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bdk_apl.lua
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-- UNIT_POWER_FREQUENT, SPELL_UPDATE_COOLDOWN, SPELL_UPDATE_CHARGES, PLAYER_TARGET_CHANGED, UNIT_SPELLCAST_SUCCEEDED
function ()
if not WA_Redfellas_Rot_BDK_Enabled or UnitOnTaxi("player") or not UnitCanAttack("player", "target") then
return false
end
local now = GetTime()
if now < aura_env.lastUpdate + aura_env.updateInterval then
return true
end
aura_env.lastUpdate = now
local targets = aura_env.targets
local talentList = aura_env.talents
local talented = aura_env.talented
local abilities = aura_env.abilities
local abilityNames = aura_env.abilityNames
local cooldowns = aura_env.cooldowns
local charges = aura_env.charges
local chargeTime = aura_env.chargeTime
local chargedAbilities = aura_env.chargedAbilities
local chargesMax = aura_env.chargesMax
local buffList = aura_env.buffs
local buffNames = aura_env.buffNames
local buffRemains = aura_env.buffRemains
local debuffList = aura_env.debuffs
local debuffNames = aura_env.debuffNames
local debuffRemains = aura_env.debuffRemains
local chargeCt = aura_env.chargeCt
local cdLeft = aura_env.cdLeft
local runic_power = UnitPower("player")
local health_percentage = math.ceil( (UnitHealth("player") / UnitHealthMax("player") * 100) )
local missing_health_percentage = 100 - health_percentage
for k,v in pairs( targets ) do
if now - v > aura_env.targetWipeInterval then
targets[k] = nil
aura_env.targetCount = max(0, aura_env.targetCount - 1)
end
end
local gcdStart, gcdDuration = GetSpellCooldown(61304)
local gcd = gcdStart + gcdDuration
-- if GCD is active, we'll just advance to the end of the GCD.
now = max( now, gcd )
-- if the GCD isn't active, calculate what the GCD should be.
if gcdDuration == 0 then
gcdDuration = max( 1, 1.5 / ( 1 + ( GetHaste() / 100 ) ) )
end
-- Get active talents.
for k,v in pairs( talentList ) do
talented[ k ] = select(4, GetTalentInfo( unpack( v ) ) )
end
-- Grab ability CDs.
for k,v in pairs( abilities ) do
local start, duration = GetSpellCooldown(v)
cooldowns[ k ] = select(2, IsUsableSpell(v)) and 999 or max( 0, start + duration - now )
end
-- Check # of charges.
for k,v in pairs( chargedAbilities ) do
local c, maxCharges, start, duration = GetSpellCharges(v)
charges[ k ] = min( maxCharges, c + ( max(0, 1 - ( start + duration - now) / duration ) ) )
chargeTime[ k ] = duration
chargesMax[ k ] = maxCharges
end
-- Check if buffs are up.
for k,v in pairs( buffList ) do
local _, _, _, _, _, _, expires = UnitBuff("player", buffNames[ v ] )
buffRemains[ k ] = 0
if expires then
if expires == 0 then
buffRemains[ k ] = 10 -- No real duration, i.e. Fury of Air.
else
buffRemains[ k ] = expires - now
end
end
end
-- Check if debuffs are up.
for k,v in pairs( debuffList ) do
local _, _, _, _, _, _, expires = UnitDebuff("target", debuffNames[ v ] )
debuffRemains[ k ] = expires and expires - now or 0
end
aura_env.lastRec = aura_env.recommended
aura_env.recommended = 0
aura_env.timeToReady = 10
-- for easy if / else APL'ing
local spend_runes = false
local danger_treshold = aura_env.danger_treshold
local critical_treshold = aura_env.critical_treshold
local ready = aura_env.ready
local rec = aura_env.rec
local runes = aura_env.runes_available()
local ds_heal = aura_env.death_strike_heal()
local bone_shield_stacks = aura_env.get_unit_aura_value(195181, 'count') or 0
local death_strike_available = false
local two_death_strikes_available = false
local artifact_weapon = IsEquippedItem(128402)
local blooddrinker_heal = aura_env.blooddrinker_heal()
local consumption_heal = aura_env.consumption_heal()
-- Easy booleans for how many death strikes we can pump out, we can actually do three with Ossuary but no need in this APL
if (buffRemains.ossuary > 0 and runic_power >= 40) or runic_power >= 45 then death_strike_available = true end
if (buffRemains.ossuary > 0 and runic_power >= 80) or runic_power >= 90 then two_death_strikes_available = true end
-- Calculate time to soft-capping runes, we always, ALWAYS prefer to have three runes charging
local time_to_3_runes = aura_env.time_to_x_runes(3)
if time_to_3_runes <= 4 then spend_runes = true end
-- Set rp cap for when to Death Strike even if it overheals
local rp_cap_warning = 75
if talented.ossuary then rp_cap_warning = 85 end
local rp_high_cap = 100
if talented.ossuary then rp_high_cap = 105 end
-- Grab the expiration of Bone Shield aura
local bone_shield_aura = select(7,UnitBuff("player",GetSpellInfo(195181))) or 0
aura_env.bone_shield_danger = bone_shield_aura - GetTime()
---------------
-- APL START --
---------------
if not in_combat and ready( 'death_and_decay' ) then rec( 'death_and_decay' ) end
-- DANGER TRESHOLD START
-- Marrowrend if aura duration is less than 6 seconds
if ready( 'marrowrend' ) and aura_env.bone_shield_danger > 0 and aura_env.bone_shield_danger < 6 and runes >= 2 then rec( 'marrowrend') end
-- Cooldowns Enabled: below danger treshold (default: 55%)
if WA_Redfellas_Rot_BDK_Def_CDs and health_percentage <= danger_treshold then
-- Vampiric Embrace if: player is below critical treshold --OR-- RP for two Death Strikes
if ready( 'vampiric_blood' ) and health_percentage <= critical_treshold or two_death_strikes_available then rec( 'vampiric_blood' ) end
-- Death Strike if: VE is active --OR-- VE is on cooldown
if ready( 'death_strike' ) and death_strike_available and (buffRemains.vampiric_blood > 0 or cooldowns.vampiric_blood > 0) then rec( 'death_strike' ) end
-- Dancing Rune Weapon if: we can't Death Strike or VE, and VE isn't active
if ready( 'dancing_rune_weapon' ) and not death_strike_available and cooldowns.vampiric_blood > 0 and buffRemains.vampiric_blood == 0 then rec( 'dancing_rune_weapon' ) end
-- Prio RP generators when in danger
if ready( 'death_and_decay' ) and (talented.rapid_decomposition or buffRemains.crimson_scourge >= 0 or aura_env.targetCount > 1) then rec( 'death_and_decay' ) end
-- Marrowrend if: six or less Bone Shield stacks & Heart Strike if above
if ready( 'marrowrend' ) and bone_shield_stacks <= 6 and spend_runes then rec( 'marrowrend') end
if ready( 'heart_strike' ) and bone_shield_stacks >= 7 and spend_runes then rec( 'heart_strike') end
end
-- Cooldowns Disabled: below danger treshold (default: 55%)
if not WA_Redfellas_Rot_BDK_Def_CDs and health_percentage <= danger_treshold then
-- Death Strike
if ready( 'death_strike' ) and death_strike_available then rec( 'death_strike' ) end
end
-- SELFHEALS IF: Will not overheal
-- Consumption if: Artifact equipped
if artifact_weapon and WA_Redfellas_Rot_BDK_Def_CDs and ready( 'consumption') and missing_health_percentage >= consumption_heal then rec( 'consumption' ) end
-- Blooddrinker if: talented & got runes
if talented.blooddrinker and WA_Redfellas_Rot_BDK_Def_CDs and ready( 'blooddrinker' ) and missing_health_percentage >= blooddrinker_heal then rec( 'blooddrinker' ) end
-- Death Strike if: not banking for Bonestorm
if (not talented.bonestorm or (WA_Redfellas_Rot_BDK_Off_CDs and cooldowns.bonestorm > 0)) and ready( 'death_strike' ) and health_percentage > danger_treshold and missing_health_percentage >= ds_heal then rec( 'death_strike' ) end
-- Blood Boil if: Blood Plague missing
if ready( 'blood_boil' ) and charges.blood_boil >= 0 and debuffRemains.blood_plague == 0 then rec( 'blood_boil' ) end
-- Death and Decay on CD if: using Rapid Decomposition talent -- OR -- Crimson Scourge -- OR -- fighting more than one target
if ready( 'death_and_decay' ) and (talented.rapid_decomposition or buffRemains.crimson_scourge >= 0 or aura_env.targetCount > 1) then rec( 'death_and_decay' ) end
-- Blood Boil if: over 1.5 charges available
if ready( 'blood_boil' ) and chargeCt( 'blood_boil' ) >= 1.5 then rec( 'blood_boil' ) end
-- Cooldowns Enabled: Dancing Rune Weapon to generate Bone Shield stacks
if WA_Redfellas_Rot_BDK_Off_CDs and ready( 'dancing_rune_weapon' ) and bone_shield_stacks <= 4 and runes >= 2 then rec( 'dancing_rune_weapon' ) end
-- Marrowrend if: missing Bone Shield
if ready( 'marrowrend' ) and bone_shield_stacks == 0 and runes >= 2 then rec( 'marrowrend') end
-- Bonestorm if: CD usage enabled, talented and 100+ RP
if WA_Redfellas_Rot_BDK_Off_CDs and talented.bonestorm and ready( 'bonestorm' ) and runic_power >= 100 then rec( 'bonestorm' ) end
-- Death Strike if: Need to spend RP and not talented Bonestorm / Bonestorm on CD
if (not talented.bonestorm or (WA_Redfellas_Rot_BDK_Off_CDs and cooldowns.bonestorm > 0)) and ready( 'death_strike' ) and death_strike_available and runic_power >= rp_cap_warning then rec( 'death_strike' ) end
-- Marrowrend if: Need 6 or more BS stacks and DRW active
if ready( 'marrowrend' ) and buffRemains.dancing_rune_weapon > 0 and bone_shield_stacks <= 4 and runes >= 2 then rec( 'marrowrend') end
-- If standing in DnD with Rapid Decomposition
if talented.rapid_decomposition and buffRemains.death_and_decay > 0 then
-- Fighting one target, keeping up Ossuary is optimal
if talented.ossuary and aura_env.targetCount == 1 and ready( 'marrowrend' ) and bone_shield_stacks <= 5 and runes >= 2 then rec( 'marrowrend') end
if talented.ossuary and aura_env.targetCount == 1 and ready( 'heart_strike' ) and bone_shield_stacks >= 6 and runes >= 1 then rec( 'heart_strike') end
-- More than 1 target, HS will gain +3 (from main target) and +6 RP per cleave hit so using HS even if under 5 Bone Shield stacks is a net RP gain
if talented.ossuary and aura_env.targetCount >= 2 and ready( 'marrowrend' ) and bone_shield_stacks <= 2 and runes >= 2 then rec( 'marrowrend') end
if talented.ossuary and aura_env.targetCount >= 2 and ready( 'heart_strike' ) and bone_shield_stacks >= 3 and runes >= 1 then rec( 'heart_strike') end
-- Regular rune spending: stay below 4 ready runes, but keep near it for next DnD
else
if ready( 'marrowrend' ) and bone_shield_stacks <= 6 and spend_runes then rec( 'marrowrend') end
if ready( 'heart_strike' ) and bone_shield_stacks >= 7 and spend_runes then rec( 'heart_strike') end
end
-- Blood Tap if: time to 3 runes available is higher than 5 seconds
if talented.blood_tap and ready ('blood_tap') and aura_env.time_to_x_runes(3) > 5 then rec( 'blood_tap' ) end
-- Blood Boil if: really nothing else to cast
if ready( 'blood_boil' ) then rec( 'blood_boil' ) end
-- Blood Tap if: really nothing else to cast
if talented.blood_tap and ready ('blood_tap') then rec( 'blood_tap' ) end
---------------
-- APL END --
---------------
if aura_env.timeToReady < 5 then
if aura_env.showCooldownRing then
local start, duration = GetSpellCooldown( aura_env.recommended )
if not start or start == 0 then
start, duration = GetSpellCooldown( 61304 )
end
WeakAuras.regions[aura_env.id].region.cooldown:SetReverse(aura_env.invertCooldownRing)
WeakAuras.regions[aura_env.id].region.cooldown:SetCooldown(start, duration)
end
if aura_env.showRangeHighlight then
local range = aura_env.recommended == 0 and 0 or IsSpellInRange( abilityNames[ aura_env.recommended ] )
if range == 0 then WeakAuras.regions[aura_env.id].region:Color(1, 0, 0, 1)
else WeakAuras.regions[aura_env.id].region:Color(1, 1, 1, 1)
end
end
else
WeakAuras.regions[aura_env.id].region.cooldown:SetCooldown(0,0)
WeakAuras.regions[aura_env.id].region:Color(1,1,1,1)
end
return true
end