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- -------------------------------------------------------------------------------------------------------------------
- -- General utility functions that can be used by any job files.
- -- Outside the scope of what the main include file deals with.
- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
- -- Buff utility functions.
- -------------------------------------------------------------------------------------------------------------------
- local cancel_spells_to_check = S{'Sneak', 'Stoneskin', 'Spectral Jig', 'Trance', 'Monomi: Ichi', 'Utsusemi: Ichi'}
- local cancel_types_to_check = S{'Waltz', 'Samba'}
- -- Function to cancel buffs if they'd conflict with using the spell you're attempting.
- -- Requirement: Must have Cancel addon installed and loaded for this to work.
- function cancel_conflicting_buffs(spell, action, spellMap, eventArgs)
- if cancel_spells_to_check:contains(spell.english) or cancel_types_to_check:contains(spell.type) then
- if spell.action_type == 'Ability' then
- local abil_recasts = windower.ffxi.get_ability_recasts()
- if abil_recasts[spell.recast_id] > 0 then
- add_to_chat(123,'Abort: Ability waiting on recast.')
- eventArgs.cancel = true
- return
- end
- elseif spell.action_type == 'Magic' then
- local spell_recasts = windower.ffxi.get_spell_recasts()
- if spell_recasts[spell.recast_id] > 0 then
- add_to_chat(123,'Abort: Spell waiting on recast.')
- eventArgs.cancel = true
- return
- end
- end
- if spell.english == 'Spectral Jig' and buffactive.sneak then
- cast_delay(0.2)
- send_command('cancel sneak')
- elseif spell.english == 'Sneak' and spell.target.type == 'SELF' and buffactive.sneak then
- send_command('cancel sneak')
- elseif spell.english == ('Stoneskin') then
- send_command('@wait 1.0;cancel stoneskin')
- elseif spell.english:startswith('Monomi') then
- send_command('@wait 1.7;cancel sneak')
- elseif spell.english == 'Utsusemi: Ichi' then
- send_command('@wait 1.7;cancel copy image,copy image (2)')
- elseif (spell.english == 'Trance' or spell.type=='Waltz') and buffactive['saber dance'] then
- cast_delay(0.2)
- send_command('cancel saber dance')
- elseif spell.type=='Samba' and buffactive['fan dance'] then
- cast_delay(0.2)
- send_command('cancel fan dance')
- end
- end
- end
- -- Some mythics have special durations for level 1 and 2 aftermaths
- local special_aftermath_mythics = S{'Tizona', 'Kenkonken', 'Murgleis', 'Yagrush', 'Carnwenhan', 'Nirvana', 'Tupsimati', 'Idris'}
- -- Call from job_precast() to setup aftermath information for custom timers.
- function custom_aftermath_timers_precast(spell)
- if spell.type == 'WeaponSkill' then
- info.aftermath = {}
- local relic_ws = data.weaponskills.relic[player.equipment.main] or data.weaponskills.relic[player.equipment.range]
- local mythic_ws = data.weaponskills.mythic[player.equipment.main] or data.weaponskills.mythic[player.equipment.range]
- local empy_ws = data.weaponskills.empyrean[player.equipment.main] or data.weaponskills.empyrean[player.equipment.range]
- if not relic_ws and not mythic_ws and not empy_ws then
- return
- end
- info.aftermath.weaponskill = spell.english
- info.aftermath.duration = 0
- info.aftermath.level = math.floor(player.tp / 1000)
- if info.aftermath.level == 0 then
- info.aftermath.level = 1
- end
- if spell.english == relic_ws then
- info.aftermath.duration = math.floor(0.2 * player.tp)
- if info.aftermath.duration < 20 then
- info.aftermath.duration = 20
- end
- elseif spell.english == empy_ws then
- -- nothing can overwrite lvl 3
- if buffactive['Aftermath: Lv.3'] then
- return
- end
- -- only lvl 3 can overwrite lvl 2
- if info.aftermath.level ~= 3 and buffactive['Aftermath: Lv.2'] then
- return
- end
- -- duration is based on aftermath level
- info.aftermath.duration = 30 * info.aftermath.level
- elseif spell.english == mythic_ws then
- -- nothing can overwrite lvl 3
- if buffactive['Aftermath: Lv.3'] then
- return
- end
- -- only lvl 3 can overwrite lvl 2
- if info.aftermath.level ~= 3 and buffactive['Aftermath: Lv.2'] then
- return
- end
- -- Assume mythic is lvl 80 or higher, for duration
- if info.aftermath.level == 1 then
- info.aftermath.duration = (special_aftermath_mythics:contains(player.equipment.main) and 270) or 90
- elseif info.aftermath.level == 2 then
- info.aftermath.duration = (special_aftermath_mythics:contains(player.equipment.main) and 270) or 120
- else
- info.aftermath.duration = 180
- end
- end
- end
- end
- -- Call from job_aftercast() to create the custom aftermath timer.
- function custom_aftermath_timers_aftercast(spell)
- if not spell.interrupted and spell.type == 'WeaponSkill' and
- info.aftermath and info.aftermath.weaponskill == spell.english and info.aftermath.duration > 0 then
- local aftermath_name = 'Aftermath: Lv.'..tostring(info.aftermath.level)
- send_command('timers d "Aftermath: Lv.1"')
- send_command('timers d "Aftermath: Lv.2"')
- send_command('timers d "Aftermath: Lv.3"')
- send_command('timers c "'..aftermath_name..'" '..tostring(info.aftermath.duration)..' down abilities/00027.png')
- info.aftermath = {}
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions for changing spells and target types in an automatic manner.
- -------------------------------------------------------------------------------------------------------------------
- --[[ local waltz_tp_cost = {['Curing Waltz'] = 200, ['Curing Waltz II'] = 350, ['Curing Waltz III'] = 500, ['Curing Waltz IV'] = 650, ['Curing Waltz V'] = 800}
- -- Utility function for automatically adjusting the waltz spell being used to match HP needs and TP limits.
- -- Handle spell changes before attempting any precast stuff.
- function refine_waltz(spell, action, spellMap, eventArgs)
- if spell.type ~= 'Waltz' then
- return
- end
- -- Don't modify anything for Healing Waltz or Divine Waltzes
- if spell.english == "Healing Waltz" or spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then
- return
- end
- local newWaltz = spell.english
- local waltzID
- local missingHP
- -- If curing ourself, get our exact missing HP
- if spell.target.type == "SELF" then
- missingHP = player.max_hp - player.hp
- -- If curing someone in our alliance, we can estimate their missing HP
- elseif spell.target.isallymember then
- local target = find_player_in_alliance(spell.target.name)
- local est_max_hp = target.hp / (target.hpp/100)
- missingHP = math.floor(est_max_hp - target.hp)
- end
- -- If we have an estimated missing HP value, we can adjust the preferred tier used.
- if missingHP ~= nil then
- if player.main_job == 'DNC' then
- if missingHP < 40 and spell.target.name == player.name then
- -- Not worth curing yourself for so little.
- -- Don't block when curing others to allow for waking them up.
- add_to_chat(122,'Full HP!')
- eventArgs.cancel = true
- return
- elseif missingHP < 200 then
- newWaltz = 'Curing Waltz'
- waltzID = 190
- elseif missingHP < 600 then
- newWaltz = 'Curing Waltz II'
- waltzID = 191
- elseif missingHP < 1100 then
- newWaltz = 'Curing Waltz III'
- waltzID = 192
- elseif missingHP < 1500 then
- newWaltz = 'Curing Waltz IV'
- waltzID = 193
- else
- newWaltz = 'Curing Waltz V'
- waltzID = 311
- end
- elseif player.sub_job == 'DNC' then
- if missingHP < 40 and spell.target.name == player.name then
- -- Not worth curing yourself for so little.
- -- Don't block when curing others to allow for waking them up.
- add_to_chat(122,'Full HP!')
- eventArgs.cancel = true
- return
- elseif missingHP < 150 then
- newWaltz = 'Curing Waltz'
- waltzID = 190
- elseif missingHP < 300 then
- newWaltz = 'Curing Waltz II'
- waltzID = 191
- else
- newWaltz = 'Curing Waltz III'
- waltzID = 192
- end
- else
- -- Not dnc main or sub; bail out
- return
- end
- end
- local tpCost = waltz_tp_cost[newWaltz]
- local downgrade
- -- Downgrade the spell to what we can afford
- if player.tp < tpCost and not buffactive.trance then
- -- Costs:
- -- Curing Waltz: 200 TP
- -- Curing Waltz II: 350 TP
- -- Curing Waltz III: 500 TP
- -- Curing Waltz IV: 650 TP
- -- Curing Waltz V: 800 TP
- -- Divine Waltz: 400 TP
- -- Divine Waltz II: 800 TP
- if player.tp < 200 then
- add_to_chat(122, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
- eventArgs.cancel = true
- return
- elseif player.tp < 350 then
- newWaltz = 'Curing Waltz'
- elseif player.tp < 500 then
- newWaltz = 'Curing Waltz II'
- elseif player.tp < 650 then
- newWaltz = 'Curing Waltz III'
- elseif player.tp < 800 then
- newWaltz = 'Curing Waltz IV'
- end
- downgrade = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..newWaltz..'.'
- end
- if newWaltz ~= spell.english then
- send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw))
- if downgrade then
- add_to_chat(122, downgrade)
- end
- eventArgs.cancel = true
- return
- end
- if missingHP and missingHP > 0 then
- add_to_chat(122,'Trying to cure '..tostring(missingHP)..' HP using '..newWaltz..'.')
- end
- end
- --]]
- -- Function to allow for automatic adjustment of the spell target type based on preferences.
- function auto_change_target(spell, spellMap)
- -- Don't adjust targetting for explicitly named targets
- if not spell.target.raw:startswith('<') then
- return
- end
- -- Do not modify target for spells where we get <lastst> or <me>.
- if spell.target.raw == ('<lastst>') or spell.target.raw == ('<me>') then
- return
- end
- -- init a new eventArgs with current values
- local eventArgs = {handled = false, PCTargetMode = state.PCTargetMode.value, SelectNPCTargets = state.SelectNPCTargets.value}
- -- Allow the job to do custom handling, or override the default values.
- -- They can completely handle it, or set one of the secondary eventArgs vars to selectively
- -- override the default state vars.
- if job_auto_change_target then
- job_auto_change_target(spell, action, spellMap, eventArgs)
- end
- -- If the job handled it, we're done.
- if eventArgs.handled then
- return
- end
- local pcTargetMode = eventArgs.PCTargetMode
- local selectNPCTargets = eventArgs.SelectNPCTargets
- local validPlayers = S{'Self', 'Player', 'Party', 'Ally', 'NPC'}
- local intersection = spell.targets * validPlayers
- local canUseOnPlayer = not intersection:empty()
- local newTarget
- -- For spells that we can cast on players:
- if canUseOnPlayer and pcTargetMode ~= 'default' then
- -- Do not adjust targetting for player-targettable spells where the target was <t>
- if spell.target.raw ~= ('<t>') then
- if pcTargetMode == 'stal' then
- -- Use <stal> if possible, otherwise fall back to <stpt>.
- if spell.targets.Ally then
- newTarget = '<stal>'
- elseif spell.targets.Party then
- newTarget = '<stpt>'
- end
- elseif pcTargetMode == 'stpt' then
- -- Even ally-possible spells are limited to the current party.
- if spell.targets.Ally or spell.targets.Party then
- newTarget = '<stpt>'
- end
- elseif pcTargetMode == 'stpc' then
- -- If it's anything other than a self-only spell, can change to <stpc>.
- if spell.targets.Player or spell.targets.Party or spell.targets.Ally or spell.targets.NPC then
- newTarget = '<stpc>'
- end
- end
- end
- -- For spells that can be used on enemies:
- elseif spell.targets and spell.targets.Enemy and selectNPCTargets then
- -- Note: this means macros should be written for <t>, and it will change to <stnpc>
- -- if the flag is set. It won't change <stnpc> back to <t>.
- newTarget = '<stnpc>'
- end
- -- If a new target was selected and is different from the original, call the change function.
- if newTarget and newTarget ~= spell.target.raw then
- change_target(newTarget)
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Environment utility functions.
- -------------------------------------------------------------------------------------------------------------------
- -- Function to get the current weather intensity: 0 for none, 1 for single weather, 2 for double weather.
- function get_weather_intensity()
- return gearswap.res.weather[world.weather_id].intensity
- end
- -- Returns true if you're in a party solely comprised of Trust NPCs.
- -- TODO: Do we need a check to see if we're in a party partly comprised of Trust NPCs?
- function is_trust_party()
- -- Check if we're solo
- if party.count == 1 then
- return false
- end
- -- Can call a max of 3 Trust NPCs, so parties larger than that are out.
- if party.count > 4 then
- return false
- end
- -- If we're in an alliance, can't be a Trust party.
- if alliance[2].count > 0 or alliance[3].count > 0 then
- return false
- end
- -- Check that, for each party position aside from our own, the party
- -- member has one of the Trust NPC names, and that those party members
- -- are flagged is_npc.
- for i = 2,4 do
- if party[i] then
- if not npcs.Trust:contains(party[i].name) then
- return false
- end
- if party[i].mob and party[i].mob.is_npc == false then
- return false
- end
- end
- end
- -- If it didn't fail any of the above checks, return true.
- return true
- end
- -- Call these function with a list of equipment slots to check ('head', 'neck', 'body', etc)
- -- Returns true if any of the specified slots are currently encumbered.
- -- Returns false if all specified slots are unencumbered.
- function is_encumbered(...)
- local check_list = {...}
- -- Compensate for people passing a table instead of a series of strings.
- if type(check_list[1]) == 'table' then
- check_list = check_list[1]
- end
- local check_set = S(check_list)
- for slot_id,slot_name in pairs(gearswap.default_slot_map) do
- if check_set:contains(slot_name) then
- if gearswap.encumbrance_table[slot_id] then
- return true
- end
- end
- end
- return false
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Elemental gear utility functions.
- -------------------------------------------------------------------------------------------------------------------
- -- General handler function to set all the elemental gear for an action.
- function set_elemental_gear(spell)
- set_elemental_gorget_belt(spell)
- set_elemental_obi_cape_ring(spell)
- set_elemental_staff(spell)
- end
- -- Set the name field of the predefined gear vars for gorgets and belts, for the specified weaponskill.
- function set_elemental_gorget_belt(spell)
- if spell.type ~= 'WeaponSkill' then
- return
- end
- -- Get the union of all the skillchain elements for the weaponskill
- local weaponskill_elements = S{}:
- union(skillchain_elements[spell.skillchain_a]):
- union(skillchain_elements[spell.skillchain_b]):
- union(skillchain_elements[spell.skillchain_c])
- gear.ElementalGorget.name = get_elemental_item_name("gorget", weaponskill_elements) or gear.default.weaponskill_neck or ""
- gear.ElementalBelt.name = get_elemental_item_name("belt", weaponskill_elements) or gear.default.weaponskill_waist or ""
- end
- -- Function to get an appropriate obi/cape/ring for the current action.
- function set_elemental_obi_cape_ring(spell)
- if spell.element == 'None' then
- return
- end
- local world_elements = S{world.day_element}
- if world.weather_element ~= 'None' then
- world_elements:add(world.weather_element)
- end
- local obi_name = get_elemental_item_name("obi", S{spell.element}, world_elements)
- gear.ElementalObi.name = obi_name or gear.default.obi_waist or ""
- if obi_name then
- if player.inventory['Twilight Cape'] or player.wardrobe['Twilight Cape'] then
- gear.ElementalCape.name = "Twilight Cape"
- end
- if (player.inventory['Zodiac Ring'] or player.wardrobe['Zodiac Ring']) and spell.english ~= 'Impact' and
- not S{'Divine Magic','Dark Magic','Healing Magic'}:contains(spell.skill) then
- gear.ElementalRing.name = "Zodiac Ring"
- end
- else
- gear.ElementalCape.name = gear.default.obi_back
- gear.ElementalRing.name = gear.default.obi_ring
- end
- end
- -- Function to get the appropriate fast cast and/or recast staves for the current spell.
- function set_elemental_staff(spell)
- if spell.action_type ~= 'Magic' then
- return
- end
- gear.FastcastStaff.name = get_elemental_item_name("fastcast_staff", S{spell.element}) or gear.default.fastcast_staff or ""
- gear.RecastStaff.name = get_elemental_item_name("recast_staff", S{spell.element}) or gear.default.recast_staff or ""
- end
- -- Gets the name of an elementally-aligned piece of gear within the player's
- -- inventory that matches the conditions set in the parameters.
- --
- -- item_type: Type of item as specified in the elemental_map mappings.
- -- EG: gorget, belt, obi, fastcast_staff, recast_staff
- --
- -- valid_elements: Elements that are valid for the action being taken.
- -- IE: Weaponskill skillchain properties, or spell element.
- --
- -- restricted_to_elements: Secondary elemental restriction that limits
- -- whether the item check can be considered valid.
- -- EG: Day or weather elements that have to match the spell element being queried.
- --
- -- Returns: Nil if no match was found (either due to elemental restrictions,
- -- or the gear isn't in the player inventory), or the name of the piece of
- -- gear that matches the query.
- function get_elemental_item_name(item_type, valid_elements, restricted_to_elements)
- local potential_elements = restricted_to_elements or elements.list
- local item_map = elements[item_type:lower()..'_of']
- for element in (potential_elements.it or it)(potential_elements) do
- if valid_elements:contains(element) and (player.inventory[item_map[element]] or player.wardrobe[item_map[element]]) then
- return item_map[element]
- end
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Function to easily change to a given macro set or book. Book value is optional.
- -------------------------------------------------------------------------------------------------------------------
- function set_macro_page(set,book)
- if not tonumber(set) then
- add_to_chat(123,'Error setting macro page: Set is not a valid number ('..tostring(set)..').')
- return
- end
- if set < 1 or set > 10 then
- add_to_chat(123,'Error setting macro page: Macro set ('..tostring(set)..') must be between 1 and 10.')
- return
- end
- if book then
- if not tonumber(book) then
- add_to_chat(123,'Error setting macro page: book is not a valid number ('..tostring(book)..').')
- return
- end
- if book < 1 or book > 20 then
- add_to_chat(123,'Error setting macro page: Macro book ('..tostring(book)..') must be between 1 and 20.')
- return
- end
- send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(set))
- else
- send_command('@input /macro set '..tostring(set))
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions for including local user files.
- -------------------------------------------------------------------------------------------------------------------
- -- Attempt to load user gear files in place of default gear sets.
- -- Return true if one exists and was loaded.
- function load_sidecar(job)
- if not job then return false end
- -- filename format example for user-local files: whm_gear.lua, or playername_whm_gear.lua
- local filenames = {player.name..'_'..job..'_gear.lua', job..'_gear.lua',
- 'gear/'..player.name..'_'..job..'_gear.lua', 'gear/'..job..'_gear.lua',
- 'gear/'..player.name..'_'..job..'.lua', 'gear/'..job..'.lua'}
- return optional_include(filenames)
- end
- -- Attempt to include user-globals. Return true if it exists and was loaded.
- function load_user_globals()
- local filenames = {player.name..'-globals.lua', 'user-globals.lua'}
- return optional_include(filenames)
- end
- -- Optional version of include(). If file does not exist, does not
- -- attempt to load, and does not throw an error.
- -- filenames takes an array of possible file names to include and checks
- -- each one.
- function optional_include(filenames)
- for _,v in pairs(filenames) do
- local path = gearswap.pathsearch({v})
- if path then
- include(v)
- return true
- end
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions for vars or other data manipulation.
- -------------------------------------------------------------------------------------------------------------------
- -- Attempt to locate a specified name within the current alliance.
- function find_player_in_alliance(name)
- for party_index,ally_party in ipairs(alliance) do
- for player_index,_player in ipairs(ally_party) do
- if _player.name == name then
- return _player
- end
- end
- end
- end
- -- buff_set is a set of buffs in a library table (any of S{}, T{} or L{}).
- -- This function checks if any of those buffs are present on the player.
- function has_any_buff_of(buff_set)
- return buff_set:any(
- -- Returns true if any buff from buff set that is sent to this function returns true:
- function (b) return buffactive[b] end
- )
- end
- -- Invert a table such that the keys are values and the values are keys.
- -- Use this to look up the index value of a given entry.
- function invert_table(t)
- if t == nil then error('Attempting to invert table, received nil.', 2) end
- local i={}
- for k,v in pairs(t) do
- i[v] = k
- end
- return i
- end
- -- Gets sub-tables based on baseSet from the string str that may be in dot form
- -- (eg: baseSet=sets, str='precast.FC', this returns the table sets.precast.FC).
- function get_expanded_set(baseSet, str)
- local cur = baseSet
- for i in str:gmatch("[^.]+") do
- if cur then
- cur = cur[i]
- end
- end
- return cur
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions data and event tracking.
- -------------------------------------------------------------------------------------------------------------------
- -- This is a function that can be attached to a registered event for 'time change'.
- -- It will send a call to the update() function if the time period changes.
- -- It will also call job_time_change when any of the specific time class values have changed.
- -- To activate this in your job lua, add this line to your user_setup function:
- -- windower.register_event('time change', time_change)
- --
- -- Variables it sets: classes.Daytime, and classes.DuskToDawn. They are set to true
- -- if their respective descriptors are true, or false otherwise.
- function time_change(new_time, old_time)
- local was_daytime = classes.Daytime
- local was_dusktime = classes.DuskToDawn
- if new_time >= 6*60 and new_time < 18*60 then
- classes.Daytime = true
- else
- classes.Daytime = false
- end
- if new_time >= 17*60 or new_time < 7*60 then
- classes.DuskToDawn = true
- else
- classes.DuskToDawn = false
- end
- if was_daytime ~= classes.Daytime or was_dusktime ~= classes.DuskToDawn then
- if job_time_change then
- job_time_change(new_time, old_time)
- end
- handle_update({'auto'})
- end
- end
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