You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

847 lines
35 KiB

---@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 modsById = setmetatable({}, {__mode = "v"})
local mt = {__index = bossModPrototype}
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<string, any>
DefaultOptions = {
Enabled = true,
},
subTab = modSubTab,
optionCategories = {
},
categorySort = {"announce", "announceother", "announcepersonal", "announcerole", "specialannounce", "timer", "sound", "yell", "nameplate", "paura", "icon", "misc"},
id = name,
announces = {},
specwarns = {},
timers = {},
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,
NoSortAnnounce = false
},
mt
)
if tonumber(name) and EJ_GetEncounterInfo 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
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
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
--If no args given, just returns current stage and stage total
--stage: stage value to checkf or true/false rules
--checkType: 0 or nil for just current stage match, 1 for less than check, 2 for greater than check, 3 not equal check
--useTotal: 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
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(...)
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
function bossModPrototype:IsValidWarning(sourceGUID, customunitID, loose, allowFriendly)
if loose and InCombatLockdown() and GetNumGroupMembers() < 2 then return true end--In a loose check, this basically just checks if we're in combat, important for solo runs of torghast to not gimp mod too much
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
return true
end
end
return false
end
function bossModPrototype:IsCriteriaCompleted(criteriaIDToCheck)
if not private.isRetail then
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()
for i = 1, numCriteria do
local _, _, criteriaCompleted, _, _, _, _, _, criteriaID = C_Scenario.GetCriteriaInfo(i)
if criteriaID == criteriaIDToCheck and criteriaCompleted then
return true
end
end
return false
end
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
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
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
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
}
--checkOnlyTandF param is used when CheckInterruptFilter is actually being used for a simpe target/focus check and nothing more.
--checkCooldown 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
--ignoreTandF is passed usually when interrupt is on a main boss or event that is global to entire raid and should always be alerted regardless of targetting.
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
if UnitGUID("target") == sourceGUID 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
--lazyCheck mostly for migration, doesn't distinquish dispel types
local lazyCheck = {
[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)
[527] = true,--Priest: Purify (Magic and Disease)
[213634] = true,--Priest: Purify Disease (Disease)
[4987] = true,--Paladin: Cleanse ( Dps/Healer: Magic. Healer Only: Poison, Disease)
[51886] = true,--Shaman: Cleanse Spirit (Curse)
[77130] = true,--Shaman: Purify Spirit (Magic and Curse)
[475] = true,--Mage: Remove Curse (Curse)
[89808] = true,--Warlock: Singe Magic (Magic)
[360823] = true,--Evoker: Naturalize (Magic and Poison)
[374251] = true,--Evoker: Cauterizing Flame (Bleed, Poison, Curse, and Disease)
[365585] = true,--Evoker: Expunge (Poison)
}
--Obviously 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
---@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
for spellID, _ in pairs(lazyCheck) do
if IsSpellKnown(spellID) and (DBM:GetSpellCooldown(spellID)) == 0 then--Spell is known and not on cooldown
lastCheck = GetTime()
lastReturn = true
return true
end
end
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
---@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
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
--auraspellId: Private aura spellId
--voice: voice pack media path
--voiceVersion: Required voice pack verion (if not met, falls back to airhorn
---@param voice VPSound
function bossModPrototype:EnablePrivateAuraSound(auraspellId, voice, voiceVersion, altOptionId)
if DBM.Options.DontPlayPrivateAuraSound then return end
local optionId = altOptionId or auraspellId
if 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",
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
function bossModPrototype:Schedule(t, f, ...)
return scheduler:Schedule(t, f, self, ...)
end
function bossModPrototype:Unschedule(f, ...)
return scheduler:Unschedule(f, self, ...)
end
function bossModPrototype:ScheduleMethod(t, method, ...)
if not self[method] then
error(("Method %s does not exist"):format(tostring(method)), 2)
end
return self:Schedule(t, self[method], self, ...)
end
bossModPrototype.ScheduleEvent = bossModPrototype.ScheduleMethod
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