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sc_AutomationTab.cpp
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sc_AutomationTab.cpp
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// ==========================================================================
// Dedmonwakeen's DPS-DPM Simulator.
// Send questions to [email protected]
// ==========================================================================
/*
This file contains all of the methods required for automated comparison sims
*/
#include "sc_AutomationTab.hpp"
#include "simulationcraftqt.hpp"
namespace {
namespace automation {
QString tokenize( QString qstr );
QStringList splitPreservingComments( QString qstr );
QString automation_main( int sim_type,
QString player_class,
QString player_spec,
QString player_race,
QString player_level,
QString player_talents,
QString player_gear,
QString player_rotationHeader,
QString player_rotationFooter,
QString advanced_text,
QString sidebar_text,
QString footer_text
);
QString auto_talent_sim( QString player_class,
QString base_profile_info,
QStringList advanced_text,
QString player_gear,
QString player_rotation
);
QString auto_gear_sim( QString player_class,
QString base_profile_info,
QString player_talents,
QStringList advanced_text,
QString player_rotation
);
QString auto_rotation_sim( QString player_class,
QString player_spec,
QString base_profile_info,
QString player_talents,
QString player_gear,
QString player_rotationHeader,
QString player_rotationFooter,
QStringList advanced_text,
QString sidebar_text
);
QStringList convert_shorthand( QStringList shorthandList, QString sidebar_text );
QStringList splitOption( QString options_shorthand );
QStringList splitOnFirst( QString str, const char* delimiter );
} // end automation namespace
///////////////////////////////////////////////////////////////////////////////
////
//// Constants
////
///////////////////////////////////////////////////////////////////////////////
QString classSpecText[ 12 ][ 5 ] = {
{ "DeathKnight", "Blood", "Frost", "Unholy", "N/A" },
{ "DemonHunter", "Havoc", "Vengeance", "N/A", "N/A" },
{ "Druid", "Balance", "Feral", "Guardian", "Restoration" },
{ "Hunter", "Beast Mastery", "Marksmanship", "Survival", "N/A" },
{ "Mage", "Arcane", "Fire", "Frost", "N/A" },
{ "Monk", "Brewmaster", "Mistweaver", "Windwalker", "N/A" },
{ "Paladin", "Holy", "Protection", "Retribution", "N/A" },
{ "Priest", "Discipline", "Holy", "Shadow", "N/A" },
{ "Rogue", "Assassination", "Outlaw", "Subtlety", "N/A" },
{ "Shaman", "Elemental", "Enhancement", "Restoration", "N/A" },
{ "Warlock", "Affliction", "Demonology", "Destruction", "N/A" },
{ "Warrior", "Arms", "Fury", "Protection", "N/A" }
};
///////////////////////////////////////////////////////////////////////////////
////
//// Logic Stuff
////
///////////////////////////////////////////////////////////////////////////////
// Local method to perform tokenize on QStrings
QString automation::tokenize( QString qstr )
{
std::string temp = qstr.toLocal8Bit().constData();
util::tokenize( temp );
return QString::fromStdString( temp );
}
QStringList automation::splitPreservingComments( QString qstr )
{
QStringList outputList;
// split the entry on newlines to separate it all out
QStringList mainList = qstr.split( "\n", QString::SkipEmptyParts );
// for each entry, do further processing
for ( int j = 0; j < mainList.size(); j++ )
{
// first though, check to see if this line is a comment
QRegExp comment = QRegExp( "\\s*\\#" );
// if so, preserve it and remove leading/trailing spaces
if ( comment.indexIn( mainList[ j ] ) == 0 )
outputList.append( mainList[ j ].simplified() );
// otherwise, try to split on spaces and add each element individually
// (in practice unnecessary, but helps make the generated profiles more readable)
else
{
QStringList subList = mainList[ j ].split( QRegExp( "\\s" ), QString::SkipEmptyParts );
for ( int l = 0; l < subList.size(); l++ )
outputList.append( subList[ l ] );
}
}
return outputList;
}
// this structure is needed for finding abbreviations in the tables
struct comp
{
comp( QString const& s ) : _s( s ) {}
bool operator () ( const std::pair< QString, QString>& p ) const
{
return ( p.first.toLower() == _s.toLower() );
}
QString _s;
};
QString automation::automation_main( int sim_type,
QString player_class,
QString player_spec,
QString player_race,
QString player_level,
QString player_talents,
QString player_gear,
QString player_rotationHeader,
QString player_rotationFooter,
QString advanced_text,
QString sidebar_text,
QString footer_text
)
{
QString profile;
QString base_profile_info; // class, spec, race & level definition
QStringList advanced_list; // list constructed from advanced_text
// basic profile information
base_profile_info += "specialization=" + tokenize( player_spec ) + "\n";
base_profile_info += "race=" + tokenize( player_race ) + "\n";
base_profile_info += "level=" + player_level + "\n";
// Take advanced_text and try splitting by \n\n
advanced_list = advanced_text.split( QRegExp("\\n\\s*\\n"), QString::SkipEmptyParts );
// If that did split it, we'll just feed advanced_list to the appropriate sim.
// If not, then we try to split on \n instead
if ( advanced_list.size() == 1 )
advanced_list = advanced_text.split( "\n", QString::SkipEmptyParts );
// simulation type check
switch ( sim_type )
{
case 1: // talent simulation
profile += auto_talent_sim( player_class, base_profile_info, advanced_list, player_gear, player_rotationHeader );
break;
case 2: // gear simulation
profile += auto_gear_sim( player_class, base_profile_info, player_talents, advanced_list, player_rotationHeader );
break;
case 3: // rotation simulation
profile += auto_rotation_sim( player_class, player_spec, base_profile_info, player_talents, player_gear, player_rotationHeader, player_rotationFooter, advanced_list, sidebar_text );
break;
default: // default profile creation
profile += base_profile_info;
profile += "talents=" + player_talents + "\n";
profile += player_gear + "\n";
profile += player_rotationHeader + "\n";
}
profile += footer_text;
return profile;
}
// Method for profile creation for the specific TALENT simulation
QString automation::auto_talent_sim( QString player_class,
QString base_profile_info,
QStringList talentList,
QString player_gear,
QString player_rotation
)
{
QString profile;
QStringList names;
// make profile for each entry in talentList
for ( int i = 0; i < talentList.size(); i++ )
{
// first, check to see if the user has specified additional options within the list entry.
// If so, we want to split them off and append them to the end.
QStringList splitEntry = splitPreservingComments( talentList[ i ] );
// handle isolated comments
if ( splitEntry.size() == 1 && splitEntry[ 0 ].startsWith( "#" ) )
continue;
profile += tokenize( player_class ) + "=T_";
if ( ! names.contains( splitEntry[ 0 ] ) )
{
profile += splitEntry[ 0 ];
names.append( splitEntry[ 0 ] );
}
else
profile += QString::number( i );
profile += "\n";
profile += base_profile_info;
// skip comments
int k = 0;
while ( k < splitEntry.size() - 1 && splitEntry[ k ].startsWith( "#" ) )
{
profile += splitEntry[ k ] + "\n";
k++;
}
// the first non-comment entry should be our talents
if ( splitEntry[ k ].startsWith( "talents=" ) )
profile += splitEntry[ k ] + "\n";
else
profile += "talents=" + splitEntry[ k ] + "\n";
if ( player_gear.size() > 0 )
profile += player_gear + "\n";
if ( player_rotation.size() > 0 )
profile += player_rotation + "\n";
// add the remaining options at the end
if ( splitEntry.size() > k + 1 )
for ( int j = k + 1; j < splitEntry.size(); j++ )
profile += splitEntry[ j ] + "\n";
profile += "\n";
}
return profile;
}
// Method for profile creation for the specific GEAR simulation
QString automation::auto_gear_sim( QString player_class,
QString base_profile_info,
QString player_talents,
QStringList gearList,
QString player_rotation
)
{
QString profile;
// make profile for each entry in gearList, which should be a complete gear set (plus optional extra stuff)
for ( int i = 0; i < gearList.size(); i++ )
{
// split the entry on newlines and spaces, preserving comments
QStringList itemList = splitPreservingComments( gearList[ i ] );
// handle isolated comments
if ( itemList.size() == 1 && itemList[ 0 ].startsWith( "#" ) )
continue;
profile += tokenize( player_class ) + "=G_" + QString::number( i ) + "\n";
profile += base_profile_info;
if ( player_talents.startsWith( "talents=" ) )
profile += player_talents + "\n";
else
profile += "talents=" + player_talents + "\n";
if ( player_rotation.size() > 0 )
profile += player_rotation + "\n";
// add each line of the reult to the profile
for ( int j = 0; j < itemList.size(); j++ )
profile += itemList[ j ] + "\n";
// note that we don't bother pushing extra options to the end here, since the gear set is
// already being specified at the end of the profile.
profile += "\n";
}
return profile;
}
// Method for profile creation for the specific ROTATION simulation
QString automation::auto_rotation_sim( QString player_class,
QString player_spec,
QString base_profile_info,
QString player_talents,
QString player_gear,
QString player_rotationHeader,
QString player_rotationFooter,
QStringList rotation_list,
QString sidebar_text
)
{
Q_UNUSED(player_spec);
QString profile;
for ( int i = 0; i < rotation_list.size(); i++ )
{
// Since action lists can be specified as shorthand with options or as full lists or a mix, we need to support both.
// To do that, let's first split the provided configuration as usual:
QStringList actionList = splitPreservingComments( rotation_list[ i ] );
QString name; // placeholder for naming the actor based on shorthand
// handle comments in single-newline-separated rotation lists
if ( actionList.size() == 1 && actionList[ 0 ].startsWith( "#" ) )
continue;
QString action_block; // string for action block
// build action block first - for better naming
if ( player_rotationHeader.size() > 0 )
action_block += "#acton header\n" + player_rotationHeader + "\n#rotation\n";
// cycle through the actionList handling each entry one at a time
for ( int j = 0; j < actionList.size(); j++ )
{
QString entry = actionList[ j ];
// comments, longhand entries, and other unrecognizeable text just gets appended line by line.
// we only need to perform conversions on shorthand entries, so we look for those specifically
// check for a shorthand by looking for a ">" in something that isn't a comment, name, or a longhand line
QStringList shorthandList = entry.split( ">", QString::SkipEmptyParts );
if ( ! entry.startsWith( "#" ) && ! entry.startsWith( "name=") && ! entry.contains( "actions+=") && ! entry.contains( "actions=" ) && shorthandList.size() > 1 )
{
// send shorthandList off to a method for conversion based on player class and spec
QStringList convertedAPL = convert_shorthand( shorthandList, sidebar_text );
// use the shorthand to create a name for this actor, if we haven't already
if ( name.length() == 0 )
name = entry;
// add each line of the result to profile
for ( int q = 0; q < convertedAPL.size(); q++ )
action_block += convertedAPL[ q ] + "\n";
continue;
}
// otherwise it's some other option or text, we just want to output that like usual
else
action_block += entry + "\n";
}
// add action footer, if it exists
if ( player_rotationFooter.size() > 0 )
action_block += "#action footer\n" + player_rotationFooter + "\n";
// build profile from components
profile += tokenize( player_class ) + "=";
if ( name.length() > 0 )
profile += name;
else
profile+= QString::number( i );
profile += "\n";
profile += base_profile_info;
if ( player_talents.startsWith( "talents=" ) )
profile += player_talents + "\n";
else
profile += "talents=" + player_talents + "\n";
if ( player_gear.size() > 0 )
profile += player_gear + "\n";
profile += action_block;
// leave some space
profile += "\n\n";
}
return profile;
}
QStringList automation::splitOption( QString s )
{
QStringList optionsBreakdown;
int numSeparators = s.count( "(" ) + s.count( ")" ) + s.count( "&" ) + s.count( "|" ) + s.count( "!" )
+ s.count( "+" ) + s.count( "-" ) + s.count( ">" ) + s.count( "<" ) + s.count( "=" )
+ s.count( "/" ) + s.count( "*" );
QRegExp delimiter( "[&|\\(\\)\\!\\+\\-\\>\\<\\=\\*/]" );
// ideally we will split this into ~2*numSeparators parts
if ( numSeparators > 0 )
{
// section the string
for ( int i = 0; i <= numSeparators; i++ )
optionsBreakdown << s.section( delimiter, i, i, QString::SectionIncludeTrailingSep ).simplified();
// check for the trailing separators and move them to their own entries
for ( int i = 0; i < optionsBreakdown.size(); i++ )
{
QString temp = optionsBreakdown[ i ];
if ( temp.size() > 1 && delimiter.indexIn( temp ) == temp.size() - 1 )
{
optionsBreakdown.insert( i + 1, temp.right( 1 ) );
optionsBreakdown[ i ].remove( temp.size() -1, 1 );
}
}
}
else
optionsBreakdown.append( s );
// at this point, optionsBreakdown should consist of entries that are only delimiters or abbreviations, no mixing
return optionsBreakdown;
}
// this method splits only on the first instance of a delimiter, returning a 2-element QString
QStringList automation::splitOnFirst( QString str, const char* delimiter )
{
QStringList parts = str.split( delimiter, QString::SkipEmptyParts );
QStringList rest;
if ( parts.size() > 1 )
{
rest = parts;
rest.removeFirst();
}
QStringList returnStringList;
returnStringList.append( parts[ 0 ] );
returnStringList.append( rest.join( delimiter ) );
assert( returnStringList.size() <= 2 );
return returnStringList;
}
QStringList automation::convert_shorthand( QStringList shorthandList, QString sidebar_text )
{
// STEP 1: Take the sidebar list and convert it to an abilities table and an options table
QStringList sidebarSplit = sidebar_text.split( QRegularExpression( ":::.+:::" ), QString::SkipEmptyParts );
assert( sidebarSplit.size() == 3 );
QStringList abilityList = sidebarSplit[ 0 ].split( "\n", QString::SkipEmptyParts );
QStringList optionsList = sidebarSplit[ 1 ].split( "\n", QString::SkipEmptyParts );
QStringList operatorsList = sidebarSplit[ 2 ].split( "\n", QString::SkipEmptyParts );
typedef std::vector<std::pair<QString, QString> > shorthandTable;
shorthandTable abilityTable;
shorthandTable optionTable;
shorthandTable operatorTable;
// Construct the table for ability conversions
for ( int i = 0; i < abilityList.size(); i++ )
{
QStringList parts = splitOnFirst( abilityList[ i ], "=" );
if ( parts.size() > 1 )
abilityTable.push_back( std::make_pair( parts[ 0 ], parts[ 1 ] ) );
}
// Construct the table for option conversions
for ( int i = 0; i < optionsList.size(); i++ )
{
QStringList parts = splitOnFirst( optionsList[ i ], "=" );
if ( parts.size() > 1 )
optionTable.push_back( std::make_pair( parts[ 0 ], parts[ 1 ] ) );
}
// Construct the table for operator conversions
for ( int i = 0; i < operatorsList.size(); i++ )
{
QStringList parts = splitOnFirst( operatorsList[ i ], "=" );
if ( parts.size() > 1 )
operatorTable.push_back( std::make_pair( parts[ 0 ], parts[ 1 ] ) );
}
// STEP 2: now we take the shorthand and figure out what to do with each element
QStringList actionPriorityList; // Final APL
// cycle through the list of shorthands, converting as we go and appending to actionPriorityList
for ( int i = 0; i < shorthandList.size(); i++ )
{
QString ability;
QString buff;
QString options;
QString waitString;
// skip comments - this should probably never happen though!
if ( shorthandList[ i ].startsWith( "#" ) )
{
actionPriorityList.append( shorthandList[ i ] );
continue;
}
// first, split into ability abbreviation and options set
QStringList splits = splitOnFirst( shorthandList[ i ], "+" );
// use abilityTable to replace the abbreviation with the full ability name
shorthandTable::iterator m = std::find_if( abilityTable.begin(), abilityTable.end(), comp( splits[ 0 ] ) );
if ( m != abilityTable.end() )
{
ability = m -> second;
// now handle options if there are any
if ( splits.size() > 1 )
{
// options are specified just as in simc, but with shorthands, e.g. as A&(B|!C)
// we need to split on [&|()!], match the resulting abbreviations in the table,
// and use those match pairs to replace the appropriate portions of the options string.
// This method takes the options QString and returns a QStringList of symbols [&!()!] & abbreviations.
QStringList optionsBreakdown = splitOption( splits[ 1 ] );
// now cycle through this QStringList and replace any recognized shorthands with their longhand forms
for ( int j = 0; j < optionsBreakdown.size(); j++ )
{
// if this entry is &|()!, skip it
if ( optionsBreakdown[ j ].contains( QRegularExpression( "[&|\\(\\)\\!\\+\\-\\>\\<\\=\\*/]+" ) ) )
continue;
// otherwise, use regular expressions to determine the syntax and split into components
QString operand;
QString operation;
QString numeric;
// Checking for operand syntax: Operand.Operator[#] (e.g. DP.BA or DP.BR3)
QRegularExpression rxb( "(\\D+)(\\.)(\\D+)(\\d*\\.?\\d*)" );
QRegularExpressionMatch match = rxb.match( optionsBreakdown[ j ] );
if ( match.hasMatch() )
{
// captures[ 0 ] is the whole string, captures[ 1 ] is the first match, captures[ 2 ] is the second match, etc.
QStringList captures = match.capturedTexts();
// split into components
operand = captures[ 1 ];
operation = captures[ 3 ];
numeric = captures[ 4 ];
}
// if that didn't work, check for simple option syntax: Option[#] (e.g. HP or HP3)
else
{
QRegularExpression rxw( "(\\D+)(\\d*\\.?\\d*)" );
match = rxw.match( optionsBreakdown[ j ] );
if ( match.hasMatch() )
{
// captures[ 0 ] is the whole string, captures[ 1 ] is the first match, captures[ 2 ] is the second match, etc.
QStringList captures = match.capturedTexts();
// split into components
operation = captures[ 1 ];
numeric = captures[ 2 ];
}
// if we don't have a match by this point, give up
else
continue;
}
// now go to work on the components we have
// first, construct the option from the operation and the numeric
QString option;
if ( numeric.length() == 0 )
option = operation;
else
option = operation + "#";
// pick the table we're using
shorthandTable* table;
if ( operand.length() > 0 )
table = &operatorTable;
else
table = &optionTable;
//now look for that operation in the table
shorthandTable::iterator n = std::find_if( (*table).begin(), (*table).end(), comp( option ) );
if ( n != (*table).end() )
optionsBreakdown[ j ] = n -> second;
// replace the # sign with the numeric value if necessary
if ( numeric.length() > 0 )
optionsBreakdown[ j ].replace( "#", numeric );
// if we have an operand, look it up in the table and perform the replacement
if ( operand.length() > 0 )
{
shorthandTable::iterator o = std::find_if( abilityTable.begin(), abilityTable.end(), comp( operand ) );
QString operand_string = operand;
if ( o != abilityTable.end() )
operand_string = o -> second;
if ( optionsBreakdown[ j ].contains( "$operand" ) )
optionsBreakdown[ j ].replace( "$operand", operand_string );
}
// we also need to do some replacements on $ability entries
if ( optionsBreakdown[ j ].contains( "$ability" ) )
optionsBreakdown[ j ].replace( "$ability", ability );
// special handling of the +W option
if ( optionsBreakdown[ j ].contains( "wait" ) )
{
waitString = optionsBreakdown[ j ];
optionsBreakdown.removeAt( j );
}
} // end for loop
// at this point, we should be able to merge the optionsBreakdown list into a string
options = optionsBreakdown.join( "" );
}
// combine the ability and options into a single string
QString entry = "actions+=/" + ability;
if ( options.length() > 0 )
entry += ",if=" + options;
// add the entry to actionPriorityList
actionPriorityList.append( entry );
if ( waitString.length() > 0 )
actionPriorityList.append( "actions+=" + waitString );
}
}
return actionPriorityList;
}
///////////////////////////////////////////////////////////////////////////////
////
//// GUI Stuff
////
///////////////////////////////////////////////////////////////////////////////
QComboBox* createChoice( int count, ... )
{
QComboBox* choice = new QComboBox();
va_list vap;
va_start( vap, count );
for ( int i = 0; i < count; i++ )
choice -> addItem( va_arg( vap, char* ) );
va_end( vap );
return choice;
}
QComboBox* addValidatorToComboBox( int lowerBound, int upperBound, QComboBox* comboBox )
{
return SC_ComboBoxIntegerValidator::ApplyValidatorToComboBox( new SC_ComboBoxIntegerValidator( lowerBound, upperBound, comboBox ), comboBox );
}
//QComboBox* createInputMode( int count, ... )
//{
// QComboBox* input_mode = new QComboBox();
// va_list vap;
// va_start( vap, count );
// for ( int i = 0; i < count; i++ )
// input_mode -> addItem( va_arg( vap, char* ) );
// va_end( vap );
// return input_mode;
//}
QString defaultOptions = "AC#=action.$ability.charges>=#\nAE#=active_enemies>=#\nDR=target.dot.$ability.remains\nDR#=target.dot.$ability.remains>=#\nE=target.health.pct<=20\nE#=target.health.pct<=#\nNT=!ticking\nNF=target.debuff.flying.down\nW#=/wait,sec=cooldown.$ability.remains,if=cooldown.$ability.remains<=#\n\n";
QString defaultOperators = "BU=buff.$operand.up\nBA=buff.$operand.react\nBR=buff.$operand.remains\nBR#=buff.$operand.remains>#\nBC#=buff.$operand.charges>=#\nBS#=buff.$operand.stack>=#\nCD=cooldown.$operand.remains\nCD#=cooldown.$operand.remains>#\nDR=target.dot.$operand.remains\nDR#=target.dot.$operand.remains>=#\nDT=dot.$operand.ticking\nGCD=cooldown.$operand.remains<=gcd\nGCD#=cooldown.$operand.remains<=gcd*#\nT=talent.$operand.enabled\n";
// constant for sidebar text (this will eventually get really long)
QString sidebarText[ 12 ][ 4 ] = {
{ // DEATHKNIGHT Shorthand Declaration
":::Abilities, Buffs and Talents:::\nAMS=Anti Magic Shell\nAotD=Army of the Dead\nBP=Blood Plague\nCoI=Chains of Ice\nDSim=Dark Simulacrum\nDnD=Death and Decay\nDC=Death Coil\nDG=Death Grip\nDS=Death Strike\nERW=Empower Rune Weapon\nFF=Frost Fever\nHoW=Horn of Winter\nIBF=Icebound Fortitude\nIT=Icy Touch\nMF=Mind Freeze\nOB=Outbreak\nPS=Plague Strike\nSR=Soul Reaper\nPest=Pestilence\nAMZ=Anti Magic Zone\nBT=Blood Tap\nBoS=Breath of Sindragosa\nDP=Death Pact\nDSi=Death Siphon\nGG=Gorefiend's Grasp\nNP=Necrotic Plague\nPL=Plague Leech\nRC=Runic Corruption\nRE=Runic Empowerment\nUB=Unholy Blight\nRW=Remorseless Winter\nDesG=Desecrated Ground\nPATH=Path of Frost\nDef=Defile\n\n"
"BPres=Blood Presence\nBS=Bone Shield\nDRW=Dancing Rune Weapon\nSoB=Scent of Blood\nVamp=Vampiric Blood\nWotN=Will of the Necropolis\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\nAMS=Anti Magic Shell\nAotD=Army of the Dead\nBP=Blood Plague\nCoI=Chains of Ice\nDSim=Dark Simulacrum\nDnD=Death and Decay\nDC=Death Coil\nDG=Death Grip\nDS=Death Strike\nERW=Empower Rune Weapon\nFF=Frost Fever\nHoW=Horn of Winter\nIBF=Icebound Fortitude\nIT=Icy Touch\nMF=Mind Freeze\nOB=Outbreak\nPS=Plague Strike\nSR=Soul Reaper\nPest=Pestilence\nAMZ=Anti Magic Zone\nBT=Blood Tap\nBoS=Breath of Sindragosa\nDP=Death Pact\nDSi=Death Siphon\nGG=Gorefiend's Grasp\nNP=Necrotic Plague\nPL=Plague Leech\nRC=Runic Corruption\nRE=Runic Empowerment\nUB=Unholy Blight\nRW=Remorseless Winter\nDesG=Desecrated Ground\nPATH=Path of Frost\nDef=Defile\n\n"
"FPres=Frost Presence\nFS=Frost Strike\nHB=Howling Blast\nKM=Killing Machine\nOblit=Obliterate\nPoF=Pillar of Frost\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\nAMS=Anti Magic Shell\nAotD=Army of the Dead\nBP=Blood Plague\nCoI=Chains of Ice\nDSim=Dark Simulacrum\nDnD=Death and Decay\nDC=Death Coil\nDG=Death Grip\nDS=Death Strike\nERW=Empower Rune Weapon\nFF=Frost Fever\nHoW=Horn of Winter\nIBF=Icebound Fortitude\nIT=Icy Touch\nMF=Mind Freeze\nOB=Outbreak\nPS=Plague Strike\nSR=Soul Reaper\nPest=Pestilence\nAMZ=Anti Magic Zone\nBT=Blood Tap\nBoS=Breath of Sindragosa\nDP=Death Pact\nDSi=Death Siphon\nGG=Gorefiend's Grasp\nNP=Necrotic Plague\nPL=Plague Leech\nRC=Runic Corruption\nRE=Runic Empowerment\nUB=Unholy Blight\nRW=Remorseless Winter\nDesG=Desecrated Ground\nPATH=Path of Frost\nDef=Defile\n\n"
"UPres=Unholy Presence\nDT=Dark Transformation\nFeS=Festering Strike\nSS=Scourge Strike\nSD=Sudden Doom\nGarg=Summon Gargoyle\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // DEMONHUNTER Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
},
{ // DRUID Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
},
{ // HUNTER Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // MAGE Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"AB=arcane_blast\nAE=arcane_explosion\nAM=arcane_missiles\nABar=arcane_barrage\nCoC=cone_of_cold\nEvo=evocation\nFN = frost_nova\nPoM=presence_of_mind\nCS=counterspell\n\n"
"BS=blazing_speed\nIF=ice_floes\nNT=nether_tempest\nSN=supernova\nAO=arcane_orb\nRoP=rune_of_power\nIF=incanters_flow\nMI=mirror_image\nPC=prismatic_crystal\nUM=unstable_magic\nOP=overpowered\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"FB=fireball\nFFB=frostfire_bolt\nSC=scorch\nIB=inferno_blast\nPB=pyroblast\nComb=combustion\nFN=frost_nova\nFS=flamestrike\nDB=dragons_breath\nCS=counterspell\n\n"
"BS=blazing_speed\nIF=ice_floes\nLB=living_bomb\nBW=blast_wave\nMet=meteor\nHU=heating_up\nHS=pyroblast\nRoP=rune_of_power\nIF=incanters_flow\nMI=mirror_image\nPC=prismatic_crystal\nUM=unstable_magic\nKind=kindling\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"FB=frostbolt\nIL=ice_lance\nFFB=frostfire_bolt\nCoC=cone_of_cold\nWJ=water_jet\nFrz=freeze\nFN=frost_nova\nFO=frozen_orb\nIV=icy_veins\nBLY=blizzard\nBLZ=blizzard\nCS=counterspell\n\n"
"BS=blazing_speed\nIF=ice_floes\nFBomb=frost_bomb\nIN=ice_nova\nCmS=comet_storm\nBF=brain_freeze\nFoF=fingers_of_frost\nRoP=rune_of_power\nIF=incanters_flow\nMI=mirror_image\nPC=prismatic_crystal\nUM=unstable_magic\nTV=thermal_void\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // MONK Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"KS=keg_smash\nEB=elusive_brew\nEH=expel_harm\nPB=purifying_brew\nFB=fortifying_brew\nBoK=blackout_kick\nTP=tiger_palm\nTPow=buff.tiger_power\nBoF=breath_of_fire\nSCK=spinning_crane_kick\n\n"
"CW=chi_wave\nZS=zen_sphere\nCBur=chi_burst\nPS=power_strikes\nAsc=ascension\nCB=chi_brew\nDH=dampen_harm\nRJW=rushing_jade_wind\nXuen=invoke_xuen\nCE=chi_explosion\nSer=serenity\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"FoF=fists_of_fury\nBoK=blackout_kick\nCBBoK=buff.combo_breaker_bok.react\nTP=tiger_palm\nTPow=buff.tiger_power\nCBTP=buff.combo_breaker_tp.react\nRSK=rising_sun_kick\nTeB=tigereye_brew\nSCK=spinning_crane_kick\n\n"
"CW=chi_wave\nZS=zen_sphere\nCBur=chi_burst\nPS=power_strikes\nAsc=ascension\nCB=chi_brew\nRJW=rushing_jade_wind\nXuen=invoke_xuen\nHS=hurricane_strike\nCE=chi_explosion\nCBCE=buff.combo_breaker_ce.react\nSer=serenity\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // PALADIN Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"AA=auto_attack\nAS=avengers_shield\nCons=consecration\nCS=crusader_strike\nEF=eternal_flame\nES=execution_sentence\nFoL=flash_of_light\nHotR=hammer_of_the_righteous\nHoW=hammer_of_wrath\nHPr=holy_prism\nHW=holy_wrath\nJ=judgment\nLH=lights_hammer\nSS=sacred_shield\nSoI=seal_of_insight\nSoR=seal_of_righteousness\nSoT=seal_of_truth\nSP=seraphim\nSotR=shield_of_the_righteous\nWoG=word_of_glory\n\n"
"DJ=double_jeopardy\nDP=divine_purpose\nFW=holy_wrath,if=target.health.pct<=20\nGC=grand_crusader\nHA=holy_avenger\nSP=seraphim\nSotR=shield_of_the_righteous\nSH=selfless_healer\nSW=sanctified_wrath\n\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions + "HP=holy_power\nHP#=holy_power>=#\nFW=target.health.pct<=20\nEverything below this line is redundant with the buff syntax method, just here for ease of use\nDP=buff.divine_purpose.react\nSH#=buff.selfless_healer.stack>=#\nSW=talent.sanctified_wrath.enabled\nSP=buff.seraphim.react\n\nGC=buff.grand_crusader.react\nGC#=buff.grand_crusader.remains<#\n"
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"AA=auto_attack\nCS=crusader_strike\nJ=judgment\nEXO=exorcism\nHotR=hammer_of_the_righteous\nHoW=hammer_of_wrath\nTV=templars_verdict\nFV=final_verdict\nDS=divine_storm\nES=execution_sentence\nHPr=holy_prism\nLH=lights_hammer\nSP=seraphim\nSoT=seal_of_truth\nSoR=seal_of_righteousness\nSoI=seal_of_insight\nAW=avenging_wrath\nHA=holy_avenger\n\n"
"AW=avenging_wrath\nDP=divine_purpose\nHA=holy_avenger\nDC=divine_crusader\nSP=seraphim\nSH=selfless_healer\nSW=sanctified_wrath\nDJ=double_jeopardy\n\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions + "HP#=holy_power>=#\nHPL#=holy_power<=#\n"
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // PRIEST Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // ROGUE Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // SHAMAN Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"AA=auto_attack\nEM=elemental_mastery\nSET=storm_elemental_totem\nFET=fire_elemental_totem\nASC=ascendance\nFS=feral_spirit\nLM=liquid_magma\nAS=ancestral_swiftness\nST=searing_totem\nUE=unleash_elements\nEB=elemental_blast\nLB=lightning_bolt\nWS=windstrike\nSS=stormstrike\nLL=lava_lash\nFlS=flame_shock\nFrS=frost_shock\n\n"
"EM=elemental_mastery\nAS=ancestral_swiftness\nUF=unleashed_fury\nPE=primal_elementalist\nEB=elemental_blast\nEF=elemental_fusion\nSET=storm_elemental_totem\nLM=liquid_magma\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"MW#=buff.maelstrom_weapon.react>=#\nNFT=!totem.fire.active\nNASC=!buff.ascendance.up\nCFE#=cooldown.fire_elemental_totem.remains>=#\nFTR#=pet.searing_totem.remains>=#|pet.fire_elemental_totem.remains>=#\nUFl=buff.unleash_flame.up\nFlSR#=dot.flame_shock.remains<=#\nASU=buff.ancestral_swiftness.up\n"
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // WARLOCK Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
},
{ // WARRIOR Shorthand Declaration
":::Abilities, Buffs, and Talents:::\n"
""
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"AA=auto_attack\nBT=bloodthirst\nCS=colossus_smash\nWS=wild_strike\nRB=raging_blow\nDBTS=die_by_the_sword\nCharge=charge\n\n"
"avatar=avatar\nBB=bloodbath\nSB=storm_bolt\nsbreak=siegebreaker\nDR=dragon_roar\nBS=bladestorm\nRavager=ravager\nUQT=talent.unquenchable_thirst.enabled\nFS=talent.furious_strikes.enabled\nSD=buff.sudden_death\nbloodsurge=buff.bloodsurge.react\nmc=buff.meat_cleaver.stack\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"CS = debuff.colossus_smash.up\nenrage = buff.enrage.up\nenrage<# = buff.enrage.remains<#\nenrage># = buff.enrage.remains>#\nRB# = buff.raging_blow.stack=#\n"
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
":::Abilities, Buffs, and Talents:::\n"
"AA=auto_attack\nSS=shield_slam\nR=revenge\nD=devastate\nHS=heroic_strike\nTC=thunder_clap\nDR=dragon_roar\nSB=storm_bolt\nBS=bladestorm\nBB=bloodbath\nSD=sudden_death\nHL=heroic_leap\nExecute=execute\nRavager=ravager\nShockwave=shockwave\nAvatar=avatar\nCharge=charge\nSBk=shield_block\nSBr=shield_barrier\nSW=shield_wall\nLS=last_stand\nDS=demoralizing_shout\nER=enraged_regeneration\nIV=impending_victory\nRP=resonating_power\nUR=unending_rage\nDAP=potion,name=draenic_armor\n\n"
"Additional ability, buff, and talent shorthands can be added here"
"\n\n:::Options:::\n" + defaultOptions +
"mCD=(buff.shield_block.up|buff.shield_wall.up|buff.last_stand.up|debuff.demoralizing_shout.up|buff.ravager.up|buff.draenic_armor_potion.up|buff.enraged_regeneration.up)\nsCD=(buff.shield_wall.up|buff.last_stand.up|debuff.demoralizing_shout.up)|(buff.shield_barrier.value>health.max*0.25)\nsCD#=(buff.shield_wall.up|buff.last_stand.up|debuff.demoralizing_shout.up)|(buff.shield_barrier.value>health.max*#*0.01)\nUR=(buff.ultimatum.up|(talent.unyielding_strikes.enabled&buff.unyielding_strikes.max_stack))\nUR#=(buff.ultimatum.up|(talent.unyielding_strikes.enabled&buff.unyielding_strikes.stack>=#))\nrage#=rage>=#\nSBr#=(buff.shield_barrier.value>health.max*#*0.01)\n\n"
"Additional option shorthands can be added here"
"\n\n:::Operators:::\n" + defaultOperators +
"Additional operator shorthands can be added here\n\n",
"N/A"
}