first_rechannel == 0 and state.channel and entry.action == state.channel then
first_rechannel = state.delay
if debug then self:Debug( "This is the currently channeled spell; it would be rechanneled at this time, will check end of channel. " .. state.channel_remains ) end
elseif first_rechannel > 0 and not state.channel then
if debug then self:Debug( "Appears that the ability would be cast again at the end of the channel, stepping back to first rechannel point. " .. state.channel_remains ) end
state.delay = first_rechannel
break
else break end
else state.delay = base_delay end
end
end
end
-- Need to revisit this, make sure that lower priority abilities are only tested after the channel is over.
if entry.action == state.channel then -- and aScriptPass then
if ( aScriptPass and rWait <= state.player.channelEnd ) or waitValue <= state.player.channelEnd then
-- If a higher priority ability is selected, we should stop here.
if debug then self:Debug( "We have selected an ability that can break or finish our channel; stop here." ) end
stop = true
end
end
if aScriptPass then
if entry.action == 'potion' then
local potionName = state.args.potion or state.args.name
if not potionName or potionName == "default" then potionName = class.potion end
local potion = class.potions[ potionName ]
if debug then
if not potionName then self:Debug( "No potion name set." )
elseif not potion then self:Debug( "Unable to find potion '" .. potionName .. "'." ) end
end
if potion then
slot.scriptType = 'simc'
slot.script = scriptID
slot.hook = caller
slot.display = dispName
slot.pack = packName
slot.list = listName
slot.listName = listName
slot.action = actID
slot.actionName = state.this_action
slot.texture = select( 10, GetItemInfo( potion.item ) )
slot.caption = entry.caption
slot.item = potion.item
slot.wait = state.delay
slot.resource = state.GetResourceType( rAction )
-- slot.indicator = ( entry.Indicator and entry.Indicator ~= 'none' ) and entry.Indicator
rAction = state.this_action
rWait = state.delay
state.selectionTime = state.delay
end
elseif entry.action == 'wait' then
-- local args = scripts:GetModifiers()
-- local args = ns.getModifiers( listID, actID )
local sec = state.args.sec or 0.5
if sec > 0 then
if waitBlock[ scriptID ] then
if debug then self:Debug( "Criteria for Wait action (" .. scriptID .. ") were met, but would be a loop. Skipping." ) end
else
if debug then self:Debug( "Criteria for Wait action were met, advancing by %.2f and restarting this list.", sec ) end
-- NOTE, WE NEED TO TELL OUR INCREMENT FUNCTION ABOUT THIS...
waitBlock[ scriptID ] = true
state.advance( sec )
actID = 0
end
end
elseif entry.action == 'pool_resource' then
if state.args.for_next == 1 and false then
-- Pooling for the next entry in the list.
local next_entry = list[ actID + 1 ]
local next_action = next_entry and next_entry.action
local next_id = next_action and class.abilities[ next_action ] and class.abilities[ next_action ].id
local extra_amt = state.args.extra_amount or 0
local next_known = next_action and state:IsKnown( next_action )
local next_usable, next_why = next_action and state:IsUsable( next_action )
local next_cost = next_action and state.action[ next_action ].cost or 0
local next_res = next_action and state.GetResourceType( next_action ) or class.primaryResource
if not next_entry then
if debug then self:Debug( "Attempted to Pool Resources for non-existent next entry in the APL. Skipping." ) end
elseif not next_action or not next_id or next_id < 0 then
if debug then self:Debug( "Attempted to Pool Resources for invalid next entry in the APL. Skipping." ) end
elseif not next_known then
if debug then self:Debug( "Attempted to Pool Resources for Next Entry ( %s ), but the next entry is not known. Skipping.", next_action ) end
elseif not next_usable then
if debug then self:Debug( "Attempted to Pool Resources for Next Entry ( %s ), but the next entry is not usable because %s. Skipping.", next_action, next_why ) end
else
local next_wait = max( state:TimeToReady( next_action, true ), state[ next_res ][ "time_to_" .. ( next_cost + extra_amt ) ] )
if next_wait <= 0 then
if debug then self:Debug( "Attempted to Pool Resources for Next Entry ( %s ), but there is no need to wait. Skipping.", next_action ) end
elseif next_wait >= rWait then
if debug then self:Debug( "The currently chosen action ( %s ) is ready at or before the next action ( %.2fs <= %.2fs ). Skipping.", ( rAction or "???" ), rWait, next_wait ) end
elseif time_ceiling and next_wait >= time_ceiling - state.now - state.offset then
if debug then self:Debug( "Attempted to Pool Resources for Next Entry ( %s ), but we would exceed our time ceiling in %.2fs. Skipping.", next_action, next_wait ) end
elseif next_wait >= 10 then
if debug then self:Debug( "Attempted to Pool Resources for Next Entry ( %s ), but we'd have to wait much too long ( %.2f ). Skipping.", next_action, next_wait ) end
else
-- Pad the wait value slightly, to make sure the resource is actually generated.
next_wait = next_wait + 0.01
state.offset = state.offset + next_wait
aScriptPass = not next_entry.criteria or next_entry.criteria == '' or scripts:CheckScript( packName .. ':' .. listName .. ':' .. ( actID + 1 ) )
if not aScriptPass then
if debug then self:Debug( "Attempted to Pool Resources for Next Entry ( %s ), but its conditions would not be met. Skipping.", next_action ) end
state.offset = state.offset - next_wait
else
if debug then self:Debug( "Pooling Resources for Next Entry ( %s ), delaying by %.2f ( extra %d ).", next_action, next_wait, extra_amt ) end
state.offset = state.offset - next_wait
state.advance( next_wait )
end
end
end
else
-- Pooling for a Wait Value.
-- NYI.
-- if debug then self:Debug( "Pooling for a specified period of time is not supported yet. Skipping." ) end
if debug then self:Debug( "pool_resource is disabled as pooling is automatically accounted for by the forecasting engine." ) end
end
-- if entry.PoolForNext or state.args.for_next == 1 then
-- if debug then self:Debug( "Pool Resource is not used in the Predictive Engine; ignored." ) end
-- end
else
slot.scriptType = 'simc'
slot.script = scriptID
slot.hook = caller
slot.display = dispName
slot.pack = packName
slot.list = listName
slot.listName = listName
slot.action = actID
slot.actionName = state.this_action
slot.caption = entry.caption
slot.texture = ability.texture
slot.indicator = ability.indicator
slot.wait = state.delay
slot.resource = state.GetResourceType( rAction )
rAction = state.this_action
rWait = state.delay
state.selectionTime = state.delay
if debug then
self:Debug( "Action chosen: %s at %.2f!", rAction, state.delay )
end
if entry.cycle_targets == 1 and state.active_enemies > 1 then
if not state.settings.cycle then
if debug then self:Debug( "This entry would cycle through targets but target cycling is disabled." ) end
else
if ability and ability.cycle and state.dot[ ability.cycle ].up and state.active_dot[ ability.cycle ] < ( entry.max_cycle_targets or state.active_enemies ) then
slot.indicator = 'cycle'
elseif module and module.cycle then
slot.indicator = module.cycle()
end
end
end
end
end
end
end
end
if rWait == 0 or force_channel then break end
end
end
end
end
else
if debug then self:Debug( "\nEntry #%d in list ( %s ) is not set or not enabled. Skipping.", actID, listName ) end
end
actID = actID + 1
end
else
if debug then self:Debug( "ListActive: N (%s-%s)", packName, listName ) end
end
local scriptID = listStack[ listName ]
listStack[ listName ] = nil
if listCache[ scriptID ] then wipe( listCache[ scriptID ] ) end
if listValue[ scriptID ] then wipe( listValue[ scriptID ] ) end
return rAction, rWait, rDepth
end
function Hekili:GetNextPrediction( dispName, packName, slot )
local debug = self.ActiveDebug
-- This is the entry point for the prediction engine.
-- Any cache-wiping should happen here.
wipe( Stack )
wipe( Block )
wipe( InUse )
wipe( listStack )
wipe( listIsBad )
wipe( waitBlock )
for k, v in pairs( listCache ) do wipe( v ) end
for k, v in pairs( listValue ) do wipe( v ) end
self:ResetSpellCaches()
local display = rawget( self.DB.profile.displays, dispName )
local pack = rawget( self.DB.profile.packs, packName )
local action, wait, depth = nil, 60, 0
state.min_recheck = 0