------------------------------------------------------------------------------------------------------------------- -- 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*') 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 -- Function to reset state.Buff values. function reset_buff_states() if state.Buff then for buff,present in pairs(state.Buff) do state.Buff[buff] = buffactive[buff] or false end 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 or . if spell.target.raw == ('') or spell.target.raw == ('') then return end -- init a new eventArgs with current values local eventArgs = {handled = false, PCTargetMode = state.PCTargetMode, SelectNPCTargets = state.SelectNPCTargets} -- 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 if spell.target.raw ~= ('') then if pcTargetMode == 'stal' then -- Use if possible, otherwise fall back to . if spell.targets.Ally then newTarget = '' elseif spell.targets.Party then newTarget = '' 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 = '' end elseif pcTargetMode == 'stpc' then -- If it's anything other than a self-only spell, can change to . if spell.targets.Player or spell.targets.Party or spell.targets.Ally or spell.targets.NPC then newTarget = '' 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 , and it will change to -- if the flag is set. It won't change back to . newTarget = '' 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