local mod = DBM:NewMod(2446, "DBM-SanctumOfDomination", nil, 1193) local L = mod:GetLocalizedStrings() mod:SetRevision("20210626002315") mod:SetCreatureID(175731) mod:SetEncounterID(2436) mod:SetUsedIcons(1, 2, 3) mod:SetHotfixNoticeRev(20210625000000)--2021-06-25 mod:SetMinSyncRevision(20210625000000) --mod.respawnTime = 29 mod:RegisterCombat("combat") mod:RegisterEventsInCombat( "SPELL_CAST_START 352589 352538 350732 352833 352660 356090 355352 350734", "SPELL_AURA_APPLIED 352385 352394 350734 350496",--350534 -- "SPELL_AURA_APPLIED_DOSE", "SPELL_AURA_REMOVED 352385 352394 350496 350534", "SPELL_PERIODIC_DAMAGE 350455", "SPELL_PERIODIC_MISSED 350455", -- "UNIT_DIED" "CHAT_MSG_MONSTER_YELL" -- "UNIT_SPELLCAST_SUCCEEDED boss1" ) --[[ (ability.id = 352589 or ability.id = 352538 or ability.id = 350732 or ability.id = 352833 or ability.id = 352660 or ability.id = 356090 or ability.id = 355352 or ability.id = 350734) and type = "begincast" or (ability.id = 352385 or ability.id = 350534) and (type = "applybuff" or type = "removebuff") --]] --TODO, fix timers more based around energy or energizing link, whichever one is confirmed to truly affect stuff like Sunder having massive delays --TODO, do people really need a timer for purging protocol? it's based on bosses energy depletion rate (which is exactly 1 energy per second and visible on infoframe) --In other words, infoframe energy tracker IS the timer, and his energy is constantly going up and down based on core strategy, timer would need aggressive updates from UNIT_POWER local warnDisintegration = mod:NewTargetNoFilterAnnounce(352833, 3) local warnThreatNeutralization = mod:NewTargetNoFilterAnnounce(350496, 2) local warnFormSentry = mod:NewCountAnnounce(352660, 2) local warnObliterate = mod:NewCountAnnounce(355352, 2) --Cores local specWarnRadiantEnergy = mod:NewSpecialWarningMoveTo(350455, nil, nil, nil, 1, 2) local specWarnMeltdown = mod:NewSpecialWarningRun(352589, nil, nil, nil, 4, 2)--Change to appropriate text and priority --Guardian local specWarnPurgingProtocol = mod:NewSpecialWarningCount(352538, nil, nil, nil, 2, 2) local specWarnSunder = mod:NewSpecialWarningDefensive(350732, nil, nil, nil, 1, 2) local specWarnObliterate = mod:NewSpecialWarningTaunt(350734, nil, nil, nil, 1, 2) local specWarnObliterateCount = mod:NewSpecialWarningCount(350734, false, nil, nil, 1, 2) local specWarnDisintegration = mod:NewSpecialWarningDodgeCount(352833, nil, nil, nil, 2, 2) local yellDisintegration = mod:NewYell(352833) local specWarnThreatNeutralization = mod:NewSpecialWarningMoveAway(350496, nil, nil, nil, 1, 2) local yellThreatNeutralization = mod:NewShortPosYell(350496) local yellThreatNeutralizationFades = mod:NewIconFadesYell(350496) local specWarnGTFO = mod:NewSpecialWarningGTFO(340324, nil, nil, nil, 1, 8) --mod:AddTimerLine(BOSS) local timerEliminationPatternCD = mod:NewCDCountTimer(31.6, 350735, nil, "Tank|Healer", nil, 5, nil, DBM_CORE_L.TANK_ICON)--31.656--33 now? local timerDisintegrationCD = mod:NewCDCountTimer(25.6, 352833, nil, nil, nil, 3)--, nil, nil, true local timerFormSentryCD = mod:NewCDCountTimer(25.6, 352660, nil, nil, nil, 1)--29.2-45 on mythic local timerThreatNeutralizationCD = mod:NewCDTimer(30.2, 350496, nil, nil, nil, 3)--31.7 but cast time taken off --local berserkTimer = mod:NewBerserkTimer(600) mod:AddRangeFrameOption(10, 350496) mod:AddInfoFrameOption(352394, true) mod:AddSetIconOption("SetIconOnThreat", 350496, true, false, {1, 2, 3}) local radiantEnergy = DBM:GetSpellInfo(352394) local playerSafe = false local playersSafe = {} local threatTargets = {} mod.vb.coreActive = false mod.vb.sentryCount = 0 mod.vb.beamCount = 0 mod.vb.protocolCount = 0 mod.vb.patternCount = 0 local updateInfoFrame do local DBM, DBM_CORE_L = DBM, DBM_CORE_L local UnitPower, UnitPowerMax, UnitName = UnitPower, UnitPowerMax, UnitName local twipe = table.wipe local lines, sortedLines = {}, {} local function addLine(key, value) -- sort by insertion order lines[key] = value sortedLines[#sortedLines + 1] = key end updateInfoFrame = function() twipe(lines) twipe(sortedLines) --Boss Power local currentPower, maxPower = UnitPower("boss1"), UnitPowerMax("boss1") if maxPower and maxPower ~= 0 then if currentPower / maxPower * 100 >= 1 then addLine(UnitName("boss1"), currentPower) end end --Player safety status if mod.vb.coreActive then addLine(radiantEnergy, DBM_CORE_L.NOTSAFE) for uId in DBM:GetGroupMembers() do local unitName = DBM:GetUnitFullName(uId) if not playersSafe[unitName] then addLine(unitName, "") end end end return lines, sortedLines end end --Ugly as hell, definitely a cleaner logical way of doing it but i'm not smart or patient enough these days --Code logic is simple (even though it looks like shit). Prio melee before ranged in icon assignments. --1 melee = star, 2 melee = star and circle. 3 melee is same as 3 ranged since at this point we just assign icons in table order. --Ranged will get icons 2 and 3 or just 3 after melee got theirs obviously local isMelee = {[1] = false,[2] = false,[3] = false,} local playerName = UnitName("player") local function showthreat(self) local nameOne, nameTwo, nameThree = nil, nil, nil local meleeCount = 0 local setIcon = self.Options.SetIconOnThreat for i = 1, #threatTargets do local name = threatTargets[i] local uId = DBM:GetRaidUnitId(name) if not uId then return end--Prevent errors if person leaves group --Identify number of melee and assign them numbers if self:IsMeleeDps(uId) then--Melee meleeCount = meleeCount + 1 isMelee[i] = true else isMelee[i] = false end --Now cache names to numbers if i == 1 then nameOne = name elseif i == 2 then nameTwo = name else nameThree = name end end --Now deal with every possible scenario if meleeCount == 3 or meleeCount == 0 then--All melee or all ranged, results same either way if setIcon then self:SetIcon(nameOne, 1) end if playerName == nameOne then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(1, 1) yellThreatNeutralizationFades:Countdown(350496, nil, 1) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end if setIcon then self:SetIcon(nameTwo, 2) end if playerName == nameTwo then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(2, 2) yellThreatNeutralizationFades:Countdown(350496, nil, 2) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end if setIcon then self:SetIcon(nameThree, 3) end if playerName == nameThree then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(3, 3) yellThreatNeutralizationFades:Countdown(350496, nil, 3) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end elseif meleeCount == 2 then--2 melee, 1 ranged local meleeicon = 0--In this set we have only 1 ranged which means up to 2 melee if isMelee[1] then meleeicon = meleeicon + 1 if setIcon then self:SetIcon(nameOne, meleeicon) end if playerName == nameOne then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(meleeicon, meleeicon) yellThreatNeutralizationFades:Countdown(350496, nil, meleeicon) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end else--Ranged (only one, so icon always 3) if setIcon then self:SetIcon(nameOne, 3) end if playerName == nameOne then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(3, 3) yellThreatNeutralizationFades:Countdown(350496, nil, 3) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end end if isMelee[2] then meleeicon = meleeicon + 1 if setIcon then self:SetIcon(nameTwo, meleeicon) end if playerName == nameTwo then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(meleeicon, meleeicon) yellThreatNeutralizationFades:Countdown(350496, nil, meleeicon) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end else--Ranged (only one, so icon always 3) if setIcon then self:SetIcon(nameTwo, 3) end if playerName == nameTwo then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(3, 3) yellThreatNeutralizationFades:Countdown(350496, nil, 3) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end end if isMelee[3] then meleeicon = meleeicon + 1 if setIcon then self:SetIcon(nameThree, meleeicon) end if playerName == nameThree then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(meleeicon, meleeicon) yellThreatNeutralizationFades:Countdown(350496, nil, meleeicon) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end else--Ranged (only one, so icon always 3) if setIcon then self:SetIcon(nameThree, 3) end if playerName == nameThree then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(3, 3) yellThreatNeutralizationFades:Countdown(350496, nil, 3) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end end elseif meleeCount == 1 then local rangedIcon = 1--In this set we have 1 melee which means up to 2 ranged, icon starts at 1 instead of 0 because of melee reservation if isMelee[1] then--Melee will always be icon 1 in this scenario if setIcon then self:SetIcon(nameOne, 1) end if playerName == nameOne then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(1, 1) yellThreatNeutralizationFades:Countdown(350496, nil, 1) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end else--Ranged (only one, so icon always 3) rangedIcon = rangedIcon + 1 if setIcon then self:SetIcon(nameOne, 3) end if playerName == nameOne then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(rangedIcon, rangedIcon) yellThreatNeutralizationFades:Countdown(350496, nil, rangedIcon) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end end if isMelee[2] then--Melee will always be icon 1 in this scenario if setIcon then self:SetIcon(nameTwo, 1) end if playerName == nameTwo then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(1, 1) yellThreatNeutralizationFades:Countdown(350496, nil, 1) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end else--Ranged (only one, so icon always 3) rangedIcon = rangedIcon + 1 if setIcon then self:SetIcon(nameTwo, 3) end if playerName == nameTwo then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(rangedIcon, rangedIcon) yellThreatNeutralizationFades:Countdown(350496, nil, rangedIcon) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end end if isMelee[3] then--Melee will always be icon 1 in this scenario if setIcon then self:SetIcon(nameThree, 1) end if playerName == nameThree then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(1, 1) yellThreatNeutralizationFades:Countdown(350496, nil, 1) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end else--Ranged (only one, so icon always 3) rangedIcon = rangedIcon + 1 if setIcon then self:SetIcon(nameThree, 3) end if playerName == nameThree then specWarnThreatNeutralization:Show() specWarnThreatNeutralization:Play("runout") yellThreatNeutralization:Yell(rangedIcon, rangedIcon) yellThreatNeutralizationFades:Countdown(350496, nil, rangedIcon) if self.Options.RangeFrame then DBM.RangeCheck:Show(10) end end end end warnThreatNeutralization:Show(table.concat(threatTargets, "<, >")) end function mod:OnCombatStart(delay) playerSafe = false self.vb.sentryCount = 0 self.vb.beamCount = 0 self.vb.protocolCount = 0 self.vb.patternCount = 0 timerFormSentryCD:Start(5.8-delay, 1) timerDisintegrationCD:Start(15.6-delay, 1) timerEliminationPatternCD:Start(25.3-delay, 1) timerThreatNeutralizationCD:Start(self:IsMythic() and 8.3 or 38.9-delay) DBM:AddMsg("Experimental bar pausing in effect to try and make timers work better. It's WIP") --Infoframe setup (might not be needed) for uId in DBM:GetGroupMembers() do if DBM:UnitDebuff(uId, 352394) then local unitName = DBM:GetUnitFullName(uId) playersSafe[unitName] = true end end if DBM:UnitAura("boss1", 352385) then self.vb.coreActive = true else self.vb.coreActive = false end if self.Options.InfoFrame then DBM.InfoFrame:SetHeader(radiantEnergy) DBM.InfoFrame:Show(8, "function", updateInfoFrame, false, false) end end function mod:OnCombatEnd() if self.Options.InfoFrame then DBM.InfoFrame:Hide() end if self.Options.RangeFrame then DBM.RangeCheck:Hide() end end function mod:OnTimerRecovery() if DBM:UnitDebuff("player", 352394) then playerSafe = true end for uId in DBM:GetGroupMembers() do if DBM:UnitDebuff(uId, 352394) then local unitName = DBM:GetUnitFullName(uId) playersSafe[unitName] = true end end end function mod:SPELL_CAST_START(args) local spellId = args.spellId if spellId == 352589 then specWarnMeltdown:Show() specWarnMeltdown:Play("justrun") elseif spellId == 352538 then self.vb.protocolCount = self.vb.protocolCount + 1 specWarnPurgingProtocol:Show(self.vb.protocolCount) specWarnPurgingProtocol:Play("aesoon") if self.vb.protocolCount == 1 then --Pause timers, not 100% accurate but a bit more accurate than sequencing or doing nothing. --Done here because pausing on aura gain mathed worse than pausing here timerFormSentryCD:Pause(self.vb.sentryCount+1) timerThreatNeutralizationCD:Pause() timerEliminationPatternCD:Pause(self.vb.patternCount+1) timerDisintegrationCD:Pause(self.vb.beamCount+1) end elseif spellId == 350732 then self.vb.patternCount = self.vb.patternCount + 1 timerEliminationPatternCD:Start(nil, self.vb.patternCount+1) if self:IsTanking("player", nil, nil, true, args.sourceGUID) then specWarnSunder:Show() specWarnSunder:Play("defensive") end elseif spellId == 352833 then self.vb.beamCount = self.vb.beamCount + 1 specWarnDisintegration:Show(self.vb.beamCount) specWarnDisintegration:Play("farfromline") timerDisintegrationCD:Start(nil, self.vb.beamCount+1) elseif spellId == 352660 then self.vb.sentryCount = self.vb.sentryCount + 1 warnFormSentry:Show(self.vb.sentryCount) timerFormSentryCD:Start(nil, self.vb.sentryCount+1) elseif spellId == 356090 then isMelee = {[1] = false,[2] = false,[3] = false,} table.wipe(threatTargets) timerThreatNeutralizationCD:Start() elseif spellId == 355352 or spellId == 350734 then--Mythic, Heroic if self.Options.SpecWarn355352count then specWarnObliterateCount:Show(self.vb.patternCount) else warnObliterate:Show(self.vb.patternCount) end end end function mod:SPELL_AURA_APPLIED(args) local spellId = args.spellId if spellId == 352385 then--Energizing Link self.vb.coreActive = true self.vb.protocolCount = 0 if not playerSafe then specWarnRadiantEnergy:Show(radiantEnergy) specWarnRadiantEnergy:Play("findshelter") end elseif spellId == 352394 then playersSafe[args.destName] = true if args:IsPlayer() then playerSafe = true end elseif spellId == 350734 then local uId = DBM:GetRaidUnitId(args.destName) if self:IsTanking(uId) then specWarnObliterate:Show(args.destName) specWarnObliterate:Play("tauntboss") end elseif spellId == 350496 then threatTargets[#threatTargets+1] = args.destName self:Unschedule(showthreat) if #threatTargets == 3 then showthreat(self) else self:Schedule(0.5, showthreat, self) end -- elseif spellId == 350534 then--Purging Protocol Activating -- timerFormSentryCD:Pause(self.vb.sentryCount+1) -- timerThreatNeutralizationCD:Pause() -- timerEliminationPatternCD:Pause(self.vb.patternCount+1) -- timerDisintegrationCD:Pause(self.vb.beamCount+1) end end --mod.SPELL_AURA_APPLIED_DOSE = mod.SPELL_AURA_APPLIED function mod:SPELL_AURA_REMOVED(args) local spellId = args.spellId if spellId == 352385 then--Energizing Link self.vb.coreActive = false -- timerEliminationPatternCD:Start(12.5, self.vb.patternCount+1)--10 on heroic? elseif spellId == 352394 then playersSafe[args.destName] = nil if args:IsPlayer() then playerSafe = false end elseif spellId == 350496 then if args:IsPlayer() then yellThreatNeutralizationFades:Cancel() if self.Options.RangeFrame then DBM.RangeCheck:Hide() end if self.Options.SetIconOnThreat then self:SetIcon(args.destName, 0) end end elseif spellId == 350534 then--Purging Protocol disabling --Resume timers, not 100% accurate but a bit more accurate than sequencing or doing nothing. timerFormSentryCD:Resume(self.vb.sentryCount+1) timerThreatNeutralizationCD:Resume() timerEliminationPatternCD:Resume(self.vb.patternCount+1) timerDisintegrationCD:Resume(self.vb.beamCount+1) end end --"<1155.70 23:16:13> [CHAT_MSG_MONSTER_YELL] Dissection!#Guardian of the First Ones###Champssh##0#0##0#282#nil#0#false#false#false#false", -- [14127] --"<25.44 22:36:58> [CHAT_MSG_MONSTER_YELL] Dismantle.#Guardian of the First Ones###Tadorz##0#0##0#1980#nil#0#false#false#false#false", -- [305] function mod:CHAT_MSG_MONSTER_YELL(msg, _, _, _, targetName) if msg == L.Dissection or msg:find(L.Dissection) or msg == L.Dismantle or msg:find(L.Dismantle) then self:SendSync("Dissection", targetName) end end function mod:OnSync(msg, target) if not self:IsInCombat() then return end if msg == "Dissection" then local targetName = DBM:GetUnitFullName(target) or target if targetName then warnDisintegration:Show(targetName)--Everyone needs to dodge it so everyone gets special warning. this is just informative message if targetName == UnitName("player") then yellDisintegration:Yell() end end end end function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId, spellName) if spellId == 350455 and destGUID == UnitGUID("player") and not playerSafe and self:AntiSpam(2, 3) then specWarnGTFO:Show(spellName) specWarnGTFO:Play("watchfeet") end end mod.SPELL_PERIODIC_MISSED = mod.SPELL_PERIODIC_DAMAGE --[[ function mod:UNIT_SPELLCAST_SUCCEEDED(uId, _, spellId) if spellId == 342074 then end end --]]