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Rename some power-related variables for clarity.

Johnny C. Lam [10-15-13 - 03:06]
Rename some power-related variables for clarity.

    OvalePower.POWER -> POWER_INFO
    OvalePower.power -> powerType

Rename some local variables that use the values above in the same way.

git-svn-id: svn://svn.curseforge.net/wow/ovale/mainline/trunk@1062 d5049fe3-3747-40f7-a4b5-f36d6801af5f
Filename
OvaleBestAction.lua
OvaleCondition.lua
OvalePower.lua
OvaleState.lua
diff --git a/OvaleBestAction.lua b/OvaleBestAction.lua
index c6cbc09..62f58e6 100644
--- a/OvaleBestAction.lua
+++ b/OvaleBestAction.lua
@@ -590,8 +590,8 @@ function OvaleBestAction:GetActionInfo(element)
 				-- Spell is a combo point finisher, but player has no combo points on the target.
 				return nil
 			end
-			for _, power in pairs(OvalePower.SECONDARY_POWER) do
-				if si[power] and si[power] > OvaleState.state[power] then
+			for _, powerType in pairs(OvalePower.SECONDARY_POWER) do
+				if si[powerType] and si[powerType] > OvaleState.state[powerType] then
 					-- Spell requires "secondary" resources, e.g., chi, focus, rage, etc.,
 					-- that the player does not have enough of.
 					return nil
diff --git a/OvaleCondition.lua b/OvaleCondition.lua
index c127805..233fa09 100644
--- a/OvaleCondition.lua
+++ b/OvaleCondition.lua
@@ -2674,7 +2674,7 @@ local function MaxPowerConditionHelper(target, power)
 	if target == "player" then
 		maxi = OvalePower.maxPower[power]
 	else
-		maxi = API_UnitPowerMax(target, OvalePower.POWER[power].id, OvalePower.POWER[power].segments)
+		maxi = API_UnitPowerMax(target, OvalePower.POWER_INFO[power].id, OvalePower.POWER_INFO[power].segments)
 	end
 	return maxi
 end
diff --git a/OvalePower.lua b/OvalePower.lua
index ac6c85f..b418856 100644
--- a/OvalePower.lua
+++ b/OvalePower.lua
@@ -34,14 +34,14 @@ local SPELL_POWER_SOUL_SHARDS = SPELL_POWER_SOUL_SHARDS

 --<public-static-properties>
 -- Player's current power type (key for POWER table).
-OvalePower.power = nil
--- Player's current max power; maxPower[power] = number.
+OvalePower.powerType = nil
+-- Player's current max power; maxPower[powerType] = number.
 OvalePower.maxPower = {}
 -- Player's current power regeneration rate for the active power type.
 OvalePower.activeRegen = 0
 OvalePower.inactiveRegen = 0

-OvalePower.POWER =
+OvalePower.POWER_INFO =
 {
 	alternate = { id = SPELL_POWER_ALTERNATE_POWER, token = "ALTERNATE_RESOURCE_TEXT", mini = 0 },
 	burningembers = { id = SPELL_POWER_BURNING_EMBERS, token = "BURNING_EMBERS", mini = 0, segments = true },
@@ -69,9 +69,9 @@ OvalePower.SECONDARY_POWER = {
 }
 OvalePower.POWER_TYPE = {}
 do
-	for power, v in pairs(OvalePower.POWER) do
-		OvalePower.POWER_TYPE[v.id] = power
-		OvalePower.POWER_TYPE[v.token] = power
+	for powerType, v in pairs(OvalePower.POWER_INFO) do
+		OvalePower.POWER_TYPE[v.id] = powerType
+		OvalePower.POWER_TYPE[v.token] = powerType
 	end
 end
 --</public-static-properties>
@@ -112,7 +112,7 @@ end

 function OvalePower:MaxPowerEventHandler(event)
 	self:UNIT_DISPLAYPOWER(event, "player")
-	for _, powerInfo in pairs(self.POWER) do
+	for _, powerInfo in pairs(self.POWER_INFO) do
 		self:UNIT_MAXPOWER(event, "player", powerInfo.token)
 	end
 end
@@ -126,7 +126,7 @@ end
 function OvalePower:UNIT_DISPLAYPOWER(event, unitId)
 	if unitId == "player" then
 		local currentType, currentToken = API_UnitPowerType(unitId)
-		self.power = self.POWER_TYPE[currentType]
+		self.powerType = self.POWER_TYPE[currentType]
 		self:UNIT_MAXPOWER(event, unitId, currentToken)
 	end
 end
@@ -139,11 +139,11 @@ end

 function OvalePower:UNIT_MAXPOWER(event, unitId, powerToken)
 	if unitId == "player" then
-		local power = self.POWER_TYPE[powerToken]
-		if power then
-			local powerInfo = self.POWER[power]
+		local powerType = self.POWER_TYPE[powerToken]
+		if powerType then
+			local powerInfo = self.POWER_INFO[powerType]
 			if powerInfo then
-				self.maxPower[power] = API_UnitPowerMax(unitId, powerInfo.id, powerInfo.segments)
+				self.maxPower[powerType] = API_UnitPowerMax(unitId, powerInfo.id, powerInfo.segments)
 			end
 		end
 	end
@@ -154,7 +154,7 @@ function OvalePower:UpdatePowerRegen()
 end

 function OvalePower:Debug()
-	Ovale:FormatPrint("Power type: %s", self.power)
+	Ovale:FormatPrint("Power type: %s", self.powerType)
 	for k, v in pairs(self.maxPower) do
 		Ovale:FormatPrint("Max power (%s): %d", k, v)
 	end
diff --git a/OvaleState.lua b/OvaleState.lua
index dab9d58..10468e8 100644
--- a/OvaleState.lua
+++ b/OvaleState.lua
@@ -93,8 +93,8 @@ function OvaleState:StartNewFrame()
 end

 function OvaleState:UpdatePowerRates()
-	for power in pairs(OvalePower.POWER) do
-		self.powerRate[power] = 0
+	for powerType in pairs(OvalePower.POWER_INFO) do
+		self.powerRate[powerType] = 0
 	end

 	-- Energy regeneration for druids and monks out of DPS stance.
@@ -126,9 +126,9 @@ function OvaleState:UpdatePowerRates()

 	-- Power regeneration for current power type.
 	if Ovale.enCombat then
-		self.powerRate[OvalePower.power] = OvalePower.activeRegen
+		self.powerRate[OvalePower.powerType] = OvalePower.activeRegen
 	else
-		self.powerRate[OvalePower.power] = OvalePower.inactiveRegen
+		self.powerRate[OvalePower.powerType] = OvalePower.inactiveRegen
 	end
 end

@@ -140,8 +140,8 @@ function OvaleState:Reset()
 	self.currentSpellId = nil
 	self.attenteFinCast = self.maintenant
 	self.state.combo = OvaleComboPoints.combo
-	for power, v in pairs(OvalePower.POWER) do
-		self.state[power] = API_UnitPower("player", v.id, v.segments)
+	for powerType, powerInfo in pairs(OvalePower.POWER_INFO) do
+		self.state[powerType] = API_UnitPower("player", powerInfo.id, powerInfo.segments)
 	end

 	self:UpdatePowerRates()
@@ -370,17 +370,17 @@ function OvaleState:ApplySpellCost(spellId, startCast, endCast)

 	-- Update power using information from GetSpellInfo() if there is no user-defined SpellInfo() for the spell's cost.
 	if cost and powerType then
-		local power = OvalePower.POWER_TYPE[powerType]
-		if not si or not si[power] then
-			self.state[power] = self.state[power] - cost
+		powerType = OvalePower.POWER_TYPE[powerType]
+		if not si or not si[powerType] then
+			self.state[powerType] = self.state[powerType] - cost
 		end
 	end

 	if si then
 		-- Update power state, except for combo points, eclipse energy, and runes.
-		for power, v in pairs(OvalePower.POWER) do
-			if power ~= "eclipse" then
-				local cost = si[power]
+		for powerType, powerInfo in pairs(OvalePower.POWER_INFO) do
+			if powerType ~= "eclipse" then
+				local cost = si[powerType]
 				if cost then
 					--[[
 						cost > 0 means that the spell costs resources.
@@ -388,30 +388,30 @@ function OvaleState:ApplySpellCost(spellId, startCast, endCast)
 						cost == 0 means that the spell uses all of the resources (zeroes it out).
 					--]]
 					if cost == 0 then
-						self.state[power] = 0
+						self.state[powerType] = 0
 					else
-						self.state[power] = self.state[power] - cost
+						self.state[powerType] = self.state[powerType] - cost
 					end
 					--[[
 						Add extra resource generated by presence of a buff.
-						"buff_<power>" is the spell ID of the buff that causes extra resources to be generated or used.
-						"buff_<power>_amount" is the amount of extra resources generated or used, defaulting to -1
+						"buff_<powerType>" is the spell ID of the buff that causes extra resources to be generated or used.
+						"buff_<powerType>_amount" is the amount of extra resources generated or used, defaulting to -1
 							(one extra resource generated).
 					--]]
-					local buffParam = "buff_" .. tostring(power)
+					local buffParam = "buff_" .. tostring(powerType)
 					local buffAmoumtParam = buffParam .. "_amount"
 					if si[buffParam] and self:GetAura("player", si[buffParam], nil, true) then
 						local buffAmount = si[buffAmountParam] or -1
-						self.state[power] = self.state[power] - buffAmount
+						self.state[powerType] = self.state[powerType] - buffAmount
 					end
-					-- Clamp self.state[power] to lower and upper limits.
-					local mini = v.mini or 0
-					local maxi = v.maxi or OvalePower.maxPower[power]
-					if mini and self.state[power] < mini then
-						self.state[power] = mini
+					-- Clamp self.state[powerType] to lower and upper limits.
+					local mini = powerInfo.mini or 0
+					local maxi = powerInfo.maxi or OvalePower.maxPower[powerType]
+					if mini and self.state[powerType] < mini then
+						self.state[powerType] = mini
 					end
-					if maxi and self.state[power] > maxi then
-						self.state[power] = maxi
+					if maxi and self.state[powerType] > maxi then
+						self.state[powerType] = maxi
 					end
 				end
 			end
@@ -871,8 +871,8 @@ end

 -- Print out the levels of each power type in the current state.
 function OvaleState:DebugPower()
-	for power in pairs(OvalePower.POWER) do
-		Ovale:FormatPrint("%s = %d", power, self.state[power])
+	for powerType in pairs(OvalePower.POWER_INFO) do
+		Ovale:FormatPrint("%s = %d", powerType, self.state[powerType])
 	end
 end
 --</public-static-methods>