Bastion aims to serve as a highly performant, simplisitic, and expandable World of Warcraft data visualization framework.
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Bastion/scripts/outlaw.lua

954 lines
39 KiB

local Tinkr, Bastion = ...
local OutlawModule = 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 Stealth = Bastion.SpellBook:GetSpell(115191)
local Kick = Bastion.SpellBook:GetSpell(1766)
local CountTheOdds = Bastion.SpellBook:GetSpell(381982)
local Shadowmeld = Bastion.SpellBook:GetSpell(58984)
local ShadowDance = Bastion.SpellBook:GetSpell(185313)
local ShadowDanceAura = Bastion.SpellBook:GetSpell(185422)
local HiddenOpportunity = Bastion.SpellBook:GetSpell(383281)
local RollTheBones = Bastion.SpellBook:GetSpell(315508)
local FanTheHammer = Bastion.SpellBook:GetSpell(381846)
local ImprovedAmbush = Bastion.SpellBook:GetSpell(381620)
local SummarilyDispatched = Bastion.SpellBook:GetSpell(381990)
local BladeFlurry = Bastion.SpellBook:GetSpell(13877)
local KillingSpree = Bastion.SpellBook:GetSpell(51690)
local ArcaneTorrent = Bastion.SpellBook:GetSpell(25046)
local ArcanePulse = Bastion.SpellBook:GetSpell(260364)
local LightsJudgment = Bastion.SpellBook:GetSpell(255647)
local BagOfTricks = Bastion.SpellBook:GetSpell(312411)
local Sepsis = Bastion.SpellBook:GetSpell(385408)
local BetweenTheEyes = Bastion.SpellBook:GetSpell(315341)
local GhostlyStrike = Bastion.SpellBook:GetSpell(196937)
local Dreadblades = Bastion.SpellBook:GetSpell(343142)
local Subterfuge = Bastion.SpellBook:GetSpell(108208)
local EchoingReprimand = Bastion.SpellBook:GetSpell(385616)
local Ambush = Bastion.SpellBook:GetSpell(8676)
local KeepItRolling = Bastion.SpellBook:GetSpell(381989)
local Audacity = Bastion.SpellBook:GetSpell(381845)
local FindWeakness = Bastion.SpellBook:GetSpell(91023)
local PistolShot = Bastion.SpellBook:GetSpell(185763)
local Opportunity = Bastion.SpellBook:GetSpell(279876)
local OpportunityAura = Bastion.SpellBook:GetSpell(195627)
local GreenskinsWickers = Bastion.SpellBook:GetSpell(386823)
local QuickDraw = Bastion.SpellBook:GetSpell(196938)
local Weaponmaster = Bastion.SpellBook:GetSpell(200733)
local SinisterStrike = Bastion.SpellBook:GetSpell(193315)
local AdrenalineRush = Bastion.SpellBook:GetSpell(13750)
local ImprovedAdrenalineRush = Bastion.SpellBook:GetSpell(395422)
local BladeRush = Bastion.SpellBook:GetSpell(271877)
local MarkedForDeath = Bastion.SpellBook:GetSpell(137619)
local ThistleTea = Bastion.SpellBook:GetSpell(381623)
local PotionOfUnbridledFury = Bastion.SpellBook:GetSpell(169299)
local Bloodlust = Bastion.SpellBook:GetSpell(2825)
local BloodFury = Bastion.SpellBook:GetSpell(20572)
local Berserking = Bastion.SpellBook:GetSpell(26297)
local Fireblood = Bastion.SpellBook:GetSpell(265221)
local AncestralCall = Bastion.SpellBook:GetSpell(274738)
local SliceAndDice = Bastion.SpellBook:GetSpell(315496)
local SwiftSlasher = Bastion.SpellBook:GetSpell(381988)
local ColdBlood = Bastion.SpellBook:GetSpell(382245)
local Dispatch = Bastion.SpellBook:GetSpell(2098)
local Vanish = Bastion.SpellBook:GetSpell(1856)
local Broadside = Bastion.SpellBook:GetSpell(193356)
local GrandMelee = Bastion.SpellBook:GetSpell(193358)
local SkullAndCrossbones = Bastion.SpellBook:GetSpell(199603)
local TrueBearing = Bastion.SpellBook:GetSpell(193359)
local LoadedDice = Bastion.SpellBook:GetSpell(256171)
local BuriedTreasure = Bastion.SpellBook:GetSpell(199600)
local RuthlessPrecision = Bastion.SpellBook:GetSpell(193357)
local PurgeTarget = Bastion.UnitManager:CreateCustomUnit('purge', function(unit)
local purge = nil
Bastion.UnitManager:EnumEnemies(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:EnumEnemies(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 Player:InMelee(unit) and unit:IsInterruptible(5) and Player:IsFacing(unit) then
purge = unit
return true
end
end)
if purge == nil then
purge = None
end
return purge
end)
local Tank = Bastion.UnitManager:CreateCustomUnit('tank', function(unit)
local tank = nil
Bastion.UnitManager:EnumFriends(function(unit)
if Player:GetDistance(unit) > 40 then
return false
end
if not Player:CanSee(unit) then
return false
end
if unit:IsDead() then
return false
end
if unit:IsTank() then
tank = unit
return true
end
return false
end)
if tank == nil then
tank = None
end
return tank
end)
local Explosive = Bastion.UnitManager:CreateCustomUnit('explosive', function(unit)
local explosive = nil
Bastion.UnitManager:EnumEnemies(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 Player:InMelee(unit) and unit:GetID() == 120651 and Player:IsFacing(unit) then
explosive = unit
return true
end
end)
if explosive == nil then
explosive = None
end
return explosive
end)
local DefaultAPL = Bastion.APL:New('default')
local StealthAPL = Bastion.APL:New('stealth')
local CDsAPL = Bastion.APL:New('cds')
local FinishAPL = Bastion.APL:New('finish')
local BuildAPL = Bastion.APL:New('build')
local StealthCDsAPL = Bastion.APL:New('stealthcds')
-- # Executed every time the actor is available.
-- # Restealth if possible (no vulnerable enemies in combat)
-- actions=stealth
DefaultAPL:AddSpell(
Stealth:CastableIf(
function(self)
return self:IsKnownAndUsable() and not Player:GetAuras():FindMy(Stealth):IsUp() and
not Player:IsAffectingCombat() and not IsMounted()
end
):SetTarget(Player)
)
-- # Interrupt on cooldown to allow simming interactions with that
-- actions+=/kick
DefaultAPL:AddSpell(
Kick:CastableIf(function(self)
return self:IsKnownAndUsable() and KickTarget:Exists() and self:IsInRange(KickTarget) and
self:IsKnownAndUsable() and
not Player:IsCastingOrChanneling() and Player:IsFacing(Target)
end):SetTarget(KickTarget)
)
-- # Checks if we are in an appropriate Stealth state for triggering the Count the Odds bonus
-- actions+=/variable,name=stealthed_cto,value=talent.count_the_odds&(stealthed.basic|buff.shadowmeld.up|buff.shadow_dance.up)
DefaultAPL:AddVariable(
'stealthed_cto',
function()
return CountTheOdds:IsKnown() and (Player:GetAuras():FindMy(Stealth):IsUp() or
Player:GetAuras():FindMy(Shadowmeld):IsUp() or
Player:GetAuras():FindMy(ShadowDanceAura):IsUp())
end
)
local function GetRTBCount()
local count = 0
if Player:GetAuras():FindMy(Broadside):IsUp() then
count = count + 1
end
if Player:GetAuras():FindMy(GrandMelee):IsUp() then
count = count + 1
end
if Player:GetAuras():FindMy(SkullAndCrossbones):IsUp() then
count = count + 1
end
if Player:GetAuras():FindMy(TrueBearing):IsUp() then
count = count + 1
end
if Player:GetAuras():FindMy(LoadedDice):IsUp() then
count = count + 1
end
if Player:GetAuras():FindMy(BuriedTreasure):IsUp() then
count = count + 1
end
if Player:GetAuras():FindMy(RuthlessPrecision):IsUp() then
count = count + 1
end
return count
end
-- # Roll the Bones Reroll Conditions
-- actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity,value=rtb_buffs<2&(!buff.broadside.up&(!talent.fan_the_hammer|!buff.skull_and_crossbones.up)&!buff.true_bearing.up|buff.loaded_dice.up)|rtb_buffs=2&(buff.buried_treasure.up&buff.grand_melee.up|!buff.broadside.up&!buff.true_bearing.up&buff.loaded_dice.up)
DefaultAPL:AddVariable(
'rtb_reroll',
function()
if not HiddenOpportunity:IsKnown() then
return GetRTBCount() < 2 and
(not Player:GetAuras():FindMy(Broadside):IsUp() and
(not FanTheHammer:IsKnown() or
not Player:GetAuras():FindMy(SkullAndCrossbones):IsUp()) and
not Player:GetAuras():FindMy(TrueBearing):IsUp() or
Player:GetAuras():FindMy(LoadedDice):IsUp()) or
GetRTBCount() == 2 and
(Player:GetAuras():FindMy(BuriedTreasure):IsUp() and
Player:GetAuras():FindMy(GrandMelee):IsUp() or
not Player:GetAuras():FindMy(Broadside):IsUp() and
not Player:GetAuras():FindMy(TrueBearing):IsUp() and
Player:GetAuras():FindMy(LoadedDice):IsUp())
end
end
)
-- # Additional Reroll Conditions for Keep it Rolling or Count the Odds
-- actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity&(talent.keep_it_rolling|talent.count_the_odds),value=variable.rtb_reroll|((rtb_buffs.normal=0&rtb_buffs.longer>=1)&!(buff.broadside.up&buff.true_bearing.up&buff.skull_and_crossbones.up)&!(buff.broadside.remains>39|buff.true_bearing.remains>39|buff.ruthless_precision.remains>39|buff.skull_and_crossbones.remains>39))
DefaultAPL:AddVariable(
'rtb_reroll',
function()
if not HiddenOpportunity:IsKnown() then
return GetRTBCount() < 2 and
(not Player:GetAuras():FindMy(Broadside):IsUp() and
(not FanTheHammer:IsKnown() or
not Player:GetAuras():FindMy(SkullAndCrossbones):IsUp()) and
not Player:GetAuras():FindMy(TrueBearing):IsUp() or
Player:GetAuras():FindMy(LoadedDice):IsUp()) or
GetRTBCount() == 2 and
(Player:GetAuras():FindMy(BuriedTreasure):IsUp() and
Player:GetAuras():FindMy(GrandMelee):IsUp() or
not Player:GetAuras():FindMy(Broadside):IsUp() and
not Player:GetAuras():FindMy(TrueBearing):IsUp() and
Player:GetAuras():FindMy(LoadedDice):IsUp())
end
end
)
-- # With Hidden Opportunity, prioritize rerolling for Skull and Crossbones over everything else
-- actions+=/variable,name=rtb_reroll,if=talent.hidden_opportunity,value=!rtb_buffs.will_lose.skull_and_crossbones&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee)<2+buff.loaded_dice.up
DefaultAPL:AddVariable(
'rtb_reroll',
function()
if HiddenOpportunity:IsKnown() then
return not Player:GetAuras():FindMy(SkullAndCrossbones):IsUp() and
((Player:GetAuras():FindMy(SkullAndCrossbones):IsUp() and 1 or 0) -
(Player:GetAuras():FindMy(GrandMelee):IsUp() and 1 or 0)) <
2 + (Player:GetAuras():FindMy(LoadedDice):IsUp() and 1 or 0)
end
end
)
-- # Avoid rerolls when we will not have time remaining on the fight or add wave to recoup the opportunity cost of the global
-- actions+=/variable,name=rtb_reroll,op=reset,if=!(raid_event.adds.remains>12|raid_event.adds.up&(raid_event.adds.in-raid_event.adds.remains)<6|target.time_to_die>12)|fight_remains<12
DefaultAPL:AddVariable(
'rtb_reroll',
function()
if not HiddenOpportunity:IsKnown() then
return GetRTBCount() < 2 and
(not Player:GetAuras():FindMy(Broadside):IsUp() and
(not FanTheHammer:IsKnown() or
not Player:GetAuras():FindMy(SkullAndCrossbones):IsUp()) and
not Player:GetAuras():FindMy(TrueBearing):IsUp() or
Player:GetAuras():FindMy(LoadedDice):IsUp()) or
GetRTBCount() == 2 and
(Player:GetAuras():FindMy(BuriedTreasure):IsUp() and
Player:GetAuras():FindMy(GrandMelee):IsUp() or
not Player:GetAuras():FindMy(Broadside):IsUp() and
not Player:GetAuras():FindMy(TrueBearing):IsUp() and
Player:GetAuras():FindMy(LoadedDice):IsUp())
end
end
)
-- # Ensure we get full Ambush CP gains and aren't rerolling Count the Odds buffs away
-- actions+=/variable,name=ambush_condition,value=combo_points.deficit>=2+talent.improved_ambush+buff.broadside.up&energy>=50&(!talent.count_the_odds|buff.roll_the_bones.remains>=10)
DefaultAPL:AddVariable(
'ambush_condition',
function()
return Player:GetComboPointsDeficit() >= 2 + (ImprovedAmbush:IsKnown() and 1 or 0) +
(Player:GetAuras():FindMy(Broadside):IsUp() and 1 or 0) and
Player:GetPower() >= 50 and
(not CountTheOdds:IsKnown() or
Player:GetAuras():FindMy(RollTheBones):GetRemainingTime() >= 10)
end
)
-- # Finish at 6 (5 with Summarily Dispatched talented) CP or CP Max-1, whichever is greater of the two
-- actions+=/variable,name=finish_condition,value=combo_points>=((cp_max_spend-1)<?(6-talent.summarily_dispatched))|effective_combo_points>=cp_max_spend
DefaultAPL:AddVariable(
'finish_condition',
function()
return Player:GetComboPoints() >=
math.min(Player:GetComboPointsMax() - 1, 6 - (SummarilyDispatched:IsKnown() and 1 or 0)) or
Player:GetComboPoints() >= Player:GetComboPointsMax()
end
)
-- # With multiple targets, this variable is checked to decide whether some CDs should be synced with Blade Flurry
-- actions+=/variable,name=blade_flurry_sync,value=spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.remains>1+talent.killing_spree.enabled
DefaultAPL:AddVariable(
'blade_flurry_sync',
function()
return Player:GetMeleeAttackers() < 2 and
(not Player:GetAuras():FindMy(BladeFlurry):IsUp() or
Player:GetAuras():FindMy(BladeFlurry):GetRemainingTime() > 1 +
(KillingSpree:IsKnown() and 1 or 0))
end
)
-- # Higher priority Stealth list for Count the Odds or true Stealth/Vanish that will break in a single global
-- actions+=/call_action_list,name=stealth,if=stealthed.basic|buff.shadowmeld.up
DefaultAPL:AddAPL(
StealthAPL,
function()
return Player:IsStealthed() or Player:GetAuras():FindMy(Shadowmeld):IsUp()
end
)
-- actions+=/call_action_list,name=cds
DefaultAPL:AddAPL(
CDsAPL,
function()
return true
end
)
-- # Lower priority Stealth list for Shadow Dance
-- actions+=/call_action_list,name=stealth,if=variable.stealthed_cto
DefaultAPL:AddAPL(
StealthAPL,
function()
return DefaultAPL:GetVariable('stealthed_cto')
end
)
-- actions+=/run_action_list,name=finish,if=variable.finish_condition
DefaultAPL:AddAPL(
FinishAPL,
function()
return DefaultAPL:GetVariable('finish_condition')
end
)
-- actions+=/call_action_list,name=build
DefaultAPL:AddAPL(
BuildAPL,
function()
return true
end
)
-- actions+=/arcane_torrent,if=energy.base_deficit>=15+energy.regen
DefaultAPL:AddSpell(
ArcaneTorrent:CastableIf(
function(self)
return self:IsKnownAndUsable() and Player:GetPowerDeficit() >= 15 + Player:GetPowerRegen()
end
):SetTarget(Target)
)
-- actions+=/arcane_pulse
DefaultAPL:AddSpell(
ArcanePulse:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- actions+=/lights_judgment
DefaultAPL:AddSpell(
LightsJudgment:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- actions+=/bag_of_tricks
DefaultAPL:AddSpell(
BagOfTricks:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- # Builders
-- actions.build=sepsis,target_if=max:target.time_to_die*debuff.between_the_eyes.up,if=target.time_to_die>11&debuff.between_the_eyes.up|fight_remains<11
BuildAPL:AddSpell(
Sepsis:CastableIf(
function(self)
return self:IsKnownAndUsable() and ((Target:TimeToDie() > 11 and
Target:GetAuras():FindMy(BetweenTheEyes):IsUp()) or
Player:TimeToDie() < 11)
end
):SetTarget(Target)
)
-- actions.build+=/ghostly_strike,if=debuff.ghostly_strike.remains<=3&(spell_targets.blade_flurry<=2|buff.dreadblades.up)&!buff.subterfuge.up&target.time_to_die>=5
BuildAPL:AddSpell(
GhostlyStrike:CastableIf(
function(self)
return self:IsKnownAndUsable() and Target:GetAuras():FindMy(GhostlyStrike):GetRemainingTime() <= 3 and
(Player:GetMeleeAttackers() <= 2 or Player:GetAuras():FindMy(Dreadblades):IsUp()) and
not Player:GetAuras():FindMy(Subterfuge):IsUp() and Target:TimeToDie() >= 5
end
):SetTarget(Target)
)
-- actions.build+=/echoing_reprimand,if=!buff.dreadblades.up
BuildAPL:AddSpell(
EchoingReprimand:CastableIf(
function(self)
return self:IsKnownAndUsable() and not Player:GetAuras():FindMy(Dreadblades):IsUp()
end
):SetTarget(Target)
)
-- # High priority Ambush line to apply Find Weakness or consume Audacity/Sepsis buff before Pistol Shot
-- actions.build+=/ambush,if=(talent.hidden_opportunity|talent.keep_it_rolling)&(buff.audacity.up|buff.sepsis_buff.up|buff.subterfuge.up&cooldown.keep_it_rolling.ready)|talent.find_weakness&debuff.find_weakness.down
BuildAPL:AddSpell(
Ambush:CastableIf(
function(self)
return self:IsKnownAndUsable() and ((HiddenOpportunity:IsKnown() or KeepItRolling:IsKnown()) and
(Player:GetAuras():FindMy(Audacity):IsUp() or Player:GetAuras():FindMy(Sepsis):IsUp() or
(Player:GetAuras():FindMy(Subterfuge):IsUp() and KeepItRolling:OnCooldown())) or
(FindWeakness:IsKnown() and Target:GetAuras():FindMy(FindWeakness):IsDown()))
end
):SetTarget(Target)
)
-- # With Audacity + Hidden Opportunity + Fan the Hammer, use Pistol Shot to proc Audacity any time Ambush is not available
-- actions.build+=/pistol_shot,if=talent.fan_the_hammer&talent.audacity&talent.hidden_opportunity&buff.opportunity.up&!buff.audacity.up&!buff.subterfuge.up&!buff.shadow_dance.up
BuildAPL:AddSpell(
PistolShot:CastableIf(
function(self)
return self:IsKnownAndUsable() and FanTheHammer:IsKnown() and Audacity:IsKnown() and
HiddenOpportunity:IsKnown() and
Player:GetAuras():FindMy(OpportunityAura):IsUp() and not Player:GetAuras():FindMy(Audacity):IsUp() and
not Player:GetAuras():FindMy(Subterfuge):IsUp() and not Player:GetAuras():FindMy(ShadowDance):IsUp()
end
):SetTarget(Target)
)
-- # Use Greenskins Wickers buff immediately with Opportunity unless running Fan the Hammer
-- actions.build+=/pistol_shot,if=buff.greenskins_wickers.up&(!talent.fan_the_hammer&buff.opportunity.up|buff.greenskins_wickers.remains<1.5)
BuildAPL:AddSpell(
PistolShot:CastableIf(
function(self)
return self:IsKnownAndUsable() and Player:GetAuras():FindMy(GreenskinsWickers):IsUp() and
(not FanTheHammer:IsKnown() and Player:GetAuras():FindMy(OpportunityAura):IsUp() or
Player:GetAuras():FindMy(GreenskinsWickers):GetRemainingTime() < 1.5)
end
):SetTarget(Target)
)
-- const int stacks = 1 + as<int>( p()->talent.outlaw.fan_the_hammer->effectN( 1 ).base_value() );
local function MaxOpportunity()
return 1 + (FanTheHammer:IsKnown() and 1 or 0)
end
-- # With Fan the Hammer, consume Opportunity at max stacks or if we will get max 4+ CP and Dreadblades is not up
-- actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2)
BuildAPL:AddSpell(
PistolShot:CastableIf(
function(self)
return self:IsKnownAndUsable() and FanTheHammer:IsKnown() and
Player:GetAuras():FindMy(OpportunityAura):IsUp() and
(
Player:GetAuras():FindMy(OpportunityAura):GetCount() >=
MaxOpportunity()
or
Player:GetAuras():FindMy(OpportunityAura):GetRemainingTime() < 2)
end
):SetTarget(Target)
)
-- actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>((1+talent.quick_draw)*talent.fan_the_hammer.rank)&!buff.dreadblades.up&(!talent.hidden_opportunity|!buff.subterfuge.up&!buff.shadow_dance.up)
BuildAPL:AddSpell(
PistolShot:CastableIf(
function(self)
return self:IsKnownAndUsable() and FanTheHammer:IsKnown() and
Player:GetAuras():FindMy(OpportunityAura):IsUp() and
Player:GetComboPointsDeficit() > ((1 + (QuickDraw:IsKnown() and 1 or 0)) * 1) and
not Player:GetAuras():FindMy(Dreadblades):IsUp() and
(not HiddenOpportunity:IsKnown() or not Player:GetAuras():FindMy(Subterfuge):IsUp() and
not Player:GetAuras():FindMy(ShadowDance):IsUp())
end
):SetTarget(Target)
)
-- actions.build+=/pool_resource,for_next=1
-- actions.build+=/ambush,if=talent.hidden_opportunity|talent.find_weakness&debuff.find_weakness.down
BuildAPL:AddSpell(
Ambush:CastableIf(
function(self)
return self:IsKnownAndUsable() and (HiddenOpportunity:IsKnown() or
(FindWeakness:IsKnown() and Target:GetAuras():FindMy(FindWeakness):IsDown()))
end
):SetTarget(Target)
)
-- # Use Pistol Shot with Opportunity if Combat Potency won't overcap energy, when it will exactly cap CP, or when using Quick Draw
-- actions.build+=/pistol_shot,if=!talent.fan_the_hammer&buff.opportunity.up&(energy.base_deficit>energy.regen*1.5|!talent.weaponmaster&combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled|talent.audacity.enabled&!buff.audacity.up)
BuildAPL:AddSpell(
PistolShot:CastableIf(
function(self)
return self:IsKnownAndUsable() and not FanTheHammer:IsKnown() and
Player:GetAuras():FindMy(OpportunityAura):IsUp() and
(Player:GetPowerDeficit() > Player:GetPowerRegen() * 1.5 or
(not Weaponmaster:IsKnown() and
Player:GetComboPointsDeficit() <= 1 + (Player:GetAuras():FindMy(Broadside):IsUp() and 1 or 0)) or
QuickDraw:IsKnown() or
(Audacity:IsKnown() and not Player:GetAuras():FindMy(Audacity):IsUp()))
end
):SetTarget(Target)
)
-- actions.build+=/sinister_strike
BuildAPL:AddSpell(
SinisterStrike:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- # Cooldowns
-- actions.cds=adrenaline_rush,if=!buff.adrenaline_rush.up&(!talent.improved_adrenaline_rush|combo_points<=2)
CDsAPL:AddSpell(
AdrenalineRush:CastableIf(
function(self)
return self:IsKnownAndUsable() and not Player:GetAuras():FindMy(AdrenalineRush):IsUp() and
(not ImprovedAdrenalineRush:IsKnown() or Player:GetComboPoints() <= 2)
end
):SetTarget(Target)
)
-- actions.cds+=/blade_flurry,if=spell_targets>=2&buff.blade_flurry.remains<gcd
CDsAPL:AddSpell(
BladeFlurry:CastableIf(
function(self)
return self:IsKnownAndUsable() and Target:GetMeleeAttackers() >= 2 and
Player:GetAuras():FindMy(BladeFlurry):GetRemainingTime() < Player:GetGCD()
end
):SetTarget(Target)
)
-- actions.cds+=/roll_the_bones,if=buff.dreadblades.down&(rtb_buffs.total=0|variable.rtb_reroll)
CDsAPL:AddSpell(
RollTheBones:CastableIf(
function(self)
return self:IsKnownAndUsable() and Player:GetAuras():FindMy(Dreadblades):IsDown() and
(GetRTBCount() == 0 or
DefaultAPL:GetVariable("rtb_reroll"))
end
):SetTarget(Target)
)
-- actions.cds+=/keep_it_rolling,if=!variable.rtb_reroll&(buff.broadside.up+buff.true_bearing.up+buff.skull_and_crossbones.up+buff.ruthless_precision.up)>2&(buff.shadow_dance.down|rtb_buffs>=6)
CDsAPL:AddSpell(
RollTheBones:CastableIf(
function(self)
return self:IsKnownAndUsable() and not DefaultAPL:GetVariable("rtb_reroll") and
((Player:GetAuras():FindMy(Broadside):IsUp() and 1 or 0) +
(Player:GetAuras():FindMy(TrueBearing):IsUp() and 1 or 0) +
(Player:GetAuras():FindMy(SkullAndCrossbones):IsUp() and 1 or 0) +
(Player:GetAuras():FindMy(RuthlessPrecision):IsUp() and 1 or 0)) > 2 and
(Player:GetAuras():FindMy(ShadowDance):IsDown() or
GetRTBCount() >= 6)
end
):SetTarget(Target)
)
-- actions.cds+=/blade_rush,if=variable.blade_flurry_sync&!buff.dreadblades.up&(energy.base_time_to_max>4+stealthed.rogue-spell_targets%3)
CDsAPL:AddSpell(
BladeRush:CastableIf(
function(self)
return self:IsKnownAndUsable() and DefaultAPL:GetVariable("blade_flurry_sync") and
not Player:GetAuras():FindMy(Dreadblades):IsUp() and
(Player:GetTimeToPowerPercent() > 4 + (Player:GetAuras():FindMy(Subterfuge):IsUp() and 1 or 0) +
(Player:GetAuras():FindMy(ShadowDance):IsUp() and 1 or 0) - Target:GetMeleeAttackers() % 3)
end
):SetTarget(Target)
)
-- actions.cds+=/call_action_list,name=stealth_cds,if=!stealthed.all|talent.count_the_odds&!variable.stealthed_cto
CDsAPL:AddAPL(
StealthCDsAPL,
function()
return not Player:GetAuras():FindMy(Stealth):IsUp() or
(CountTheOdds:IsKnown() and not DefaultAPL:GetVariable("stealthed_cto"))
end
)
-- actions.cds+=/dreadblades,if=!(variable.stealthed_cto|stealthed.basic|talent.hidden_opportunity&stealthed.rogue)&combo_points<=2&(!talent.marked_for_death|!cooldown.marked_for_death.ready)&target.time_to_die>=10
CDsAPL:AddSpell(
Dreadblades:CastableIf(
function(self)
return self:IsKnownAndUsable() and
not (DefaultAPL:GetVariable("stealthed_cto") or Player:GetAuras():FindMy(Stealth):IsUp() or
(HiddenOpportunity:IsKnown() and Player:GetAuras():FindMy(Subterfuge):IsUp())) and
Player:GetComboPoints() <= 2 and
(not MarkedForDeath:IsKnown() or not MarkedForDeath:CooldownUp()) and
Target:TimeToDie() >= 10
end
):SetTarget(Target)
)
-- # If adds are up, snipe the one with lowest TTD. Use when dying faster than CP deficit or without any CP.
-- actions.cds+=/marked_for_death,line_cd=1.5,target_if=min:target.time_to_die,if=raid_event.adds.up&(target.time_to_die<combo_points.deficit|combo_points.deficit>=cp_max_spend-1)&!buff.dreadblades.up
-- # If no adds will die within the next 30s, use MfD on boss without any CP.
-- actions.cds+=/marked_for_death,if=raid_event.adds.in>30-raid_event.adds.duration&combo_points.deficit>=cp_max_spend-1&!buff.dreadblades.up
-- actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.base_deficit>=100|fight_remains<charges*6)
CDsAPL:AddSpell(
ThistleTea:CastableIf(
function(self)
return self:IsKnownAndUsable() and Player:GetAuras():FindMy(ThistleTea):IsDown() and
(Player:GetPowerDeficit() >= 100 or Target:TimeToDie() < ThistleTea:Charges() * 6)
end
):SetTarget(Target)
)
-- actions.cds+=/killing_spree,if=variable.blade_flurry_sync&!stealthed.rogue&debuff.between_the_eyes.up&energy.base_time_to_max>4
CDsAPL:AddSpell(
KillingSpree:CastableIf(
function(self)
return self:IsKnownAndUsable() and DefaultAPL:GetVariable("blade_flurry_sync") and
not Player:GetAuras():FindMy(Subterfuge):IsUp() and
Target:GetAuras():FindMy(BetweenTheEyes):IsUp() and
Player:GetTimeToPowerPercent() > 4
end
):SetTarget(Target)
)
-- actions.cds+=/shadowmeld,if=!stealthed.all&(talent.count_the_odds&variable.finish_condition|!talent.weaponmaster.enabled&variable.ambush_condition)
CDsAPL:AddSpell(
Shadowmeld:CastableIf(
function(self)
return self:IsKnownAndUsable() and not Player:GetAuras():FindMy(Stealth):IsUp() and
(CountTheOdds:IsKnown() and DefaultAPL:GetVariable("finish_condition") or
not Weaponmaster:IsKnown() and DefaultAPL:GetVariable("ambush_condition"))
end
):SetTarget(Target)
)
-- actions.cds+=/potion,if=buff.bloodlust.react|fight_remains<30|buff.adrenaline_rush.up
-- CDsAPL:AddItem(
-- PotionOfUnbridledFury:CastableIf(
-- function(self)
-- return self:IsKnownAndUsable() and Player:GetAuras():FindMy(Bloodlust):IsUp() or Target:TimeToDie() < 30 or
-- Player:GetAuras():FindMy(AdrenalineRush):IsUp()
-- end
-- ):SetTarget(Target)
-- )
-- actions.cds+=/blood_fury
CDsAPL:AddSpell(
BloodFury:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- actions.cds+=/berserking
CDsAPL:AddSpell(
Berserking:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- actions.cds+=/fireblood
CDsAPL:AddSpell(
Fireblood:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- actions.cds+=/ancestral_call
CDsAPL:AddSpell(
AncestralCall:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- # Default conditions for usable items.
-- actions.cds+=/use_item,name=manic_grieftorch,if=!stealthed.all&!buff.adrenaline_rush.up|fight_remains<5
-- actions.cds+=/use_item,name=stormeaters_boon,if=spell_targets.blade_flurry>desired_targets|raid_event.adds.in>60|fight_remains<10
-- actions.cds+=/use_item,name=windscar_whetstone,if=spell_targets.blade_flurry>desired_targets|raid_event.adds.in>60|fight_remains<7
-- actions.cds+=/use_items,slots=trinket1,if=debuff.between_the_eyes.up|trinket.1.has_stat.any_dps|fight_remains<=20
-- actions.cds+=/use_items,slots=trinket2,if=debuff.between_the_eyes.up|trinket.2.has_stat.any_dps|fight_remains<=20
-- # Finishers BtE to keep the Crit debuff up, if RP is up, or for Greenskins, unless the target is about to die.
-- actions.finish=between_the_eyes,if=target.time_to_die>3&(debuff.between_the_eyes.remains<4|talent.greenskins_wickers&!buff.greenskins_wickers.up|!talent.greenskins_wickers&buff.ruthless_precision.up)
FinishAPL:AddSpell(
BetweenTheEyes:CastableIf(
function(self)
return self:IsKnownAndUsable() and Target:TimeToDie() > 3 and
(Target:GetAuras():FindMy(BetweenTheEyes):GetRemainingTime() < 4 or
GreenskinsWickers:IsKnown() and Player:GetAuras():FindMy(GreenskinsWickers):IsDown() or
not GreenskinsWickers:IsKnown() and Player:GetAuras():FindMy(RuthlessPrecision):IsUp())
end
):SetTarget(Target)
)
-- actions.finish+=/slice_and_dice,if=buff.slice_and_dice.remains<fight_remains&refreshable&(!talent.swift_slasher|combo_points>=cp_max_spend)
FinishAPL:AddSpell(
SliceAndDice:CastableIf(
function(self)
return self:IsKnownAndUsable() and
Player:GetAuras():FindMy(SliceAndDice):GetRemainingTime() < Target:TimeToDie() and
Player:GetAuras():FindMy(SliceAndDice):GetRemainingTime() < 6 and
(not SwiftSlasher:IsKnown() or Player:GetComboPoints() >= Player:GetComboPointsMax())
end
):SetTarget(Target)
)
-- actions.finish+=/cold_blood
FinishAPL:AddSpell(
ColdBlood:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- actions.finish+=/dispatch
FinishAPL:AddSpell(
Dispatch:CastableIf(
function(self)
return self:IsKnownAndUsable() and true
end
):SetTarget(Target)
)
-- # Stealth
-- actions.stealth=blade_flurry,if=talent.subterfuge&talent.hidden_opportunity&spell_targets>=2&!buff.blade_flurry.up
StealthAPL:AddSpell(
BladeFlurry:CastableIf(
function(self)
return self:IsKnownAndUsable() and Subterfuge:IsKnown() and HiddenOpportunity:IsKnown() and
Target:GetMeleeAttackers() >= 2 and
not Player:GetAuras():FindMy(BladeFlurry):IsUp()
end
):SetTarget(Target)
)
-- actions.stealth+=/cold_blood,if=variable.finish_condition
StealthAPL:AddSpell(
ColdBlood:CastableIf(
function(self)
return self:IsKnownAndUsable() and DefaultAPL:GetVariable('finish_condition')
end
):SetTarget(Target)
)
-- actions.stealth+=/dispatch,if=variable.finish_condition
StealthAPL:AddSpell(
Dispatch:CastableIf(
function(self)
return self:IsKnownAndUsable() and DefaultAPL:GetVariable('finish_condition')
end
):SetTarget(Target)
)
-- actions.stealth+=/ambush,if=variable.stealthed_cto|stealthed.basic&talent.find_weakness&!debuff.find_weakness.up|talent.hidden_opportunity
StealthAPL:AddSpell(
Ambush:CastableIf(
function(self)
return self:IsKnownAndUsable() and (DefaultAPL:GetVariable('stealthed_cto') or
Player:IsStealthed() and FindWeakness:IsKnown() and not Target:GetAuras():FindMy(FindWeakness):IsUp() or
HiddenOpportunity:IsKnown())
end
):SetTarget(Target)
)
-- # Stealth Cooldowns
-- actions.stealth_cds=variable,name=vanish_condition,value=talent.hidden_opportunity|!talent.shadow_dance|!cooldown.shadow_dance.ready
StealthAPL:AddVariable(
'vanish_condition',
function()
return HiddenOpportunity:IsKnown() or not ShadowDance:IsKnown() or not ShadowDance:CooldownUp()
end
)
-- actions.stealth_cds+=/variable,name=vanish_opportunity_condition,value=!talent.shadow_dance&talent.fan_the_hammer.rank+talent.quick_draw+talent.audacity<talent.count_the_odds+talent.keep_it_rolling
StealthAPL:AddVariable(
'vanish_opportunity_condition',
function()
return not ShadowDance:IsKnown() and
(FanTheHammer:IsKnown() and 1 or 0) + (QuickDraw:IsKnown() and 1 or 0) + (Audacity:IsKnown() and 1 or 0) <
(CountTheOdds:IsKnown() and 1 or 0) + (KeepItRolling:IsKnown() and 1 or 0)
end
)
-- actions.stealth_cds+=/vanish,if=talent.find_weakness&!talent.audacity&debuff.find_weakness.down&variable.ambush_condition&variable.vanish_condition
StealthAPL:AddSpell(
Vanish:CastableIf(
function(self)
return self:IsKnownAndUsable() and FindWeakness:IsKnown() and not Audacity:IsKnown() and
not Target:GetAuras():FindMy(FindWeakness):IsUp() and
DefaultAPL:GetVariable('ambush_condition') and StealthAPL:GetVariable('vanish_condition')
end
):SetTarget(Target)
)
-- actions.stealth_cds+=/vanish,if=talent.hidden_opportunity&!buff.audacity.up&(variable.vanish_opportunity_condition|buff.opportunity.stack<buff.opportunity.max_stack)&variable.ambush_condition&variable.vanish_condition
StealthAPL:AddSpell(
Vanish:CastableIf(
function(self)
return self:IsKnownAndUsable() and HiddenOpportunity:IsKnown() and
not Player:GetAuras():FindMy(Audacity):IsUp() and
(StealthAPL:GetVariable('vanish_opportunity_condition') or
Player:GetAuras():FindMy(OpportunityAura):GetCount() <
MaxOpportunity()) and
DefaultAPL:GetVariable('ambush_condition') and StealthAPL:GetVariable('vanish_condition')
end
):SetTarget(Target)
)
-- actions.stealth_cds+=/vanish,if=(!talent.find_weakness|talent.audacity)&!talent.hidden_opportunity&variable.finish_condition&variable.vanish_condition
StealthAPL:AddSpell(
Vanish:CastableIf(
function(self)
return self:IsKnownAndUsable() and (not FindWeakness:IsKnown() or Audacity:IsKnown()) and
not HiddenOpportunity:IsKnown() and
DefaultAPL:GetVariable('finish_condition') and StealthAPL:GetVariable('vanish_condition')
end
):SetTarget(Target)
)
-- actions.stealth_cds+=/variable,name=shadow_dance_condition,value=talent.shadow_dance&debuff.between_the_eyes.up&(!talent.ghostly_strike|debuff.ghostly_strike.up)&(!talent.dreadblades|!cooldown.dreadblades.ready)&(!talent.hidden_opportunity|!buff.audacity.up&(talent.fan_the_hammer.rank<2|!buff.opportunity.up))
StealthAPL:AddVariable(
'shadow_dance_condition',
function()
return ShadowDance:IsKnown() and Target:GetAuras():FindMy(BetweenTheEyes):IsUp() and
(not GhostlyStrike:IsKnown() or Target:GetAuras():FindMy(GhostlyStrike):IsUp()) and
(not Dreadblades:IsKnown() or not Dreadblades:CooldownUp()) and
(not HiddenOpportunity:IsKnown() or not Player:GetAuras():FindMy(Audacity):IsUp() and
(1 < 2 or not Player:GetAuras():FindMy(OpportunityAura):IsUp()))
end
)
-- actions.stealth_cds+=/shadow_dance,if=!talent.keep_it_rolling&variable.shadow_dance_condition&buff.slice_and_dice.up&(variable.finish_condition|talent.hidden_opportunity)&(!talent.hidden_opportunity|!cooldown.vanish.ready)
StealthAPL:AddSpell(
ShadowDance:CastableIf(
function(self)
return self:IsKnownAndUsable() and not KeepItRolling:IsKnown() and
StealthAPL:GetVariable('shadow_dance_condition') and
Player:GetAuras():FindMy(SliceAndDice):IsUp() and
(DefaultAPL:GetVariable('finish_condition') or HiddenOpportunity:IsKnown()) and
(not HiddenOpportunity:IsKnown() or not Vanish:CooldownUp())
end
):SetTarget(Target)
)
-- actions.stealth_cds+=/shadow_dance,if=talent.keep_it_rolling&variable.shadow_dance_condition&(cooldown.keep_it_rolling.remains<=30|cooldown.keep_it_rolling.remains>120&(variable.finish_condition|talent.hidden_opportunity))
StealthAPL:AddSpell(
ShadowDance:CastableIf(
function(self)
return self:IsKnownAndUsable() and KeepItRolling:IsKnown() and
StealthAPL:GetVariable('shadow_dance_condition') and
(KeepItRolling:GetCooldownRemaining() <= 30 or
KeepItRolling:GetCooldownRemaining() > 120 and
(DefaultAPL:GetVariable('finish_condition') or HiddenOpportunity:IsKnown()))
end
):SetTarget(Target)
)
OutlawModule:Sync(function()
print(BetweenTheEyes:IsKnownAndUsable())
DefaultAPL:Execute()
end)
Bastion:Register(OutlawModule)