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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
--]]