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424 lines
15 KiB
424 lines
15 KiB
--[=[
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This file has the functions to get player information
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Dumping them here, make the code of the main file smaller
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--]=]
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if (not LIB_OPEN_RAID_CAN_LOAD) then
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return
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end
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local openRaidLib = LibStub:GetLibrary("LibOpenRaid-1.0")
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local isTimewalkWoW = function()
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local gameVersion = GetBuildInfo()
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if (gameVersion:match("%d") == "1" or gameVersion:match("%d") == "2") then
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return true
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end
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end
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--creates two tables, one with indexed talents and another with pairs values ([talentId] = true)
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function openRaidLib.UnitInfoManager.GetPlayerTalentsAsPairsTable()
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local talentsPairs = {}
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for i = 1, 7 do
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for o = 1, 3 do
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local talentId, _, _, selected = GetTalentInfo(i, o, 1)
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if (selected) then
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talentsPairs[talentId] = true
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break
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end
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end
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end
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return talentsPairs
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end
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function openRaidLib.UnitInfoManager.GetPlayerTalents()
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local talents = {0, 0, 0, 0, 0, 0, 0}
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for talentTier = 1, 7 do
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for talentColumn = 1, 3 do
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local talentId, name, texture, selected, available = GetTalentInfo(talentTier, talentColumn, 1)
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if (selected) then
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talents[talentTier] = talentId
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break
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end
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end
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end
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return talents
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end
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function openRaidLib.UnitInfoManager.GetPlayerPvPTalents()
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local talentsPvP = {0, 0, 0}
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local talentList = C_SpecializationInfo.GetAllSelectedPvpTalentIDs()
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for talentIndex, talentId in ipairs(talentList) do
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local doesExists = GetPvpTalentInfoByID(talentId)
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if (doesExists) then
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talentsPvP[talentIndex] = talentId
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end
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end
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return talentsPvP
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end
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--return the current specId of the player
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function openRaidLib.GetPlayerSpecId()
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if (isTimewalkWoW()) then
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return 0
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end
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local spec = GetSpecialization()
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if (spec) then
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local specId = GetSpecializationInfo(spec)
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if (specId and specId > 0) then
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return specId
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end
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end
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end
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function openRaidLib.UnitInfoManager.GetPlayerConduits()
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local conduits = {}
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local soulbindID = C_Soulbinds.GetActiveSoulbindID()
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if (soulbindID ~= 0) then
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local soulbindData = C_Soulbinds.GetSoulbindData(soulbindID)
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if (soulbindData ~= 0) then
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local tree = soulbindData.tree
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local nodes = tree.nodes
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table.sort(nodes, function(t1, t2) return t1.row < t2.row end)
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local C_Soulbinds_GetConduitCollectionData = C_Soulbinds.GetConduitCollectionData
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for nodeId, nodeInfo in ipairs(nodes) do
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--check if the node is a conduit placed by the player
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if (nodeInfo.state == Enum.SoulbindNodeState.Selected) then
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local conduitId = nodeInfo.conduitID
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local conduitRank = nodeInfo.conduitRank
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if (conduitId and conduitRank) then
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--have spell id when it's a default conduit from the game
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local spellId = nodeInfo.spellID
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--have conduit id when is a conduid placed by the player
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local conduitId = nodeInfo.conduitID
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if (spellId == 0) then
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--is player conduit
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spellId = C_Soulbinds.GetConduitSpellID(nodeInfo.conduitID, nodeInfo.conduitRank)
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conduits[#conduits+1] = spellId
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local collectionData = C_Soulbinds_GetConduitCollectionData(conduitId)
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conduits[#conduits+1] = collectionData and collectionData.conduitItemLevel or 0
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else
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--is default conduit
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conduits[#conduits+1] = spellId
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conduits[#conduits+1] = 0
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end
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end
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end
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end
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end
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end
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return conduits
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end
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function openRaidLib.GearManager.GetPlayerItemLevel()
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if (_G.GetAverageItemLevel) then
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local _, _itemLevel = GetAverageItemLevel()
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itemLevel = floor(_itemLevel)
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else
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itemLevel = 0
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end
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return itemLevel
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end
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--return an integer between zero and one hundret indicating the player gear durability
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function openRaidLib.GearManager.GetPlayerGearDurability()
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local durabilityTotalPercent, totalItems = 0, 0
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for i = INVSLOT_FIRST_EQUIPPED, INVSLOT_LAST_EQUIPPED do
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local durability, maxDurability = GetInventoryItemDurability(i)
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if (durability and maxDurability) then
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local itemDurability = durability / maxDurability * 100
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durabilityTotalPercent = durabilityTotalPercent + itemDurability
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totalItems = totalItems + 1
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end
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end
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if (totalItems == 0) then
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return 100
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end
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return floor(durabilityTotalPercent / totalItems)
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end
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function openRaidLib.GearManager.GetPlayerWeaponEnchant()
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local weaponEnchant = 0
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local _, _, _, mainHandEnchantId, _, _, _, offHandEnchantId = GetWeaponEnchantInfo()
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if (LIB_OPEN_RAID_WEAPON_ENCHANT_IDS[mainHandEnchantId]) then
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weaponEnchant = 1
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elseif(LIB_OPEN_RAID_WEAPON_ENCHANT_IDS[offHandEnchantId]) then
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weaponEnchant = 1
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end
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return weaponEnchant
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end
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function openRaidLib.GearManager.GetPlayerGemsAndEnchantInfo()
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--hold equipmentSlotId of equipment with a gem socket but it's empty
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local slotsWithoutGems = {}
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--hold equipmentSlotId of equipments without an enchant
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local slotsWithoutEnchant = {}
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for equipmentSlotId = 1, 17 do
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local itemLink = GetInventoryItemLink("player", equipmentSlotId)
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if (itemLink) then
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--get the information from the item
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local _, itemId, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, levelOfTheItem, specId, upgradeInfo, instanceDifficultyId, numBonusIds, restLink = strsplit(":", itemLink)
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local gemsIds = {gemId1, gemId2, gemId3, gemId4}
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--> enchant
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--check if the slot can receive enchat and if the equipment has an enchant
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local enchantAttribute = LIB_OPEN_RAID_ENCHANT_SLOTS[equipmentSlotId]
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if (enchantAttribute) then --this slot can receive an enchat
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--check if this slot is relevant for the class, some slots can have enchants only for Agility which won't matter for Priests as an example
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--if the value is an integer it points to an attribute (int, dex, str), otherwise it's true (boolean)
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local slotIsRelevant = true
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if (type (enchantAttribute) == "number") then
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if (specMainAttribute ~= enchantAttribute) then
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slotIsRelevant = false
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end
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end
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if (slotIsRelevant) then
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--does the slot has any enchant?
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if (not enchantId or enchantId == "0" or enchantId == "") then
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slotsWithoutEnchant[#slotsWithoutEnchant+1] = equipmentSlotId
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else
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--convert to integer
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local enchantIdInt = tonumber(enchantId)
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if (enchantIdInt) then
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--does the enchant is relevent for the character?
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if (not LIB_OPEN_RAID_ENCHANT_IDS[enchantIdInt]) then
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slotsWithoutEnchant[#slotsWithoutEnchant+1] = equipmentSlotId
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end
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else
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--the enchat has an invalid id
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slotsWithoutEnchant[#slotsWithoutEnchant+1] = equipmentSlotId
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end
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end
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end
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end
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--> gems
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local itemStatsTable = {}
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--fill the table above with information about the item
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GetItemStats(itemLink, itemStatsTable)
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--check if the item has a socket
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if (itemStatsTable.EMPTY_SOCKET_PRISMATIC) then
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--check if the socket is empty
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for i = 1, itemStatsTable.EMPTY_SOCKET_PRISMATIC do
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local gemId = tonumber(gemsIds[i])
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if (not gemId or gemId == 0) then
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slotsWithoutGems[#slotsWithoutGems+1] = equipmentSlotId
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--check if the gem is not a valid gem (deprecated gem)
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elseif (not LIB_OPEN_RAID_GEM_IDS[gemId]) then
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slotsWithoutGems[#slotsWithoutGems+1] = equipmentSlotId
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end
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end
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end
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end
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end
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return slotsWithoutGems, slotsWithoutEnchant
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end
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local playerHasPetOfNpcId = function(npcId)
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if (UnitExists("pet") and UnitHealth("pet") >= 1) then
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local guid = UnitGUID("pet")
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if (guid) then
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local split = {strsplit("-", guid)}
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local playerPetNpcId = tonumber(split[6])
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if (playerPetNpcId) then
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if (npcId == playerPetNpcId) then
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return true
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end
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end
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end
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end
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end
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local addCooldownToTable = function(cooldowns, cooldownsHash, cooldownSpellId, timeNow)
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cooldowns[#cooldowns+1] = cooldownSpellId
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local timeLeft, charges, startTimeOffset, duration = openRaidLib.CooldownManager.GetPlayerCooldownStatus(cooldownSpellId)
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cooldowns[#cooldowns+1] = timeLeft
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cooldowns[#cooldowns+1] = charges
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cooldowns[#cooldowns+1] = startTimeOffset
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cooldowns[#cooldowns+1] = duration
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cooldownsHash[cooldownSpellId] = {timeLeft, charges, startTimeOffset, duration, timeNow}
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end
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local canAddCooldown = function(cooldownInfo)
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local needPetNpcId = cooldownInfo.pet
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if (needPetNpcId) then
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if (not playerHasPetOfNpcId(needPetNpcId)) then
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return false
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end
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end
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return true
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end
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--build a list with the local player cooldowns
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--called only from SendAllPlayerCooldowns()
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function openRaidLib.CooldownManager.GetPlayerCooldownList()
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--get the player specId
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local specId = openRaidLib.GetPlayerSpecId()
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if (specId) then
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--get the cooldowns for the specialization
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local playerCooldowns = LIB_OPEN_RAID_COOLDOWNS_BY_SPEC[specId]
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if (not playerCooldowns) then
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openRaidLib.DiagnosticError("CooldownManager|GetPlayerCooldownList|can't find player cooldowns for specId:", specId)
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return {}, {}
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end
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local cooldowns = {} --table to ship on comm
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local cooldownsHash = {} --table with [spellId] = cooldownInfo
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local talentsHash = openRaidLib.UnitInfoManager.GetPlayerTalentsAsPairsTable()
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local timeNow = GetTime()
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for cooldownSpellId, cooldownType in pairs(playerCooldowns) do
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--get all the information about this cooldow
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local cooldownInfo = LIB_OPEN_RAID_COOLDOWNS_INFO[cooldownSpellId]
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if (cooldownInfo) then
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--does this cooldown is based on a talent?
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local talentId = cooldownInfo.talent
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--check if the player has a talent which makes this cooldown unavailable
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local ignoredByTalentId = cooldownInfo.ignoredIfTalent
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local isIgnoredByTalentId = false
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if (ignoredByTalentId) then
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if (talentsHash[ignoredByTalentId]) then
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isIgnoredByTalentId = true
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end
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end
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if (not isIgnoredByTalentId) then
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if (talentId) then
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--check if the player has the talent selected
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if (talentsHash[talentId]) then
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if (canAddCooldown(cooldownInfo)) then
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addCooldownToTable(cooldowns, cooldownsHash, cooldownSpellId, timeNow)
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end
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end
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else
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if (canAddCooldown(cooldownInfo)) then
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addCooldownToTable(cooldowns, cooldownsHash, cooldownSpellId, timeNow)
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end
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end
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end
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end
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end
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return cooldowns, cooldownsHash
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else
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return {}, {}
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end
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end
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--check if a player cooldown is ready or if is in cooldown
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--@spellId: the spellId to check for cooldown
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function openRaidLib.CooldownManager.GetPlayerCooldownStatus(spellId)
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--check if is a charge spell
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local cooldownInfo = LIB_OPEN_RAID_COOLDOWNS_INFO[spellId]
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if (cooldownInfo) then
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if (cooldownInfo.charges and cooldownInfo.charges > 1) then
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local chargesAvailable, chargesTotal, start, duration = GetSpellCharges(spellId)
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if (chargesAvailable == chargesTotal) then
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return 0, chargesTotal, 0, 0 --all charges are ready to use
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else
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--return the time to the next charge
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local timeLeft = start + duration - GetTime()
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local startTimeOffset = start - GetTime()
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return ceil(timeLeft), chargesAvailable, startTimeOffset, duration --time left, charges, startTime
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end
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else
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local start, duration = GetSpellCooldown(spellId)
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if (start == 0) then --cooldown is ready
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return 0, 1, 0, 0 --time left, charges, startTime
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else
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local timeLeft = start + duration - GetTime()
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local startTimeOffset = start - GetTime()
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return ceil(timeLeft), 0, ceil(startTimeOffset), duration --time left, charges, startTime, duration
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end
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end
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else
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return openRaidLib.DiagnosticError("CooldownManager|GetPlayerCooldownStatus()|cooldownInfo not found|", spellId)
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end
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end
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--which is the main attribute of each spec
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--1 Intellect
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--2 Agility
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--3 Strenth
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openRaidLib.specAttribute = {
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["DEMONHUNTER"] = {
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[577] = 2,
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[581] = 2,
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},
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["DEATHKNIGHT"] = {
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[250] = 3,
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[251] = 3,
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[252] = 3,
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},
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["WARRIOR"] = {
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[71] = 3,
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[72] = 3,
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[73] = 3,
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},
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["MAGE"] = {
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[62] = 1,
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[63] = 1,
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[64] = 1,
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},
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["ROGUE"] = {
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[259] = 2,
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[260] = 2,
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[261] = 2,
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},
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["DRUID"] = {
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[102] = 1,
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[103] = 2,
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[104] = 2,
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[105] = 1,
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},
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["HUNTER"] = {
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[253] = 2,
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[254] = 2,
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[255] = 2,
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},
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["SHAMAN"] = {
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[262] = 1,
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[263] = 2,
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[264] = 1,
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},
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["PRIEST"] = {
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[256] = 1,
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[257] = 1,
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[258] = 1,
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},
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["WARLOCK"] = {
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[265] = 1,
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[266] = 1,
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[267] =1 ,
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},
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["PALADIN"] = {
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[65] = 1,
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[66] = 3,
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[70] = 3,
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},
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["MONK"] = {
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[268] = 2,
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[269] = 2,
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[270] = 1,
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}
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}
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