diff --git a/scripts/outlaw.lua b/scripts/outlaw.lua new file mode 100644 index 0000000..dde58be --- /dev/null +++ b/scripts/outlaw.lua @@ -0,0 +1,457 @@ +local Tinkr, Bastion = ... + +local RestoModule = Bastion.Module:New('outlaw') +local Evaluator = Tinkr.Util.Evaluator +local Player = Bastion.UnitManager:Get('player') +local None = Bastion.UnitManager:Get('none') +local Target = Bastion.UnitManager:Get('target') + +local RollTheBones = Bastion.SpellBook:GetSpell(315508) +local SliceAndDice = Bastion.SpellBook:GetSpell(315496) +local BetweenTheEyes = Bastion.SpellBook:GetSpell(315341) +local BladeRush = Bastion.SpellBook:GetSpell(271877) +local Vanish = Bastion.SpellBook:GetSpell(1856) +local Dispatch = Bastion.SpellBook:GetSpell(2098) +local Ambush = Bastion.SpellBook:GetSpell(8676) +local Stealth = Bastion.SpellBook:GetSpell(1784) +local PistolShot = Bastion.SpellBook:GetSpell(185763) +local Opportunity = Bastion.SpellBook:GetSpell(195627) +local SinisterStrike = Bastion.SpellBook:GetSpell(193315) +local GrandMelee = Bastion.SpellBook:GetSpell(193358) +local Broadside = Bastion.SpellBook:GetSpell(193356) +local TrueBearing = Bastion.SpellBook:GetSpell(193359) +local RuthlessPrecision = Bastion.SpellBook:GetSpell(193357) +local SkullAndCrossbones = Bastion.SpellBook:GetSpell(199603) +local BuriedTreasure = Bastion.SpellBook:GetSpell(199600) +local AdrenalineRush = Bastion.SpellBook:GetSpell(13750) +local ShadowDance = Bastion.SpellBook:GetSpell(185313) +local Audacity = Bastion.SpellBook:GetSpell(381845) +local Flagellation = Bastion.SpellBook:GetSpell(323654) +local Dreadblades = Bastion.SpellBook:GetSpell(343142) +local JollyRoger = Bastion.SpellBook:GetSpell(199603) +local BladeFlurry = Bastion.SpellBook:GetSpell(13877) +local Kick = Bastion.SpellBook:GetSpell(1766) +local MarkedForDeath = Bastion.SpellBook:GetSpell(137619) +local CrimsonVial = Bastion.SpellBook:GetSpell(185311) +local Shiv = Bastion.SpellBook:GetSpell(5938) +local KidneyShot = Bastion.SpellBook:GetSpell(408) + +local PurgeTarget = Bastion.UnitManager:CreateCustomUnit('purge', function(unit) + local purge = nil + + Bastion.UnitManager:EnumNameplates(function(unit) + if unit:IsDead() then + return false + end + + if not Player:CanSee(unit) then + return false + end + + if Player:GetDistance(unit) > 40 then + return false + end + + if unit:GetAuras():HasAnyStealableAura() then + purge = unit + return true + end + end) + + if purge == nil then + purge = None + end + + return purge +end) + +local KickTarget = Bastion.UnitManager:CreateCustomUnit('kick', function(unit) + local purge = nil + + Bastion.UnitManager:EnumNameplates(function(unit) + if unit:IsDead() then + return false + end + + if not Player:CanSee(unit) then + return false + end + + if Player:GetDistance(unit) > 40 then + return false + end + + if unit:IsInterruptible(5) then + purge = unit + return true + end + end) + + if purge == nil then + purge = None + end + + return purge +end) + +local DefaultAPL = Bastion.APL:New('default') +local AOEAPL = Bastion.APL:New('aoe') +local SpecialAPL = Bastion.APL:New('special') + +SpecialAPL:AddSpell( + Kick:CastableIf(function(self) + return KickTarget:Exists() and Player:InMelee(KickTarget) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() + end):SetTarget(KickTarget) +) + +SpecialAPL:AddSpell( + KidneyShot:CastableIf(function(self) + return KickTarget:Exists() and Player:InMelee(KickTarget) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and Player:GetComboPoints(KickTarget) <= 2 + end):SetTarget(KickTarget) +) + +SpecialAPL:AddSpell( + Stealth:CastableIf(function(self) + return self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and not Player:IsAffectingCombat() and + not Player:GetAuras():FindMy(Stealth):IsUp() and not IsMounted() + end):SetTarget(Player) +) + +SpecialAPL:AddSpell( + CrimsonVial:CastableIf(function(self) + return self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetHealthPercent() < 70 + end):SetTarget(Player) +) + +SpecialAPL:AddSpell( + Shiv:CastableIf(function(self) + return PurgeTarget:Exists() and Player:InMelee(PurgeTarget) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and PurgeTarget:GetAuras():HasAnyStealableAura() + end):SetTarget(PurgeTarget) +) + +-- Adrenaline Rush on cooldown. +DefaultAPL:AddSpell( + AdrenalineRush:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() + end):SetTarget(Player) +) + +-- Roll the Bones if you have no combat enhancements active. +DefaultAPL:AddSpell( + RollTheBones:CastableIf(function(self) + local numBuffs = 0 + if Player:GetAuras():FindMy(Broadside):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(BuriedTreasure):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(GrandMelee):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(RuthlessPrecision):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(SkullAndCrossbones):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(TrueBearing):IsUp() then + numBuffs = numBuffs + 1 + end + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + ((not Player:GetAuras():FindMy(Broadside):IsUp() and + not Player:GetAuras():FindMy(TrueBearing):IsUp()) or numBuffs < 2) + end):SetTarget(Player) +) +-- Slice and Dice if at max, or -1 from maximum combo points with Broadside or Opportunity active, if missing or has has 12 or less seconds remaining. +DefaultAPL:AddSpell( + SliceAndDice:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (Player:GetComboPoints(Target) >= 5 or + ( + Player:GetComboPoints(Target) >= 4 and + (Player:GetAuras():FindMy(Broadside):IsUp() or Player:GetAuras():FindMy(Opportunity):IsUp()))) and + ( + not Player:GetAuras():FindMy(SliceAndDice):IsUp() or + Player:GetAuras():FindMy(SliceAndDice):GetRemainingTime() <= 12 + ) + end):SetTarget(Target) +) + +-- Between the Eyes on cooldown if at max, or -1 from maximum combo points with Broadside or Opportunity active. +DefaultAPL:AddSpell( + BetweenTheEyes:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (Player:GetComboPoints(Target) >= 5 or + ( + Player:GetComboPoints(Target) >= 4 and + (Player:GetAuras():FindMy(Broadside):IsUp() or Player:GetAuras():FindMy(Opportunity):IsUp()))) + end):SetTarget(Target) +) + +-- Dispatch if at max, or -1 from maximum combo points with Broadside or Opportunity active. +DefaultAPL:AddSpell( + Dispatch:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (Player:GetComboPoints(Target) >= 5 or + ( + Player:GetComboPoints(Target) >= 4 and + (Player:GetAuras():FindMy(Broadside):IsUp() or Player:GetAuras():FindMy(Opportunity):IsUp()))) + end):SetTarget(Target) +) + +-- Shadow Dance at or below 3 combo points, and do not have Audacity or Opportunity active and wait until you have at least 80 energy. While active Ambush becomes your highest priority builder. +DefaultAPL:AddSpell( + ShadowDance:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetComboPoints(Target) <= 3 and + not Player:GetAuras():FindMy(Audacity):IsUp() and + not Player:GetAuras():FindMy(Opportunity):IsUp() and + Player:GetPower() >= 80 + end):SetTarget(Player) +) + +-- Blade Rush if missing 50 or more energy and do not have Flagellation, Dreadblades or Shadow Dance active. +DefaultAPL:AddSpell( + BladeRush:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetPower() <= 50 and + not Player:GetAuras():FindMy(Flagellation):IsUp() and + not Player:GetAuras():FindMy(Dreadblades):IsUp() and + not Player:GetAuras():FindMy(ShadowDance):IsUp() + end):SetTarget(Player) +) + +-- Vanish followed by Ambush if you won't overcap combo points and wait until you have at least 50 energy. +DefaultAPL:AddSpell( + Vanish:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetComboPoints(Target) <= 4 and + Player:GetPower() >= 50 and not Player:GetAuras():FindMy(Stealth):IsUp() + end):SetTarget(Player) +) + +-- Pistol Shot if you have an Opportunity proc and won't overcap combo points. +DefaultAPL:AddSpell( + PistolShot:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetAuras():FindMy(Opportunity):IsUp() and + Player:GetComboPoints(Target) <= 4 + end):SetTarget(Target) +) + +-- Use Ambush Icon Ambush instead of Sinister Strike Icon Sinister Strike whenever it is available to cast from any of the procs or cooldowns. +DefaultAPL:AddSpell( + Ambush:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() + end):SetTarget(Target) +) + +-- Sinister Strike if you won't overcap combo points. +DefaultAPL:AddSpell( + SinisterStrike:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetComboPoints(Target) < 5 + end):SetTarget(Target) +) + +-- AOE APL + +-- Adrenaline Rush on cooldown. +AOEAPL:AddSpell( + AdrenalineRush:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() + end):SetTarget(Player) +) + +-- Roll the Bones if you have no combat enhancements active. +-- Roll the Bones has a large outcome of buffs which include; Broadside, Buried Treasure, Grand Melee, Ruthless Precision, Skull and Crossbones, and True Bearing. The buffs you want to keep this tier are going to be Broadside and True Bearing as single buffs or any combination of 2 or more buffs. Any of the other 4 buffs as a single means it's worth recasting Roll the Bones as soon as you are able to. + +AOEAPL:AddSpell( + RollTheBones:CastableIf(function(self) + local numBuffs = 0 + if Player:GetAuras():FindMy(Broadside):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(BuriedTreasure):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(GrandMelee):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(RuthlessPrecision):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(SkullAndCrossbones):IsUp() then + numBuffs = numBuffs + 1 + end + if Player:GetAuras():FindMy(TrueBearing):IsUp() then + numBuffs = numBuffs + 1 + end + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + ((not Player:GetAuras():FindMy(Broadside):IsUp() and + not Player:GetAuras():FindMy(TrueBearing):IsUp()) or numBuffs < 2) + end):SetTarget(Player) +) + +-- Blade Flurry when missing. +AOEAPL:AddSpell( + BladeFlurry:CastableIf(function(self) + return self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (not Player:GetAuras():FindMy(self):IsUp() or Player:GetAuras():FindMy(self):GetRemainingTime() <= 2) + end):SetTarget(Player) +) + +-- Slice and Dice if at max, or -1 from maximum combo points with Broadside or Opportunity active, if missing or has has 12 or less seconds remaining. +AOEAPL:AddSpell( + SliceAndDice:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (Player:GetComboPoints(Target) >= 5 or + (Player:GetComboPoints(Target) >= 4 and + (Player:GetAuras():FindMy(Broadside):IsUp() or + Player:GetAuras():FindMy(Opportunity):IsUp()))) and + (not Player:GetAuras():FindMy(self):IsUp() or + Player:GetAuras():FindMy(self):GetRemainingTime() <= 12) + end):SetTarget(Player) +) + +-- Between the Eyes on cooldown if at max, or -1 from maximum combo points with Broadside or Opportunity active. +AOEAPL:AddSpell( + BetweenTheEyes:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (Player:GetComboPoints(Target) >= 5 or + (Player:GetComboPoints(Target) >= 4 and + (Player:GetAuras():FindMy(Broadside):IsUp() or + Player:GetAuras():FindMy(Opportunity):IsUp()))) + end):SetTarget(Target) +) + +-- Dispatch if at max, or -1 from maximum combo points with Broadside or Opportunity active. +AOEAPL:AddSpell( + Dispatch:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + (Player:GetComboPoints(Target) >= 5 or + (Player:GetComboPoints(Target) >= 4 and + (Player:GetAuras():FindMy(Broadside):IsUp() or + Player:GetAuras():FindMy(Opportunity):IsUp()))) + end):SetTarget(Target) +) + +-- Shadow Dance at or below 3 combo points, and do not have Audacity or Opportunity active and wait until you have at least 80 energy. While active Ambush becomes your highest priority builder. +AOEAPL:AddSpell( + ShadowDance:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetComboPoints(Target) <= 3 and + not Player:GetAuras():FindMy(Audacity):IsUp() and + not Player:GetAuras():FindMy(Opportunity):IsUp() and + Player:GetPower() >= 80 + end):SetTarget(Player) +) + +-- Blade Rush if missing 50 or more energy and do not have Flagellation, Dreadblades or Shadow Dance active. +AOEAPL:AddSpell( + BladeRush:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetPower() >= 50 and + not Player:GetAuras():FindMy(Flagellation):IsUp() and + not Player:GetAuras():FindMy(Dreadblades):IsUp() and + not Player:GetAuras():FindMy(ShadowDance):IsUp() + end):SetTarget(Player) +) + +-- Vanish followed by Ambush if you won't overcap combo points and wait until you have at least 50 energy. +AOEAPL:AddSpell( + Vanish:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetComboPoints(Target) < 5 and + Player:GetPower() >= 50 and not Player:GetAuras():FindMy(Stealth):IsUp() + end):SetTarget(Player) +) + +-- Pistol Shot if you have an Opportunity proc and won't overcap combo points. +AOEAPL:AddSpell( + PistolShot:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetAuras():FindMy(Opportunity):IsUp() and + Player:GetComboPoints(Target) < 5 + end):SetTarget(Target) +) + +AOEAPL:AddSpell( + Ambush:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() + end):SetTarget(Target) +) + +-- Sinister Strike if you won't overcap combo points. +AOEAPL:AddSpell( + SinisterStrike:CastableIf(function(self) + return Target:Exists() and Player:InMelee(Target) and + self:IsKnownAndUsable() and + not Player:IsCastingOrChanneling() and + Player:GetComboPoints(Target) < 5 + end):SetTarget(Target) +) + +RestoModule:Sync(function() + SpecialAPL:Execute() + if Player:GetMeleeAttackers() > 1 then + AOEAPL:Execute() + else + DefaultAPL:Execute() + end +end) + +Bastion:Register(RestoModule) diff --git a/src/Refreshable/Refreshable.lua b/src/Refreshable/Refreshable.lua new file mode 100644 index 0000000..1018c1c --- /dev/null +++ b/src/Refreshable/Refreshable.lua @@ -0,0 +1,60 @@ +local Tinkr, Bastion = ... + +-- Define a Refreshable class +local Refreshable = { + cache = nil, + callback = nil, + value = nil +} + +-- On index check the cache to be valid and return the value or reconstruct the value and return it +function Refreshable:__index(k) + if Refreshable[k] then + return Refreshable[k] + end + + self.value = self.callback() + return self.value[k] +end + +-- When the object is accessed return the value +function Refreshable:__tostring() + return "Bastion.__Refreshable(" .. tostring(self.value) .. ")" +end + +-- Create +function Refreshable:New(value, cb) + local self = setmetatable({}, Refreshable) + + self.cache = Bastion.Cache:New() + self.value = value + self.callback = cb + + self.cache:Set('self', self.value, 0.5) + + return self +end + +-- Try to update the value +function Refreshable:TryUpdate() + if self.cache:IsCached("value") then + self.value = self.callback() + end +end + +-- Update the value +function Refreshable:Update() + self.value = self.callback() +end + +-- Set a new value +function Refreshable:Set(value) + self.value = value +end + +-- Set a new callback +function Refreshable:SetCallback(cb) + self.callback = cb +end + +return Refreshable diff --git a/src/Unit/Unit.lua b/src/Unit/Unit.lua index f5a225d..65ac3a0 100644 --- a/src/Unit/Unit.lua +++ b/src/Unit/Unit.lua @@ -28,10 +28,6 @@ end -- Constructor function Unit:New(unit) - if UnitIsUnit(unit, "player") then - print("Created unit for player") - end - local self = setmetatable({}, Unit) self.unit = unit self.cache = Bastion.Cache:New() @@ -46,7 +42,7 @@ end -- Check if the unit exists function Unit:Exists() - return UnitExists(self.unit) + return Object(self.unit) end -- Get the units token @@ -146,6 +142,11 @@ function Unit:IsFriendly() return UnitIsFriend("player", self.unit) end +-- IsEnemy +function Unit:IsEnemy() + return UnitCanAttack("player", self.unit) and (UnitIsPVP("player") or not UnitIsPlayer(self.unit)) +end + -- Is the unit a hostile unit function Unit:IsHostile() return UnitCanAttack(self.unit, 'player') @@ -315,7 +316,8 @@ function Unit:GetEnemies(range) local count = 0 Bastion.UnitManager:EnumNameplates(function(unit) - if not self:IsUnit(unit) and unit:GetDistance(self) <= range and unit:IsAlive() and self:CanSee(unit) then + if not self:IsUnit(unit) and unit:GetDistance(self) <= range and unit:IsAlive() and self:CanSee(unit) and + unit:IsEnemy() then count = count + 1 end end) @@ -330,7 +332,7 @@ function Unit:GetMeleeAttackers() Bastion.UnitManager:EnumNameplates(function(unit) if not self:IsUnit(unit) and unit:IsAlive() and self:CanSee(unit) and - self:InMelee(unit) and unit:IsAffectingCombat() and not unit:IsFriendly(self) then + self:InMelee(unit) and unit:IsEnemy() then count = count + 1 end end) diff --git a/src/UnitManager/UnitManager.lua b/src/UnitManager/UnitManager.lua index 0de373c..daeeabb 100644 --- a/src/UnitManager/UnitManager.lua +++ b/src/UnitManager/UnitManager.lua @@ -123,7 +123,17 @@ function UnitManager:Get(token) end end - return self.objects[tguid] + return Bastion.Refreshable:New(self.objects[tguid], function() + local tguid = ObjectGUID(token) + if self.objects[tguid] == nil then + if token == 'none' then + self.objects[tguid] = Unit:New(token) + else + self.objects[tguid] = Unit:New(Object(tguid)) + end + end + return self.objects[tguid] + end) end function UnitManager:GetObject(guid) diff --git a/src/_bastion.lua b/src/_bastion.lua index 5bc5c58..0e409dd 100644 --- a/src/_bastion.lua +++ b/src/_bastion.lua @@ -20,6 +20,7 @@ Bastion.Vector3 = Bastion.require("Vector3") Bastion.Commmand = Bastion.require("Command") Bastion.Cache = Bastion.require("Cache") Bastion.Cacheable = Bastion.require("Cacheable") +Bastion.Refreshable = Bastion.require("Refreshable") Bastion.Unit = Bastion.require("Unit") Bastion.Aura = Bastion.require("Aura") Bastion.APL = Bastion.require("APL")