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predict + libdebuff + swingtimer: drop hardcoded spell data
Replace per-locale name tables and per-rank ID lists with single
canonical-rank lookups through C_Spell. Spell.dbc bits hoisted to
named constants at module top.
libpredict:
- Four 7-locale tables (PRAYER_OF_HEALING / REJUVENATION / RENEW /
REGROWTH) collapsed to one C_Spell.GetSpellName(rank1id) call each.
- 25-entry SPELL_IDS (all ranks of Rejuv + Renew) for SPELL_GO_SELF
HoT detection replaced by name comparison against REJUVENATION /
RENEW. No per-rank ID maintenance.
libdebuff:
- GetSpellRecField(id, "name") → C_Spell.GetSpellName(id) at all call
sites; the presence-guard pattern is gone (ClassicAPI is a hard
dep, per memory).
- GetSpellRecField(id, "rank") → C_Spell.GetSpellSubtext(id).
swingtimer:
- Hoist FLAG_AUTOATTACK / ATTR_KEEP_SWINGS / ATTR_ON_NEXT_SWING to
module-top constants via tonumber("0xNN", 16) so the SPELL_GO_SELF
hot path stops re-parsing them on every call. Lua 5.0 has no hex
number literals; strtoul-backed tonumber handles the "0x" prefix.
This commit is contained in:
+12
-10
@@ -10,6 +10,11 @@ pfUI:RegisterModule("swingtimer", function ()
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local ON_SWING_QUEUED = 0
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local ON_SWING_QUEUE_POPPED = 1
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-- Spell.dbc bits used to mirror server-side swing-reset rules.
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local FLAG_AUTOATTACK = tonumber("0x08", 16) -- SPELL_INTERRUPT_FLAG_AUTOATTACK
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local ATTR_KEEP_SWINGS = tonumber("0x20000", 16) -- SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS
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local ATTR_ON_NEXT_SWING = tonumber("0x04", 16) -- SPELL_ATTR_ON_NEXT_SWING
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-- Consolidate state into a table to avoid Lua 5.0 upvalue limit (32 max)
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local S = {
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mhTimer = 0, mhTimerMax = 1,
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@@ -39,9 +44,8 @@ pfUI:RegisterModule("swingtimer", function ()
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local WAND_SHOOT_SPELLID = 5019
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local THROW_SPELLID = 2764 -- one-shot ranged, not auto-repeat
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-- SPELL_ATTR_ON_NEXT_SWING (bit 2, value 4): spell replaces next auto-attack swing.
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-- ATTR_ON_NEXT_SWING: spell replaces next auto-attack swing.
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-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
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local ATTR_ON_NEXT_SWING = 4
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local function IsOnSwingSpell(spellId)
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if S.onSwingCache[spellId] ~= nil then return S.onSwingCache[spellId] end
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local attr = GetSpellRecField(spellId, "attributes") or 0
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@@ -702,12 +706,12 @@ pfUI:RegisterModule("swingtimer", function ()
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-- Freeze the swing timer for cast-time spells that DON'T reset auto-
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-- attack on completion (Slam, Hammer of Wrath on Turtle, etc.) — those
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-- let the swing resume from where it paused. Detect dynamically via the
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-- absent AUTOATTACK interrupt flag (0x08); spells with 0x08 reset on
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-- absent AUTOATTACK interrupt flag (8); spells with that bit reset on
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-- SPELL_GO_SELF so freezing isn't necessary. Subsumes the old hardcoded
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-- swingDelaySpells list (no list maintenance for new Slam-style spells).
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if S.mhActive then
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local iflags = GetSpellRecField(arg1, "interruptFlags") or 0
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if bit.band(iflags, 0x08) == 0 then
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if bit.band(iflags, FLAG_AUTOATTACK) == 0 then
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S.mhFrozenAt = GetTime()
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end
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end
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@@ -747,13 +751,11 @@ pfUI:RegisterModule("swingtimer", function ()
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-- Mirror the server rule for "does this spell reset the auto-attack
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-- swing" (Spell::IsMeleeAttackResetSpell in Turtle's core):
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-- InterruptFlags has SPELL_INTERRUPT_FLAG_AUTOATTACK (0x08)
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-- AND AttributesEx2 doesn't have NOT_RESET_AUTO_ACTIONS (0x20000).
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-- AND AttributesEx2 lacks NOT_RESET_AUTO_ACTIONS (0x20000).
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-- If neither path resets and we're holding a frozen-swing-during-cast
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-- (mhFrozenAt set by SPELL_START_SELF for non-0x08 spells), this is a
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-- Slam-style cast — push the timer forward by the cast duration so
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-- the bar resumes from where it paused.
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local FLAG_AUTOATTACK = 0x08 -- SPELL_INTERRUPT_FLAG_AUTOATTACK
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local ATTR_KEEP_SWINGS = 0x20000 -- SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS
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-- (mhFrozenAt set by SPELL_START_SELF for non-AUTOATTACK spells), this
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-- is a Slam-style cast — push the timer forward by the cast duration
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-- so the bar resumes from where it paused.
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local iflags = GetSpellRecField(spellId, "interruptFlags") or 0
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if bit.band(iflags, FLAG_AUTOATTACK) ~= 0
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and bit.band(GetSpellRecField(spellId, "attributesEx2") or 0, ATTR_KEEP_SWINGS) == 0 then
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