Johnny C. Lam [04-12-14 - 16:20]
diff --git a/OvaleBestAction.lua b/OvaleBestAction.lua
index 738480c..91985d9 100644
--- a/OvaleBestAction.lua
+++ b/OvaleBestAction.lua
@@ -26,7 +26,6 @@ local OvaleFuture = nil
local OvalePower = nil
local OvaleSpellBook = nil
local OvaleStance = nil
-local OvaleState = nil
local abs = math.abs
local floor = math.floor
@@ -77,12 +76,11 @@ local function PutValue(element, value, origin, rate)
return result
end
-local function ComputeAction(element)
+local function ComputeAction(element, state)
local self = OvaleBestAction
- local state = OvaleState.state
local action = element.params[1]
local actionTexture, actionInRange, actionCooldownStart, actionCooldownDuration,
- actionUsable, actionShortcut, actionIsCurrent, actionEnable, spellId = self:GetActionInfo(element)
+ actionUsable, actionShortcut, actionIsCurrent, actionEnable, spellId = self:GetActionInfo(element, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -183,17 +181,17 @@ local function ComputeAction(element)
end
end
-local function ComputeAnd(element)
+local function ComputeAnd(element, state)
Ovale:Logf("%s [%d]", element.type, element.nodeId)
local self = OvaleBestAction
- local timeSpanA = self:ComputeBool(element.a)
+ local timeSpanA = self:ComputeBool(element.a, state)
local timeSpan = element.timeSpan
-- Short-circuit evaluation of left argument to AND.
if Measure(timeSpanA) == 0 then
timeSpan:Reset(timeSpanA)
else
- local timeSpanB = self:ComputeBool(element.b)
+ local timeSpanB = self:ComputeBool(element.b, state)
-- Take intersection of A and B.
timeSpan:Reset()
Intersect(timeSpanA, timeSpanB, timeSpan)
@@ -202,11 +200,10 @@ local function ComputeAnd(element)
return timeSpan
end
-local function ComputeArithmetic(element)
+local function ComputeArithmetic(element, state)
local self = OvaleBestAction
- local state = OvaleState.state
- local timeSpanA, _, elementA = self:Compute(element.a)
- local timeSpanB, _, elementB = self:Compute(element.b)
+ local timeSpanA, _, elementA = self:Compute(element.a, state)
+ local timeSpanB, _, elementB = self:Compute(element.b, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -310,10 +307,10 @@ local function ComputeArithmetic(element)
return timeSpan, OVALE_DEFAULT_PRIORITY, PutValue(element, l, m, n)
end
-local function ComputeCompare(element)
+local function ComputeCompare(element, state)
local self = OvaleBestAction
- local timeSpanA, _, elementA = self:Compute(element.a)
- local timeSpanB, _, elementB = self:Compute(element.b)
+ local timeSpanA, _, elementA = self:Compute(element.a, state)
+ local timeSpanB, _, elementB = self:Compute(element.b, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -380,13 +377,12 @@ local function ComputeCompare(element)
return timeSpan
end
-local function ComputeCustomFunction(element)
+local function ComputeCustomFunction(element, state)
Ovale:Logf("custom function %s", element.name)
local self = OvaleBestAction
- local state = OvaleState.state
if not element.serial or element.serial < self_serial then
-- Cache new values in element.
- element.timeSpanA, element.priorityA, element.elementA = self:Compute(element.a)
+ element.timeSpanA, element.priorityA, element.elementA = self:Compute(element.a, state)
element.serial = self_serial
else
Ovale:Logf("Using cached values for %s", element.name)
@@ -429,9 +425,7 @@ local function ComputeCustomFunction(element)
end
end
-local function ComputeFunction(element)
- local self = OvaleBestAction
- local state = OvaleState.state
+local function ComputeFunction(element, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -487,9 +481,8 @@ local function ComputeFunction(element)
end
end
-local function ComputeGroup(element)
+local function ComputeGroup(element, state)
local self = OvaleBestAction
- local state = OvaleState.state
local bestTimeSpan, bestPriority, bestElement, bestCastTime
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -497,14 +490,14 @@ local function ComputeGroup(element)
Ovale:Logf("%s [%d]", element.type, element.nodeId)
if #element.nodes == 1 then
- return self:Compute(element.nodes[1])
+ return self:Compute(element.nodes[1], state)
end
local best = OvaleTimeSpan(self_pool:Get())
local current = OvaleTimeSpan(self_pool:Get())
for k, v in ipairs(element.nodes) do
- local currentTimeSpan, currentPriority, currentElement = self:Compute(v)
+ local currentTimeSpan, currentPriority, currentElement = self:Compute(v, state)
-- We only care about actions that are available at time t > state.currentTime.
current:Reset()
IntersectInterval(currentTimeSpan, state.currentTime, math.huge, current)
@@ -581,12 +574,11 @@ local function ComputeGroup(element)
end
end
-local function ComputeIf(element)
+local function ComputeIf(element, state)
Ovale:Logf("%s [%d]", element.type, element.nodeId)
local self = OvaleBestAction
- local state = OvaleState.state
- local timeSpanA = self:ComputeBool(element.a)
+ local timeSpanA = self:ComputeBool(element.a, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -605,7 +597,7 @@ local function ComputeIf(element)
return timeSpan, OVALE_DEFAULT_PRIORITY, PutValue(element, 0, 0, 0)
end
- local timeSpanB, priorityB, elementB = self:Compute(element.b)
+ local timeSpanB, priorityB, elementB = self:Compute(element.b, state)
-- If the "then" clause is a "wait" node, then only wait if the conditions are true.
if elementB and elementB.wait and not HasTime(conditionTimeSpan, state.currentTime) then
elementB.wait = nil
@@ -618,7 +610,7 @@ local function ComputeIf(element)
return timeSpan, priorityB, elementB
end
-local function ComputeLua(element)
+local function ComputeLua(element, state)
local ret = loadstring(element.lua)()
Ovale:Logf("lua %s [%d]", ret, element.nodeId)
@@ -629,10 +621,10 @@ local function ComputeLua(element)
return timeSpan, OVALE_DEFAULT_PRIORITY, PutValue(element, ret, 0, 0)
end
-local function ComputeNot(element)
+local function ComputeNot(element, state)
Ovale:Logf("%s [%d]", element.type, element.nodeId)
local self = OvaleBestAction
- local timeSpanA = self:ComputeBool(element.a)
+ local timeSpanA = self:ComputeBool(element.a, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -641,11 +633,11 @@ local function ComputeNot(element)
return timeSpan
end
-local function ComputeOr(element)
+local function ComputeOr(element, state)
Ovale:Logf("%s [%d]", element.type, element.nodeId)
local self = OvaleBestAction
- local timeSpanA = self:ComputeBool(element.a)
- local timeSpanB = self:ComputeBool(element.b)
+ local timeSpanA = self:ComputeBool(element.a, state)
+ local timeSpanB = self:ComputeBool(element.b, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -655,7 +647,7 @@ local function ComputeOr(element)
return timeSpan
end
-local function ComputeValue(element)
+local function ComputeValue(element, state)
Ovale:Logf("value %s", element.value)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -664,10 +656,10 @@ local function ComputeValue(element)
return timeSpan, OVALE_DEFAULT_PRIORITY, element
end
-local function ComputeWait(element)
+local function ComputeWait(element, state)
Ovale:Logf("%s [%d]", element.type, element.nodeId)
local self = OvaleBestAction
- local timeSpanA, priorityA, elementA = self:Compute(element.a)
+ local timeSpanA, priorityA, elementA = self:Compute(element.a, state)
local timeSpan = element.timeSpan
timeSpan:Reset()
@@ -712,7 +704,6 @@ function OvaleBestAction:OnInitialize()
OvalePower = Ovale.OvalePower
OvaleSpellBook = Ovale.OvaleSpellBook
OvaleStance = Ovale.OvaleStance
- OvaleState = Ovale.OvaleState
end
function OvaleBestAction:StartNewAction(state)
@@ -721,12 +712,11 @@ function OvaleBestAction:StartNewAction(state)
self_serial = self_serial + 1
end
-function OvaleBestAction:GetActionInfo(element)
+function OvaleBestAction:GetActionInfo(element, state)
if not element then
return nil
end
- local state = OvaleState.state
local target = element.params.target or OvaleCondition.defaultTarget
local action
local actionTexture, actionInRange, actionCooldownStart, actionCooldownDuration,
@@ -832,22 +822,22 @@ function OvaleBestAction:GetActionInfo(element)
actionUsable, actionShortcut, actionIsCurrent, actionEnable, spellId, target, element.params.nored
end
-function OvaleBestAction:Compute(element)
+function OvaleBestAction:Compute(element, state)
if not element or (Ovale.bug and not Ovale.trace) then
return nil
end
local visitor = OVALE_COMPUTE_VISITOR[element.type]
if visitor then
- return visitor(element)
+ return visitor(element, state)
end
Ovale:Logf("unknown element %s, return nil", element.type)
return nil
end
-function OvaleBestAction:ComputeBool(element)
- local timeSpan, _, newElement = self:Compute(element)
+function OvaleBestAction:ComputeBool(element, state)
+ local timeSpan, _, newElement = self:Compute(element, state)
-- Match SimC: 0 is false, non-zero is true.
-- (https://code.google.com/p/simulationcraft/wiki/ActionLists#Logical_operators)
if newElement and newElement.type == "value" and newElement.value == 0 and newElement.rate == 0 then
diff --git a/OvaleFrame.lua b/OvaleFrame.lua
index b0366f4..17cf5a7 100644
--- a/OvaleFrame.lua
+++ b/OvaleFrame.lua
@@ -188,7 +188,7 @@ do
if forceRefresh or Ovale.refreshNeeded[target] or Ovale.refreshNeeded["player"] or Ovale.refreshNeeded["pet"] then
Ovale:Logf("****Master Node %d", k)
OvaleBestAction:StartNewAction(state)
- local timeSpan, _, element = OvaleBestAction:Compute(node)
+ local timeSpan, _, element = OvaleBestAction:Compute(node, state)
local start = NextTime(timeSpan, state.currentTime)
if start then
Ovale:Logf("Compute start = %f", start)
@@ -215,7 +215,7 @@ do
end
else
local actionTexture, actionInRange, actionCooldownStart, actionCooldownDuration,
- actionUsable, actionShortcut, actionIsCurrent, actionEnable, spellId, actionTarget, noRed = OvaleBestAction:GetActionInfo(element)
+ actionUsable, actionShortcut, actionIsCurrent, actionEnable, spellId, actionTarget, noRed = OvaleBestAction:GetActionInfo(element, state)
if noRed then
start = actionCooldownStart + actionCooldownDuration
if start < state.currentTime then
@@ -266,9 +266,9 @@ do
spellTarget = OvaleCondition.defaultTarget
end
state:ApplySpell(spellId, OvaleGUID:GetGUID(spellTarget))
- timeSpan, _, element = OvaleBestAction:Compute(node)
+ timeSpan, _, element = OvaleBestAction:Compute(node, state)
start = NextTime(timeSpan, state.currentTime)
- icons[2]:Update(element, start, OvaleBestAction:GetActionInfo(element))
+ icons[2]:Update(element, start, OvaleBestAction:GetActionInfo(element, state))
else
icons[2]:Update(element, nil)
end