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FuryMonitor.Ability.lua
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FuryMonitor.Ability.lua
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--[[
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public Liscence, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.
]]--
FuryMonitor.Ability = {};
FuryMonitor.Ability.__index = FuryMonitor.Ability;
FuryMonitor.Ability.TheorizeUse = false;
FuryMonitor.Ability.Instances = {};
function FuryMonitor.Ability:new(params)
if FuryMonitor.Ability.Instances[params.name] then
return FuryMonitor.Ability.Instances[params.name];
end
local members = {
_name = params.name,
_character = params.character,
_damageFunction = params.damageFunction,
_cooldown = params.cooldown,
_castTime = params.castTime or 0,
_fake = params.fake or false,
_reactive = params.reactive or false,
_reactionDuration = params.reactionDuration or 1.5,
_reactiveUses = params.reactiveUses or 1,
_cooldownFixed = false,
_cooldownTime = 0,
_spellNumber = nil,
_useCount = 0,
_theoreticalUses = 0,
_lastUsed = -1,
_available = false,
_availableTime = 0,
_functions = {
IsAvailable = nil
}
};
if params.functions then
members._functions.IsAvailable = params.functions.IsAvailable;
end
local instance = setmetatable(members, FuryMonitor.Ability);
if instance:IsFake() then
-- This MUST be an ability that:
-- a) Is instant
-- b) Has no cooldown
-- c) Is on the global cooldown
instance._name = FuryMonitor.Localization.Localize("Hamstring");
instance._cooldown = instance:GetCharacter():GetGlobalCooldown();
end
FuryMonitor.Ability.Instances[instance:GetName()] = instance;
return instance;
end
function FuryMonitor.Ability.EnableTheoreticalUse()
for k, i in pairs(FuryMonitor.Ability.Instances) do
i:SetTheoreticalUses(0);
end
FuryMonitor.Ability.TheorizeUse = true;
end
function FuryMonitor.Ability.DisableTheoreticalUse()
FuryMonitor.Ability.TheorizeUse = false;
for k, i in pairs(FuryMonitor.Ability.Instances) do
i:SetUseCount(i:GetUseCount() - i:GetTheoreticalUses());
end
end
function FuryMonitor.Ability:IsFake()
return self._fake;
end
function FuryMonitor.Ability:IsReactive()
return self._reactive;
end
function FuryMonitor.Ability:GetName()
return self._name;
end
function FuryMonitor.Ability:GetCharacter()
return self._character;
end
function FuryMonitor.Ability:GetCastTime()
return self._castTime;
end
function FuryMonitor.Ability:GetCooldownDuration()
if not self:Exists() then
return 0;
end
if self:IsReactive() then
-- This is an ugly hack to prevent the rotation build from listing
-- reactive abilities beyond their use count
if self:GetReactiveUsesRemaining() <= 0 then
return 1000;
end
end
if self:IsFake() then
return self:GetGlobalCooldown();
end
if not self._cooldownFixed then
local startTime, duration, e = GetSpellCooldown(self:GetSpellNumber(), BOOKTYPE_SPELL);
if duration > self:GetGlobalCooldown() then
self._cooldownFixed = true;
if duration ~= self._cooldown then
self._cooldown = duration;
end
end
end
return self._cooldown;
end
function FuryMonitor.Ability:GetCooldownRemaining()
if not self:Exists() then
return 0;
end
if not self:IsAvailable() then
return self._cooldown;
end
local startTime, duration, e = GetSpellCooldown(self:GetSpellNumber(), BOOKTYPE_SPELL);
local cooldown = 0;
if startTime ~= 0 then
if duration == self:GetGlobalCooldown() then
-- If this ability caused the GCD, then return the real cooldown of the ability
if self:GetLastUsedTime() >= startTime and self:GetLastUsedTime() < startTime + self:GetGlobalCooldown() then
cooldown = math.max(self:GetCooldownDuration() - (FuryMonitor.Util.GetTime() - startTime), 0);
else
cooldown = duration - (FuryMonitor.Util.GetTime() - startTime);
end
else
cooldown = duration - (FuryMonitor.Util.GetTime() - startTime);
end
end
return cooldown;
end
function FuryMonitor.Ability:GetDamage()
if self:IsFake() then
return 0;
end
return math.floor(self._damageFunction(self:GetCharacter())
* self:GetCharacter():GetDamageModifier());
end
function FuryMonitor.Ability:GetGlobalCooldown()
return self:GetCharacter():GetGlobalCooldown();
end
function FuryMonitor.Ability:GetValue()
return self:GetDamage() / self:GetCooldownDuration();
end
function FuryMonitor.Ability:GetSpellNumber()
if ( not self._spellNumber ) then
local foundNum = nil;
local num = 1;
while true do
local name, _ = GetSpellName(num, BOOKTYPE_SPELL);
if not name then do break end end
if name == self:GetName() then
foundNum = num;
end
num = num + 1
end
if not foundNum then
return nil;
end
self._spellNumber = foundNum;
end
return self._spellNumber;
end
function FuryMonitor.Ability:GetTexture()
if self:IsFake() or not self:Exists() then
return "Interface\\DialogFrame\\UI-DialogBox-Background";
end
return GetSpellTexture(self:GetSpellNumber(), BOOKTYPE_SPELL);
end
function FuryMonitor.Ability:Used()
self:SetUseCount(self:GetUseCount() + 1);
if FuryMonitor.Ability.TheorizeUse then
self:SetTheoreticalUses(self:GetTheoreticalUses() + 1);
else
self:SetLastUsedTime(FuryMonitor.Util.GetTime());
end
end
function FuryMonitor.Ability:GetUseCount()
return self._useCount;
end
function FuryMonitor.Ability:SetUseCount(value)
self._useCount = value;
end
function FuryMonitor.Ability:GetLastUsedTime()
return self._lastUsed;
end
function FuryMonitor.Ability:SetLastUsedTime(time)
self._lastUsed = time;
end
function FuryMonitor.Ability:GetRageCost()
if self:IsFake() then
return 0;
end
_, _, _, cost = GetSpellInfo(self:GetName());
return cost;
end
function FuryMonitor.Ability:IsAvailable()
if self:IsFake() then
-- This is important, otherwise when dead you get an empty rotation
return true;
end
if not self:Exists() then
return false;
end
local usable, nomana = IsUsableSpell(self:GetName());
while usable or nomana do
-- If there is a defined IsAvailable function, call it and check the result
if self._functions.IsAvailable and not self._functions.IsAvailable(self) then
break;
end
if not self._available then
self._available = true;
self:SetAvailableTime(FuryMonitor.Util.GetTime());
end
return true;
end
self._available = false;
return false;
end
function FuryMonitor.Ability:Exists()
-- GetSpellNumber returns nil if the spell number is not found
return self:GetSpellNumber() ~= nil;
end
function FuryMonitor.Ability:GetAvailableUntil()
return self:GetAvailableTime() + self:GetReactionDuration();
end
function FuryMonitor.Ability:GetAvailableTime()
return self._availableTime;
end
function FuryMonitor.Ability:SetAvailableTime(time)
self._availableTime = time;
end
function FuryMonitor.Ability:GetReactionDuration()
return self._reactionDuration;
end
function FuryMonitor.Ability:GetReactionDurationRemaining()
return math.max(0, self:GetAvailableUntil() - FuryMonitor.Util.GetTime());
end
function FuryMonitor.Ability:GetReactiveUsesRemaining()
return math.max(0, self:GetReactiveUses() - self:GetTheoreticalUses());
end
function FuryMonitor.Ability:GetReactiveUses()
return self._reactiveUses;
end
function FuryMonitor.Ability:GetTheoreticalUses()
return self._theoreticalUses;
end
function FuryMonitor.Ability:SetTheoreticalUses(value)
self._theoreticalUses = value;
end
function FuryMonitor.Ability:OnTalentsChanged()
-- Clear the cached spell number, as the spell numbers change during
-- talent changes
self._spellNumber = nil;
end