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

226 lines
6.9 KiB

local Tinkr, _Bastion = ...
---@type Bastion
local Bastion = _Bastion
local ProtModule = Bastion.Module:New('paladin_protection')
local Player = Bastion.UnitManager:Get('player')
local Target = Bastion.UnitManager:Get('target')
local None = Bastion.UnitManager:Get('none')
local CrusaderAura = Bastion.SpellBook:GetSpell(32223)
local DevoAura = Bastion.SpellBook:GetSpell(465)
local Consecrate = Bastion.SpellBook:GetSpell(26573)
local ConsecrateAura = Bastion.SpellBook:GetSpell(188370)
local Judgement = Bastion.SpellBook:GetSpell(275779)
local AvengersShield = Bastion.SpellBook:GetSpell(31935)
local OfDuskAndDawn = Bastion.SpellBook:GetSpell(385125)
local BlessingOfTheDusk = Bastion.SpellBook:GetSpell(385126)
local BlessingOfTheDawn = Bastion.SpellBook:GetSpell(385127)
local ShieldOfTheRighteous = Bastion.SpellBook:GetSpell(53600)
local BlessedHammer = Bastion.SpellBook:GetSpell(204019)
local AutoAttack = Bastion.SpellBook:GetSpell(6603)
local WoG = Bastion.SpellBook:GetSpell(85673)
local ShinningLight = Bastion.SpellBook:GetSpell(327510)
local HolyPower = Enum.PowerType.HolyPower
---@type Rebuke
local Rebuke = Tinkr:require("scripts/bastion/scripts/paladin/shared/rebuke", Bastion)
---@type HammerOfWrath
local HammerOfWrath = Tinkr:require("scripts/bastion/scripts/paladin/shared/hammer-of-wrath", Bastion)
local AvengersShieldTarget = Bastion.UnitManager:CreateCustomUnit('avengersshield', function()
local target = nil
Bastion.UnitManager:EnumEnemies(function(unit)
if unit:IsDead() then
return false
end
if not Player:CanSee(unit) then
return false
end
if not Player:IsFacing(unit) then
return false
end
if not AvengersShield:IsInRange(unit) then
return false
end
if unit:IsCastingOrChanneling() and unit:IsInterruptibleAt(5) then
target = unit
return true
end
return false
end)
if target == nil then
if Target:Exists() then
target = Target
else
target = None
end
end
return target
end)
local WoGTarget = Bastion.UnitManager:CreateCustomUnit('wordofglory', function()
if not WoG:IsKnownAndUsable() then return None end
local lowest = nil
local lowestHP = math.huge
Bastion.UnitManager:EnumFriends(function(unit)
if unit:IsDead() then
return false
end
if WoG:IsInRange(unit) then
return false
end
if not Player:CanSee(unit) then
return false
end
if not unit:GetHealthPercent() <= 55 then
return false
end
local hp = unit:GetHP()
if hp < lowestHP then
lowest = unit
lowestHP = hp
end
return false
end)
if not lowest then
lowest = None
end
return lowest
end)
---@return boolean
local function CombatRotation()
-- Attack the target is auto attack isnt active.
if AutoAttack:IsKnownAndUsable() and not IsCurrentSpell(AutoAttack:GetID()) and Player:InMelee(Target) and not Target:IsDead() then
AutoAttack:Cast(Target)
end
-- Kick
Rebuke()
-- Cast Consecrate if an enemy is in range, and the player isnt moving.
if Consecrate:IsKnownAndUsable() and not Player:IsMoving() and not Player:GetAuras():FindMy(ConsecrateAura):IsUp() and Player:GetEnemies(10) >= 1 then
return Consecrate:Cast(Player)
end
if WoG:IsKnownAndUsable() and Player:GetAuras():FindMy(ShinningLight):IsUp() and Player:GetHealthPercent() <= 50 and not Player:IsCastingOrChanneling() then
return WoG:Cast(Player)
end
-- Handle SoR specially if DuskAndDawn is known.
if OfDuskAndDawn:IsKnown() then
local HpToSor = 3
if Player:GetAuras():FindMy(BlessingOfTheDusk):IsUp() and Player:GetAuras():FindMy(BlessingOfTheDawn):GetRemainingTime() < 9 then
HpToSor = 5
end
if Player:GetPower(HolyPower) > 3 then
HpToSor = 5
end
if Player:GetPower(HolyPower) == HpToSor and ShieldOfTheRighteous:IsKnownAndUsable() and ShieldOfTheRighteous:IsInRange(Target) and not Player:IsCastingOrChanneling() then
ShieldOfTheRighteous:Cast(Target)
end
else
-- If Dusk And Dawn isnt known, rip SoR normally.
if ShieldOfTheRighteous:IsKnownAndUsable() and ShieldOfTheRighteous:IsInRange(Target) and not Player:IsCastingOrChanneling() then
ShieldOfTheRighteous:Cast(Target)
end
end
-- Avengers shield with higher prio than Judgement in AOE. Prefer targets that are casting.
if Player:GetEnemies(10) > 1 and AvengersShield:IsKnownAndUsable() and AvengersShieldTarget:Exists() then
return AvengersShield:Cast(AvengersShieldTarget)
end
-- Judgement
if Judgement:IsKnownAndUsable() and Player:GetPower(HolyPower) < 5 and Target:Exists() and Judgement:IsInRange(Target) then
return Judgement:Cast(Target)
end
-- Hammer of Wrath
if HammerOfWrath() then
return true
end
-- Avengers shield with lower prio than Judgement in ST. Prefer targets that are casting.
if Player:GetEnemies(10) == 1 and AvengersShield:IsKnownAndUsable() and AvengersShieldTarget:Exists() then
return AvengersShield:Cast(AvengersShieldTarget)
end
-- Blessed Hammer if there are more than 1 enemy in 10 yds.
if BlessedHammer:IsKnownAndUsable() and Player:GetPower(HolyPower) < 5 and Player:GetEnemies(10) >= 1 then
return BlessedHammer:Cast(Player)
end
if Player:GetAuras():FindMy(ShinningLight):IsUp() and WoGTarget:Exists() and not Player:IsCastingOrChanneling() then
return WoG:Cast(WoGTarget)
end
-- Refresh Consecrate if we've got nothing else to cast.
if Consecrate:IsKnownAndUsable() and Player:GetEnemies(10) >= 1 and not Player:IsMoving() then
return Consecrate:Cast(Player)
end
return false
end
---@return boolean
local function OutOfCombatRotation()
return false
end
local isRunning = false
ProtModule:Sync(function()
if not isRunning then
Bastion:Print('Prot Paladin Started')
isRunning = true
end
if not Player:IsAlive() then
return false
end
-- Cast Crusader Aura if talented and the player is mounted.
if Player:IsMounted() and CrusaderAura:IsKnownAndUsable() and not Player:GetAuras():FindMy(CrusaderAura):IsUp() and not Player:IsCastingOrChanneling() then
return CrusaderAura:Cast(Player)
end
-- Cast Devo Aura if the player is not mounted.
if not Player:IsMounted() and DevoAura:IsKnownAndUsable() and not Player:GetAuras():FindMy(DevoAura):IsUp() and not Player:IsCastingOrChanneling() then
return DevoAura:Cast(Player)
end
if Player:IsAffectingCombat() then
-- Combat Rotation
return CombatRotation()
else
-- Out Of Combat Rotation
return OutOfCombatRotation()
end
end)
Bastion:Register(ProtModule)