do local _detalhes = _G.Details local addonName, Details222 = ... local GetSpellInfo = Details222.GetSpellInfo --import potion list from the framework _detalhes.PotionList = {} for spellID, _ in pairs(DetailsFramework.PotionIDs) do _detalhes.PotionList [spellID] = true end _detalhes.SpecSpellList = LIB_OPEN_RAID_SPEC_SPELL_LIST _detalhes.ClassSpellList = LIB_OPEN_RAID_CLASS_SPELL_LIST _detalhes.SpecIDToClass = {} for _, class in ipairs(CLASS_SORT_ORDER) do local specs = C_ClassInfo.GetAllSpecs(class) for index, spec in ipairs(specs) do local ok, specInfo = pcall(C_ClassInfo.GetSpecInfo, class, spec) if ok and specInfo then _detalhes.SpecIDToClass[specInfo.ID] = class end end end -- redirect AbsorbSpells to check IsAbsorbSpell _detalhes.AbsorbSpells = setmetatable({}, { __index = function(t,k) local isAbsorb, mask = IsAbsorbSpell(k) return isAbsorb end }) -- checks if a spell absorbs a specific school _detalhes.IsAbsorbSpellSchool = function(spellID, school) local isAbsorb, mask = IsAbsorbSpell(spellID) return isAbsorb and mask and (mask == 127 or bit.contains(mask, school)) end local allowedCooldownTypes = { --LIB_OPEN_RAID_COOLDOWNS_INFO types [1] = false, --attack [2] = true, --defensive [3] = true, --defensive [4] = true, --defensive [5] = false, --utility [6] = false, --interrupt [7] = false, --dispel [8] = false, --crowd control [9] = false, --racials [10] = false, --item heal [11] = false, --item power [12] = false, --item utility } local getCooldownsForClass = function(class) local result = {} --Use LibOpenRaid if possible. Otherwise fallback to DF. if (LIB_OPEN_RAID_COOLDOWNS_INFO) then for spellId, spellInfo in pairs(LIB_OPEN_RAID_COOLDOWNS_INFO) do if (class == spellInfo.class and allowedCooldownTypes[spellInfo.type]) then result[#result+1] = spellId end end else for spellId, spellInfo in pairs(_G.DetailsFramework.CooldownsInfo) do if (class == spellInfo.class) then result[#result+1] = spellId end end end return result end _detalhes.DefensiveCooldownSpells = {} for _, class in ipairs(CLASS_SORT_ORDER) do _detalhes.DefensiveCooldownSpells[class] = getCooldownsForClass(class) end _detalhes.HarmfulSpells = { -- [spellID] = true, } _detalhes.MiscClassSpells = { -- [spellID] = true, } _detalhes.AttackCooldownSpells = { -- [spellID] = true, } _detalhes.HelpfulSpells = { -- [spellID] = true, } _detalhes.SpellOverwrite = { --[124464] = {name = GetSpellInfo(124464) .. " (" .. Loc ["STRING_MASTERY"] .. ")"}, --shadow word: pain mastery proc (priest) } _detalhes.spells_school = { [1] = {name = STRING_SCHOOL_PHYSICAL , formated = "|cFFFFFF00" .. STRING_SCHOOL_PHYSICAL .. "|r", hex = "FFFFFF00", rgb = {255, 255, 0}, decimals = {1.00, 1.00, 0.00}}, [2] = {name = STRING_SCHOOL_HOLY , formated = "|cFFFFE680" .. STRING_SCHOOL_HOLY .. "|r", hex = "FFFFE680", rgb = {255, 230, 128}, decimals = {1.00, 0.90, 0.50}}, [4] = {name = STRING_SCHOOL_FIRE , formated = "|cFFFF8000" .. STRING_SCHOOL_FIRE .. "|r", hex = "FFFF8000", rgb = {255, 128, 0}, decimals = {1.00, 0.50, 0.00}}, [8] = {name = STRING_SCHOOL_NATURE , formated = "|cFFbeffbe" .. STRING_SCHOOL_NATURE .. "|r", hex = "FFbeffbe", rgb = {190, 190, 190}, decimals = {0.7451, 1.0000, 0.7451}}, [16] = {name = STRING_SCHOOL_FROST, formated = "|cFF80FFFF" .. STRING_SCHOOL_FROST .. "|r", hex = "FF80FFFF", rgb = {128, 255, 255}, decimals = {0.50, 1.00, 1.00}}, [32] = {name = STRING_SCHOOL_SHADOW, formated = "|cFF8080FF" .. STRING_SCHOOL_SHADOW .. "|r", hex = "FF8080FF", rgb = {128, 128, 255}, decimals = {0.50, 0.50, 1.00}}, [64] = {name = STRING_SCHOOL_ARCANE, formated = "|cFFFF80FF" .. STRING_SCHOOL_ARCANE .. "|r", hex = "FFFF80FF", rgb = {255, 128, 255}, decimals = {1.00, 0.50, 1.00}}, [3] = {name = STRING_SCHOOL_HOLYSTRIKE , formated = "|cFFFFF240" .. STRING_SCHOOL_HOLYSTRIKE .. "|r", hex = "FFFFF240", rgb = {255, 64, 64}, decimals = {1.0000, 0.9490, 0.2510}}, --#FFF240 [5] = {name = STRING_SCHOOL_FLAMESTRIKE, formated = "|cFFFFB900" .. STRING_SCHOOL_FLAMESTRIKE .. "|r", hex = "FFFFB900", rgb = {255, 0, 0}, decimals = {1.0000, 0.7255, 0.0000}}, --#FFB900 [6] = {name = STRING_SCHOOL_HOLYFIRE , formated = "|cFFFFD266" .. STRING_SCHOOL_HOLYFIRE .. "|r", hex = "FFFFD266", rgb = {255, 102, 102}, decimals = {1.0000, 0.8235, 0.4000}}, --#FFD266 [9] = {name = STRING_SCHOOL_STORMSTRIKE, formated = "|cFFAFFF23" .. STRING_SCHOOL_STORMSTRIKE .. "|r", hex = "FFAFFF23", rgb = {175, 35, 35}, decimals = {0.6863, 1.0000, 0.1373}}, --#AFFF23 [10] = {name = STRING_SCHOOL_HOLYSTORM , formated = "|cFFC1EF6E" .. STRING_SCHOOL_HOLYSTORM .. "|r", hex = "FFC1EF6E", rgb = {193, 110, 110}, decimals = {0.7569, 0.9373, 0.4314}}, --#C1EF6E [12] = {name = STRING_SCHOOL_FIRESTORM, formated = "|cFFAFB923" .. STRING_SCHOOL_FIRESTORM .. "|r", hex = "FFAFB923", rgb = {175, 35, 35}, decimals = {0.6863, 0.7255, 0.1373}}, --#AFB923 [17] = {name = STRING_SCHOOL_FROSTSTRIKE , formated = "|cFFB3FF99" .. STRING_SCHOOL_FROSTSTRIKE .. "|r", hex = "FFB3FF99", rgb = {179, 153, 153}, decimals = {0.7020, 1.0000, 0.6000}},--#B3FF99 [18] = {name = STRING_SCHOOL_HOLYFROST , formated = "|cFFCCF0B3" .. STRING_SCHOOL_HOLYFROST .. "|r", hex = "FFCCF0B3", rgb = {204, 179, 179}, decimals = {0.8000, 0.9412, 0.7020}},--#CCF0B3 [20] = {name = STRING_SCHOOL_FROSTFIRE, formated = "|cFFC0C080" .. STRING_SCHOOL_FROSTFIRE .. "|r", hex = "FFC0C080", rgb = {192, 128, 128}, decimals = {0.7529, 0.7529, 0.5020}}, --#C0C080 [24] = {name = STRING_SCHOOL_FROSTSTORM, formated = "|cFF69FFAF" .. STRING_SCHOOL_FROSTSTORM .. "|r", hex = "FF69FFAF", rgb = {105, 175, 175}, decimals = {0.4118, 1.0000, 0.6863}}, --#69FFAF [33] = {name = STRING_SCHOOL_SHADOWSTRIKE , formated = "|cFFC6C673" .. STRING_SCHOOL_SHADOWSTRIKE .. "|r", hex = "FFC6C673", rgb = {198, 115, 115}, decimals = {0.7765, 0.7765, 0.4510}},--#C6C673 [34] = {name = STRING_SCHOOL_SHADOWHOLY, formated = "|cFFD3C2AC" .. STRING_SCHOOL_SHADOWHOLY .. "|r", hex = "FFD3C2AC", rgb = {211, 172, 172}, decimals = {0.8275, 0.7608, 0.6745}},--#D3C2AC [36] = {name = STRING_SCHOOL_SHADOWFLAME , formated = "|cFFB38099" .. STRING_SCHOOL_SHADOWFLAME .. "|r", hex = "FFB38099", rgb = {179, 153, 153}, decimals = {0.7020, 0.5020, 0.6000}}, -- #B38099 [40] = {name = STRING_SCHOOL_SHADOWSTORM, formated = "|cFF6CB3B8" .. STRING_SCHOOL_SHADOWSTORM .. "|r", hex = "FF6CB3B8", rgb = {108, 184, 184}, decimals = {0.4235, 0.7020, 0.7216}}, --#6CB3B8 [48] = {name = STRING_SCHOOL_SHADOWFROST , formated = "|cFF80C6FF" .. STRING_SCHOOL_SHADOWFROST .. "|r", hex = "FF80C6FF", rgb = {128, 255, 255}, decimals = {0.5020, 0.7765, 1.0000}},--#80C6FF [65] = {name = STRING_SCHOOL_SPELLSTRIKE, formated = "|cFFFFCC66" .. STRING_SCHOOL_SPELLSTRIKE .. "|r", hex = "FFFFCC66", rgb = {255, 102, 102}, decimals = {1.0000, 0.8000, 0.4000}},--#FFCC66 [66] = {name = STRING_SCHOOL_DIVINE, formated = "|cFFFFBDB3" .. STRING_SCHOOL_DIVINE .. "|r", hex = "FFFFBDB3", rgb = {255, 179, 179}, decimals = {1.0000, 0.7412, 0.7020}},--#FFBDB3 [68] = {name = STRING_SCHOOL_SPELLFIRE, formated = "|cFFFF808C" .. STRING_SCHOOL_SPELLFIRE .. "|r", hex = "FFFF808C", rgb = {255, 140, 140}, decimals = {1.0000, 0.5020, 0.5490}}, --#FF808C [72] = {name = STRING_SCHOOL_SPELLSTORM, formated = "|cFFAFB9AF" .. STRING_SCHOOL_SPELLSTORM .. "|r", hex = "FFAFB9AF", rgb = {175, 175, 175}, decimals = {0.6863, 0.7255, 0.6863}}, --#AFB9AF [80] = {name = STRING_SCHOOL_SPELLFROST , formated = "|cFFC0C0FF" .. STRING_SCHOOL_SPELLFROST .. "|r", hex = "FFC0C0FF", rgb = {192, 255, 255}, decimals = {0.7529, 0.7529, 1.0000}},--#C0C0FF [96] = {name = STRING_SCHOOL_SPELLSHADOW, formated = "|cFFB980FF" .. STRING_SCHOOL_SPELLSHADOW .. "|r", hex = "FFB980FF", rgb = {185, 255, 255}, decimals = {0.7255, 0.5020, 1.0000}},--#B980FF [28] = {name = STRING_SCHOOL_ELEMENTAL, formated = "|cFF0070DE" .. STRING_SCHOOL_ELEMENTAL .. "|r", hex = "FF0070DE", rgb = {0, 222, 222}, decimals = {0.0000, 0.4392, 0.8706}}, [124] = {name = STRING_SCHOOL_CHROMATIC, formated = "|cFFC0C0C0" .. STRING_SCHOOL_CHROMATIC .. "|r", hex = "FFC0C0C0", rgb = {192, 192, 192}, decimals = {0.7529, 0.7529, 0.7529}}, [126] = {name = STRING_SCHOOL_MAGIC , formated = "|cFF1111FF" .. STRING_SCHOOL_MAGIC .. "|r", hex = "FF1111FF", rgb = {17, 255, 255}, decimals = {0.0667, 0.0667, 1.0000}}, [127] = {name = STRING_SCHOOL_CHAOS, formated = "|cFFFF1111" .. STRING_SCHOOL_CHAOS .. "|r", hex = "FFFF1111", rgb = {255, 17, 17}, decimals = {1.0000, 0.0667, 0.0667}}, --[[custom]] [1024] = {name = "Reflection", formated = "|cFFFFFFFF" .. "Reflection" .. "|r", hex = "FFFFFFFF", rgb = {255, 255, 255}, decimals = {1, 1, 1}}, } ---return the school of a spell, this value is gotten from a cache ---@param spellID spellid|spellname ---@return spellschool function Details:GetSpellSchool(spellID) if (spellID == "number") then spellID = GetSpellInfo(spellID) end local school = Details.spell_school_cache[spellID] or 1 return school end ---return the name of a spell school ---@param school spellschool ---@return string function Details:GetSpellSchoolName(school) return Details.spells_school [school] and Details.spells_school [school].name or "" end ---return the name of a spell school containing the scape code to color the name by the school color ---@param school spellschool ---@return string function Details:GetSpellSchoolFormatedName(school) return Details.spells_school[school] and Details.spells_school[school].formated or "" end local default_school_color = {145/255, 180/255, 228/255} ---return the color of a spell school ---@param school spellschool ---@return red, green, blue function Details:GetSpellSchoolColor(school) return unpack(Details.spells_school[school] and Details.spells_school[school].decimals or default_school_color) end function Details:GetCooldownList(class) class = class or select(2, UnitClass("player")) return Details.DefensiveCooldownSpells[class] end end --save spells of a segment local SplitLoadFrame = CreateFrame("frame") local MiscContainerNames = { "dispell_spells", "cooldowns_defensive_spells", "debuff_uptime_spells", "buff_uptime_spells", "interrupt_spells", "cc_done_spells", "cc_break_spells", "ress_spells", } local SplitLoadFunc = function(self, deltaTime) --which container it will iterate on this tick local container = Details.tabela_vigente and Details.tabela_vigente [SplitLoadFrame.NextActorContainer] and Details.tabela_vigente [SplitLoadFrame.NextActorContainer]._ActorTable if (not container) then if (Details.debug) then --Details:Msg("(debug) finished index spells.") end SplitLoadFrame:SetScript("OnUpdate", nil) return end local inInstance = IsInInstance() local isEncounter = Details.tabela_vigente and Details.tabela_vigente.is_boss local encounterID = isEncounter and isEncounter.id --get the actor local actorToIndex = container [SplitLoadFrame.NextActorIndex] --no actor? go to the next container if (not actorToIndex) then SplitLoadFrame.NextActorIndex = 1 SplitLoadFrame.NextActorContainer = SplitLoadFrame.NextActorContainer + 1 --finished all the 4 container? kill the process if (SplitLoadFrame.NextActorContainer == 5) then SplitLoadFrame:SetScript("OnUpdate", nil) if (Details.debug) then --Details:Msg("(debug) finished index spells.") end return end else --++ SplitLoadFrame.NextActorIndex = SplitLoadFrame.NextActorIndex + 1 --get the class name or the actor name in case the actor isn't a player local source if (inInstance) then source = RAID_CLASS_COLORS [actorToIndex.classe] and Details.classstring_to_classid [actorToIndex.classe] or actorToIndex.nome else source = RAID_CLASS_COLORS [actorToIndex.classe] and Details.classstring_to_classid [actorToIndex.classe] end --if found a valid actor if (source) then --if is damage, heal or energy if (SplitLoadFrame.NextActorContainer == 1 or SplitLoadFrame.NextActorContainer == 2 or SplitLoadFrame.NextActorContainer == 3) then --get the spell list in the spells container local spellList = actorToIndex.spells and actorToIndex.spells._ActorTable if (spellList) then local SpellPool = Details.spell_pool local EncounterSpellPool = Details.encounter_spell_pool for spellID, _ in pairs(spellList) do if (not SpellPool [spellID]) then SpellPool [spellID] = source end if (encounterID and not EncounterSpellPool [spellID]) then if (actorToIndex:IsEnemy()) then EncounterSpellPool [spellID] = {encounterID, source} end end end end --if is a misc container elseif (SplitLoadFrame.NextActorContainer == 4) then for _, containerName in ipairs(MiscContainerNames) do --check if the actor have this container if (actorToIndex [containerName]) then local spellList = actorToIndex [containerName]._ActorTable if (spellList) then local spellPool = Details.spell_pool local encounterSpellPool = Details.encounter_spell_pool for spellId, _ in pairs(spellList) do if (not spellPool[spellId]) then spellPool[spellId] = source end if (encounterID and not encounterSpellPool[spellId]) then if (actorToIndex:IsEnemy()) then encounterSpellPool[spellId] = {encounterID, source} end end end end end end --[=[ .spell_cast is deprecated --spells the actor casted if (actorToIndex.spell_cast) then local spellPool = Details.spell_pool local encounterSpellPool = Details.encounter_spell_pool for spellName, _ in pairs(actorToIndex.spell_cast) do local _, _, _, _, _, _, spellId = GetSpellInfo(spellName) if (spellId) then if (not spellPool[spellId]) then spellPool[spellId] = source end if (encounterID and not encounterSpellPool[spellId]) then if (actorToIndex:IsEnemy()) then encounterSpellPool[spellId] = {encounterID, source} end end end end end --]=] end end end end function Details.StoreSpells() if (Details.debug) then --Details:Msg("(debug) started to index spells.") end SplitLoadFrame:SetScript("OnUpdate", SplitLoadFunc) SplitLoadFrame.NextActorContainer = 1 SplitLoadFrame.NextActorIndex = 1 end