---@class DBMCoreNamespace local private = select(2, ...) local L = DBM_CORE_L local CL = DBM_COMMON_L ---@class DBM local DBM = private:GetPrototype("DBM") ---@class DBMMod local bossModPrototype = private:GetPrototype("DBMMod") local scheduler = private:GetModule("DBMScheduler") local tableUtils = private:GetPrototype("TableUtils") local test = private:GetPrototype("DBMTest") ---@type table local modsById = setmetatable({}, {__mode = "v"}) local mt = {__index = bossModPrototype} -- The definition of DBM mods is unfortunately spread out across multiple files and functions. -- This class definition defines some fields that are either expected to be set by a mod implementation directly -- or are set by helper functions in DBM. ---@class DBMMod ---@field OnCombatStart fun(self: DBMMod, delay: number, startedByCastOrRegenDisabledOrMessage: boolean, startedByEncounter: boolean) ---@field OnCombatEnd fun(self: DBMMod, wipe: boolean, delayedSecondCall: boolean?) ---@field OnLeavingCombat fun() ---@field OnSync fun(self: DBMMod, event: string, ...: string) ---@field OnBWSync fun(self: DBMMod, msg: string, extra: string, sender: string) ---@field OnTranscriptorSync fun(self: DBMMod, msg: string, sender: string) ---@field OnInitialize fun(self: DBMMod, mod: DBMMod) ---@field OnTimerRecovery fun(self: DBMMod) ---@field CustomHealthUpdate fun(self: DBMMod): string ---@field stats ModStats ---@field registeredUnitEvents table? ---@field bossHealthUpdateTime number? ---@field isTrashModBossFightAllowed boolean? ---@field respawnTime number? ---@field noStatistics boolean? ---@field statTypes string? ---@field upgradedMPlus boolean? ---@field onlyHighest boolean? ---@field soloChallenge boolean? ---@field disableHealthCombat boolean? ---@field isCustomMod boolean? ---@field sendMainBossGUID boolean? Used to force enable nameplate timers for main boss ---@param name string|number Name of mod is usually journalID for auto translation or a unique string ---@param modId string? Must match parent module name (ie DBM-Party-Classic) or it won't appear in GUI ---@param modSubTab number? Defines sub tab for mod in GUI ---@param instanceId number? Encounter Journal Instance ID ---@param nameModifier number|function? function DBM:NewMod(name, modId, modSubTab, instanceId, nameModifier) name = tostring(name) -- the name should never be a number of something as it confuses sync handlers that just receive some string and try to get the mod from it if name == "DBM-ProfilesDummy" then return {} end if modsById[name] then error("DBM:NewMod(): Mod names are used as IDs and must therefore be unique.", 2) end ---@type table local addon = nil for _, v in ipairs(self.AddOns) do if v.modId == modId then addon = v break end end ---@class DBMMod local obj = setmetatable( { Options = { Enabled = true, }, ---@type table DefaultOptions = { Enabled = true, }, subTab = modSubTab, optionCategories = { }, categorySort = {"announce", "announceother", "announcepersonal", "announcerole", "specialannounce", "timer", "sound", "yell", "nameplate", "paura", "icon", "misc"}, id = name, announces = {}, specwarns = {}, timers = {}, yells = {}, vb = {}, iconRestore = {}, modId = modId, instanceId = instanceId, revision = 0, SyncThreshold = 8, localization = self:GetModLocalization(name), groupSpells = {}, groupOptions = tableUtils.orderedTable(), addon = addon, inCombat = false, isTrashMod = false, isDummyMod = false, }, mt ) test:Trace(obj, "NewMod", name, modId) if test.testRunning and test.Mocks and test.Mocks.SetModEnvironment then test.Mocks:SetModEnvironment(2) end if tonumber(name) and EJ_GetEncounterInfo and EJ_GetEncounterInfo(tonumber(name)) then local t = EJ_GetEncounterInfo(tonumber(name)) if type(nameModifier) == "number" then--Get name form EJ_GetCreatureInfo t = select(2, EJ_GetCreatureInfo(nameModifier, tonumber(name))) elseif type(nameModifier) == "function" then--custom name modify function t = nameModifier(t or name) else--default name modify t = tostring(t) t = string.split(",", t or name) end obj.localization.general.name = t or name obj.modelId = select(4, EJ_GetCreatureInfo(1, tonumber(name))) elseif name:match("z%d+") then local t = GetRealZoneText(tonumber(string.sub(name, 2))) if type(nameModifier) == "number" then--do nothing elseif type(nameModifier) == "function" then--custom name modify function t = nameModifier(t or name) else--default name modify t = string.split(",", t or name) end obj.localization.general.name = t or name elseif name:match("m%d+") then local t = C_Map.GetMapInfo(tonumber(name:sub(2)) or 0) local nameStr = t and t.name if type(nameModifier) == "number" then--do nothing elseif type(nameModifier) == "function" then--custom name modify function nameStr = nameModifier(nameStr or name) else--default name modify nameStr = string.split(",", nameStr or name) end obj.localization.general.name = nameStr or name elseif name:match("d%d+") then local t = self:GetDungeonInfo(string.sub(name, 2)) if type(nameModifier) == "number" then--do nothing elseif type(nameModifier) == "function" then--custom name modify function t = nameModifier(t or name) else--default name modify t = string.split(",", t or obj.localization.general.name or name) end obj.localization.general.name = t or name else obj.localization.general.name = obj.localization.general.name or name end tinsert(self.Mods, obj) if modId then self.ModLists[modId] = self.ModLists[modId] or {} tinsert(self.ModLists[modId], name) end modsById[name] = obj obj:SetZone() return obj end ---@param name string|number ---@return DBMMod function DBM:GetModByName(name) return modsById[tostring(name)] end bossModPrototype.RegisterEvents = DBM.RegisterEvents bossModPrototype.UnregisterInCombatEvents = DBM.UnregisterInCombatEvents bossModPrototype.AddMsg = DBM.AddMsg bossModPrototype.RegisterShortTermEvents = DBM.RegisterShortTermEvents bossModPrototype.UnregisterShortTermEvents = DBM.UnregisterShortTermEvents function bossModPrototype:SetZone(...) if select("#", ...) == 0 then self.zones = {} if self.addon and self.addon.mapId then for _, v in ipairs(self.addon.mapId) do self.zones[v] = true end end elseif select(1, ...) ~= DBM_DISABLE_ZONE_DETECTION then self.zones = {} for i = 1, select("#", ...) do self.zones[select(i, ...)] = true end else -- disable zone detection self.zones = nil end end function bossModPrototype:Toggle() if self.Options.Enabled then self:DisableMod() else self:EnableMod() end end function bossModPrototype:EnableMod() self.Options.Enabled = true end function bossModPrototype:DisableMod() self:Stop() self.Options.Enabled = false end function bossModPrototype:Stop() for _, v in ipairs(self.timers) do v:Stop() end self:Unschedule() end function bossModPrototype:SetUsedIcons(...) self.usedIcons = {} for i = 1, select("#", ...) do self.usedIcons[select(i, ...)] = true end end function bossModPrototype:RegisterOnUpdateHandler(func, interval) if type(func) ~= "function" then return end DBM:Debug("Registering RegisterOnUpdateHandler") scheduler:StartScheduler() self.elapsed = 0 self.updateInterval = interval or 0 private.updateFunctions[self] = func end function bossModPrototype:UnregisterOnUpdateHandler() self.elapsed = nil self.updateInterval = nil table.wipe(private.updateFunctions) end ---Set the stage number. ---
Use 0 to auto increment by 1 ---
Use 0.5 to auto increment by 0.5 ---@param stage number function bossModPrototype:SetStage(stage) if stage == 0 then--Increment request instead of hard value if not self.vb.phase then return end--Person DCed mid fight and somehow managed to perfectly time running SetStage with a value of 0 before getting variable recovery self.vb.phase = self.vb.phase + 1 elseif stage == 0.5 then--Half Increment request instead of hard value self.vb.phase = self.vb.phase + 0.5 else self.vb.phase = stage end --Separate variable to use SetStage totality for very niche weak aura practices if not self.vb.stageTotality then self.vb.stageTotality = 0 end self.vb.stageTotality = self.vb.stageTotality + 1 if self.inCombat then--Safety, in event mod manages to run any phase change calls out of combat/during a wipe we'll just safely ignore it DBM:FireEvent("DBM_SetStage", self, self.id, self.vb.phase, self.multiEncounterPullDetection and self.multiEncounterPullDetection[1] or self.encounterId, self.vb.stageTotality)--Mod, modId, Stage, Encounter Id (if available), total number of times SetStage has been called since combat start --Note, some encounters have more than one encounter Id, for these encounters, the first ID from mod is always returned regardless of actual engage ID triggered fight DBM:Debug("DBM_SetStage: " .. self.vb.phase .. "/" .. self.vb.stageTotality) end end ---If args are passed, returns true or false for specific Stage ---
If no args given, just returns current stage and stage total ---@param stage number? stage value to checkf or true/false rules ---@param checkType number? 0 or nil for just current stage match, 1 for less than check, 2 for greater than check, 3 not equal check ---@param useTotal boolean? uses stage total instead of current function bossModPrototype:GetStage(stage, checkType, useTotal) local currentStage, currentTotal = self.vb.phase or 0, self.vb.stageTotality or 0 if stage then checkType = checkType or 0--Optional pass if just an exact match check if (checkType == 0) and (useTotal and currentTotal or currentStage) == stage then return true elseif (checkType == 1) and (useTotal and currentTotal or currentStage) < stage then return true elseif (checkType == 2) and (useTotal and currentTotal or currentStage) > stage then return true elseif (checkType == 3) and (useTotal and currentTotal or currentStage) ~= stage then return true end return false else return currentStage, currentTotal--This api doesn't need encounter Id return, since this is the local mod prototype version, which means it's already linked to specific encounter end end ---Used to flag an event during a boss fight that affects Raid affixes ---@param eventType number 0 = Stop, 1 = Start, 2 = extend due to spell queue/delay ---@param stage number? ---@param timeAdjust number? Used to define extend amount for eventType 2 ---@param spellDebit boolean? The extended timer is debited from next cast function bossModPrototype:AffixEvent(eventType, stage, timeAdjust, spellDebit) if self.inCombat then--Safety, in event mod manages to run any phase change calls out of combat/during a wipe we'll just safely ignore it DBM:FireEvent("DBM_AffixEvent", self, self.id, eventType, self.multiEncounterPullDetection and self.multiEncounterPullDetection[1] or self.encounterId, stage or 1, timeAdjust, spellDebit)--Mod, modId, type (0 end, 1, begin, 2, timerExtend), Encounter Id (if available), stage, amount of time to extend to, spellDebit, whether to subtrack the previous extend arg from next timer end end ---@param ... DBMEvent|string function bossModPrototype:RegisterEventsInCombat(...) test:Trace(self, "RegisterEvents", "InCombat", ...) if self.inCombatOnlyEvents then geterrorhandler()("combat events already set") end self.inCombatOnlyEvents = {...} for k, v in pairs(self.inCombatOnlyEvents) do if v:sub(0, 5) == "UNIT_" and v:sub(-11) ~= "_UNFILTERED" and not v:find(" ") and v ~= "UNIT_DIED" and v ~= "UNIT_DESTROYED" then -- legacy event, oh noes self.inCombatOnlyEvents[k] = v .. " boss1 boss2 boss3 boss4 boss5 target focus" end end end ---Used to filter casts from non combat units ---@param sourceGUID string ---@param customunitID string? if provided, makes check require GUID match this unitID (such as "target") ---@param loose boolean? In a loose check, this just checks if we're in combat and alone. Designed for solo runs like torghast or delves ---@param allowFriendly boolean? ---@param strict boolean? Used for even more strict filtering that makes it also require player themselves are in combat (usually used in outdoor world such as timeless isle) ---@return boolean function bossModPrototype:IsValidWarning(sourceGUID, customunitID, loose, allowFriendly, strict) if loose and InCombatLockdown() and GetNumGroupMembers() < 2 then return true end if customunitID then if UnitExists(customunitID) and UnitGUID(customunitID) == sourceGUID and UnitAffectingCombat(customunitID) and (allowFriendly or not UnitIsFriend("player", customunitID)) then return true end else local unitId = DBM:GetUnitIdFromGUID(sourceGUID) if unitId and UnitExists(unitId) and UnitAffectingCombat(unitId) and (allowFriendly or not UnitIsFriend("player", unitId)) then if strict and not InCombatLockdown() then return false else return true end end end return false end function bossModPrototype:IsCriteriaCompleted(criteriaIDToCheck) if not private.isRetail then--Fixme if MoP classic becomes a thing print("bossModPrototype:IsCriteriaCompleted should not be called in classic, report this message") return false end if not criteriaIDToCheck then error("usage: mod:IsCriteriaComplected(criteriaId)") return false end local _, _, numCriteria = C_Scenario.GetStepInfo() local GetCriteriaInfo = C_ScenarioInfo.GetCriteriaInfo or C_Scenario.GetCriteriaInfo for i = 1, numCriteria do local info, _, criteriaCompleted, _, _, _, _, _, criteriaID = GetCriteriaInfo(i) --Quick/lazy fix for War Within. Cleanup later when all clients are updated if type(info) == "table" then criteriaCompleted = info.completed criteriaID = info.criteriaID end if criteriaID and criteriaID == criteriaIDToCheck and criteriaCompleted then return true end end return false end ---Used to restrict enclosed code to only run if player is under a certain latency threshold ---@param custom number? Custom latency threshold to check against, otherwise global threshold is used ---@return boolean function bossModPrototype:LatencyCheck(custom) return select(4, GetNetStats()) < (custom or DBM.Options.LatencyThreshold) end bossModPrototype.IconNumToString = DBM.IconNumToString bossModPrototype.IconNumToTexture = DBM.IconNumToTexture bossModPrototype.AntiSpam = DBM.AntiSpam bossModPrototype.HasMapRestrictions = DBM.HasMapRestrictions bossModPrototype.GetUnitCreatureId = DBM.GetUnitCreatureId bossModPrototype.GetCIDFromGUID = DBM.GetCIDFromGUID bossModPrototype.IsCreatureGUID = DBM.IsCreatureGUID bossModPrototype.GetUnitIdFromCID = DBM.GetUnitIdFromCID bossModPrototype.GetUnitIdFromGUID = DBM.GetUnitIdFromGUID bossModPrototype.CheckNearby = DBM.CheckNearby bossModPrototype.GetGossipID = DBM.GetGossipID bossModPrototype.SelectMatchingGossip = DBM.SelectMatchingGossip bossModPrototype.SelectGossip = DBM.SelectGossip do local bossCache = {} local lastTank ---Returns current name and unitID of person tanking requested target if possible, false otherwise ---@param cidOrGuid number|string function bossModPrototype:GetCurrentTank(cidOrGuid) if lastTank and GetTime() - (bossCache[cidOrGuid] or 0) < 2 then -- return last tank within 2 seconds of call return lastTank else cidOrGuid = cidOrGuid or self.creatureId--GetBossTarget supports GUID or CID and it will automatically return correct values with EITHER ONE local uId local _, fallbackuId, mobuId = self:GetBossTarget(cidOrGuid) if mobuId then--Have a valid mob unit ID --First, use trust threat more than fallbackuId and see what we pull from it first. --This is because for GetCurrentTank we want to know who is tanking it, not who it's targeting. local unitId = (IsInRaid() and "raid") or "party" for i = 0, GetNumGroupMembers() do local id = (i == 0 and "target") or unitId .. i local tanking, status = UnitDetailedThreatSituation(id, mobuId)--Tanking may return 0 if npc is temporarily looking at an NPC (IE fracture) but status will still be 3 on true tank if tanking or (status == 3) then uId = id end--Found highest threat target, make them uId if uId then break end end --Did not get anything useful from threat, so use who the boss was looking at, at time of cast (ie fallbackuId) if fallbackuId and not uId then uId = fallbackuId end end if uId then--Now we have a valid uId bossCache[cidOrGuid] = GetTime() lastTank = UnitName(uId) return lastTank, uId end return false end end end --Now this function works perfectly. But have some limitation due to DBM.RangeCheck:GetDistance() function. --Unfortunely, DBM.RangeCheck:GetDistance() function cannot reflects altitude difference. This makes range unreliable. --So, we need to cafefully check range in difference altitude (Especially, tower top and bottom) do local rangeCache = {} local rangeUpdated = {} local IsItemInRange = C_Item and C_Item.IsItemInRange or IsItemInRange ---Used when we want to alert or filter based on proximity to the casting boss ---@param cidOrGuid number|string ---@param onlyBoss boolean? Used when you only need to check "boss" unitids ---@param itemId number? Used to define which item (range) is used. 32698 (48) is used if empty ---@param distance number? Used for tank distance fallback if item api is restricted ---@param defaultReturn boolean? Fallback return if all checks fail (whether a failure returns true or false) ---@return boolean function bossModPrototype:CheckBossDistance(cidOrGuid, onlyBoss, itemId, distance, defaultReturn) if not DBM.Options.DontShowFarWarnings then return true end--Global disable. cidOrGuid = cidOrGuid or self.creatureId local uId if type(cidOrGuid) == "number" then--CID passed uId = DBM:GetUnitIdFromCID(cidOrGuid, onlyBoss) else--GUID uId = DBM:GetUnitIdFromGUID(cidOrGuid, onlyBoss) end if uId then if not UnitIsFriend("player", uId) then--API only allowed on hostile unit itemId = itemId or 32698 --/dump IsItemInRange(32698, "target") local inRange = IsItemInRange(itemId, uId) if inRange ~= nil then--IsItemInRange was a success if it returned true or false, if it failed it returns nil return inRange else--IsItemInRange doesn't work on all bosses/npcs, but tank checks do DBM:Debug("CheckBossDistance failed on IsItemInRange due to bad check/unitId: " .. cidOrGuid, 2) return self:CheckTankDistance(cidOrGuid, distance, onlyBoss, defaultReturn)--Return tank distance check fallback end else--Non hostile, immediately forward to very gimped TankDistance check (43 yards within tank target) DBM:Debug("CheckBossDistance failed on IsItemInRange due to friendly unit: " .. cidOrGuid, 2) return self:CheckTankDistance(cidOrGuid, distance, onlyBoss, defaultReturn)--Return tank distance check fallback end end DBM:Debug("CheckBossDistance failed on uId for: " .. cidOrGuid, 2) return (defaultReturn == nil) or defaultReturn--When we simply can't figure anything out, return true and allow warnings using this filter to fire end ---This is still restricted because it uses friendly api, which isn't available to us in combat ---@param cidOrGuid number|string ---@param onlyBoss boolean? Used when you only need to check "boss" unitids ---@param defaultReturn boolean? Fallback return if all checks fail (whether a failure returns true or false) ---@return boolean function bossModPrototype:CheckTankDistance(cidOrGuid, _, onlyBoss, defaultReturn)--distance if not DBM.Options.DontShowFarWarnings then return true end--Global disable. --distance = distance or 43--Basically unused if rangeCache[cidOrGuid] and (GetTime() - (rangeUpdated[cidOrGuid] or 0)) < 2 then -- return same range within 2 sec call return rangeCache[cidOrGuid] else cidOrGuid = cidOrGuid or self.creatureId--GetBossTarget supports GUID or CID and it will automatically return correct values with EITHER ONE local uId local _, fallbackuId, mobuId = self:GetBossTarget(cidOrGuid, onlyBoss) if mobuId then--Have a valid mob unit ID --First, use trust threat more than fallbackuId and see what we pull from it first. --This is because for CheckTankDistance we want to know who is tanking it, not who it's targeting. local unitId = (IsInRaid() and "raid") or "party" for i = 0, GetNumGroupMembers() do local id = (i == 0 and "target") or unitId .. i local tanking, status = UnitDetailedThreatSituation(id, mobuId)--Tanking may return 0 if npc is temporarily looking at an NPC (IE fracture) but status will still be 3 on true tank if tanking or (status == 3) then uId = id end--Found highest threat target, make them uId if uId then break end end --Did not get anything useful from threat, so use who the boss was looking at, at time of cast (ie fallbackuId) if fallbackuId and not uId then uId = fallbackuId end end if uId then--Now we have a valid uId if UnitIsUnit(uId, "player") then return true end--If "player" is target, avoid doing any complicated stuff if not UnitIsPlayer(uId) then local inRange2, checkedRange = UnitInRange(uId)--43 if checkedRange then--checkedRange only returns true if api worked, so if we get false, true then we are not near npc rangeCache[cidOrGuid] = inRange2 return inRange2 else--Its probably a totem or just something we can't assess. Fall back to no filtering rangeCache[cidOrGuid] = true return true end end --Return true as safety rangeCache[cidOrGuid] = true return true end DBM:Debug("CheckTankDistance failed on uId for: " .. cidOrGuid, 2) return (defaultReturn == nil) or defaultReturn--When we simply can't figure anything out, return true and allow warnings using this filter to fire. But some spells will prefer not to fire(i.e : Galakras tower spell), we can define it on this function calling. end end end ----------------------- -- Filter Methods -- ----------------------- do local interruptSpells = { [1766] = true,--Rogue Kick [2139] = true,--Mage Counterspell [6552] = true,--Warrior Pummel [15487] = true,--Priest Silence [19647] = true,--Warlock pet Spell Lock [47528] = true,--Death Knight Mind Freeze [57994] = true,--Shaman Wind Shear [78675] = true,--Druid Solar Beam [89766] = true,--Warlock Pet Axe Toss [96231] = true,--Paldin Rebuke [106839] = true,--Druid Skull Bash [116705] = true,--Monk Spear Hand Strike [147362] = true,--Hunter Countershot [183752] = true,--Demon hunter Disrupt -- [202137] = true,--Demon Hunter Sigil of Silence (Not uncommented because CheckInterruptFilter doesn't properly handle dual interrupts for single class yet) [351338] = true,--Evoker Quell } if private.isClassic then interruptSpells[8042] = true -- Shaman Earth Shock end ---@param sourceGUID string ---@param checkOnlyTandF boolean? is used when CheckInterruptFilter is actually being used for a simpe target/focus check and nothing more. ---@param checkCooldown boolean? should always be passed true except for special rotations like count warnings when you should be alerted it's your turn even if you dropped ball and put it on CD at wrong time ---@param ignoreTandF boolean? is usually used when interrupt is on a main boss or event that is global to entire raid and should always be alerted regardless of targetting. ---@return boolean function bossModPrototype:CheckInterruptFilter(sourceGUID, checkOnlyTandF, checkCooldown, ignoreTandF) --Check healer spec filter if self:IsHealer() and (self.isTrashMod and DBM.Options.FilterTInterruptHealer or not self.isTrashMod and DBM.Options.FilterBInterruptHealer) then return false end --Check if cooldown check is required if checkCooldown and (self.isTrashMod and DBM.Options.FilterTInterruptCooldown or not self.isTrashMod and DBM.Options.FilterBInterruptCooldown) then for spellID, _ in pairs(interruptSpells) do --For an inverse check, don't need to check if it's known, if it's on cooldown it's known --This is possible since no class has 2 interrupt spells (well, actual interrupt spells) if (DBM:GetSpellCooldown(spellID)) ~= 0 then--Spell is on cooldown return false end end end local unitID -- Always assume we are currently targeting the unit in question in tests if UnitGUID("target") == sourceGUID or test.testRunning then unitID = "target" elseif not private.isClassic and (UnitGUID("focus") == sourceGUID) then unitID = "focus" elseif private.isRetail and (UnitGUID("softenemy") == sourceGUID) then unitID = "softenemy" end --Check if target/focus is required (or if checkOnlyTandF is used, meaning this isn't actually an interrupt API check) if checkOnlyTandF or (self.isTrashMod and DBM.Options.FilterTTargetFocus or not self.isTrashMod and DBM.Options.FilterBTargetFocus) then --Just return false if source isn't our target or focus, no need to do further checks if not ignoreTandF and not unitID then return false end end --Check if it's casting something that's not interruptable at the moment --needed for torghast since many mobs can have interrupt immunity with same spellIds as other mobs that can be interrupted if private.isRetail and unitID then if UnitCastingInfo(unitID) then local _, _, _, _, _, _, _, notInterruptible = UnitCastingInfo(unitID) if notInterruptible then return false end elseif UnitChannelInfo(unitID) then local _, _, _, _, _, _, notInterruptible = UnitChannelInfo(unitID) if notInterruptible then return false end end end return true end end do --Only checks spells relevant for the dispel type ---@enum (key) DispelType local typeCheck = { ["magic"] = { [88423] = true,--Druid: Nature's Cure (Dps: Magic only. Healer: Magic, Curse, Poison) [115450] = true,--Monk: Detox (Healer) (Magic, Poison, and Disease) [527] = true,--Priest: Purify (Magic and Disease) [4987] = true,--Paladin: Cleanse ( Dps/Healer: Magic. Healer Only: Poison, Disease) [77130] = true,--Shaman: Purify Spirit (Magic and Curse) [89808] = true,--Warlock: Singe Magic (Magic) [360823] = true,--Evoker: Naturalize (Magic and Poison) }, ["curse"] = { [88423] = true,--Druid: Nature's Cure (Dps: Magic only. Healer: Magic, Curse, Poison) [2782] = true,--Druid: Remove Corruption (Curse and Poison) [51886] = true,--Shaman: Cleanse Spirit (Curse) [77130] = true,--Shaman: Purify Spirit (Magic and Curse) [475] = true,--Mage: Remove Curse (Curse) [374251] = true,--Evoker: Cauterizing Flame (Bleed, Poison, Curse, and Disease) }, ["poison"] = { [88423] = true,--Druid: Nature's Cure (Dps: Magic only. Healer: Magic, Curse, Poison) [2782] = true,--Druid: Remove Corruption (Curse and Poison) [115450] = true,--Monk: Detox (Healer) (Magic, Poison, and Disease) [218164] = true,--Monk: Detox (non Healer) (Poison and Disease) [4987] = true,--Paladin: Cleanse ( Dps/Healer: Magic. Healer Only: Poison, Disease) [360823] = true,--Evoker: Naturalize (Magic and Poison) [374251] = true,--Evoker: Cauterizing Flame (Bleed, Poison, Curse, and Disease) [365585] = true,--Evoker: Expunge (Poison) }, ["disease"] = { [115450] = true,--Monk: Detox (Healer) (Magic, Poison, and Disease) [218164] = true,--Monk: Detox (non Healer) (Poison and Disease) [527] = true,--Priest: Purify (Magic and Disease) [213634] = true,--Priest: Purify Disease (Disease) [4987] = true,--Paladin: Cleanse ( Dps/Healer: Magic. Healer Only: Poison, Disease) [374251] = true,--Evoker: Cauterizing Flame (Bleed, Poison, Curse, and Disease) }, ["bleed"] = { [374251] = true,--Evoker: Cauterizing Flame (Bleed, Poison, Curse, and Disease) }, } local lastCheck, lastReturn = 0, true ---Smart alert filtering based on cooldown check for dispel type ---@param dispelType DispelType function bossModPrototype:CheckDispelFilter(dispelType) if not DBM.Options.FilterDispel then return true end -- Retail - Druid: Nature's Cure (88423), Remove Corruption (2782), Monk: Detox (115450) Monk: Detox (218164), Priest: Purify (527) Priest: Purify Disease (213634), Paladin: Cleanse (4987), Shaman: Cleanse Spirit (51886), Purify Spirit (77130), Mage: Remove Curse (475), Warlock: Singe Magic (89808) -- Classic - Druid: Remove Curse (2782), Priest: Purify (527), Paladin: Cleanse (4987), Mage: Remove Curse (475) --start, duration, enable = GetSpellCooldown --start & duration == 0 if spell not on cd if UnitIsDeadOrGhost("player") then return false end--if dead, can't dispel if GetTime() - lastCheck < 0.1 then--Recently returned status, return same status to save cpu from aggressive api checks caused by CheckDispelFilter running on multiple raid members getting debuffed at once return lastReturn end if dispelType then --Singe magic requires checking if pet is out if dispelType == "magic" and (DBM:GetSpellCooldown(89808)) == 0 and (UnitExists("pet") and self:GetCIDFromGUID(UnitGUID("pet")) == 416) then lastCheck = GetTime() lastReturn = true return true end --We cannot do inverse check here because some classes actually have two dispels for same type (such as evoker) --Therefor, we can't go false if only one of them are on cooldown. We have to go true of any of them aren't on CD instead --As such, we have to check if a spell is known in addition to it not being on cooldown for spellID, _ in pairs(typeCheck[dispelType]) do if typeCheck[dispelType][spellID] and IsSpellKnown(spellID) and (DBM:GetSpellCooldown(spellID)) == 0 then--Spell is known and not on cooldown lastCheck = GetTime() if (spellID == 4987 or spellID == 88423) and not DBM:IsHealer() then--These spellIds can only dispel if healer specced lastReturn = false else--We trust the table return lastReturn = true end return lastReturn end end else--use lazy check until all mods are migrated to define type error("DBM CheckDispelFilter must provide dispel type") end lastCheck = GetTime() lastReturn = false return false end end do --Spell tables likely missing stuff ---@enum (key) CCType local typeCheck = { ["disrupt"] = {--used for abilities that any CC will break (except root and slow type spells since they don't stop casts) [107570] = true,--Warrior: Storm Bolt (Stun) [46968] = true,--Warrior: Shockwave (Stun) [221562] = true,--DK: Asphyxiate (Stun) [179057] = true,--DH: Chaos Nova (Stun) }, ["stun"] = { [107570] = true,--Warrior: Storm Bolt (Stun) [46968] = true,--Warrior: Shockwave (Stun) [221562] = true,--DK: Asphyxiate (Stun) [5211] = true,--Druid: Mighty Bash (Stun) [408] = true,--Rogue: Kidney Shot (Stun) [1833] = true,--Rogue: Cheap Shot (Stun) [192058] = true,--Shaman: Capacitor Totem (Stun) }, ["knock"] = { [132469] = true,--Druid: Typhoon --[102793] = true,--Druid: Ursol's Vortex [108199] = true,--DK: Gorefiends Grasp [49576] = true,--DK: Death Grip (!Also a taunt!) [157981] = true,--Mage: Blast Wave [51490] = true,--Shaman: Thunderstorm }, ["disorient"] = { [5246] = true,--Warrior: Intimidating Shout [33786] = true,--Druid: Cyclone [2094] = true,--Rogue: Blind [31661] = true,--Mage: Dragon's Breath }, ["incapacitate"] = { [99] = true,--Druid: Incapacitating Roar [217832] = true,--DH: Imprison [118] = true,--Mage: Polymorph (Should be shared CD with all variants, so only need one ID) [383121] = true,--Mage: Mass Polymorph [197214] = true,--Shaman: Sundering [51514] = true,--Shaman: Hex }, ["root"] = { [339] = true,--Druid: Entangling roots [122] = true,--Mage: Frost Nova [51485] = true,--Shaman: Earthgrab Totem }, --Many slows are spamable abilities, but can still be used in inverse CD filter --Since this filter checks if it's available, not if it isn't --So can still also be used as an "Is a slow spell known" check :D ["slow"] = { [1715] = true,--Warrior: Hamstring [45524] = true,--DK: Chains of Ice [202138] = true,--DH: Sigil of Chains (also a knock?) [120] = true,--Mage: Cone of Cold [2484] = true,--Shaman: Earthbind Totem }, ["sleep"] = { [2637] = true,--Druid: Hibernate }, } local lastCheck, lastReturn = 0, true ---Smart alert filtering based on cooldown check for cc type ---@param ccType CCType function bossModPrototype:CheckCCFilter(ccType) if not DBM.Options.FilterCrowdControl then return true end --start, duration, enable = GetSpellCooldown --start & duration == 0 if spell not on cd if UnitIsDeadOrGhost("player") then return false end--if dead, can't crowd control if GetTime() - lastCheck < 0.1 then--Recently returned status, return same status to save cpu from aggressive api checks caused by CheckCCFilter running from multiple mobs casting at once return lastReturn end --We cannot do inverse check here because some classes actually have two ccs for same type (such as warrior) --Therefor, we can't go false if only one of them are on cooldown. We have to go true of any of them aren't on CD instead --As such, we have to check if a spell is known in addition to it not being on cooldown for spellID, _ in pairs(typeCheck[ccType]) do if typeCheck[ccType][spellID] and IsSpellKnown(spellID) and (DBM:GetSpellCooldown(spellID)) == 0 then--Spell is known and not on cooldown lastCheck = GetTime() lastReturn = true return lastReturn end end lastCheck = GetTime() lastReturn = false return false end end ---Automatic parsing of allTimers tables in boss mods ---@param table table the table name that contains all the data ---@param difficultyName string|boolean string for difficulty name, false otherwise ---@param phase number|boolean number for phase number, false otherwise ---@param spellId number ---@param count number|boolean? cast count if count object, false/nil otherwise function bossModPrototype:GetFromTimersTable(table, difficultyName, phase, spellId, count) local prev = table if difficultyName ~= false then if not difficultyName or not prev[difficultyName] then DBM:Debug("difficultyName is missing from table") return end prev = prev[difficultyName] end if phase ~= false then if not phase or not prev[phase] then DBM:Debug("phase is missing from table") return end prev = prev[phase] end if not prev[spellId] then DBM:Debug("spellId is missing from table") return end prev = prev[spellId] if count then prev = prev[count] end return prev end --Function to actually register specific media to specific auras ---@param auraspellId number ID of Private aura we're actually monitoring (if it doesn't match option key, put option key in altOptionId) ---@param voice VPSound|any voice pack media path ---@param voiceVersion number Required voice pack verion (if not met, falls back to default special warning sounds) ---@param altOptionId number? Used if auraspellId doesn't match option key (usually happens when registering multiple ids for a single spell) function bossModPrototype:EnablePrivateAuraSound(auraspellId, voice, voiceVersion, altOptionId) if DBM.Options.DontPlayPrivateAuraSound then return end local optionId = altOptionId or auraspellId if optionId and self.Options["PrivateAuraSound" .. optionId] then if not self.paSounds then self.paSounds = {} end local soundId = self.Options["PrivateAuraSound" .. optionId .. "SWSound"] or DBM.Options.SpecialWarningSound--Shouldn't be nil value, but just in case options fail to load, fallback to default SW1 sound local mediaPath --Check valid voice pack sound local chosenVoice = DBM.Options.ChosenVoicePack2 if chosenVoice ~= "None" and not private.voiceSessionDisabled and voiceVersion <= private.swFilterDisabled then local isVoicePackUsed --Vet if user has voice pack enabled by sound ID if type(soundId) == "number" and soundId < 5 then--Value 1-4 are SW1 defaults, otherwise it's file data ID and handled by Custom isVoicePackUsed = DBM.Options["VPReplacesSA" .. soundId] else isVoicePackUsed = DBM.Options.VPReplacesCustom end if isVoicePackUsed then mediaPath = "Interface\\AddOns\\DBM-VP" .. chosenVoice .. "\\" .. voice .. ".ogg" else mediaPath = type(soundId) == "number" and DBM.Options["SpecialWarningSound" .. (soundId == 1 and "" or soundId)] or soundId end else mediaPath = type(soundId) == "number" and DBM.Options["SpecialWarningSound" .. (soundId == 1 and "" or soundId)] or soundId end --Absolute media path is still a number, so at this point we know it's file data Id, we need to set soundFileID if type(mediaPath) == "number" then self.paSounds[#self.paSounds + 1] = C_UnitAuras.AddPrivateAuraAppliedSound({ spellID = auraspellId, unitToken = "player", soundFileID = mediaPath, outputChannel = "master", }) else--It's a string, so it's not an ID, we need to set soundFileName instead self.paSounds[#self.paSounds + 1] = C_UnitAuras.AddPrivateAuraAppliedSound({ spellID = auraspellId, unitToken = "player", --Another cause of LuaLS being stupid for some reason ---@diagnostic disable-next-line: assign-type-mismatch soundFileName = mediaPath, outputChannel = "master", }) end end end --TODO, add ability to remove specific ID only with this function. I'm not so good with tables though so gotta figure it out later function bossModPrototype:DisablePrivateAuraSounds() if DBM.Options.DontPlayPrivateAuraSound then return end for _, id in next, self.paSounds do C_UnitAuras.RemovePrivateAuraAppliedSound(id) end self.paSounds = nil end ---@param t number ---@param f function ---@param ... any? function bossModPrototype:Schedule(t, f, ...) return scheduler:Schedule(t, f, self, ...) end ---@param f function? If nil, all schedules for this mod are unscheduled ---@param ... any? function bossModPrototype:Unschedule(f, ...) return scheduler:Unschedule(f, self, ...) end ---@param t number ---@param method string ---@param ... any? function bossModPrototype:ScheduleMethod(t, method, ...) if not self[method] then error(("Method %s does not exist"):format(tostring(method)), 2) end local id = self:Schedule(t, self[method], self, ...) test:Trace(self, "SetScheduleMethodName", id, self, method, ...) return id end bossModPrototype.ScheduleEvent = bossModPrototype.ScheduleMethod ---@param method string ---@param ... any? function bossModPrototype:UnscheduleMethod(method, ...) if not self[method] then error(("Method %s does not exist"):format(tostring(method)), 2) end return self:Unschedule(self[method], self, ...) end bossModPrototype.UnscheduleEvent = bossModPrototype.UnscheduleMethod ----------------------- -- Model Functions -- ----------------------- function bossModPrototype:SetModelScale(scale) self.modelScale = scale end function bossModPrototype:SetModelOffset(x, y, z) self.modelOffsetX = x self.modelOffsetY = y self.modelOffsetZ = z end function bossModPrototype:SetModelRotation(r) self.modelRotation = r end function bossModPrototype:SetModelSequence(v) self.modelSequence = v end function bossModPrototype:SetModelID(id) self.modelId = id end function bossModPrototype:SetModelSound(long, short)--PlaySoundFile prototype for model viewer, long is long sound, short is a short clip, configurable in UI, both sound paths defined in boss mods. self.modelSoundLong = long self.modelSoundShort = short end function bossModPrototype:GetLocalizedStrings() self.localization.miscStrings.name = self.localization.general.name return self.localization.miscStrings end