From dd826d13f143f9ee00e1df679ec8dfdf170786ac Mon Sep 17 00:00:00 2001 From: "Johnny C. Lam" Date: Tue, 15 Oct 2013 03:06:54 +0000 Subject: [PATCH] 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 --- OvaleBestAction.lua | 4 ++-- OvaleCondition.lua | 2 +- OvalePower.lua | 26 ++++++++++++------------- OvaleState.lua | 54 +++++++++++++++++++++++++-------------------------- 4 files changed, 43 insertions(+), 43 deletions(-) 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 -- -- 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 -- @@ -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_" is the spell ID of the buff that causes extra resources to be generated or used. - "buff__amount" is the amount of extra resources generated or used, defaulting to -1 + "buff_" is the spell ID of the buff that causes extra resources to be generated or used. + "buff__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 -- -- 1.7.9.5