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Conditions.lua
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Conditions.lua
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-- Raven is an addon to monitor auras and cooldowns, providing timer bars and icons plus helpful notifications.
-- Conditions.lua contains routines to test auras and status info to generate notifications.
-- Exported functions:
-- Raven:InitializeCondition(name, condition) adds a condition (or overwrites a default one) during initialization
-- Raven:CheckCondition(name) evaluates a condition and returns its current value
-- Raven:GetConditionSpell(name) returns the spell associated with a condition
-- Raven:GetConditionText(name) returns a string containing a detailed description of the condition
local MOD = Raven
local L = LibStub("AceLocale-3.0"):GetLocale("Raven")
local LSPELL = MOD.LocalSpellNames
local range_initialized = false
local timeEvents = {} -- table of times at which to trigger a simulated event during update processing
local classificationList = { normal = L["Normal"], worldboss = L["Boss"], elite = L["Elite"], rare = L["Rare"], rlite = L["Rare Elite"] }
local classifications = { "normal", "worldboss", "elite", "rare", "rlite" }
local unitList = { player = "Player", pet = "Pet", target = "Target", focus = "Focus",
mouseover = "Mouseover", pettarget = "Pet's Target", targettarget = "Target's Target", focustarget = "Focus's Target" }
-- Saved variables don't handle being set to nil properly so need to use alternate value to indicate an option has been turned off
local Off = 0 -- value used to designate an option is turned off
local function IsOff(value) return value == nil or value == Off end -- return true if option is turned off
local function IsOn(value) return value ~= nil and value ~= Off end -- return true if option is turned on
-- Initialization settings for each test type (note that nil values are placeholders for documentation purposes)
MOD.conditionTests = {
["Player Status"] = { enable = false, inCombat = nil, isResting = nil, hasPet = nil, isStealthed = nil, isMounted = nil,
inGroup = nil, inParty = nil, inRaid = nil, isPvP = nil, inInstance = nil, inArena = nil, inBattleground = nil,
hasMainHand = nil, levelMainHand = 1, hasOffHand = nil, levelOffHand = 1, checkSpec = nil, spec = nil, checkSpell = nil, spell = nil,
checkTalent = nil, talent = nil, checkLevel = nil, level = 85, checkStance = nil, stance = nil,
checkHealth = nil, minHealth = 100, checkPower = nil, minPower = 100, checkHolyPower = nil, minHolyPower = 1,
checkShards = nil, minShards = 1, checkChi = nil, minChi = 1, checkLunarPower = nil, minLunarPower = 1,
checkInsanity = nil, minInsanity = 100, checkMaelstrom = nil, minMaelstrom = 150, checkArcane = nil, minArcane = 1,
checkComboPoints = nil, minComboPoints = 5, checkRunes = nil, minRunes = 1, checkTotems = nil, totem = nil },
["Pet Status"] = { enable = false, exists = nil, inCombat = nil, checkTarget = nil,
checkHealth = nil, minHealth = 100, checkPower = nil, minPower = 100, checkFamily = nil, family = nil, checkSpec = nil, spec = nil },
["Target Status"] = { enable = false, exists = nil, isPlayer = nil, isEnemy = nil, isFriend = nil, isNeutral = nil, inRange = nil, isSteal = nil, isDead = nil,
checkHealth = nil, minHealth = 100, checkMaxHealth = nil, maxHealth = nil, checkPower = nil, minPower = 100, classify = nil, classification = "normal" },
["Target's Target Status"] = { enable = false, exists = nil, isPlayer = nil, isEnemy = nil, isFriend = nil, inRange = nil, isSteal = nil, isDead = nil,
checkHealth = nil, minHealth = 100, checkMaxHealth = nil, maxHealth = nil, checkPower = nil, minPower = 100, classify = nil, classification = "normal" },
["Focus Status"] = { enable = false, exists = nil, isPlayer = nil, isEnemy = nil, isFriend = nil, inRange = nil, isSteal = nil, isDead = nil,
checkHealth = nil, minHealth = 100, checkPower = nil, minPower = 100, classify = nil, classification = "normal" },
["Focus's Target Status"] = { enable = false, exists = nil, isPlayer = nil, isEnemy = nil, isFriend = nil, inRange = nil, isSteal = nil, isDead = nil,
checkHealth = nil, minHealth = 100, checkPower = nil, minPower = 100, classify = nil, classification = "normal" },
["All Buffs"] = { enable = false, unit = "player", auras = nil, isMine = nil, toggle = false },
["Any Buffs"] = { enable = false, unit = "player", auras = nil, isMine = nil, toggle = false },
["Buff Time Left"] = { enable = false, unit = "player", aura = nil, timeLeft = 10, isMine = nil, toggle = false },
["Buff Count"] = { enable = false, unit = "player", aura = nil, count = 1, isMine = nil, toggle = false },
["Buff Type"] = { enable = false, hasBuff = nil, toggle = false },
["All Debuffs"] = { enable = false, unit = "target", auras = nil, isMine = nil, toggle = false },
["Any Debuffs"] = { enable = false, unit = "target", auras = nil, isMine = nil, toggle = false },
["Debuff Time Left"] = { enable = false, unit = "target", aura = nil, timeLeft = 10, isMine = nil, toggle = false },
["Debuff Count"] = { enable = false, unit = "player", aura = nil, count = 1, isMine = nil, toggle = false },
["Debuff Type"] = { enable = false, hasDebuff = nil, toggle = false },
["All Cooldowns"] = { enable = false, notUsable = false, spells = nil, timeLeft = 10, toggle = Off },
["Spell Ready"] = { enable = false, spell = nil, inRange = nil, notUsable = false, checkCharges = nil, charges = 1 },
["Spell Casting"] = { enable = false, spell = nil, unit = "player" },
["Item Ready"] = { enable = false, item = nil, toggle = nil, checkCount = nil, count = 1, checkCharges = nil, charges = 1 },
}
MOD.testOrder = { "Player Status", "Pet Status", "Target Status", "Target's Target Status", "Focus Status", "Focus's Target Status", "All Buffs", "Any Buffs", "Buff Time Left",
"Buff Count", "Buff Type", "All Debuffs", "Any Debuffs", "Debuff Time Left", "Debuff Count", "Debuff Type",
"All Cooldowns", "Spell Ready", "Spell Casting", "Item Ready"
}
local testNames = {
["Player Status"]= L["Player Status"],
["Pet Status"]= L["Pet Status"],
["Target Status"] = L["Target Status"],
["Target's Target Status"] = L["Target's Target Status"],
["Focus Status"] = L["Focus Status"],
["Focus's Target Status"] = L["Focus's Target Status"],
["All Buffs"] = L["All Buffs"],
["Any Buffs"] = L["Any Buffs"],
["Buff Time Left"] = L["Buff Time Left"],
["Buff Count"] = L["Buff Count"],
["Buff Type"] = L["Buff Type"],
["All Debuffs"] = L["All Debuffs"],
["Any Debuffs"] = L["Any Debuffs"],
["Debuff Time Left"] = L["Debuff Time Left"],
["Debuff Count"] = L["Debuff Count"],
["Debuff Type"] = L["Debuff Type"],
["All Cooldowns"] = L["All Cooldowns"],
["Spell Ready"] = L["Spell Ready"],
["Spell Casting"] = L["Spell Casting"],
["Item Ready"] = L["Item Ready"],
}
-- Initialize data used by this module, and restore any default test settings
function MOD:InitializeConditions()
local conditions = MOD.db.profile.Conditions[MOD.myClass]
if conditions then
for _, c in pairs(conditions) do
if IsOn(c) and c.tests then
for ttype, test in pairs(c.tests) do
local ct = MOD.conditionTests[ttype]
if ct then for k, v in pairs(ct) do if test[k] == nil then test[k] = v end end end
if test.classification == "rareelite" then test.classification = "rlite" end -- fix to support multiple classifications
end
end
end
else
MOD.db.profile.Conditions[MOD.myClass] = {}
end
for _, c in pairs(MOD.db.global.SharedConditions) do
if IsOn(c) and c.tests then
for ttype, test in pairs(c.tests) do
local ct = MOD.conditionTests[ttype]
if ct then for k, v in pairs(ct) do if test[k] == nil then test[k] = v end end end
end
end
end
end
-- Finalize conditions by stripping out unnecessary values, updating shared conditions, removing default test settings
function MOD:FinalizeConditions()
local conditions = MOD.db.profile.Conditions[MOD.myClass]
if conditions then
for _, c in pairs(conditions) do
if IsOn(c) then
c.result = nil; c.testResult = nil -- these values are left over from evaluations
if c.tests then
for ttype, test in pairs(c.tests) do
local ct = MOD.conditionTests[ttype]
if ct then for k, v in pairs(ct) do if test[k] == v then test[k] = nil end end end
end
end
if c.shared and c.name then
local t = MOD.CopyTable(c)
t.shared = false
MOD.db.global.SharedConditions["[" .. MOD.myClass .. "] " .. c.name] = t
end
end
end
end
for _, c in pairs(MOD.db.global.SharedConditions) do
if IsOn(c) and c.tests then
for ttype, test in pairs(c.tests) do
local ct = MOD.conditionTests[ttype]
if ct then for k, v in pairs(ct) do if test[k] == v then test[k] = nil end end end
end
end
end
end
-- Add a time event for a condition that needs to be tested at a specific future time
local function AddTimeEvent(name, timeLeft) timeEvents[name] = GetTime() + timeLeft end
-- Check if any time events have been reached, remove expired time events
function MOD:CheckTimeEvents()
local now = GetTime()
for name, t in pairs(timeEvents) do if t < now then timeEvents[name] = nil; return true end end
return false
end
-- Generate a localized string from a classification list
local function ClassificationList(cl)
local s, d = "", ""
for _, v in pairs(classifications) do if string.find(cl, v) ~= nil then s = s .. d .. classificationList[v]; d = " | " end end
return s
end
-- Range checking spell tables and functions
local range_spells = {}
local range_tables = {
enemy = { DEATHKNIGHT = { 49576, 127344 }, DRUID = { 8921, 339, 6795 }, HUNTER = { 193455, 19434, 193265 }, MAGE = { 133 }, PALADIN = { 62124, 20271 },
PRIEST = { 589 }, ROGUE = { 1725 }, SHAMAN = { 403, 188196, 187837 }, WARLOCK = { 215279, 196657 }, WARRIOR = { 355 }, DEMONHUNTER = { 185123 } },
friend = { DRUID = { 5185 }, MAGE = { 130 }, PALADIN = { 633, 1044 }, HUNTER = { 34477 },
PRIEST = { 2061 }, ROGUE = { 57934 }, SHAMAN = { 546, 8004 }, WARLOCK = { 20707, 5697 }, WARRIOR = { 198304 } },
pet = { HUNTER = { 136 }, WARLOCK = { 755 } },
dead = { DEATHKNIGHT = { 61999 }, DRUID = { 50769, 20484 }, PALADIN = { 7328 }, PRIEST = { 2006 }, SHAMAN = { 2008 } },
}
-- Initialize the range spell tables with spell names
local function InitializeRangeSpells()
local _, class = UnitClass("player")
for k, v in pairs(range_tables) do
if v[class] then
local t = {}
for _, sid in pairs(v[class]) do local name = GetSpellInfo(sid); if name and name ~= "" then table.insert(t, name) end end
range_spells[k] = t
end
end
end
-- Check a table to see if a unit is in range of any of the spells it contains
local function InRangeSpells(unit, t) if t then for _, s in pairs(t) do if (IsSpellInRange(s, unit) == 1) then return true end end end return false end
-- Return true or false if the unit is in range based on whether it is enemy, friend or pet
local function UnitRangeCheck(unit)
if not range_initialized then InitializeRangeSpells(); range_initialized = true end
if CheckInteractDistance(unit, 1) then return true end
if UnitCanAttack("player", unit) then -- enemy unit
if InRangeSpells(unit, range_spells.enemy) then return true end
else -- friendly unit
if UnitIsDeadOrGhost(unit) then return InRangeSpells(unit, range_spells.dead) end
if InRangeSpells(unit, range_spells.friend) then return true end
if UnitIsUnit(unit, "pet") and InRangeSpells(unit, range_spells.pet) then return true end
end
return false
end
-- Check if a classification list contains a classification, return true if it does
local function CheckClassification(v, cl) if v == "rareelite" then v = "rlite" end; return string.find(cl or "", v) ~= nil end
-- Check if a spell is ready to be cast by the player, if rangeCheck then make sure in range of unit too
local function CheckSpellReady(spell, unit, rangeCheck, usable, checkCharges, charges)
if not spell or (spell == "") then return true end
if string.find(spell, "^#%d+") then -- check if name is in special format for specific spell id (i.e., #12345)
local id = tonumber(string.sub(spell, 2)) -- extract the spell id and get the name
spell = GetSpellInfo(id)
if not spell or (spell == "") then return false end
end
if usable and not MOD:CheckSpellStatus(spell, true) then return false end -- checks player has learned the spell, has mana and/or reagents, and reactive conditions are met
if IsOn(checkCharges) then -- optionally check for remaining spell charges (can't count on the value of cd if not on cooldown)
local n = GetSpellCharges(spell) -- this has to be done separate from cooldown check in order to correctly handle the check for "less than"
if not n then n = 0 end
if not charges then charges = 1 end -- set to default value used in options panel
if checkCharges == true then if n >= charges then return false end else if n < charges then return false end end
else
local cd = MOD:CheckCooldown(spell) -- checks if spell is on cooldown (note this should correctly ignore DK rune cooldowns)
if cd and ((cd[4] ~= nil) and (not cd[9] or cd[9] == 0)) then return false end -- verify is on cooldown and has a valid duration and no charges remaining
end
if IsOn(rangeCheck) and IsOn(unit) and ((IsSpellInRange(spell, unit) == 1) ~= rangeCheck) then return false end
return true
end
-- Check if a specified spell is currently being cast or channeled by the unit
local function CheckSpellCast(spell, unit)
if IsOff(unit) or not spell or (spell == "") then return true end
local sp = UnitCastingInfo(unit)
if (sp ~= nil) and (spell == sp) then return true end
sp = UnitChannelInfo(unit)
if (sp ~= nil) and (spell == sp) then return true end
return false
end
-- Check if an item is ready to be used by the player, can be either itemID (number) or item name (string)
-- The item must be in the player's bag for this to work properly
local function CheckItemReady(item, ready, checkCount, count, checkCharges, charges)
if not item or (item == "") then return true end
local id, n = tonumber(item), 0
if IsOn(ready) then
local isReady = true
if id then -- in 4.0.2 GetItemCooldown was changed to only work with item IDs
local start, duration = GetItemCooldown(id); if (start > 0) and (duration > 0) then isReady = false end
else -- so have to fallback to looking in internal cooldown tables
local cd = MOD:CheckCooldown(item); if cd and (cd[1] ~= nil) then isReady = false end
end
if isReady ~= ready then return false end
end
if id then item = id end
if IsOn(checkCount) then
n = GetItemCount(item, false, false)
if not n then n = 0 end
if not count then count = 1 end -- set to default value used in options panel
if checkCount == true then if n >= count then return false end else if n < count then return false end end
end
if IsOn(checkCharges) then
n = GetItemCount(item, false, true)
if not n then n = 0 end
if not charges then charges = 1 end -- set to default value used in options panel
if checkCharges == true then if n >= charges then return false end else if n < charges then return false end end
end
return true
end
-- Check for either at least one active aura (hasAll is false) or all active auras (hasAll is true)
-- If isMine true then cast by the player, if false then cast by other, if nil cast by anyone
local function CheckAuras(unit, auras, hasAll, isMine, buff, toggle)
if IsOff(unit) or not auras then return true end -- no test
if (unit == "target") and MOD.status.noTarget then return not toggle end
if (unit == "focus") and MOD.status.noFocus then return not toggle end
local found = false
for _, aname in pairs(auras) do -- look for each aura and check if buff/debuff and cast by player
local foundThis = false
local auraList = MOD:CheckAura(unit, aname, buff)
if #auraList > 0 then
for _, aura in pairs(auraList) do
if IsOff(isMine) or (isMine == (aura[6] == "player")) then -- check cast by setting
found = true -- found at least one of the auras
foundThis = true -- found this particular aura
end
end
end
if hasAll and not foundThis then return toggle end -- not all are found
end
if toggle then return not found end -- flip result if necessary
return found
end
-- Check an aura on the unit to see if active and either expiration time is less than or equal or count is greater
-- If isMine true then cast by the player, if false then cast by other, if nil cast by anyone
local function CheckAuraValue(unit, aname, timeLeft, count, isMine, buff, toggle)
if IsOff(unit) or not aname or (aname == "") or (IsOff(timeLeft) and IsOff(count)) then return true end -- no test
if (unit == "target") and MOD.status.noTarget then return not toggle end
if (unit == "focus") and MOD.status.noFocus then return not toggle end
local auraList = MOD:CheckAura(unit, aname, buff)
for _, aura in pairs(auraList) do
if IsOff(isMine) or (isMine == (aura[6] == "player")) then -- check if found one with right cast by setting
if timeLeft then local when = aura[2] - timeLeft; if when >= 0 then AddTimeEvent(aname, when); return not toggle end end -- check expiration time
if count and (aura[3] >= count) then return not toggle end -- check count is greater or equal
end
end
return toggle
end
-- Return true only if all spells in the list are on cooldown and have at least the specified amount of time left.
-- If toggle is true then check if they all have less than the specified time left instead.
-- If ready is true then check player has mana and/or reagents, and reactive conditions are met and, if not, consider it on long cooldown
-- as long as it is in the spell book (always return false if the player does not know the spell).
-- If a spell is not ready for some other reason (e.g., too much target HP ala Kill Shot) then consider it on long cooldown.
local function CheckAllCooldowns(spells, ready, timeLeft, toggle)
if not timeLeft then timeLeft = 10 end
for _, spell in pairs(spells) do -- look for each spell and check if on cooldown
local cdt = 0
if ready and not MOD:CheckSpellStatus(spell, true, true) then if not MOD:CheckSpellStatus(spell) then return false end cdt = 3600 end
local cd = MOD:CheckCooldown(spell) -- look up in the active cooldowns table
if cd and (cd[1] ~= nil) and ((cd[4] ~= nil) and (not cd[9] or cd[9] == 0)) then cdt = cd[1]; if timeLeft < cdt then AddTimeEvent(spell, cdt - timeLeft) end end
if toggle == true then
if cdt >= timeLeft then return false end
else
if cdt < timeLeft then return false end
end
end
return true
end
-- Return the current stance or "none" if not in one
local function GetStance()
local form, _ = "none", nil
local index = GetShapeshiftForm(nil)
if index > 0 then
_, form = GetShapeshiftFormInfo(index)
end
return form
end
-- Return whether the specified talent (either spell name or spell id) is active in current spec
function MOD.CheckTalent(talent)
local id = tonumber(talent)
if id then talent = GetSpellInfo(id); if talent == "" then talent = nil end end -- translate spell id
if talent then
local t = MOD.talents[talent]
if t and t.active then return true end
end
return nil
end
-- Check if mounted, complicated by having to test for druid flight form
local function CheckMounted()
local flying = false
if MOD.myClass == "DRUID" then
local form = GetShapeshiftForm(true)
if form ~= 0 then
local _, fname = GetShapeshiftFormInfo(form)
flying = (fname == LSPELL["Flight Form"]) or (fname == LSPELL["Swift Flight Form"])
end
end
return IsMounted() or flying
end
-- Check all totem slots for a specific active totem
local function CheckTotem(totem)
if MOD.myClass == "SHAMAN" then
local now = GetTime()
for i = 1, MAX_TOTEMS do
local haveTotem, name, startTime, duration = GetTotemInfo(i)
local exists = haveTotem and name and name ~= "" and now <= (startTime + duration) -- true only if a valid totem is in the slot
if exists and (name == totem) then return true end
end
end
return false
end
-- Check if target matches the specified type
local function CheckTarget(targetType, unit)
local m = not UnitExists(unit)
if targetType == "none" then m = not m end
if targetType == "player" then m = m or not UnitIsUnit("target", unit) end
return not m
end
-- Check if weapon equipped with at least the minimum specified item level
local function CheckWeapon(islot, level)
local id = GetInventoryItemLink("player", islot)
if id and level then
local iname, _, _, ilevel = GetItemInfo(id)
if iname and (ilevel >= level) then return true end
end
return false
end
-- Check current specialization against the first argument (or the optional second argument, which is a table of specialization names or numbers)
function MOD.CheckSpec(spec, specList)
local stat = MOD.status
local currentSpec = stat.specialization
local currentName = currentSpec and (not MOD.isClassic and select(2, GetSpecializationInfo(currentSpec))) or "none"
if specList then
for _, name in pairs(specList) do
local id = tonumber(name)
if id then
if currentSpec == id then return true end
else
if name == currentName then return true end
end
end
return false
end
if not spec then spec = "none" end
local id = tonumber(spec)
if id then return currentSpec == id end
return spec == currentName
end
-- Check current pet talent tree, including workaround for API returning nil for hunter's ferocity pets
local function CheckPetSpec(spec)
if not spec then spec = "none" end
local currentName = "none"
local ferocity = GetSpellInfo(4154) -- hack workaround to localize Ferocity, fingers crossed it works in all languages, spell id must be valid
if UnitExists("pet") then currentName = GetPetTalentTree() or ((MOD.myClass == "HUNTER") and ferocity) or "none" end
return spec == currentName
end
-- Check current pet creature family
local function CheckPetFamily(family)
if not family then family = "none" end
local currentName = "none"
if UnitExists("pet") then currentName = UnitCreatureFamily("pet") or "none" end
return family == currentName
end
-- Make sure the table contains at least one entry
local function HasTable(t)
if IsOn(t) and (type(t) == "table") and (next(t) ~= nil) then return true end
return false
end
-- Check the value of one test with logical AND between all enabled subtests
local function CheckTestAND(ttype, t)
local toggle = (t.toggle == true)
local stat = MOD.status
if ttype == "Player Status" then
if IsOn(t.inCombat) and (t.inCombat ~= stat.inCombat) then return false end
if IsOn(t.inGroup) and (t.inGroup ~= stat.inGroup) then return false end
if IsOn(t.inParty) and (t.inParty ~= stat.inParty) then return false end
if IsOn(t.inRaid) and (t.inRaid ~= stat.inRaid) then return false end
if IsOn(t.inInstance) and (t.inInstance ~= stat.inInstance) then return false end
if IsOn(t.inArena) and (t.inArena ~= stat.inArena) then return false end
if IsOn(t.inBattleground) and (t.inBattleground ~= stat.inBattleground) then return false end
if IsOn(t.isResting) and (t.isResting ~= stat.isResting) then return false end
if IsOn(t.isStealthed) and (t.isStealthed ~= stat.isStealthed) then return false end
if IsOn(t.isMounted) and (t.isMounted ~= stat.isMounted) then return false end
if IsOn(t.isPvP) and (t.isPvP ~= stat.isPvP) then return false end
if IsOn(t.checkLevel) and IsOn(t.level) and (t.checkLevel ~= (stat.level >= t.level)) then return false end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (t.checkHealth ~= (stat.health >= t.minHealth)) then return false end
if IsOn(t.checkPower) and IsOn(t.minPower) and (t.checkPower ~= (stat.power >= t.minPower)) then return false end
if IsOn(t.checkHolyPower) and IsOn(t.minHolyPower) and (t.checkHolyPower ~= (stat.holyPower >= t.minHolyPower)) then return false end
if IsOn(t.checkInsanity) and IsOn(t.minInsanity) and (t.checkInsanity ~= (stat.insanity >= t.minInsanity)) then return false end
if IsOn(t.checkMaelstrom) and IsOn(t.minMaelstrom) and (t.checkMaelstrom ~= (stat.maelstrom >= t.minMaelstrom)) then return false end
if IsOn(t.checkChi) and IsOn(t.minChi) and (t.checkChi ~= (stat.chi >= t.minChi)) then return false end
if IsOn(t.checkShards) and IsOn(t.minShards) and (t.checkShards ~= (stat.shards >= t.minShards)) then return false end
if IsOn(t.checkLunarPower) and IsOn(t.minLunarPower) and (t.checkLunarPower ~= (stat.lunarPower >= t.minLunarPower)) then return false end
if IsOn(t.checkArcane) and IsOn(t.minArcane) and (t.checkArcane ~= (stat.arcane >= t.minArcane)) then return false end
if IsOn(t.checkComboPoints) and IsOn(t.minComboPoints) and (t.checkComboPoints ~= (stat.combo >= t.minComboPoints)) then return false end
if IsOn(t.hasPet) and (t.hasPet ~= HasPetUI()) then return false end
if IsOn(t.checkStance) and IsOn(t.stance) and (t.stance ~= stat.stance) then return false end
if IsOn(t.checkRunes) and IsOn(t.minRunes) and (t.checkRunes ~= (MOD.runeCount >= t.minRunes)) then return false end
if IsOn(t.checkTotems) and IsOn(t.totem) and not CheckTotem(t.totem) then return false end
if IsOn(t.checkTalent) and IsOn(t.talent) and not MOD.CheckTalent(t.talent) then return false end
if IsOn(t.checkSpec) and IsOn(t.spec) and not MOD.CheckSpec(t.spec, t.specList) then return false end
if IsOn(t.checkSpell) and IsOn(t.spell) and not MOD:CheckSpellStatus(t.spell) then return false end
if IsOn(t.hasMainHand) and not CheckWeapon(INVSLOT_MAINHAND, t.levelMainHand) then return false end
if IsOn(t.hasOffHand) and not CheckWeapon(INVSLOT_OFFHAND, t.levelOffHand) then return false end
elseif ttype == "Pet Status" then -- pet must exist for these tests to be true
if IsOn(t.exists) and (t.exists == stat.noPet) then return false end
if IsOn(t.inCombat) and (t.inCombat ~= stat.petCombat) then return false end
if IsOn(t.checkTarget) and not CheckTarget(t.checkTarget, "pettarget") then return false end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (stat.noPet or (t.checkHealth ~= (stat.petHealth >= t.minHealth))) then return false end
if IsOn(t.checkPower) and IsOn(t.minPower) and (stat.noPet or (t.checkPower ~= (stat.petPower >= t.minPower))) then return false end
if IsOn(t.checkFamily) and IsOn(t.family) and not CheckPetFamily(t.family) then return false end
if IsOn(t.checkSpec) and IsOn(t.spec) and not CheckPetSpec(t.spec) then return false end
elseif ttype == "Target Status" then -- target must exist for these tests to be true
if IsOn(t.exists) and (t.exists == stat.noTarget) then return false end
if IsOn(t.isPlayer) and (stat.noTarget or (t.isPlayer ~= stat.targetPlayer)) then return false end
if IsOn(t.isEnemy) and (stat.noTarget or (t.isEnemy ~= stat.targetEnemy)) then return false end
if IsOn(t.isFriend) and (stat.noTarget or (t.isFriend ~= stat.targetFriend)) then return false end
if IsOn(t.isNeutral) and (stat.noTarget or (t.isNeutral ~= stat.targetNeutral)) then return false end
if IsOn(t.isDead) and (stat.noTarget or (t.isDead ~= stat.targetDead)) then return false end
if IsOn(t.isSteal) and (stat.noTarget or (t.isSteal ~= MOD:UnitHasBuff("target", "Steal"))) then return false end
if IsOn(t.classify) and (not t.classification or t.classification == "" or stat.noTarget or
not CheckClassification(stat.targetClassification, t.classification)) then return false end
if IsOn(t.checkMaxHealth) and (stat.noTarget or (tonumber(t.maxHealth or 0) or 0) > stat.targetMaxHealth) then return false end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (stat.noTarget or (t.checkHealth ~= (stat.targetHealth >= t.minHealth))) then return false end
if IsOn(t.checkPower) and IsOn(t.minPower) and (stat.noTarget or (t.checkPower ~= (stat.targetPower >= t.minPower))) then return false end
if IsOn(t.inRange) and (stat.noTarget or (t.inRange ~= stat.targetInRange)) then return false end
elseif ttype == "Target's Target Status" then -- target's target must exist for these tests to be true
if IsOn(t.exists) and (t.exists == stat.noTargetTarget) then return false end
if IsOn(t.isPlayer) and (stat.noTargetTarget or (t.isPlayer ~= stat.targetTargetPlayer)) then return false end
if IsOn(t.isEnemy) and (stat.noTargetTarget or (t.isEnemy ~= stat.targetTargetEnemy)) then return false end
if IsOn(t.isFriend) and (stat.noTargetTarget or (t.isFriend ~= stat.targetTargetFriend)) then return false end
if IsOn(t.isDead) and (stat.noTargetTarget or (t.isDead ~= stat.targetTargetDead)) then return false end
if IsOn(t.isSteal) and (stat.noTargetTarget or (t.isSteal ~= MOD:UnitHasBuff("targettarget", "Steal"))) then return false end
if IsOn(t.classify) and (not t.classification or t.classification == "" or stat.noTargetTarget or
not CheckClassification(stat.targetTargetClassification, t.classification)) then return false end
if IsOn(t.checkMaxHealth) and (stat.noTargetTarget or (tonumber(t.maxHealth or 0) or 0) > stat.targetTargetMaxHealth) then return false end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (stat.noTargetTarget or (t.checkHealth ~= (stat.targetTargetHealth >= t.minHealth))) then return false end
if IsOn(t.checkPower) and IsOn(t.minPower) and (stat.noTargetTarget or (t.checkPower ~= (stat.targetTargetPower >= t.minPower))) then return false end
if IsOn(t.inRange) and (stat.noTargetTarget or (t.inRange ~= stat.targetTargetInRange)) then return false end
elseif ttype == "Focus Status" then -- focus must exist for these tests to be true
if IsOn(t.exists) and (t.exists == stat.noFocus) then return false end
if IsOn(t.isPlayer) and (stat.noFocus or (t.isPlayer ~= stat.focusPlayer)) then return false end
if IsOn(t.isEnemy) and (stat.noFocus or (t.isEnemy ~= stat.focusEnemy)) then return false end
if IsOn(t.isFriend) and (stat.noFocus or (t.isFriend ~= stat.focusFriend)) then return false end
if IsOn(t.isDead) and (stat.noFocus or (t.isDead ~= stat.focusDead)) then return false end
if IsOn(t.isSteal) and (stat.noFocus or (t.isSteal ~= MOD:UnitHasBuff("focus", "Steal"))) then return false end
if IsOn(t.classify) and (not t.classification or t.classification == "" or stat.noFocus or
not CheckClassification(stat.focusClassification, t.classification)) then return false end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (stat.noFocus or (t.checkHealth ~= (stat.focusHealth >= t.minHealth))) then return false end
if IsOn(t.checkPower) and IsOn(t.minPower) and (stat.noFocus or (t.checkPower ~= (stat.focusPower >= t.minPower))) then return false end
if IsOn(t.inRange) and (stat.noFocus or (t.inRange ~= stat.focusInRange)) then return false end
elseif ttype == "Focus's Target Status" then -- focus target must exist for these tests to be true
if IsOn(t.exists) and (t.exists == stat.noFocusTarget) then return false end
if IsOn(t.isPlayer) and (stat.noFocusTarget or (t.isPlayer ~= stat.focusTargetPlayer)) then return false end
if IsOn(t.isEnemy) and (stat.noFocusTarget or (t.isEnemy ~= stat.focusTargetEnemy)) then return false end
if IsOn(t.isFriend) and (stat.noFocusTarget or (t.isFriend ~= stat.focusTargetFriend)) then return false end
if IsOn(t.isDead) and (stat.noFocusTarget or (t.isDead ~= stat.focusTargetDead)) then return false end
if IsOn(t.isSteal) and (stat.noFocusTarget or (t.isSteal ~= MOD:UnitHasBuff("focustarget", "Steal"))) then return false end
if IsOn(t.classify) and (not t.classification or t.classification == "" or stat.noFocusTarget or
not CheckClassification(stat.focusTargetClassification, t.classification)) then return false end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (stat.noFocusTarget or (t.checkHealth ~= (stat.focusTargetHealth >= t.minHealth))) then return false end
if IsOn(t.checkPower) and IsOn(t.minPower) and (stat.noFocusTarget or (t.checkPower ~= (stat.focusTargetPower >= t.minPower))) then return false end
if IsOn(t.inRange) and (stat.noFocusTarget or (t.inRange ~= stat.focusTargetInRange)) then return false end
elseif ttype == "All Buffs" then
if HasTable(t.auras) and not CheckAuras(t.unit, t.auras, true, t.isMine, true, toggle) then return false end
elseif ttype == "Any Buffs" then
if HasTable(t.auras) and not CheckAuras(t.unit, t.auras, false, t.isMine, true, toggle) then return false end
elseif ttype == "Buff Time Left" then
if not CheckAuraValue(t.unit, t.aura, t.timeLeft, nil, t.isMine, true, toggle) then return false end
elseif ttype == "Buff Count" then
if not CheckAuraValue(t.unit, t.aura, nil, t.count, t.isMine, true, toggle) then return false end
elseif ttype == "Buff Type" then
if IsOn(t.hasBuff) and (MOD:UnitHasBuff("player", t.hasBuff) == toggle) then return false end
elseif ttype == "All Debuffs" then
if HasTable(t.auras) and not CheckAuras(t.unit, t.auras, true, t.isMine, false, toggle) then return false end
elseif ttype == "Any Debuffs" then
if HasTable(t.auras) and not CheckAuras(t.unit, t.auras, false, t.isMine, false, toggle) then return false end
elseif ttype == "Debuff Time Left" then
if not CheckAuraValue(t.unit, t.aura, t.timeLeft, nil, t.isMine, false, toggle) then return false end
elseif ttype == "Debuff Count" then
if not CheckAuraValue(t.unit, t.aura, nil, t.count, t.isMine, false, toggle) then return false end
elseif ttype == "Debuff Type" then
if IsOn(t.hasDebuff) and (MOD:UnitHasDebuff("player", t.hasDebuff) == toggle) then return false end
elseif ttype == "All Cooldowns" then
if HasTable(t.spells) and not CheckAllCooldowns(t.spells, not t.notUsable, t.timeLeft, toggle) then return false end
elseif ttype == "Spell Ready" then
if not CheckSpellReady(t.spell, "target", t.inRange, not t.notUsable, t.checkCharges, t.charges) then return false end
elseif ttype == "Spell Casting" then
if not CheckSpellCast(t.spell, t.unit) then return false end
elseif ttype == "Item Ready" then
if not CheckItemReady(t.item, t.toggle, t.checkCount, t.count, t.checkCharges, t.charges) then return false end
else
return false
end
return true
end
-- Check the value of one test with logical OR between all enabled subtests
local function CheckTestOR(ttype, t)
local toggle = (t.toggle == true)
local stat = MOD.status
if ttype == "Player Status" then
if IsOn(t.inCombat) and (t.inCombat == stat.inCombat) then return true end
if IsOn(t.inGroup) and (t.inGroup == stat.inGroup) then return true end
if IsOn(t.inParty) and (t.inParty == stat.inParty) then return true end
if IsOn(t.inRaid) and (t.inRaid == stat.inRaid) then return true end
if IsOn(t.inInstance) and (t.inInstance == stat.inInstance) then return true end
if IsOn(t.inArena) and (t.inArena == stat.inArena) then return true end
if IsOn(t.inBattleground) and (t.inBattleground == stat.inBattleground) then return true end
if IsOn(t.isResting) and (t.isResting == stat.isResting) then return true end
if IsOn(t.isStealthed) and (t.isStealthed == stat.isStealthed) then return true end
if IsOn(t.isMounted) and (t.isMounted == stat.isMounted) then return true end
if IsOn(t.isPvP) and (t.isPvP == stat.isPvP) then return true end
if IsOn(t.checkLevel) and IsOn(t.level) and (t.checkLevel == (stat.level >= t.level)) then return true end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (t.checkHealth == (stat.health >= t.minHealth)) then return true end
if IsOn(t.checkPower) and IsOn(t.minPower) and (t.checkPower == (stat.power >= t.minPower)) then return true end
if IsOn(t.checkHolyPower) and IsOn(t.minHolyPower) and (t.checkHolyPower == (stat.holyPower >= t.minHolyPower)) then return true end
if IsOn(t.checkInsanity) and IsOn(t.minInsanity) and (t.checkInsanity == (stat.insanity >= t.minInsanity)) then return true end
if IsOn(t.checkMaelstrom) and IsOn(t.minMaelstrom) and (t.checkMaelstrom == (stat.maelstrom >= t.minMaelstrom)) then return true end
if IsOn(t.checkChi) and IsOn(t.minChi) and (t.checkChi == (stat.chi >= t.minChi)) then return true end
if IsOn(t.checkShards) and IsOn(t.minShards) and (t.checkShards == (stat.shards >= t.minShards)) then return true end
if IsOn(t.checkArcane) and IsOn(t.minArcane) and (t.checkArcane == (stat.arcane >= t.minArcane)) then return true end
if IsOn(t.checkLunarPower) and IsOn(t.minLunarPower) and (t.checkLunarPower == (stat.lunarPower >= t.minLunarPower)) then return true end
if IsOn(t.checkComboPoints) and IsOn(t.minComboPoints) and (t.checkComboPoints == (stat.combo >= t.minComboPoints)) then return true end
if IsOn(t.hasPet) and (t.hasPet == HasPetUI()) then return true end
if IsOn(t.checkStance) and IsOn(t.stance) and (t.stance == stat.stance) then return true end
if IsOn(t.checkRunes) and IsOn(t.minRunes) and (t.checkRunes == (MOD.runeCount >= t.minRunes)) then return true end
if IsOn(t.checkTotems) and IsOn(t.totem) and CheckTotem(t.totem) then return true end
if IsOn(t.checkTalent) and IsOn(t.talent) and MOD.CheckTalent(t.talent) then return true end
if IsOn(t.checkSpec) and IsOn(t.spec) and MOD.CheckSpec(t.spec, t.specList) then return true end
if IsOn(t.checkSpell) and IsOn(t.spell) and MOD:CheckSpellStatus(t.spell) then return true end
if IsOn(t.hasMainHand) and CheckWeapon(INVSLOT_MAINHAND, t.levelMainHand) then return true end
if IsOn(t.hasOffHand) and CheckWeapon(INVSLOT_OFFHAND, t.levelOffHand) then return true end
elseif ttype == "Pet Status" then -- pet must exist for these tests to be true
if IsOn(t.exists) and (t.exists ~= stat.noPet) then return true end
if IsOn(t.inCombat) and (t.inCombat == stat.petCombat) then return true end
if IsOn(t.checkTarget) and CheckTarget(t.checkTarget, "pettarget") then return true end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (not stat.noPet and (t.checkHealth == (stat.petHealth >= t.minHealth))) then return true end
if IsOn(t.checkPower) and IsOn(t.minPower) and (not stat.noPet and (t.checkPower == (stat.petPower >= t.minPower))) then return true end
if IsOn(t.checkFamily) and IsOn(t.family) and CheckPetFamily(t.family) then return true end
if IsOn(t.checkSpec) and IsOn(t.spec) and CheckPetSpec(t.spec) then return true end
elseif ttype == "Target Status" then -- target must exist for these tests to be true
if IsOn(t.exists) and (t.exists ~= stat.noTarget) then return true end
if not stat.noTarget then
if IsOn(t.isPlayer) and (t.isPlayer == stat.targetPlayer) then return true end
if IsOn(t.isEnemy) and (t.isEnemy == stat.targetEnemy) then return true end
if IsOn(t.isFriend) and (t.isFriend == stat.targetFriend) then return true end
if IsOn(t.isNeutral) and (t.isNeutral == stat.targetNeutral) then return true end
if IsOn(t.isDead) and (t.isDead == stat.targetDead) then return true end
if IsOn(t.isSteal) and (t.isSteal == MOD:UnitHasBuff("target", "Steal")) then return true end
if IsOn(t.classify) and t.classification and (t.classification ~= "") and
CheckClassification(stat.targetClassification, t.classification) then return true end
if IsOn(t.checkMaxHealth) and ((tonumber(t.maxHealth or 0) or 0) <= stat.targetMaxHealth) then return true end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (t.checkHealth == (stat.targetHealth >= t.minHealth)) then return true end
if IsOn(t.checkPower) and IsOn(t.minPower) and (t.checkPower == (stat.targetPower >= t.minPower)) then return true end
if IsOn(t.inRange) and (t.inRange == stat.targetInRange) then return true end
end
elseif ttype == "Target's Target Status" then -- target's target must exist for these tests to be true
if IsOn(t.exists) and (t.exists ~= stat.noTargetTarget) then return true end
if not stat.noTargetTarget then
if IsOn(t.isPlayer) and (t.isPlayer == stat.targetTargetPlayer) then return true end
if IsOn(t.isEnemy) and (t.isEnemy == stat.targetTargetEnemy) then return true end
if IsOn(t.isFriend) and (t.isFriend == stat.targetTargetFriend) then return true end
if IsOn(t.isDead) and (t.isDead == stat.targetTargetDead) then return true end
if IsOn(t.isSteal) and (t.isSteal == MOD:UnitHasBuff("targettarget", "Steal")) then return true end
if IsOn(t.classify) and t.classification and (t.classification ~= "") and
CheckClassification(stat.targetTargetClassification, t.classification) then return true end
if IsOn(t.checkMaxHealth) and ((tonumber(t.maxHealth or 0) or 0) <= stat.targetTargetMaxHealth) then return true end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (t.checkHealth == (stat.targetTargetHealth >= t.minHealth)) then return true end
if IsOn(t.checkPower) and IsOn(t.minPower) and (t.checkPower == (stat.targetTargetPower >= t.minPower)) then return true end
if IsOn(t.inRange) and (t.inRange == stat.targetTargetInRange) then return true end
end
elseif ttype == "Focus Status" then -- focus must exist for these tests to be true
if IsOn(t.exists) and (t.exists ~= stat.noFocus) then return true end
if not stat.noFocus then
if IsOn(t.isPlayer) and (t.isPlayer == stat.focusPlayer) then return true end
if IsOn(t.isEnemy) and (t.isEnemy == stat.focusEnemy) then return true end
if IsOn(t.isFriend) and (t.isFriend == stat.focusFriend) then return true end
if IsOn(t.isDead) and (t.isDead == stat.focusDead) then return true end
if IsOn(t.isSteal) and (t.isSteal == MOD:UnitHasBuff("focus", "Steal")) then return true end
if IsOn(t.classify) and t.classification and (t.classification ~= "") and
CheckClassification(stat.focusClassification, t.classification) then return true end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (t.checkHealth == (stat.focusHealth >= t.minHealth)) then return true end
if IsOn(t.checkPower) and IsOn(t.minPower) and (t.checkPower == (stat.focusPower >= t.minPower)) then return true end
if IsOn(t.inRange) and (t.inRange == stat.focusInRange) then return true end
end
elseif ttype == "Focus's Target Status" then -- focus's target must exist for these tests to be true
if IsOn(t.exists) and (t.exists ~= stat.noFocusTarget) then return true end
if not stat.noFocusTarget then
if IsOn(t.isPlayer) and (t.isPlayer == stat.focusTargetPlayer) then return true end
if IsOn(t.isEnemy) and (t.isEnemy == stat.focusTargetEnemy) then return true end
if IsOn(t.isFriend) and (t.isFriend == stat.focusTargetFriend) then return true end
if IsOn(t.isDead) and (t.isDead == stat.focusTargetDead) then return true end
if IsOn(t.isSteal) and (t.isSteal == MOD:UnitHasBuff("focustarget", "Steal")) then return true end
if IsOn(t.classify) and t.classification and (t.classification ~= "") and
CheckClassification(stat.focusTargetClassification, t.classification) then return true end
if IsOn(t.checkHealth) and IsOn(t.minHealth) and (t.checkHealth == (stat.focusTargetHealth >= t.minHealth)) then return true end
if IsOn(t.checkPower) and IsOn(t.minPower) and (t.checkPower == (stat.focusTargetPower >= t.minPower)) then return true end
if IsOn(t.inRange) and (t.inRange == stat.focusTargetInRange) then return true end
end
elseif ttype == "All Buffs" then
if HasTable(t.auras) and CheckAuras(t.unit, t.auras, true, t.isMine, true, toggle) then return true end
elseif ttype == "Any Buffs" then
if HasTable(t.auras) and CheckAuras(t.unit, t.auras, false, t.isMine, true, toggle) then return true end
elseif ttype == "Buff Time Left" then
if CheckAuraValue(t.unit, t.aura, t.timeLeft, nil, t.isMine, true, toggle) then return true end
elseif ttype == "Buff Count" then
if CheckAuraValue(t.unit, t.aura, nil, t.count, t.isMine, true, toggle) then return true end
elseif ttype == "Buff Type" then
if IsOn(t.hasBuff) and (MOD:UnitHasBuff("player", t.hasBuff) ~= toggle) then return true end
elseif ttype == "All Debuffs" then
if HasTable(t.auras) and CheckAuras(t.unit, t.auras, true, t.isMine, false, toggle) then return true end
elseif ttype == "Any Debuffs" then
if HasTable(t.auras) and CheckAuras(t.unit, t.auras, false, t.isMine, false, toggle) then return true end
elseif ttype == "Debuff Time Left" then
if CheckAuraValue(t.unit, t.aura, t.timeLeft, nil, t.isMine, false, toggle) then return true end
elseif ttype == "Debuff Count" then
if CheckAuraValue(t.unit, t.aura, nil, t.count, t.isMine, false, toggle) then return true end
elseif ttype == "Debuff Type" then
if IsOn(t.hasDebuff) and (MOD:UnitHasDebuff("player", t.hasDebuff) ~= toggle) then return true end
elseif ttype == "All Cooldowns" then
if HasTable(t.spells) and CheckAllCooldowns(t.spells, not t.notUsable, t.timeLeft, toggle) then return true end
elseif ttype == "Spell Ready" then
if CheckSpellReady(t.spell, "target", t.inRange, not t.notUsable, t.checkCharges, t.charges) then return true end
elseif ttype == "Spell Casting" then
if CheckSpellCast(t.spell, t.unit) then return true end
elseif ttype == "Item Ready" then
if CheckItemReady(t.item, t.toggle, t.checkCount, t.count, t.checkCharges, t.charges) then return true end
end
return false
end
-- Check the value of all tests in one condition, combine with either logical OR or logical AND depending on condition's testLogic setting
local function CheckConditionTests(c)
if not c.enabled then return false end -- if not enabled always return false
if c.tests then
if c.testLogic then
local count = 0
for ttype, test in pairs(c.tests) do if test.enable then if CheckTestOR(ttype, test) then return true end count = count + 1 end end
if count > 0 then return false end -- if any test is enabled and none are true then return false
else -- must be logical AND
for ttype, test in pairs(c.tests) do if test.enable and not CheckTestAND(ttype, test) then return false end end
end
end
return true -- return true if condition is enabled and either no tests are enabled or, for logical AND, no tests are false
end
-- Process table of conditions in current profile, checking status and auras.
function MOD:UpdateConditions()
-- update globally useful conditions
local stat = MOD.status
stat.inCombat = UnitAffectingCombat("player")
stat.inRaid = IsInRaid()
stat.inGroup = GetNumGroupMembers() > 0
stat.inParty = stat.inGroup and not stat.inRaid
local instance, it = IsInInstance()
if instance ~= nil then stat.inInstance = (it == "party") or (it == "raid"); stat.inArena = (it == "arena"); stat.inBattleground = (it == "pvp") else
stat.inInstance = false; stat.inArena = false; stat.inBattleground = false end
stat.isResting = IsResting()
stat.isMounted = CheckMounted()
if not MOD.isClassic then
stat.inVehicle = UnitHasVehicleUI("player")
stat.specialization = GetSpecialization()
end
stat.isPvP = UnitIsPVP("player")
stat.isStealthed = IsStealthed()
stat.level = UnitLevel("player")
local m = UnitHealthMax("player"); if m > 0 then stat.health = (100 * UnitHealth("player") / m) else stat.health = 0 end
m = UnitPowerMax("player"); if m > 0 then stat.power = (100 * UnitPower("player") / m) else stat.power = 0 end
if MOD.myClass == "PALADIN" then stat.holyPower = UnitPower("player", Enum.PowerType.HolyPower) else stat.holyPower = 0 end
if MOD.myClass == "WARLOCK" then stat.shards = UnitPower("player", Enum.PowerType.SoulShards) else stat.shards = 0 end
if MOD.myClass == "PRIEST" then stat.insanity = UnitPower("player", Enum.PowerType.Insanity) else stat.insanity = 0 end
if MOD.myClass == "MONK" then stat.chi = UnitPower("player", Enum.PowerType.Chi) else stat.chi = 0 end
if MOD.myClass == "SHAMAN" then stat.maelstrom = UnitPower("player", Enum.PowerType.Maelstrom) else stat.maelstrom = 0 end
if MOD.myClass == "MAGE" then stat.arcane = UnitPower("player", Enum.PowerType.ArcaneCharges) else stat.arcane = 0 end
if (MOD.myClass == "DRUID") and IsSpellKnown(78674) then -- Balance Druid special case for mana as power plus separate lunar Power
m = UnitPowerMax("player", Enum.PowerType.Mana); if m > 0 then stat.power = (100 * UnitPower("player", Enum.PowerType.Mana) / m) else stat.power = 0 end
m = UnitPowerMax("player", Enum.PowerType.LunarPower); if m > 0 then stat.lunarPower = (100 * UnitPower("player", Enum.PowerType.LunarPower) / m) else stat.lunarPower = 0 end
else stat.lunarPower = 0 end
stat.combo = UnitPower("player", Enum.PowerType.ComboPoints) or 0 -- replaces GetComboPoints call
stat.stance = GetStance()
stat.noPet = not UnitExists("pet")
if not stat.noPet then
stat.petCombat = UnitAffectingCombat("pet")
m = UnitHealthMax("pet"); if m > 0 then stat.petHealth = (100 * UnitHealth("pet") / m) else stat.petHealth = 0 end
m = UnitPowerMax("pet"); if m > 0 then stat.petPower = (100 * UnitPower("pet") / m) else stat.petPower = 0 end
end
stat.noTarget = not UnitExists("target")
if not stat.noTarget then
stat.targetPlayer = UnitIsPlayer("target")
stat.targetEnemy = UnitIsEnemy("player", "target")
stat.targetFriend = UnitIsFriend("player", "target")
stat.targetNeutral = not stat.targetEnemy and not stat.targetFriend
stat.targetDead = UnitIsDead("target")
local classification = UnitClassification("target")
if MOD.LibBossIDs and MOD.CheckLibBossIDs(UnitGUID("target")) then classification = "worldboss" end
stat.targetClassification = classification
m = UnitHealthMax("target")
if m > 0 then stat.targetMaxHealth = m; stat.targetHealth = (100 * UnitHealth("target") / m) else stat.targetMaxHealth = 0; stat.targetHealth = 0 end
m = UnitPowerMax("target"); if m > 0 then stat.targetPower = (100 * UnitPower("target") / m) else stat.targetPower = 0 end
stat.targetInRange = UnitRangeCheck("target")
end
stat.noTargetTarget = not UnitExists("targettarget")
if not stat.noTargetTarget then
stat.targetTargetPlayer = UnitIsPlayer("targettarget")
stat.targetTargetEnemy = UnitIsEnemy("player", "targettarget")
stat.targetTargetFriend = UnitIsFriend("player", "targettarget")
stat.targetTargetDead = UnitIsDead("targettarget")
local classification = UnitClassification("targettarget")
if MOD.LibBossIDs and MOD.CheckLibBossIDs(UnitGUID("targettarget")) then classification = "worldboss" end
stat.targetTargetClassification = classification
m = UnitHealthMax("targettarget")
if m > 0 then stat.targetTargetMaxHealth = m; stat.targetTargetHealth = (100 * UnitHealth("targettarget") / m) else stat.targetTargetMaxHealth = 0; stat.targetTargetHealth = 0 end
m = UnitPowerMax("targettarget"); if m > 0 then stat.targetTargetPower = (100 * UnitPower("targettarget") / m) else stat.targetTargetPower = 0 end
stat.targetTargetInRange = UnitRangeCheck("targettarget")
end
stat.noFocus = not UnitExists("focus")
if not stat.noFocus then
stat.focusPlayer = UnitIsPlayer("focus")
stat.focusEnemy = UnitIsEnemy("player", "focus")
stat.focusFriend = UnitIsFriend("player", "focus")
stat.focusDead = UnitIsDead("focus")
local classification = UnitClassification("focus")
if MOD.LibBossIDs and MOD.CheckLibBossIDs(UnitGUID("focus")) then classification = "worldboss" end
stat.focusClassification = classification
m = UnitHealthMax("focus"); if m > 0 then stat.focusHealth = (100 * UnitHealth("focus") / m) else stat.focusHealth = 0 end
m = UnitPowerMax("focus"); if m > 0 then stat.focusPower = (100 * UnitPower("focus") / m) else stat.focusPower = 0 end
stat.focusInRange = UnitRangeCheck("focus")
end
stat.noFocusTarget = not UnitExists("focustarget")
if not stat.noFocusTarget then
stat.focusTargetPlayer = UnitIsPlayer("focustarget")
stat.focusTargetEnemy = UnitIsEnemy("player", "focustarget")
stat.focusTargetFriend = UnitIsFriend("player", "focustarget")
stat.focusTargetDead = UnitIsDead("focustarget")
local classification = UnitClassification("focustarget")
if MOD.LibBossIDs and MOD.CheckLibBossIDs(UnitGUID("focustarget")) then classification = "worldboss" end
stat.focusTargetClassification = classification
m = UnitHealthMax("focustarget"); if m > 0 then stat.focusTargetHealth = (100 * UnitHealth("focustarget") / m) else stat.focusTargetHealth = 0 end
m = UnitPowerMax("focustarget"); if m > 0 then stat.focusTargetPower = (100 * UnitPower("focustarget") / m) else stat.focusTargetPower = 0 end
stat.focusTargetInRange = UnitRangeCheck("focustarget")
end
-- only check conditions for the player's class
local ct = MOD.db.profile.Conditions[MOD.myClass]
if ct then
-- set all conditions to false first (quicker to clear it than to check IsOn)
for _, c in pairs(ct) do if IsOn(c) then c.testResult = false; c.result = false end end
-- don't check conditions if dead or in vehicle or on a taxi
if UnitIsDeadOrGhost("player") then return end
if not MOD.isClassic and UnitHasVehicleUI("player") then return end
if UnitOnTaxi("player") then return end
-- run the tests in each condition to get intermediate testResult
for _, c in pairs(ct) do
if IsOn(c) and c.name then
if IsOn(c.setResult) then
c.testResult = c.setResult
local doToggle = false
local ts = IsShiftKeyDown()
local tc = IsControlKeyDown()
local ta = IsAltKeyDown()
if c.toggleShift then
if c.toggleControl then
if c.toggleAlt then doToggle = (ts and tc and ta) else doToggle = (ts and tc) end
else
if c.toggleAlt then doToggle = (ts and ta) else doToggle = ts end
end
else
if c.toggleControl then
if c.toggleAlt then doToggle = (tc and ta) else doToggle = tc end
else
if c.toggleAlt then doToggle = ta end
end
end
if doToggle then c.testResult = not c.testResult end
else
c.testResult = CheckConditionTests(c)
end
end
end
-- then check dependencies and overrides to get final result
for _, c in pairs(ct) do
if IsOn(c) and c.name then
c.result = c.testResult -- start with intermediate result
if c.result and c.dependencies then -- if starting true then check dependencies
local ncount, nreqd = 0, false -- look for any non-required that evaluates to true
for dname, result in pairs(c.dependencies) do -- check each dependency in the table
local dep = ct[dname] -- dependency may be missing from the conditions table after a copy
if c.dependencyType and c.dependencyType[dname] then -- check for at least one non-required dependency to be true
if IsOn(dep) and (dep.testResult == result) then nreqd = true end
ncount = ncount + 1
else
if IsOff(dep) or (dep.testResult ~= result) then c.result = false end -- all required must be true
end
end
if (ncount > 0) and not nreqd then c.result = false end
end
if c.toggleResult and IsOff(c.setResult) then c.result = not c.result end
end
end
end
end
-- Initialize conditions for the player's class from the preset files
function MOD:SetConditionDefaults()
local nt = MOD.classConditions[MOD.myClass]
if nt then for k, v in pairs(nt) do MOD:InitializeCondition(k, v) end end
MOD.classConditions = nil -- not used again after initialization
end
-- Get localized spell name from a field in a condition definition (return nil if called with nil)
local function GetLocalizedSpellName(field)
if not field then return nil end
local id, name = tonumber(field), field
if id then name = GetSpellInfo(id); if name == "" then name = nil end end
return name
end
-- Add or overwrite a condition from another module. If class is not nil then restrict to designated class.
-- Must be called during OnInitialize to add to default conditions
-- Changes made using the configuration panel will be tracked in Raven's profile.
function MOD:InitializeCondition(name, c, class)
if class then
class = string.upper(class)
if class == "DEATH KNIGHT" then class = "DEATHKNIGHT" end
if class == "DEMON HUNTER" then class = "DEMONHUNTER" end
if class ~= MOD.myClass then return end
end
local ct = MOD.DefaultProfile.profile.Conditions
if ct and name and c then
if not ct[MOD.myClass] then ct[MOD.myClass] = {} end
if c.name == nil then c.name = name end -- set default values for uninitialized fields
if c.enabled == nil then c.enabled = true end
if c.notify == nil then c.notify = true end
if c.tests then
for ttype, test in pairs(c.tests) do
test.spell = GetLocalizedSpellName(test.spell)
test.aura = GetLocalizedSpellName(test.aura)
test.talent = GetLocalizedSpellName(test.talent)
test.stance = GetLocalizedSpellName(test.stance)
if test.spells then for k, n in pairs(test.spells) do test.spells[k] = GetLocalizedSpellName(n) end end
if test.auras then for k, n in pairs(test.auras) do test.auras[k] = GetLocalizedSpellName(n) end end
-- don't convert test.item because itemID is much more useful currently
end
end
c.associatedSpell = GetLocalizedSpellName(c.associatedSpell) -- localized associated spell for color and icon
ct[MOD.myClass][name] = c -- add to the default profile, it is okay to overwrite any with same name
end
end
-- Return the current value of a condition, nil if not found
function MOD:CheckCondition(name)
local ct = MOD.db.profile.Conditions[MOD.myClass]
if ct and name then
local c = ct[name]
if IsOn(c) and c.name then return c.result end
end
return nil
end
-- Return the associated spell for a condition, nil if not found
function MOD:GetConditionSpell(name)
local ct = MOD.db.profile.Conditions[MOD.myClass]
if ct then
local c = ct[name]
if IsOn(c) and c.associatedSpell and (c.associatedSpell ~= "") then return c.associatedSpell end
end
return nil
end
-- Return a text description of the current condition
function MOD:GetConditionText(name)
local description, testString, depString, resultString, logicString, valueString = "", "", "", "", "", ""
description = L["Condition Name"](name)
local etext = ""
local ct, c = MOD.db.profile.Conditions[MOD.myClass], nil
if ct then c = ct[name] end
if not c then return description .. " " .. L["(not found)"] end
if not c.enabled then etext = L["Disable String"] end
description = description .. etext
if c.tests then
for _, tt in pairs(MOD.testOrder) do -- loop through tests in right order
local t = c.tests[tt]
if t and t.enable then -- check if a test of this type is defined and enabled
local a, d = "", " " -- a is string for current test conditions, d gets comma after first test clause added
local at = string.format("\n|cFF7adbf2%s:|r", testNames[tt]) -- localized test name
if tt == "Player Status" then
if IsOn(t.inCombat) then if t.inCombat then a = a .. d .. L["In Combat"] else a = a .. d .. L["Out Of Combat"] end; d = ", " end
if IsOn(t.isResting) then if t.isResting then a = a .. d .. L["Is Resting"] else a = a .. d .. L["Not Resting"] end; d = ", " end
if IsOn(t.isStealthed) then if t.isStealthed then a = a .. d .. L["Is Stealthed"] else a = a .. d .. L["Not Stealthed"] end; d = ", " end
if IsOn(t.isMounted) then if t.isMounted then a = a .. d .. L["Is Mounted"] else a = a .. d .. L["Not Mounted"] end; d = ", " end
if IsOn(t.isPvP) then if t.isPvP then a = a .. d .. L["Is PvP"] else a = a .. d .. L["Not PvP"] end; d = ", " end
if IsOn(t.inGroup) then if t.inGroup then a = a .. d .. L["In Group"] else a = a .. d .. L["Not In Group"] end; d = ", " end
if IsOn(t.inParty) then if t.inParty then a = a .. d .. L["In Party"] else a = a .. d .. L["Not In Party"] end; d = ", " end
if IsOn(t.inRaid) then if t.inRaid then a = a .. d .. L["In Raid"] else a = a .. d .. L["Not In Raid"] end; d = ", " end
if IsOn(t.inInstance) then if t.inInstance then a = a .. d .. L["In Instance"] else a = a .. d .. L["Not In Instance"] end; d = ", " end
if IsOn(t.inArena) then if t.inArena then a = a .. d .. L["In Arena"] else a = a .. d .. L["Not In Arena"] end; d = ", " end
if IsOn(t.inBattleground) then if t.inBattleground then a = a .. d .. L["In Battleground"] else a = a .. d .. L["Not In Battleground"] end; d = ", " end
if IsOn(t.hasPet) then if t.hasPet then a = a .. d .. L["Has Pet"] else a = a .. d .. L["No Pet"] end; d = ", " end
if IsOn(t.checkLevel) and t.level then local x = "<"; if t.checkLevel then x = ">=" end;
a = a .. d .. L["Level String"](x, t.level); d = ", " end
if IsOn(t.checkHealth) and t.minHealth then local x = "<"; if t.checkHealth then x = ">=" end;
a = a .. d .. L["Health String"](x, t.minHealth); d = ", " end
if IsOn(t.checkPower) and t.minPower then local x = "<"; if t.checkPower then x = ">=" end;
a = a .. d .. L["Power String"](x, t.minPower); d = ", " end
if IsOn(t.checkHolyPower) and t.minHolyPower then local x = "<"; if t.checkHolyPower then x = ">=" end;
a = a .. d .. L["Holy Power String"](x, t.minHolyPower); d = ", " end
if IsOn(t.checkShards) and t.minShards then local x = "<"; if t.checkShards then x = ">=" end;
a = a .. d .. L["Shards String"](x, t.minShards); d = ", " end
if IsOn(t.checkArcane) and t.minArcane then local x = "<"; if t.checkArcane then x = ">=" end;
a = a .. d .. L["Arcane Charges String"](x, t.minArcane); d = ", " end
if IsOn(t.checkInsanity) and t.minInsanity then local x = "<"; if t.checkInsanity then x = ">=" end;
a = a .. d .. L["Insanity String"](x, t.minInsanity); d = ", " end
if IsOn(t.checkMaelstrom) and t.minMaelstrom then local x = "<"; if t.checkMaelstrom then x = ">=" end;
a = a .. d .. L["Maelstrom String"](x, t.minMaelstrom); d = ", " end
if IsOn(t.checkLunarPower) and t.minLunarPower then local x = "<"; if t.checkLunarPower then x = ">=" end;
a = a .. d .. L["Lunar String"](x, t.minLunarPower); d = ", " end
if IsOn(t.checkChi) and t.minChi then local x = "<"; if t.checkChi then x = ">=" end;
a = a .. d .. L["Chi String"](x, t.minChi); d = ", " end
if IsOn(t.checkComboPoints) and t.minComboPoints then local x = "<"; if t.checkComboPoints then x = ">=" end;
a = a .. d .. L["Combo Pts String"](x, t.minComboPoints); d = ", " end
if IsOn(t.checkStance) and t.stance then a = a .. d .. L["Stance String"](t.stance); d = ", " end
if IsOn(t.checkTalent) and t.talent then a = a .. d .. L["Talent String"](t.talent); d = ", " end
if IsOn(t.checkSpec) and t.spec then a = a .. d .. L["Spec String"](t.spec); d = ", " end
if IsOn(t.checkSpell) and t.spell then a = a .. d .. L["Spell String"](t.spell); d = ", " end
if IsOn(t.checkRunes) and t.minRunes then local x = "<"; if t.checkRunes then x = ">=" end;
a = a .. d .. L["Runes String"](x, t.minRunes); d = ", " end
if IsOn(t.checkTotems) and t.totem then a = a .. d .. L["Totem String"](t.totem); d = ", " end
if IsOn(t.hasMainHand) and IsOn(t.levelMainHand) then a = a .. d .. L["Mainhand String"](t.levelMainHand); d = ", " end