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Events.lua
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Events.lua
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-- Events.lua
-- June 2024
local addon, ns = ...
local Hekili = _G[ addon ]
local class = Hekili.Class
local state = Hekili.State
local PTR = ns.PTR
local TTD = ns.TTD
local formatKey = ns.formatKey
local abs = math.abs
local lower = string.lower
local insert, remove, sort, wipe = table.insert, table.remove, table.sort, table.wipe
local CGetItemInfo = C_Item.GetItemInfo
local IsEquippedItem = C_Item.IsEquippedItem
local GetDetailedItemLevelInfo = C_Item.GetDetailedItemLevelInfo
local UA_GetPlayerAuraBySpellID = C_UnitAuras.GetPlayerAuraBySpellID
local IsUsableItem = C_Item.IsUsableItem
local GetItemSpell = C_Item.GetItemSpell
local GetSpellCooldown = function(spellID)
local spellCooldownInfo = C_Spell.GetSpellCooldown(spellID);
if spellCooldownInfo then
return spellCooldownInfo.startTime, spellCooldownInfo.duration, spellCooldownInfo.isEnabled, spellCooldownInfo.modRate;
end
end
local GetSpellInfo = ns.GetUnpackedSpellInfo
local FindStringInInventoryItemTooltip = ns.FindStringInInventoryItemTooltip
local ResetDisabledGearAndSpells = ns.ResetDisabledGearAndSpells
local WipeCovenantCache = ns.WipeCovenantCache
local RC = LibStub( "LibRangeCheck-3.0" )
-- Abandoning AceEvent in favor of darkend's solution from:
-- http://andydote.co.uk/2014/11/23/good-design-in-warcraft-addons.html
-- This should be a bit friendlier for our modules.
local events = CreateFrame( "Frame" )
Hekili:ProfileFrame( "GeneralEvents", events )
local handlers = {}
local unitHandlers = {}
local itemCallbacks = {}
local spellCallbacks = {}
local activeDisplays = {}
function Hekili:GetActiveDisplays()
return activeDisplays
end
local handlerCount = {}
Hekili.ECount = handlerCount
Hekili.IC = itemCallbacks
local eventData = {}
Hekili.EData = eventData
local function GenericOnEvent( self, event, ... )
local eventHandlers = handlers[ event ]
if not eventHandlers then return end
for i, handler in ipairs( eventHandlers ) do
local key = event .. "_" .. i
local start = debugprofilestop()
handler( event, ... )
local finish = debugprofilestop()
handlerCount[ key ] = ( handlerCount[ key ] or 0 ) + 1
eventData[ key ] = eventData[ key ] or {}
eventData[ key ].max = max( eventData[ key ].max or 0, finish - start )
eventData[ key ].total = ( eventData[ key ].total or 0 ) + ( finish - start )
end
end
local function UnitSpecificOnEvent( self, event, unit, ... )
local unitFrame = unitHandlers[ unit ]
if unitFrame then
local eventHandlers = unitFrame.events[ event ]
if not eventHandlers then return end
for i, handler in ipairs( eventHandlers ) do
local key = event .. "_" .. unit .. "_" .. i
local start = debugprofilestop()
handler( event, unit, ... )
local finish = debugprofilestop()
handlerCount[ key ] = ( handlerCount[ key ] or 0 ) + 1
eventData[ key ] = eventData[ key ] or {}
eventData[ key ].max = max( eventData[ key ].max or 0, finish - start )
eventData[ key ].total = ( eventData[ key ].total or 0 ) + ( finish - start )
end
end
end
function ns.StartEventHandler()
events:SetScript( "OnEvent", GenericOnEvent )
for unit, unitFrame in pairs( unitHandlers ) do
unitFrame:SetScript( "OnEvent", UnitSpecificOnEvent )
end
events:SetScript( "OnUpdate", function( self, elapsed )
if Hekili.PendingSpecializationChange then
Hekili:SpecializationChanged()
Hekili.PendingSpecializationChange = false
-- Spec updates are expensive; exit and do other work in the next frame.
return
end
if handlers.FRAME_UPDATE then
for i, handler in pairs( handlers.FRAME_UPDATE ) do
local key = "FRAME_UPDATE_" .. i
local start = debugprofilestop()
handler( event, elapsed )
local finish = debugprofilestop()
handlerCount[ key ] = ( handlerCount[ key ] or 0 ) + 1
eventData[ key ] = eventData[ key ] or {}
eventData[ key ].max = max( eventData[ key ].max or 0, finish - start )
eventData[ key ].total = ( eventData[ key ].total or 0 ) + ( finish - start )
end
end
end )
Hekili:RunSpellCallbacks()
end
function ns.StopEventHandler()
events:SetScript( "OnEvent", nil )
for unit, unitFrame in pairs( unitHandlers ) do
unitFrame:SetScript( "OnEvent", nil )
end
events:SetScript( "OnUpdate", nil )
end
Hekili.EventSources = {}
ns.RegisterEvent = function( event, handler )
handlers[ event ] = handlers[ event ] or {}
insert( handlers[ event ], handler )
if event ~= "FRAME_UPDATE" then events:RegisterEvent( event ) end
local key = event .. "_" .. #handlers[event]
Hekili:ProfileCPU( key, handler )
local stack = debugstack(2)
local file, line = stack:match([[Hekili/(.-)"%]:(%d+)]])
Hekili.EventSources[ key ] = file and ( file .. ":" .. ( line or 0 ) ) or stack:match( "^(.*)\n" )
end
local RegisterEvent = ns.RegisterEvent
ns.UnregisterEvent = function( event, handler )
local hands = handlers[ event ]
if not hands then return end
for i = #hands, 1, -1 do
if hands[i] == handler then
remove( hands, i )
end
end
if #hands == 0 then events:UnregisterEvent( event ) end
end
local UnregisterEvent = ns.UnregisterEvent
-- For our purposes, all UnitEvents are player/target oriented.
ns.RegisterUnitEvent = function( event, unit1, unit2, handler )
if not unit1 then unit1 = "player" end
if not unitHandlers[ unit1 ] then
unitHandlers[ unit1 ] = CreateFrame( "Frame" )
Hekili:ProfileFrame( "UnitEvents:" .. unit1, unitHandlers[ unit1 ] )
unitHandlers[ unit1 ].events = {}
end
local unitFrame = unitHandlers[ unit1 ]
unitFrame.events[ event ] = unitFrame.events[ event ] or {}
insert( unitFrame.events[ event ], handler )
local stack = debugstack(2)
local file, line = stack:match([[Hekili/(.-)"%]:(%d+)]])
Hekili.EventSources[ event .. "_" .. unit1 .. "_" .. #unitFrame.events[ event ] ] = file and ( file .. ":" .. ( line or 0 ) ) or stack:match( "^(.*)\n" )
unitFrame:RegisterUnitEvent( event, unit1 )
Hekili:ProfileCPU( event .. "_" .. unit1 .. "_" .. #unitFrame.events[ event ], handler )
if unit2 then
if not unitHandlers[ unit2 ] then
unitHandlers[ unit2 ] = CreateFrame( "Frame" )
Hekili:ProfileFrame( "UnitEvents:" .. unit2, unitHandlers[ unit2 ] )
unitHandlers[ unit2 ].events = {}
end
unitFrame = unitHandlers[ unit2 ]
unitFrame.events[ event ] = unitFrame.events[ event ] or {}
insert( unitFrame.events[ event ], handler )
Hekili.EventSources[ event .. "_" .. unit2 .. "_" .. #unitFrame.events[ event ] ] = file and ( file .. ":" .. ( line or 0 ) ) or stack:match( "^(.*)\n" )
unitFrame:RegisterUnitEvent( event, unit2 )
Hekili:ProfileCPU( event .. "_" .. unit2 .. "_" .. #unitFrame.events[ event ], handler )
end
end
local RegisterUnitEvent = ns.RegisterUnitEvent
function ns.UnregisterUnitEvent( event, handler )
local hands = unitHandlers[ event ]
if not hands then return end
for i = #hands, 1, -1 do
if hands[i] == handler then
remove( hands, i )
end
end
end
ns.FeignEvent = function( event, ... )
local eventHandlers = handlers[ event ]
if not eventHandlers then return end
for i, handler in pairs( eventHandlers ) do
handler( event, ... )
end
end
Hekili.FeignEvent = ns.FeignEvent
do
local isUnregistered = false
local next = _G.next
local requeued = {}
local HandleSpellData = function( event, spellID, success )
local callbacks = spellCallbacks[ spellID ]
if callbacks then
for i = #callbacks, 1, -1 do
callbacks[i]( event, spellID, success )
remove( callbacks, i )
end
if #callbacks == 0 then
spellCallbacks[ spellID ] = nil
end
end
if spellCallbacks == nil or next( spellCallbacks ) == nil then
UnregisterEvent( "SPELL_DATA_LOAD_RESULT", HandleSpellData )
isUnregistered = true
end
end
function Hekili:ContinueOnSpellLoad( spellID, func )
if C_Spell.IsSpellDataCached( spellID ) then
func( true )
return
end
local callbacks = spellCallbacks[ spellID ] or {}
insert( callbacks, func )
spellCallbacks[ spellID ] = callbacks
if isUnregistered then
RegisterEvent( "SPELL_DATA_LOAD_RESULT", HandleSpellData )
isUnregistered = false
end
C_Spell.RequestLoadSpellData( spellID )
end
function Hekili:RunSpellCallbacks()
for spell, callbacks in pairs( spellCallbacks ) do
for i = #callbacks, 1, -1 do
if not callbacks[ i ]( true ) == false then remove( callbacks, i ) end
end
if #callbacks == 0 then
spellCallbacks[ spell ] = nil
end
end
end
end
RegisterEvent( "DISPLAY_SIZE_CHANGED", function()
Hekili:BuildUI()
end )
RegisterEvent( "PLAYER_ENTERING_WORLD", function( event, login, reload )
if not Hekili.PLAYER_ENTERING_WORLD and ( login or reload ) then
Hekili.PLAYER_ENTERING_WORLD = true
Hekili:SpecializationChanged()
Hekili:RestoreDefaults()
ns.checkImports()
ns.updateGear()
if state.combat == 0 and InCombatLockdown() then
state.combat = GetTime() - 0.01
end
local _, zone = GetInstanceInfo()
state.bg = zone == "pvp"
state.arena = zone == "arena"
state.torghast = IsInJailersTower()
Hekili:BuildUI()
end
end )
do
if Hekili.IsWrath() then
RegisterEvent( "ACTIVE_TALENT_GROUP_CHANGED", function()
Hekili:SpecializationChanged()
end )
else
local specializationEvents = {
ACTIVE_PLAYER_SPECIALIZATION_CHANGED = 1,
ACTIVE_TALENT_GROUP_CHANGED = 1,
CONFIRM_TALENT_WIPE = 1,
PLAYER_TALENT_UPDATE = 1,
SPEC_INVOLUNTARILY_CHANGED = 1,
TALENTS_INVOLUNTARILY_RESET = 1
}
local function CheckForTalentUpdate( event )
local specialization = GetSpecialization()
local specID = specialization and GetSpecializationInfo( specialization )
if specID and specID ~= state.spec.id then
Hekili.PendingSpecializationChange = true
end
end
RegisterEvent( "ACTIVE_PLAYER_SPECIALIZATION_CHANGED", CheckForTalentUpdate )
for event in pairs( specializationEvents ) do
RegisterEvent( event, CheckForTalentUpdate )
end
end
end
do
local function UpdateZoneInfo()
local _, zone = GetInstanceInfo()
state.bg = zone == "pvp"
state.arena = zone == "arena"
state.torghast = IsInJailersTower()
end
RegisterEvent( "ZONE_CHANGED", UpdateZoneInfo )
RegisterEvent( "ARENA_PREP_OPPONENT_SPECIALIZATIONS", UpdateZoneInfo )
end
-- Hide when going into the barbershop.
RegisterEvent( "BARBER_SHOP_OPEN", function ()
Hekili.Barber = true
end )
RegisterEvent( "BARBER_SHOP_CLOSE", function ()
Hekili.Barber = false
end )
-- Update visibility when getting on/off a taxi.
RegisterEvent( "PLAYER_CONTROL_LOST", function ()
Hekili:After( 0.1, Hekili.UpdateDisplayVisibility, Hekili )
end )
RegisterEvent( "PLAYER_CONTROL_GAINED", function ()
Hekili:After( 0.1, Hekili.UpdateDisplayVisibility, Hekili )
end )
function ns.updateTalents()
for k, _ in pairs( state.talent ) do
state.talent[ k ].enabled = false
end
-- local specGroup = GetSpecialization()
for k, v in pairs( class.talents ) do
local _, name, _, enabled, _, sID, _, _, _, _, known = GetTalentInfoByID( v, 1 )
if not name then
-- We probably used a spellID.
enabled = IsPlayerSpell( v )
end
enabled = enabled or known
if rawget( state.talent, k ) then
state.talent[ k ].enabled = enabled
else
state.talent[ k ] = { enabled = enabled }
end
end
for k, _ in pairs( state.pvptalent ) do
state.pvptalent[ k ]._enabled = false
end
for k, v in pairs( class.pvptalents ) do
local _, name, _, enabled, _, sID, _, _, _, known = GetPvpTalentInfoByID( v, 1 )
if not name then
enabled = IsPlayerSpell( v )
end
enabled = enabled or known
if rawget( state.pvptalent, k ) then
state.pvptalent[ k ]._enabled = enabled
else
state.pvptalent[ k ] = {
_enabled = enabled
}
end
end
WipeCovenantCache()
ResetDisabledGearAndSpells()
end
-- TBD: Consider making `boss' a check to see whether the current unit is a boss# unit instead.
RegisterEvent( "ENCOUNTER_START", function ( _, id, name, difficulty, groupSize )
state.encounterID = id
state.encounterName = name
state.encounterDifficulty = difficulty
state.encounterSize = groupSize
end )
RegisterEvent( "ENCOUNTER_END", function ()
state.encounterID = 0
state.encounterName = "None"
state.encounterDifficulty = 0
state.encounterSize = 0
end )
do
local loc = ItemLocation:CreateEmpty()
local GetAllTierInfo = C_AzeriteEmpoweredItem.GetAllTierInfo
local GetPowerInfo = C_AzeriteEmpoweredItem.GetPowerInfo
local IsAzeriteEmpoweredItemByID = C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID
local IsPowerSelected = C_AzeriteEmpoweredItem.IsPowerSelected
local MAX_INV_SLOTS = 19
function ns.updatePowers()
local p = state.azerite
for k, v in pairs( p ) do
v.__rank = 0
end
if next( class.powers ) == nil then
C_Timer.After( 3, ns.updatePowers )
return
end
for slot = 1, MAX_INV_SLOTS do
local id = GetInventoryItemID( "player", slot )
if id and IsAzeriteEmpoweredItemByID( id ) then
loc:SetEquipmentSlot( slot )
local tiers = GetAllTierInfo( loc )
for tier, tierInfo in ipairs( tiers ) do
for _, power in ipairs( tierInfo.azeritePowerIDs ) do
local pInfo = GetPowerInfo( power )
if IsPowerSelected( loc, power ) then
local name = class.powers[ pInfo.spellID ]
if not name then
Hekili:Error( "Missing Azerite Power info for #" .. pInfo.spellID .. ": " .. GetSpellInfo( pInfo.spellID ) .. "." )
else
p[ name ] = rawget( p, name ) or { __rank = 0 }
p[ name ].__rank = p[ name ].__rank + 1
end
end
end
end
end
end
loc:Clear()
end
Hekili:ProfileCPU( "updatePowers", ns.updatePowers )
-- Essences
local AE = C_AzeriteEssence
local GetMilestoneEssence, GetEssenceInfo = AE.GetMilestoneEssence, AE.GetEssenceInfo
local milestones = { 115, 116, 117, 119 }
local essenceKeys = {
[2] = "azeroths_undying_gift",
[3] = "sphere_of_suppression",
[4] = "worldvein_resonance",
[5] = "essence_of_the_focusing_iris",
[6] = "purification_protocol",
[7] = "anima_of_life_and_death",
[12] = "the_crucible_of_flame",
[13] = "nullification_dynamo",
[14] = "condensed_lifeforce",
[15] = "ripple_in_space",
[16] = "unwavering_ward",
[17] = "everrising_tide",
[18] = "artifice_of_time",
[19] = "well_of_existence",
[20] = "lifebinders_invocation",
[21] = "vitality_conduit",
[22] = "vision_of_perfection",
[23] = "blood_of_the_enemy",
[24] = "spirit_of_preservation",
[25] = "aegis_of_the_deep",
[27] = "memory_of_lucid_dreams",
[28] = "the_unbound_force",
[32] = "conflict_and_strife",
[33] = "touch_of_the_everlasting",
[34] = "strength_of_the_warden",
[35] = "breath_of_the_dying",
[36] = "spark_of_inspiration",
[37] = "the_formless_void"
}
local essenceMajors = {
-- everrising_tide = "",
-- lifebinders_invocation = "",
-- touch_of_the_everlasting = "",
-- vision_of_perfection = "",
-- vitality_conduit = "",
-- well_of_existence = "",
-- conflict_and_strife = "",
aegis_of_the_deep = "aegis_of_the_deep",
anima_of_life_and_death = "anima_of_death",
artifice_of_time = "standstill",
azeroths_undying_gift = "azeroths_undying_gift",
blood_of_the_enemy = "blood_of_the_enemy",
breath_of_the_dying = "reaping_flames",
condensed_lifeforce = "guardian_of_azeroth",
essence_of_the_focusing_iris = "focused_azerite_beam",
memory_of_lucid_dreams = "memory_of_lucid_dreams",
nullification_dynamo = "empowered_null_barrier",
purification_protocol = "purifying_blast",
ripple_in_space = "ripple_in_space",
spark_of_inspiration = "moment_of_glory",
sphere_of_suppression = "suppressing_pulse",
spirit_of_preservation = "spirit_of_preservation",
strength_of_the_warden = "vigilant_protector",
the_crucible_of_flame = "concentrated_flame",
the_formless_void = "replica_of_knowledge",
the_unbound_force = "the_unbound_force",
unwavering_ward = "guardian_shell",
worldvein_resonance = "worldvein_resonance",
}
for _, key in pairs( essenceKeys ) do
state.essence[ key ] = { __rank = 0, __major = false }
end
function ns.updateEssences()
local e = state.bfa_essence
for k, v in pairs( e ) do
v.__rank = 0
end
class.active_essence = nil
if state.equipped[ 158075 ] then
for i, ms in ipairs( milestones ) do
local essence = GetMilestoneEssence( ms )
if essence then
local info = GetEssenceInfo( essence )
if info then
local key = essenceKeys[ info.ID ]
e[ key ].__rank = info.rank
e[ key ].__minor = true
if i == 1 then
e[ key ].__major = true
class.active_essence = essenceMajors[ key ]
end
end
end
end
end
end
ns.updateEssences()
end
do
local function itemSorter( a, b )
local action1, action2 = class.abilities[ a.action ].cooldown, class.abilities[ b.action ].cooldown
return action1 > action2
end
local function buildUseItemsList()
local itemList = class.itemPack.lists.items
wipe( itemList )
if #state.items > 0 then
for i, item in ipairs( state.items ) do
if not Hekili:IsItemScripted( item ) then
insert( itemList, {
action = item,
enabled = true,
criteria = "( ! settings.boss || boss ) & " ..
"( settings.targetMin = 0 || active_enemies >= settings.targetMin ) & " ..
"( settings.targetMax = 0 || active_enemies <= settings.targetMax )"
} )
end
end
end
sort( itemList, itemSorter )
class.essence_unscripted = ( class.active_essence and not Hekili:IsEssenceScripted( class.active_essence ) ) or false
Hekili:LoadItemScripts()
end
function Hekili:UpdateUseItems()
if not Hekili.PLAYER_ENTERING_WORLD then
C_Timer.After( 1, buildUseItemsList )
return
end
buildUseItemsList()
end
local GearHooks = {}
-- This is a simple way to separate expansion-based gear into separate systems.
function Hekili:RegisterGearHook( r, u )
insert( GearHooks, {
reset = r,
update = u
} )
end
local wasWearing = {}
local maxItemSlot = Hekili.IsWrath() and INVSLOT_LAST_EQUIPPED or Enum.ItemSlotFilterTypeMeta.MaxValue
local timer
local function Update()
ns.updateGear()
end
local function QueueUpdate()
if timer and not timer:IsCancelled() then timer:Cancel() end
timer = C_Timer.NewTimer( 1, Update )
end
function ns.updateGear()
if not Hekili.PLAYER_ENTERING_WORLD then
QueueUpdate()
return
end
wipe( state.set_bonus )
for _, hook in ipairs( GearHooks ) do
if hook.reset then hook.reset() end
end
wipe( wasWearing )
for i, item in ipairs( state.items ) do
wasWearing[ i ] = item
end
wipe( state.items )
for set, items in pairs( class.gear ) do
state.set_bonus[ set ] = 0
for item, _ in pairs( items ) do
if item > maxItemSlot and IsEquippedItem( item ) then
state.set_bonus[ set ] = state.set_bonus[ set ] + 1
end
end
end
for bonus, aura in pairs( class.setBonuses ) do
if UA_GetPlayerAuraBySpellID( aura ) then
state.set_bonus[ bonus ] = 1
end
end
-- Trinkets
-- We want to know:
-- 1. Which trinket?
-- 2. Does it have a spell? (GetItemSpell)
-- 3. Does it have an on-use? (IsItemUsable)
-- 4. ???
local T1 = GetInventoryItemID( "player", 13 )
state.trinket.t1.__id = 0
state.trinket.t1.ilvl = 0
state.trinket.t1.__ability = "null_cooldown"
state.trinket.t1.__usable = false
state.trinket.t1.__has_use_buff = false
state.trinket.t1.__use_buff_duration = nil
if T1 then
state.trinket.t1.__id = T1
-- So this isn't *truly* accurate, but it's accurate relatively speaking.
state.trinket.t1.ilvl = GetDetailedItemLevelInfo( T1 )
local isUsable = IsUsableItem( T1 )
local name, spellID = GetItemSpell( T1 )
local tSpell = class.itemMap[ T1 ]
if tSpell then
class.abilities.trinket1 = class.abilities[ tSpell ]
class.specs[ 0 ].abilities.trinket2 = class.abilities[ tSpell ]
state.trinket.t1.__usable = isUsable
state.trinket.t1.__ability = tSpell
local ability = class.abilities[ tSpell ]
local aura = ability and class.auras[ ability.self_buff or spellID ]
if spellID and SpellIsSelfBuff( spellID ) and aura then
state.trinket.t1.__has_use_buff = not aura.ignore_buff and not ( ability and ability.proc and ( ability.proc == "damage" or ability.proc == "healing" or ability.proc == "mana" or ability.proc == "absorb" or ability.proc == "speed" ) )
state.trinket.t1.__use_buff_duration = aura.duration > 0 and aura.duration or 0.01
elseif ability.self_buff then
state.trinket.t1.__has_use_buff = not aura.ignore_buff and not ( ability and ability.proc and ( ability.proc == "damage" or ability.proc == "healing" or ability.proc == "mana" or ability.proc == "absorb" or ability.proc == "speed" ) )
state.trinket.t1.__use_buff_duration = aura and aura.duration > 0 and aura.duration or 0.01
end
if not isUsable then
state.trinket.t1.cooldown = state.cooldown.null_cooldown
else
state.cooldown.trinket1 = state.cooldown[ ability.key ]
state.trinket.t1.cooldown = state.cooldown.trinket1
end
else
class.abilities.trinket1 = class.abilities.actual_trinket1
class.specs[ 0 ].abilities.trinket1 = class.abilities.actual_trinket1
state.trinket.t1.cooldown = state.cooldown.null_cooldown
end
state.trinket.t1.__proc = FindStringInInventoryItemTooltip( "^" .. ITEM_SPELL_TRIGGER_ONEQUIP, 13, true, true )
end
local T2 = GetInventoryItemID( "player", 14 )
state.trinket.t2.__id = 0
state.trinket.t2.__ability = "null_cooldown"
state.trinket.t2.__usable = false
state.trinket.t2.__has_use_buff = false
state.trinket.t2.__use_buff_duration = nil
state.trinket.t2.ilvl = 0
if T2 then
state.trinket.t2.__id = T2
-- So this isn't *truly* accurate, but it's accurate relatively speaking.
state.trinket.t2.ilvl = GetDetailedItemLevelInfo( T2 )
local isUsable = IsUsableItem( T2 )
local name, spellID = GetItemSpell( T2 )
local tSpell = class.itemMap[ T2 ]
if tSpell then
class.abilities.trinket2 = class.abilities[ tSpell ]
class.specs[ 0 ].abilities.trinket2 = class.abilities[ tSpell ]
state.trinket.t2.__usable = isUsable
state.trinket.t2.__ability = tSpell
local ability = class.abilities[ tSpell ]
local aura = class.auras[ ability.self_buff or spellID ]
if spellID and SpellIsSelfBuff( spellID ) and aura then
state.trinket.t2.__has_use_buff = not aura.ignore_buff and not ( ability and ability.proc and ( ability.proc == "damage" or ability.proc == "healing" or ability.proc == "mana" or ability.proc == "absorb" or ability.proc == "speed" ) )
state.trinket.t2.__use_buff_duration = aura.duration > 0 and aura.duration or 0.01
elseif ability.self_buff then
state.trinket.t2.__has_use_buff = true
state.trinket.t2.__use_buff_duration = aura and aura.duration > 0 and aura.duration or 0.01
end
if not isUsable then
state.trinket.t2.cooldown = state.cooldown.null_cooldown
else
state.cooldown.trinket2 = state.cooldown[ ability.key ]
state.trinket.t2.cooldown = state.cooldown.trinket2
end
else
class.abilities.trinket2 = class.abilities.actual_trinket2
class.specs[ 0 ].abilities.trinket2 = class.abilities.actual_trinket2
state.trinket.t2.cooldown = state.cooldown.null_cooldown
end
state.trinket.t2.__proc = FindStringInInventoryItemTooltip( "^" .. ITEM_SPELL_TRIGGER_ONEQUIP, 14, true, true )
end
state.main_hand.size = 0
state.off_hand.size = 0
local MH = GetInventoryItemID( "player", 16 )
class.abilities.main_hand = class.abilities.actual_main_hand
if MH then
local isUsable = IsUsableItem( MH )
local name, spellID = GetItemSpell( MH )
local tSpell = class.itemMap[ MH ]
local ability = class.abilities[ tSpell ]
if ability and tSpell then
class.abilities.main_hand = class.abilities[ tSpell ]
class.specs[ 0 ].abilities.main_hand = class.abilities[ tSpell ]
local aura = ability and class.auras[ ability.self_buff or spellID ]
if spellID and SpellIsSelfBuff( spellID ) and aura then
state.trinket.main_hand.__has_use_buff = not aura.ignore_buff and not ( ability and ability.proc and ( ability.proc == "damage" or ability.proc == "healing" or ability.proc == "mana" or ability.proc == "absorb" or ability.proc == "speed" ) )
state.trinket.main_hand.__use_buff_duration = aura.duration > 0 and aura.duration or 0.01
elseif ability.self_buff then
state.trinket.main_hand.__has_use_buff = true
state.trinket.main_hand.__use_buff_duration = aura and aura.duration > 0 and aura.duration or 0.01
end
if not isUsable then
state.trinket.main_hand.cooldown = state.cooldown.null_cooldown
else
state.cooldown.main_hand = state.cooldown[ ability.key ]
state.trinket.main_hand.cooldown = state.cooldown.main_hand
end
else
class.abilities.main_hand = class.abilities.actual_main_hand
class.specs[ 0 ].abilities.main_hand = class.abilities.actual_main_hand
state.trinket.main_hand.cooldown = state.cooldown.null_cooldown
end
state.trinket.main_hand.__proc = FindStringInInventoryItemTooltip( "^" .. ITEM_SPELL_TRIGGER_ONEQUIP, 16, true, true )
end
for i = 1, 19 do
local item = GetInventoryItemID( "player", i )
if item then
state.set_bonus[ item ] = 1
local key, _, _, _, _, _, _, _, equipLoc = CGetItemInfo( item )
if key then
key = formatKey( key )
state.set_bonus[ key ] = 1
end
if i == 16 then
if equipLoc == "INVTYPE_2HWEAPON" then
state.main_hand.size = 2
elseif equipLoc == "INVTYPE_WEAPON" or equipLoc == "INVTYPE_WEAPONMAINHAND" then
state.main_hand.size = 1
elseif equipLoc == "INVTYPE_RANGED" or equipLoc == "INVTYPE_RANGEDRIGHT" then
state.set_bonus.ranged = 1
end
elseif i == 17 then
if equipLoc == "INVTYPE_2HWEAPON" then
state.off_hand.size = 2
elseif equipLoc == "INVTYPE_WEAPON" or equipLoc == "INVTYPE_WEAPONOFFHAND" then
state.off_hand.size = 1
elseif equipLoc == "INVTYPE_RANGED" or equipLoc == "INVTYPE_RANGEDRIGHT" then
state.set_bonus.ranged = 1
elseif equipLoc == "INVTYPE_SHIELD" then
state.set_bonus.shield = 1
end
end
-- Fire any/all GearHooks (may be expansion-driven).
for _, hook in ipairs( GearHooks ) do
if hook.update then hook.update( i, item ) end
end
local usable = class.itemMap[ item ]
if usable then insert( state.items, usable ) end
end
end
-- Improve Pocket-Sized Computronic Device.
if state.equipped.pocketsized_computation_device then
local tName = CGetItemInfo( 167555 )
local redName, redLink = GetItemGem( tName, 1 )
if redName and redLink then
local redID = tonumber( redLink:match("item:(%d+)") )
local action = class.itemMap[ redID ]
if action then
state.set_bonus[ action ] = 1
state.set_bonus[ redID ] = 1
class.abilities.pocketsized_computation_device = class.abilities[ action ]
class.abilities[ tName ] = class.abilities[ action ]
insert( state.items, action )
end
else
class.abilities.pocketsized_computation_device = class.abilities.inactive_red_punchcard
class.abilities[ tName ] = class.abilities.inactive_red_punchcard
end
end
ns.updatePowers()
ns.updateTalents()
ns.updateEssences()
local sameItems = #wasWearing == #state.items
if sameItems then
for i = 1, #state.items do
if wasWearing[i] ~= state.items[i] then
sameItems = false
break
end
end
end
Hekili:UpdateUseItems()
state.swings.mh_speed, state.swings.oh_speed = UnitAttackSpeed( "player" )
end
RegisterEvent( "PLAYER_EQUIPMENT_CHANGED", QueueUpdate )
end
do
local timer
local function Update()
ns.updateTalents()
end
local function QueueUpdate()
if timer and not timer:IsCancelled() then timer:Cancel() end
timer = C_Timer.NewTimer( 0.5, Update )
end
local talentEvents = {
"TRAIT_CONFIG_CREATED",
"ACTIVE_COMBAT_CONFIG_CHANGED",
"STARTER_BUILD_ACTIVATION_FAILED",
"TRAIT_CONFIG_DELETED",
"TRAIT_CONFIG_UPDATED",
"CONFIG_COMMIT_FAILED",
"PLAYER_ALIVE",
"PLAYER_UNGHOST"
}