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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 orderedPairs = ns.orderedPairs
local tableCopy = ns.tableCopy
local timeToReady = ns.timeToReady
local GetItemInfo = ns.CachedGetItemInfo
local trim = string.trim
local tcopy = ns.tableCopy
local tinsert, tremove, twipe = table.insert, table.remove, table.wipe
-- 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 ()
ns.StartConfiguration()
end )
Hekili:ProfileFrame( "OptionsEmbedFrame", open )
InterfaceOptions_AddCategory( panel )
end
-- OnInitialize()
-- Addon has been loaded by the WoW client (1x).
function Hekili:OnInitialize()
self.DB = LibStub( "AceDB-3.0" ):New( "HekiliDB", self:GetDefaults(), true )
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" )
local AceConfig = LibStub( "AceConfig-3.0" )
AceConfig:RegisterOptionsTable( "Hekili", self.Options )
local AceConfigDialog = LibStub( "AceConfigDialog-3.0" )
-- 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 )
Hekili_OnAddonCompartmentClick = function( btn, arg1, arg2, checked, button )
button = button or arg1
if button == "RightButton" then ns.StartConfiguration()
else
ToggleDropDownMenu( 1, nil, ns.UI.Menu, "cursor", 8, 5 )
end
GameTooltip:Hide()
end
local function GetDataText()
local p = Hekili.DB.profile
local m = p.toggles.mode.value
local color = "FFFFD100"
if p.toggles.essences.override then
-- Don't show Essences here if it's overridden by CDs anyway?
return format( "|c%s%s|r %sCD|r %sInt|r %sDef|r", color,
m == "single" and "ST" or ( m == "aoe" and "AOE" or ( m == "dual" and "Dual" or ( m == "reactive" and "React" or "Auto" ) ) ),
p.toggles.cooldowns.value and "|cFF00FF00" or "|cFFFF0000",
p.toggles.interrupts.value and "|cFF00FF00" or "|cFFFF0000",
p.toggles.defensives.value and "|cFF00FF00" or "|cFFFF0000" )
else
return format( "|c%s%s|r %sCD|r %smCD|r %sInt|r",
color,
m == "single" and "ST" or ( m == "aoe" and "AOE" or ( m == "dual" and "Dual" or ( m == "reactive" and "React" or "Auto" ) ) ),
p.toggles.cooldowns.value and "|cFF00FF00" or "|cFFFF0000",
p.toggles.essences.value and "|cFF00FF00" or "|cFFFF0000",
p.toggles.interrupts.value and "|cFF00FF00" or "|cFFFF0000" )
end
end
Hekili_OnAddonCompartmentEnter = function( addonName, button )
GameTooltip:SetOwner( AddonCompartmentFrame )
GameTooltip:AddDoubleLine( "Hekili", GetDataText() )
GameTooltip:AddLine( "|cFFFFFFFFLeft-click to make quick adjustments.|r" )
GameTooltip:AddLine( "|cFFFFFFFFRight-click to open the options interface.|r" )
GameTooltip:Show()
end
Hekili_OnAddonCompartmentLeave = function( addonName, button )
GameTooltip:Hide()
end
AddonCompartmentFrame:RegisterAddon({
text = "Hekili",
icon = "Interface\\AddOns\\Hekili\\Textures\\LOGO-ORANGE.blp",
registerForAnyClick = true,
notCheckable = true,
func = Hekili_OnAddonCompartmentClick,
funcOnEnter = Hekili_OnAddonCompartmentEnter,
funcOnLeave = Hekili_OnAddonCompartmentLeave
} )
if LDB then
ns.UI.Minimap = ns.UI.Minimap or LDB:NewDataObject( "Hekili", {
type = "data source",
text = "Hekili",
icon = "Interface\\ICONS\\spell_nature_bloodlust",
OnClick = Hekili_OnAddonCompartmentClick,
OnEnter = function( self )
GameTooltip:SetOwner( self )
GameTooltip:AddDoubleLine( "Hekili", ns.UI.Minimap.text )
GameTooltip:AddLine( "|cFFFFFFFFLeft-click to make quick adjustments.|r" )
GameTooltip:AddLine( "|cFFFFFFFFRight-click to open the options interface.|r" )
GameTooltip:Show()
end,
OnLeave = Hekili_OnAddonCompartmentLeave
} )
function ns.UI.Minimap:RefreshDataText()
self.text = GetDataText()
end
ns.UI.Minimap:RefreshDataText()
if LDBIcon then
LDBIcon:Register( "Hekili", ns.UI.Minimap, self.DB.profile.iconStore )
end
end
self:RestoreDefaults()
self:RunOneTimeFixes()
checkImports()
ns.primeTooltipColors()
self.PendingSpecializationChange = true
callHook( "onInitialize" )
end
function Hekili:ReInitialize()
self:OverrideBinds()
self:RestoreDefaults()
checkImports()
self:RunOneTimeFixes()
self.PendingSpecializationChange = true
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
end
function Hekili:OnEnable()
ns.StartEventHandler()
self:TotalRefresh( true )
ns.ReadKeybindings()
self.PendingSpecializationChange = true
self:ForceUpdate( "ADDON_ENABLED" )
if self.BuiltFor > self.CurrentBuild then
self:Notify( "|cFFFF0000WARNING|r: This version of Hekili is for a future version of WoW; you should reinstall for " .. self.GameBuild .. "." )
end
end
Hekili:ProfileCPU( "StartEventHandler", ns.StartEventHandler )
Hekili:ProfileCPU( "BuildUI", Hekili.BuildUI )
Hekili:ProfileCPU( "SpecializationChanged", Hekili.SpecializationChanged )
Hekili:ProfileCPU( "OverrideBinds", Hekili.OverrideBinds )
Hekili:ProfileCPU( "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
local z_PVP = {
arena = true,
pvp = true
}
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 lcPool = {}
local lvPool = {}
local Stack = {}
local Block = {}
local InUse = {}
local StackPool = {}
function Hekili:AddToStack( script, list, parent, run )
local entry = tremove( StackPool ) or {}
entry.script = script
entry.list = list
entry.parent = parent
entry.run = run
entry.priorMin = nil
tinsert( Stack, entry )
if self.ActiveDebug then
local path = "+"
for n, entry in ipairs( Stack ) do
if entry.run then
path = format( "%s%s [%s]", path, ( n > 1 and "," or "" ), entry.list )
else
path = format( "%s%s %s", path,( n > 1 and "," or "" ), entry.list )
end
end
self:Debug( path )
end
-- if self.ActiveDebug then self:Debug( "Adding " .. list .. " to stack, parent is " .. ( parent or "(none)" ) .. " (RAL = " .. tostring( run ) .. ".") end
InUse[ list ] = true
end
local blockValues = {}
local inTable = {}
local function blockHelper( ... )
local n = select( "#", ... )
twipe( inTable )
for i = 1, n do
local val = select( i, ... )
if val > 0 and val >= state.delayMin and not inTable[ val ] then
blockValues[ #blockValues + 1 ] = val
inTable[ val ] = true
end
end
table.sort( blockValues )
end
function Hekili:PopStack()
local x = tremove( Stack, #Stack )
if not x then return end
if self.ActiveDebug then
if x.run then
self:Debug( "- [%s]", x.list )
else
self:Debug( "- %s", x.list )
end
end
-- if self.ActiveDebug then self:Debug( "Removed " .. x.list .. " from stack." ) end
if x.priorMin then
if self.ActiveDebug then Hekili:Debug( "Resetting delayMin to %.2f from %.2f.", x.priorMin, state.delayMin ) end
state.delayMin = x.priorMin
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
tinsert( StackPool, tremove( 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
state:PurgeListVariables( x.list )
tinsert( Block, x )
-- Set up new delayMin.
x.priorMin = state.delayMin
local actualDelay = state.delay
-- If the script would block at the present time, find when it wouldn't block.
if scripts:CheckScript( x.script ) then
local script = scripts:GetScript( x.script )
if script.Recheck then
if #blockValues > 0 then twipe( blockValues ) end
blockHelper( script.Recheck() )
local firstFail
if Hekili.ActiveDebug then Hekili:Debug( " - blocking script did not immediately block; will attempt to tune it." ) end
for i, check in ipairs( blockValues ) do
state.delay = actualDelay + check
if not scripts:CheckScript( x.script ) then
firstFail = check
break
end
end
if firstFail and firstFail > 0 then
state.delayMin = actualDelay + firstFail
local subFail
-- May want to try to tune even better?
for i = 1, 10 do
if subFail then subFail = firstFail - ( firstFail - subFail ) / 2
else subFail = firstFail / 2 end
state.delay = actualDelay + subFail
if not scripts:CheckScript( x.script ) then
firstFail = subFail
subFail = nil
end
end
state.delayMin = actualDelay + firstFail
if Hekili.ActiveDebug then Hekili:Debug( " - setting delayMin to " .. state.delayMin .. " based on recheck and brute force." ) end
else
state.delayMin = x.priorMin
-- Leave it alone.
if Hekili.ActiveDebug then Hekili:Debug( " - leaving delayMin at " .. state.delayMin .. "." ) end
end
end
end
state.delay = actualDelay
end
InUse[ x.list ] = nil
end
function Hekili:CheckStack()
local t = state.query_time
for i, b in ipairs( Block ) do
listCache[ b.script ] = listCache[ b.script ] or tremove( lcPool ) or {}
local cache = listCache[ b.script ]
if cache[ t ] == nil then cache[ t ] = scripts:CheckScript( b.script ) end
if self.ActiveDebug then
listValue[ b.script ] = listValue[ b.script ] or tremove( lvPool ) or {}
local values = listValue[ b.script ]
values[ t ] = values[ t ] or scripts:GetConditionsAndValues( b.script )
self:Debug( "Blocking list ( %s ) called from ( %s ) would %s at %.2f.", b.list, b.script, cache[ t ] and "BLOCK" or "NOT BLOCK", state.delay )
self:Debug( values[ t ] )
end
if cache[ t ] then
return false
end
end
for i, s in ipairs( Stack ) do
listCache[ s.script ] = listCache[ s.script ] or tremove( lcPool ) or {}
local cache = listCache[ s.script ]
if cache[ t ] == nil then cache[ t ] = scripts:CheckScript( s.script ) end
if self.ActiveDebug then
listValue[ s.script ] = listValue[ s.script ] or tremove( lvPool ) or {}
local values = listValue[ s.script ]
values[ t ] = values[ t ] or scripts:GetConditionsAndValues( s.script )
self:Debug( "List ( %s ) called from ( %s ) would %s at %.2f.", s.list, s.script, cache[ t ] and "PASS" or "FAIL", state.delay )
self:Debug( values[ t ]:gsub( "%%", "%%%%" ) )
end
if not cache[ t ] then
return false
end
end
return true
end
local function return_false() return false end
local default_modifiers = {
early_chain_if = return_false,
chain = return_false,
interrupt_if = return_false,
interrupt = return_false
}
function Hekili:CheckChannel( ability, prio )
if not state.channeling then
if self.ActiveDebug then self:Debug( "CC: We aren't channeling; CheckChannel is false." ) end
return false
end
local channel = state.buff.casting.up and ( state.buff.casting.v3 == 1 ) and state.buff.casting.v1 or nil
if not channel then
if self.ActiveDebug then self:Debug( "CC: We are not channeling per buff.casting.v3; CheckChannel is false." ) end
return false
end
local a = class.abilities[ channel ]
if not a then
if self.ActiveDebug then self:Debug( "CC: We don't recognize the channeled spell; CheckChannel is false." ) end
return false
end
channel = a.key
local aura = class.auras[ a.aura or channel ]
if a.break_any and channel ~= ability then
if self.ActiveDebug then self:Debug( "CC: %s.break_any is true; break it.", channel ) end
return true
end
if not a.tick_time and ( not aura or not aura.tick_time ) then
if self.ActiveDebug then self:Debug( "CC: No aura / no aura.tick_time to forecast channel breaktimes; don't break it." ) end
return false
end
local modifiers = scripts.Channels[ state.system.packName ]
modifiers = modifiers and modifiers[ channel ] or default_modifiers
--[[ if self.ActiveDebug then
if default_modifiers == modifiers then
self:Debug( "Using default modifiers." )
else
local vals = ""
for k, v in pairs( modifiers ) do
vals = format( "%s%s = %s - ", vals, tostring( k ), tostring( type(v) == "function" and v() or v ) )
end
self:Debug( "Channel modifiers: %s", vals )
end
end ]]
local tick_time = a.tick_time or aura.tick_time
local remains = state.channel_remains
local act = state.this_action
state.this_action = channel
local gcd = state.cooldown.global_cooldown.ready
local last_tick = state.buff.casting.duration % tick_time
if last_tick == 0 then last_tick = tick_time end
last_tick = remains <= last_tick
if ability == nil or channel == ability then
--[[ if prio <= remains + 0.01 then
if self.ActiveDebug then self:Debug( "CC: ...looks like chaining, not breaking channel.", ability ) end
state.this_action = act
return true
end ]]
if modifiers.early_chain_if and modifiers.early_chain_if() then
local timing = last_tick or ( state.query_time - state.buff.casting.applied ) % tick_time < 0.25
if self.ActiveDebug then self:Debug( "CC: Early Chain - GCD: %s, Timing: %s", tostringall( gcd, timing ) ) end
if gcd and timing then
state.this_action = act
return true
end
end
if modifiers.chain and modifiers.chain() then
local timing = last_tick
if self.ActiveDebug then self:Debug( "CC: Chain - GCD: %s, Timing: %s", tostringall( gcd, timing ) ) end
if gcd and timing then
state.this_action = act
return true
end
end
end
if channel ~= ability then
-- 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
if self.ActiveDebug then self:Debug( "CC: Interrupt Global is true." ) end
return true
end ]]
-- We are concerned with chain and early_chain_if.
if modifiers.interrupt_if and modifiers.interrupt_if() then
local timing = last_tick or ( state.query_time - state.buff.casting.applied ) % tick_time < 0.25
local imm = modifiers.interrupt_immediate and modifiers.interrupt_immediate()
if self.ActiveDebug then self:Debug( "CC: Interrupt_If - GCD: %s, Immediate: %s, Timing: %s.", tostringall( gcd, imm, timing ) ) end
if imm or gcd and timing then
state.this_action = act
return true
end
end
if modifiers.interrupt and modifiers.interrupt() then
local timing = last_tick or ( state.query_time - state.buff.casting.applied ) % tick_time < 0.25
if self.ActiveDebug then self:Debug( "CC: Interrupt - GCD: %s, Timing: %s.", tostringall( gcd, timing ) ) end
if val then
state.this_action = act
return true
end
end
end
if self.ActiveDebug then self:Debug( "CC: No conditions met to chain/interrupt channel." ) end
state.this_action = act
return false
end
do
local knownCache = {}
local reasonCache = {}
function Hekili:IsSpellKnown( spell )
return state:IsKnown( spell )
--[[ local id = class.abilities[ spell ] and class.abilities[ spell ].id or spell
if knownCache[ id ] ~= nil then return knownCache[ id ], reasonCache[ id ] end
knownCache[ id ], reasonCache[ id ] = state:IsKnown( spell )
return knownCache[ id ], reasonCache[ id ] ]]
end
local disabledCache = {}
local disabledReasonCache = {}
function Hekili:IsSpellEnabled( spell )
local disabled, reason = state:IsDisabled( spell )
return not disabled, reason
end
function Hekili:ResetSpellCaches()
twipe( knownCache )
twipe( reasonCache )
twipe( disabledCache )
twipe( disabledReasonCache )
end
end
local Timer = {
start = 0,
n = {},
v = {},
Reset = function( self )
if not Hekili.ActiveDebug then return end
twipe( self.n )
twipe( self.v )
self.start = debugprofilestop()
self.n[1] = "Start"
self.v[1] = self.start
end,
Track = function( self, key )
if not Hekili.ActiveDebug then return end
tinsert( self.n, key )
tinsert( self.v, debugprofilestop() )
end,
Output = function( self )
if not Hekili.ActiveDebug then return "" end
local o = ""
for i = 2, #self.n do
o = string.format( "%s:%s(%.2f)", o, self.n[i], ( self.v[i] - self.v[i-1] ) )
end
return o
end,
Total = function( self )
if not Hekili.ActiveDebug then return "" end
return string.format("%.2f", self.v[#self.v] - self.start )
end,
}
do
local function DoYield( self, msg, time, force )
if not coroutine.running() then return end
time = time or debugprofilestop()
if msg then
self.Engine.lastYieldReason = msg
end
if force or self.maxFrameTime > 0 and time - self.activeFrameStart > self.maxFrameTime then
coroutine.yield()
end
end
local function FirstYield( self, msg, time )
if Hekili.PLAYER_ENTERING_WORLD and not Hekili.LoadingScripts then
self.Yield = DoYield
end
end
Hekili.Yield = FirstYield
end
local invalidActionWarnings = {}
function Hekili:GetPredictionFromAPL( dispName, packName, listName, slot, action, wait, depth, caller )
local specID = state.spec.id
local spec = rawget( self.DB.profile.specs, specID )
local module = class.specs[ specID ]
packName = packName or spec and spec.package
if not packName then return end
local pack
if ( packName == "UseItems" ) then pack = class.itemPack
else pack = self.DB.profile.packs[ packName ] end
local packInfo = scripts.PackInfo[ spec.package ]
local list = pack.lists[ listName ]
local debug = self.ActiveDebug
-- 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 15
local rDepth = depth or 0
local strict = false -- disabled for now.
local force_channel = false
local stop = false
if debug then self:Debug( "Current recommendation was %s at +%.2fs.", action or "NO ACTION", wait or state.delayMax ) end
if self:IsListActive( packName, listName ) then
local actID = 1
while actID <= #list do
self:Yield( "GetPrediction... " .. dispName .. "-" .. packName .. ":" .. actID )
if rWait < state.delayMax then state.delayMax = rWait end
--[[ Watch this section, may impact usage of off-GCD abilities.
if rWait <= state.cooldown.global_cooldown.remains and not state.spec.can_dual_cast 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
else ]]
if 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 state.delayMin > state.delayMax then
if debug then self:Debug( "The current minimum delay (%.2f) is greater than the current maximum delay (%.2f). Exiting list (%s).", state.delayMin, state.delayMax, listName ) end
break
elseif rAction and not packInfo.hasOffGCD and rWait <= state.cooldown.global_cooldown.remains then -- and state.settings.gcdSync then
if debug then self:Debug( "The recommended action (%s) is ready within the active GCD; exiting list (%s).", rAction, listName ) end
break
elseif rAction and state.empowering[ rAction ] then
if debug then self:Debug( "The recommended action (%s) is currently empowering; 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
Timer:Reset()
local entry = list[ actID ]
if self:IsActionActive( packName, listName, actID ) then
-- Check for commands before checking actual actions.
local scriptID = packName .. ":" .. listName .. ":" .. actID
local action = entry.action
state.this_action = action
state.delay = nil
local ability = class.abilities[ action ]
if not ability then
if not invalidActionWarnings[ scriptID ] then
Hekili:Error( "Priority '%s' uses action '%s' ( %s - %d ) that is not found in the abilities table.", packName, action or "unknown", listName, actID )
invalidActionWarnings[ scriptID ] = true
end
elseif state.whitelist and not state.whitelist[ action ] and ( ability.id < -99 or ability.id > 0 ) then
if debug then self:Debug( "[---] %s ( %s - %d) not castable while casting a spell; skipping...", action, listName, actID ) end
elseif rWait <= state.cooldown.global_cooldown.remains and not state.spec.can_dual_cast and ability.gcd ~= "off" then
if debug then self:Debug( "Only off-GCD abilities would be usable before the currently selected ability; skipping..." ) end
else
local entryReplaced = false
if action == "heart_essence" and class.essence_unscripted and class.active_essence then
action = class.active_essence
ability = class.abilities[ action ]
state.this_action = action
entryReplaced = true
elseif action == "trinket1" then
if state.trinket.t1.usable and state.trinket.t1.ability and not Hekili:IsItemScripted( state.trinket.t1.ability, true ) then
action = state.trinket.t1.ability
ability = class.abilities[ action ]
state.this_action = action
entryReplaced = true
else
if debug then
self:Debug( "\nBypassing 'trinket1' action because %s.", state.trinket.t1.usable and state.trinket.t1.ability and ( state.trinket.t1.ability .. " is used elsewhere in this priority" ) or "the equipped trinket #1 is not usable" )
end
ability = nil
end
elseif action == "trinket2" then
if state.trinket.t2.usable and state.trinket.t2.ability and not Hekili:IsItemScripted( state.trinket.t2.ability, true ) then
action = state.trinket.t2.ability
ability = class.abilities[ action ]
state.this_action = action
entryReplaced = true
else
if debug then
self:Debug( "\nBypassing 'trinket2' action because %s.", state.trinket.t2.usable and state.trinket.t2.ability and ( state.trinket.t2.ability .. " is used elsewhere in this priority" ) or "the equipped trinket #2 is not usable" )
end
ability = nil
end
elseif action == "main_hand" and class.abilities[ action ].key ~= action and not Hekili:IsItemScripted( action, true ) then
action = class.abilities[ action ].key
ability = class.abilities[ action ]
state.this_action = action
entryReplaced = true
elseif action == "potion" then
local usePotion = entry.potion or spec.potion
if not usePotion or not class.abilities[ usePotion ] then usePotion = class.specs[ specID ].options.potion end
if not usePotion or not class.abilities[ usePotion ] then usePotion = "elemental_potion_of_power" end
if not class.abilities[ usePotion ] then
action = nil
ability = nil
state.this_action = "wait"
else
action = class.abilities[ usePotion ] and class.abilities[ usePotion ].key or "elemental_potion_of_power"
ability = class.abilities[ action ]
state.this_action = action
entryReplaced = true
end
end
rDepth = rDepth + 1
-- if debug then self:Debug( "[%03d] %s ( %s - %d )", rDepth, action, listName, actID ) end
local wait_time = state.delayMax or 15
local clash = 0
local known, reason = self:IsSpellKnown( action )
local enabled, enReason = self:IsSpellEnabled( action )
local scriptID = packName .. ":" .. listName .. ":" .. actID
state.scriptID = scriptID
if debug then
local d = ""
if entryReplaced then d = format( "\nSubstituting %s for %s action; it is otherwise not included in the priority.", action, class.abilities[ entry.action ].name ) end
if action == "call_action_list" or action == "run_action_list" then
d = d .. format( "\n%-4s %s ( %s - %d )", rDepth .. ".", ( action .. ":" .. ( state.args.list_name or "unknown" ) ), listName, actID )
elseif action == "cancel_buff" then
d = d .. format( "\n%-4s %s ( %s - %d )", rDepth .. ".", ( action .. ":" .. ( state.args.buff_name or "unknown" ) ), listName, actID )
elseif action == "cancel_action" then
d = d .. format( "\n%-4s %s ( %s - %d )", rDepth .. ".", ( action .. ":" .. ( state.args.action_name or "unknown" ) ), listName, actID )
else
d = d .. format( "\n%-4s %s ( %s - %d )", rDepth .. ".", action, listName, actID )
end
if not known then d = d .. " - " .. ( reason or "ability unknown" )
elseif not enabled then d = d .. " - ability disabled ( " .. ( enReason or "unknown" ) .. " )" end
self:Debug( d )
end
Timer:Track( "Ability Known, Enabled" )
if ability and known and enabled then
local script = scripts:GetScript( scriptID )
wait_time = state:TimeToReady()
clash = state.ClashOffset()
state.delay = wait_time
if not script then
if debug then self:Debug( "There is no script ( " .. scriptID .. " ). Skipping." ) end
elseif script.Error then
if debug then self:Debug( "The conditions for this entry contain an error. Skipping." ) end
elseif wait_time > state.delayMax then
if debug then self:Debug( "The action is not ready ( %.2f ) before our maximum delay window ( %.2f ) for this query.", wait_time, state.delayMax ) end
elseif ( 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
-- APL checks.
if 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
Timer:Track("Post-TTR and Essential")
if action == "call_action_list" or action == "run_action_list" or action == "use_items" then
-- We handle these here to avoid early forking between starkly different APLs.
local aScriptPass = true
local ts = not strict and entry.strict ~= 1 and scripts:IsTimeSensitive( scriptID )
if not entry.criteria or entry.criteria == "" then
if debug then self:Debug( "There is no criteria for %s.", action == "use_items" and "Use Items" or state.args.list_name or "this action list" ) end
-- aScriptPass = ts or self:CheckStack()
else
aScriptPass = scripts:CheckScript( scriptID ) -- and self:CheckStack() -- we'll check the stack with the list's entries.
if not aScriptPass and ts then
-- Time-sensitive criteria, let's see if we have rechecks that would pass.
state.recheck( action, script, Stack, Block )
if #state.recheckTimes == 0 then
if debug then self:Debug( "Time-sensitive Criteria FAIL at +%.2f with no valid rechecks - %s", state.offset, scripts:GetConditionsAndValues( scriptID ) ) end
ts = false
elseif state.delayMax and state.recheckTimes[ 1 ] > state.delayMax then
if debug then self:Debug( "Time-sensitive Criteria FAIL at +%.2f with rechecks outside of max delay ( %.2f > %.2f ) - %s", state.offset, state.recheckTimes[ 1 ], state.delayMax, scripts:GetConditionsAndValues( scriptID ) ) end
ts = false
elseif state.recheckTimes[ 1 ] > rWait then
if debug then self:Debug( "Time-sensitive Criteria FAIL at +%.2f with rechecks greater than wait time ( %.2f > %.2f ) - %s", state.offset, state.recheckTimes[ 1 ], rWait, scripts:GetConditionsAndValues( scriptID ) ) end
ts = false
end
else
if debug then
self:Debug( "%sCriteria for %s %s at +%.2f - %s", ts and "Time-sensitive " or "", state.args.list_name or "???", ts and "deferred" or ( aScriptPass and "PASS" or "FAIL" ), state.offset, scripts:GetConditionsAndValues( scriptID ) )
end
end
aScriptPass = ts or aScriptPass
end
if aScriptPass then
if action == "use_items" then
self:AddToStack( scriptID, "items", caller )
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 "NO ACTION", rWait ) end
self:PopStack()
else
local 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, 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 "NO ACTION", 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 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
elseif action == "variable" then
local name = state.args.var_name
if class.variables[ name ] then
if debug then self:Debug( " - variable.%s references a hardcoded variable and this entry will be ignored.", name ) end
elseif name ~= nil then
state:RegisterVariable( name, scriptID, listName, Stack )
if debug then self:Debug( " - variable.%s[%s] will check this script entry ( %s )", name, tostring( state.variable[ name ] ), scriptID ) end
else
if debug then self:Debug( " - variable name not provided, skipping." ) end
end
else
-- Target Cycling.
-- We have to determine *here* whether the ability would be used on the current target or a different target.
if state.args.cycle_targets == 1 and state.settings.cycle and state.active_enemies > 1 then
state.SetupCycle( ability )
if state.cycle_enemies == 1 then
if debug then Hekili:Debug( "There is only 1 valid enemy for target cycling; canceling cycle." ) end
state.ClearCycle()
end
else
state.ClearCycle()
end
Timer:Track("Post Cycle")
local usable, why = state:IsUsable()
Timer:Track("Post Usable")
if debug then
if usable then
local cost = state.action[ action ].cost
local costType = state.action[ action ].cost_type
if cost and cost > 0 then
self:Debug( "The action (%s) is usable at (%.2f + %.2f) with cost of %d %s (have %d).", action, state.offset, state.delay, cost or 0, costType or "unknown", costType and state[ costType ] and state[ costType ].current or -1 )
else
self:Debug( "The action (%s) is usable at (%.2f + %.2f).", action, state.offset, state.delay )
end
else
self:Debug( "The action (%s) is unusable at (%.2f + %.2f) because %s.", action, state.offset, state.delay, why or "IsUsable returned false" )
end
end