local MDT = MDT local countCache = {} --- AddOn / WeakAura Creators can use these functions to retrieve data from MDT --- GetEnemyForces --- Usage: local count, maxCountNormal, maxCountTeeming, teemingCount = MDT:GetEnemyForcers(npcId) function MDT:GetEnemyForces(npcId) if countCache[npcId] then return countCache[npcId].count,countCache[npcId].maxCountNormal,countCache[npcId].maxCountTeeming,countCache[npcId].teemingCount else for i = 1,self:GetNumDungeons() do local data = self.dungeonEnemies[i] if data then for enemyIdx,enemy in pairs(data) do if enemy.id == npcId then --awakened fix if enemy.corrupted then local zoneId = C_Map.GetBestMapForUnit("player") local dungeonIdx = self.zoneIdToDungeonIdx[zoneId] or i data = self.dungeonEnemies[dungeonIdx] for enemyIdx,enemy in pairs(data) do if enemy.id == npcId then return enemy.count,self.dungeonTotalCount[dungeonIdx].normal,self.dungeonTotalCount[dungeonIdx].teeming,enemy.teemingCount end end else countCache[npcId] = { ["count"] = enemy.count, ["maxCountNormal"] = self.dungeonTotalCount[i].normal, ["maxCountTeeming"] = self.dungeonTotalCount[i].teeming, ["teemingCount"] = enemy.teemingCount or enemy.count, } return countCache[npcId].count,countCache[npcId].maxCountNormal,countCache[npcId].maxCountTeeming,countCache[npcId].teemingCount end end end end end end end