Code format
This commit is contained in:
@@ -1,17 +1,17 @@
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aura_env.throttleTime = 10
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aura_env.sellPriceThresholds = {
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[168446] = 5000 * 100 * 100; -- Accord of Critical Strike
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[168447] = 5000 * 100 * 100; -- Accord of Haste
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[168448] = 5000 * 100 * 100; -- Accord of Mastery
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[168449] = 5000 * 100 * 100; -- Accord of Versatility
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[168592] = 4500 * 100 * 100; -- Oceanic Restoration
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[168496] = 4500 * 100 * 100; -- Force Multiplier
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[168593] = 4500 * 100 * 100; -- Machinist's Brilliance
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[168598] = 4500 * 100 * 100; -- Naga Hide
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[168446] = 5000 * 100 * 100, -- Accord of Critical Strike
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[168447] = 5000 * 100 * 100, -- Accord of Haste
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[168448] = 5000 * 100 * 100, -- Accord of Mastery
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[168449] = 5000 * 100 * 100, -- Accord of Versatility
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[168592] = 4500 * 100 * 100, -- Oceanic Restoration
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[168496] = 4500 * 100 * 100, -- Force Multiplier
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[168593] = 4500 * 100 * 100, -- Machinist's Brilliance
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[168598] = 4500 * 100 * 100, -- Naga Hide
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}
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aura_env.buyPriceThresholds = {
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[152576] = 5 * 100 * 100; -- Tidesrpay Linen
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[152877] = 500 * 100 * 100; -- Veiled Crystal
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[152576] = 5 * 100 * 100, -- Tidesrpay Linen
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[152877] = 500 * 100 * 100, -- Veiled Crystal
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}
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@@ -38,7 +38,6 @@ aura_env.whitelist = {
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["Fresh Meat"] = 1,
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["Wood"] = 1,
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["Gloom Dust"] = 1,
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["Veiled Crytal"] = 1,
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["Coalescing Visions"] = 1,
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@@ -61,20 +60,35 @@ aura_env.sellWhitelist = {
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}
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aura_env.toSell = {}
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aura_env.getequipID = function(equip)
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if equip == "INVTYPE_HEAD" then return 1
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elseif equip == "INVTYPE_NECK" then return 2
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elseif equip == "INVTYPE_SHOULDER" then return 3
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elseif equip == "INVTYPE_BODY" then return 4
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elseif equip == "INVTYPE_CHEST" or equip == "INVTYPE_ROBE" then return 5
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elseif equip == "INVTYPE_WAIST" then return 6
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elseif equip == "INVTYPE_LEGS" then return 7
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elseif equip == "INVTYPE_FEET" then return 8
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elseif equip == "INVTYPE_WRIST" then return 9
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elseif equip == "INVTYPE_HAND" then return 10
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elseif equip == "INVTYPE_CLOAK" then return 15
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elseif equip == "INVTYPE_WEAPON" or equip == "INVTYPE_WEAPONMAINHAND" or equip == "INVTYPE_2HWEAPON" then return 16
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elseif equip == "INVTYPE_SHIELD" then return 17
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else return nil end
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if equip == "INVTYPE_HEAD" then
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return 1
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elseif equip == "INVTYPE_NECK" then
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return 2
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elseif equip == "INVTYPE_SHOULDER" then
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return 3
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elseif equip == "INVTYPE_BODY" then
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return 4
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elseif equip == "INVTYPE_CHEST" or equip == "INVTYPE_ROBE" then
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return 5
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elseif equip == "INVTYPE_WAIST" then
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return 6
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elseif equip == "INVTYPE_LEGS" then
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return 7
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elseif equip == "INVTYPE_FEET" then
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return 8
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elseif equip == "INVTYPE_WRIST" then
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return 9
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elseif equip == "INVTYPE_HAND" then
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return 10
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elseif equip == "INVTYPE_CLOAK" then
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return 15
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elseif equip == "INVTYPE_WEAPON" or equip == "INVTYPE_WEAPONMAINHAND" or equip == "INVTYPE_2HWEAPON" then
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return 16
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elseif equip == "INVTYPE_SHIELD" then
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return 17
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else
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return nil
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end
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end
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aura_env.skills = {
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--Warrior
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@@ -7,7 +7,7 @@ local function StrSplit(inputString, separator)
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end
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local function PrintTable(table)
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for k,v in pairs(table) do
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for k, v in pairs(table) do
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print(k .. " " .. v)
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end
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end
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@@ -46,11 +46,9 @@ local Unit = {
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return o
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end,
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GetAuras = function(self, auraFunc, name, type)
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return nil
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end,
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GetAuras = function(self, auraFunc, name, type) return nil end,
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}
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local BasicUnit = Unit:New("player")
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local BasicUnit = Unit:New "player"
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function BasicUnit:GetAuras(auraFunc, name)
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(self.unit, name)
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if aura ~= nil then
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@@ -60,14 +58,14 @@ function BasicUnit:GetAuras(auraFunc, name)
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["expirationTime"] = expirationTime,
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["spellID"] = spellID,
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["stacks"] = stacks or 1,
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}
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},
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}
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else
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return {}
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end
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end
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-- Maybe implement some sort of throttle to group unit?
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local GroupUnit = Unit:New("group")
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local GroupUnit = Unit:New "group"
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function GroupUnit:GetAuras(auraFunc, name)
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local raidMem = GetNumRaidMembers()
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local num = GetNumPartyMembers()
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@@ -92,7 +90,7 @@ function GroupUnit:GetAuras(auraFunc, name)
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if unitPrefix == "party" then
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc("player", name)
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if aura ~= nil then
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auras[UnitName("player")] = {
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auras[UnitName "player"] = {
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["duration"] = duration,
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["expirationTime"] = expirationTime,
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["spellID"] = spellID,
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@@ -104,7 +102,7 @@ function GroupUnit:GetAuras(auraFunc, name)
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return auras
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end
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-- Nameplate does not work, find out why?
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local NameplateUnit = Unit:New("nameplate")
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local NameplateUnit = Unit:New "nameplate"
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function NameplateUnit:GetAuras(auraFunc, name)
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local unitPrefix = "nameplate"
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auras = {}
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@@ -158,7 +156,7 @@ local Aura = {
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end,
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IsActive = function(self)
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for k,v in pairs(self.unit:GetAuras(self.GetAura, self.name)) do
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for k, v in pairs(self.unit:GetAuras(self.GetAura, self.name)) do
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for k2, v2 in pairs(v) do
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end
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return true
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@@ -166,15 +164,13 @@ local Aura = {
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return false
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end,
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IsOnCooldown = function(self)
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if not self.hasCooldown then
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return false
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end
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if not self.hasCooldown then return false end
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return GetSpellCooldown(self.name) > 0
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end,
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AddAsAura = function(self, allstates)
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local auras = self.unit:GetAuras(self.GetAura, self.name)
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for k,v in pairs(auras) do
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for k, v in pairs(auras) do
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duration = v.duration
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expirationTime = v.expirationTime
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icon = self:GetAuraIcon(v.spellID)
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@@ -197,9 +193,7 @@ local Aura = {
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end
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end,
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AddAsCooldown = function(self, allstates)
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if not self.hasCooldown then
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return false
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end
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if not self.hasCooldown then return false end
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startTime, duration = GetSpellCooldown(self.name)
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icon = self:GetSpellIcon()
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allstates[self.name] = {
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@@ -217,9 +211,7 @@ local Aura = {
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}
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end,
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AddAsIcon = function(self, allstates)
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if not self.hasCooldown then
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return false
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end
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if not self.hasCooldown then return false end
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icon = self:GetSpellIcon()
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allstates[self.name] = {
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changed = true,
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@@ -236,12 +228,8 @@ local Aura = {
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}
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end,
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GetSpellIcon = function(self)
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return select(3, GetSpellInfo(self.name))
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end,
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GetAuraIcon = function(self, spellID)
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return select(3, GetSpellInfo(spellID))
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end,
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GetSpellIcon = function(self) return select(3, GetSpellInfo(self.name)) end,
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GetAuraIcon = function(self, spellID) return select(3, GetSpellInfo(spellID)) end,
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}
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local Entry = {
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@@ -272,9 +260,7 @@ local Entry = {
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ReadEntryData = function(self, entryData, index)
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local str = entryData[index]
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if str == nil then
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return nil
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end
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if str == nil then return nil end
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str = self:TrimWhitespace(str)
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return str
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end,
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@@ -7,7 +7,7 @@ local function StrSplit(inputString, separator)
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end
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local function PrintTable(table)
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for k,v in pairs(table) do
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for k, v in pairs(table) do
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print(k .. " " .. v)
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end
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end
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@@ -55,11 +55,9 @@ local Unit = {
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return o
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end,
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GetAuras = function(self, auraFunc, name, type)
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return nil
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end,
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GetAuras = function(self, auraFunc, name, type) return nil end,
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}
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local BasicUnit = Unit:New("player")
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local BasicUnit = Unit:New "player"
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function BasicUnit:GetAuras(auraFunc, name)
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(self.unit, name)
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if aura ~= nil then
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@@ -69,26 +67,25 @@ function BasicUnit:GetAuras(auraFunc, name)
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["expirationTime"] = expirationTime,
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["spellID"] = spellID,
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["stacks"] = stacks or 1,
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}
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},
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}
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else
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return {}
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end
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end
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-- Maybe implement some sort of throttle to group unit?
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local GroupUnit = Unit:New("group")
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local GroupUnit = Unit:New "group"
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function GroupUnit:GetAuras(auraFunc, name)
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local num = GetNumGroupMembers()
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local unitPrefix = "party"
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if IsInRaid() then
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unitPrefix = "raid"
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end
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if IsInRaid() then unitPrefix = "raid" end
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auras = {}
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for i = 1, num do
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-- local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(unitPrefix .. i, name)
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local auraIndex = GetAuraIndex(auraFunc, unitPrefix .. i, name)
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if auraIndex > 0 then
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(unitPrefix .. i, auraIndex)
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID =
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auraFunc(unitPrefix .. i, auraIndex)
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auras[UnitName(unitPrefix .. i)] = {
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["duration"] = duration,
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["expirationTime"] = expirationTime,
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@@ -100,9 +97,10 @@ function GroupUnit:GetAuras(auraFunc, name)
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end
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if unitPrefix == "party" then
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-- local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc("player", name)
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local auraIndex = GetAuraIndex(auraFunc, "player", name)if auraIndex > 0 then
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local auraIndex = GetAuraIndex(auraFunc, "player", name)
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if auraIndex > 0 then
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc("player", auraIndex)
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auras[UnitName("player")] = {
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auras[UnitName "player"] = {
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["duration"] = duration,
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["expirationTime"] = expirationTime,
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["spellID"] = spellID,
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@@ -114,13 +112,14 @@ function GroupUnit:GetAuras(auraFunc, name)
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return auras
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end
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-- Nameplate does not work, find out why?
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local NameplateUnit = Unit:New("nameplate")
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local NameplateUnit = Unit:New "nameplate"
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function NameplateUnit:GetAuras(auraFunc, name)
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local unitPrefix = "nameplate"
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auras = {}
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for i = 1, 40 do
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-- local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(unitPrefix .. i, name)
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local auraIndex = GetAuraIndex(auraFunc, unitPrefix .. i, name)if auraIndex > 0 then
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local auraIndex = GetAuraIndex(auraFunc, unitPrefix .. i, name)
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if auraIndex > 0 then
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local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc("player", auraIndex)
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auras[UnitName(unitPrefix .. i)] = {
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["duration"] = duration,
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@@ -169,21 +168,19 @@ local Aura = {
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end,
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IsActive = function(self)
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for k,v in pairs(self.unit:GetAuras(self.GetAura, self.name)) do
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for k, v in pairs(self.unit:GetAuras(self.GetAura, self.name)) do
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return true
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end
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return false
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end,
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IsOnCooldown = function(self)
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if not self.hasCooldown then
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return false
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end
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if not self.hasCooldown then return false end
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return GetSpellCooldown(self.name) > 0
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end,
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AddAsAura = function(self, allstates)
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local auras = self.unit:GetAuras(self.GetAura, self.name)
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for k,v in pairs(auras) do
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for k, v in pairs(auras) do
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duration = v.duration
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expirationTime = v.expirationTime
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icon = self:GetAuraIcon(v.spellID)
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@@ -206,9 +203,7 @@ local Aura = {
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end
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end,
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AddAsCooldown = function(self, allstates)
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if not self.hasCooldown then
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return false
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end
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if not self.hasCooldown then return false end
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startTime, duration = GetSpellCooldown(self.name)
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icon = self:GetSpellIcon()
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allstates[self.name] = {
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@@ -226,9 +221,7 @@ local Aura = {
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}
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end,
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AddAsIcon = function(self, allstates)
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if not self.hasCooldown then
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return false
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end
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if not self.hasCooldown then return false end
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icon = self:GetSpellIcon()
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allstates[self.name] = {
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changed = true,
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@@ -245,12 +238,8 @@ local Aura = {
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}
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end,
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GetSpellIcon = function(self)
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return select(3, GetSpellInfo(self.name))
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end,
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GetAuraIcon = function(self, spellID)
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return select(3, GetSpellInfo(spellID))
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end,
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GetSpellIcon = function(self) return select(3, GetSpellInfo(self.name)) end,
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GetAuraIcon = function(self, spellID) return select(3, GetSpellInfo(spellID)) end,
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}
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local Entry = {
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@@ -281,9 +270,7 @@ local Entry = {
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ReadEntryData = function(self, entryData, index)
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local str = entryData[index]
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if str == nil then
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return nil
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end
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if str == nil then return nil end
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str = self:TrimWhitespace(str)
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return str
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end,
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@@ -2,7 +2,7 @@
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aura_env.fn = {}
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aura_env.damageHistory = {}
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aura_env.historyCurrent = {}
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aura_env.playerGUID = UnitGUID("player")
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aura_env.playerGUID = UnitGUID "player"
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aura_env.lastCleanup = 0
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aura_env.historyWindow = 10
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aura_env.cleanupInterval = 1
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@@ -35,7 +35,7 @@ aura_env.iconz[aura_env.types.BLEED] = 1033474
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--
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-- Returns players current max health
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--
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aura_env.fn.getMaxHealth = function() return UnitHealthMax("player") end
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aura_env.fn.getMaxHealth = function() return UnitHealthMax "player" end
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aura_env.fn.isEnabled = function(damageType)
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local enabled = damageType == aura_env.types.SWING and aura_env.config.enableSwing
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@@ -6,16 +6,18 @@ aura_env.max = 0
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aura_env.GetBuff = function(name)
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for i = 1, 40 do
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if UnitBuff("player", i) == name then
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return i
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end
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if UnitBuff("player", i) == name then return i end
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end
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return 0
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end
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aura_env.GetAbsorb = function(name)
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local temp = select(16, UnitBuff("player", aura_env.GetBuff(name)))
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if temp then return temp else return 0 end
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if temp then
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return temp
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else
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return 0
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end
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end
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aura_env.GetAbsorbs = function()
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@@ -10,16 +10,18 @@ aura_env.max = 0
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aura_env.GetBuff = function(name)
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for i = 1, 40 do
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if UnitBuff("player", i) == name then
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return i
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end
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if UnitBuff("player", i) == name then return i end
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end
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return 0
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end
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aura_env.GetAbsorb = function(name)
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local temp = select(16, UnitBuff("player", aura_env.GetBuff(name)))
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if temp then return temp else return 0 end
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if temp then
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return temp
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else
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return 0
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end
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end
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aura_env.GetAbsorbs = function()
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Reference in New Issue
Block a user