310 lines
16 KiB
Lua
310 lines
16 KiB
Lua
do
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local _detalhes = _G.Details
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local addonName, Details222 = ...
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local GetSpellInfo = Details222.GetSpellInfo
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--import potion list from the framework
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_detalhes.PotionList = {}
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for spellID, _ in pairs(DetailsFramework.PotionIDs) do
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_detalhes.PotionList [spellID] = true
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end
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_detalhes.SpecSpellList = LIB_OPEN_RAID_SPEC_SPELL_LIST
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_detalhes.ClassSpellList = LIB_OPEN_RAID_CLASS_SPELL_LIST
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_detalhes.SpecIDToClass = {}
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for _, class in ipairs(CLASS_SORT_ORDER) do
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local specs = C_ClassInfo.GetAllSpecs(class)
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for index, spec in ipairs(specs) do
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local specInfo = C_ClassInfo.GetSpecInfo(class, spec)
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_detalhes.SpecIDToClass[specInfo.ID] = class
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end
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end
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-- redirect AbsorbSpells to check IsAbsorbSpell
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_detalhes.AbsorbSpells = setmetatable({}, { __index = function(t,k) local isAbsorb, mask = IsAbsorbSpell(k) return isAbsorb end })
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-- checks if a spell absorbs a specific school
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_detalhes.IsAbsorbSpellSchool = function(spellID, school)
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local isAbsorb, mask = IsAbsorbSpell(spellID)
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return isAbsorb and mask and (mask == 127 or bit.contains(mask, school))
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end
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local allowedCooldownTypes = { --LIB_OPEN_RAID_COOLDOWNS_INFO types
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[1] = false, --attack
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[2] = true, --defensive
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[3] = true, --defensive
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[4] = true, --defensive
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[5] = false, --utility
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[6] = false, --interrupt
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[7] = false, --dispel
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[8] = false, --crowd control
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[9] = false, --racials
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[10] = false, --item heal
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[11] = false, --item power
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[12] = false, --item utility
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}
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local getCooldownsForClass = function(class)
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local result = {}
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--Use LibOpenRaid if possible. Otherwise fallback to DF.
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if (LIB_OPEN_RAID_COOLDOWNS_INFO) then
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for spellId, spellInfo in pairs(LIB_OPEN_RAID_COOLDOWNS_INFO) do
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if (class == spellInfo.class and allowedCooldownTypes[spellInfo.type]) then
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result[#result+1] = spellId
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end
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end
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else
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for spellId, spellInfo in pairs(_G.DetailsFramework.CooldownsInfo) do
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if (class == spellInfo.class) then
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result[#result+1] = spellId
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end
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end
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end
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return result
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end
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_detalhes.DefensiveCooldownSpells = {}
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for _, class in ipairs(CLASS_SORT_ORDER) do
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_detalhes.DefensiveCooldownSpells[class] = getCooldownsForClass(class)
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end
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_detalhes.HarmfulSpells = {
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-- [spellID] = true,
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}
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_detalhes.MiscClassSpells = {
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-- [spellID] = true,
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}
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_detalhes.AttackCooldownSpells = {
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-- [spellID] = true,
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}
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_detalhes.HelpfulSpells = {
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-- [spellID] = true,
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}
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_detalhes.SpellOverwrite = {
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--[124464] = {name = GetSpellInfo(124464) .. " (" .. Loc ["STRING_MASTERY"] .. ")"}, --shadow word: pain mastery proc (priest)
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}
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_detalhes.spells_school = {
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[1] = {name = STRING_SCHOOL_PHYSICAL , formated = "|cFFFFFF00" .. STRING_SCHOOL_PHYSICAL .. "|r", hex = "FFFFFF00", rgb = {255, 255, 0}, decimals = {1.00, 1.00, 0.00}},
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[2] = {name = STRING_SCHOOL_HOLY , formated = "|cFFFFE680" .. STRING_SCHOOL_HOLY .. "|r", hex = "FFFFE680", rgb = {255, 230, 128}, decimals = {1.00, 0.90, 0.50}},
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[4] = {name = STRING_SCHOOL_FIRE , formated = "|cFFFF8000" .. STRING_SCHOOL_FIRE .. "|r", hex = "FFFF8000", rgb = {255, 128, 0}, decimals = {1.00, 0.50, 0.00}},
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[8] = {name = STRING_SCHOOL_NATURE , formated = "|cFFbeffbe" .. STRING_SCHOOL_NATURE .. "|r", hex = "FFbeffbe", rgb = {190, 190, 190}, decimals = {0.7451, 1.0000, 0.7451}},
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[16] = {name = STRING_SCHOOL_FROST, formated = "|cFF80FFFF" .. STRING_SCHOOL_FROST .. "|r", hex = "FF80FFFF", rgb = {128, 255, 255}, decimals = {0.50, 1.00, 1.00}},
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[32] = {name = STRING_SCHOOL_SHADOW, formated = "|cFF8080FF" .. STRING_SCHOOL_SHADOW .. "|r", hex = "FF8080FF", rgb = {128, 128, 255}, decimals = {0.50, 0.50, 1.00}},
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[64] = {name = STRING_SCHOOL_ARCANE, formated = "|cFFFF80FF" .. STRING_SCHOOL_ARCANE .. "|r", hex = "FFFF80FF", rgb = {255, 128, 255}, decimals = {1.00, 0.50, 1.00}},
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[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
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[28] = {name = STRING_SCHOOL_ELEMENTAL, formated = "|cFF0070DE" .. STRING_SCHOOL_ELEMENTAL .. "|r", hex = "FF0070DE", rgb = {0, 222, 222}, decimals = {0.0000, 0.4392, 0.8706}},
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[124] = {name = STRING_SCHOOL_CHROMATIC, formated = "|cFFC0C0C0" .. STRING_SCHOOL_CHROMATIC .. "|r", hex = "FFC0C0C0", rgb = {192, 192, 192}, decimals = {0.7529, 0.7529, 0.7529}},
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[126] = {name = STRING_SCHOOL_MAGIC , formated = "|cFF1111FF" .. STRING_SCHOOL_MAGIC .. "|r", hex = "FF1111FF", rgb = {17, 255, 255}, decimals = {0.0667, 0.0667, 1.0000}},
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[127] = {name = STRING_SCHOOL_CHAOS, formated = "|cFFFF1111" .. STRING_SCHOOL_CHAOS .. "|r", hex = "FFFF1111", rgb = {255, 17, 17}, decimals = {1.0000, 0.0667, 0.0667}},
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--[[custom]] [1024] = {name = "Reflection", formated = "|cFFFFFFFF" .. "Reflection" .. "|r", hex = "FFFFFFFF", rgb = {255, 255, 255}, decimals = {1, 1, 1}},
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}
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---return the school of a spell, this value is gotten from a cache
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---@param spellID spellid|spellname
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---@return spellschool
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function Details:GetSpellSchool(spellID)
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if (spellID == "number") then
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spellID = GetSpellInfo(spellID)
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end
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local school = Details.spell_school_cache[spellID] or 1
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return school
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end
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---return the name of a spell school
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---@param school spellschool
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---@return string
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function Details:GetSpellSchoolName(school)
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return Details.spells_school [school] and Details.spells_school [school].name or ""
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end
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---return the name of a spell school containing the scape code to color the name by the school color
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---@param school spellschool
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---@return string
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function Details:GetSpellSchoolFormatedName(school)
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return Details.spells_school[school] and Details.spells_school[school].formated or ""
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end
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local default_school_color = {145/255, 180/255, 228/255}
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---return the color of a spell school
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---@param school spellschool
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---@return red, green, blue
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function Details:GetSpellSchoolColor(school)
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return unpack(Details.spells_school[school] and Details.spells_school[school].decimals or default_school_color)
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end
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function Details:GetCooldownList(class)
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class = class or select(2, UnitClass("player"))
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return Details.DefensiveCooldownSpells[class]
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end
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end
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--save spells of a segment
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local SplitLoadFrame = CreateFrame("frame")
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local MiscContainerNames = {
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"dispell_spells",
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"cooldowns_defensive_spells",
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"debuff_uptime_spells",
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"buff_uptime_spells",
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"interrupt_spells",
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"cc_done_spells",
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"cc_break_spells",
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"ress_spells",
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}
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local SplitLoadFunc = function(self, deltaTime)
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--which container it will iterate on this tick
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local container = Details.tabela_vigente and Details.tabela_vigente [SplitLoadFrame.NextActorContainer] and Details.tabela_vigente [SplitLoadFrame.NextActorContainer]._ActorTable
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if (not container) then
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if (Details.debug) then
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--Details:Msg("(debug) finished index spells.")
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end
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SplitLoadFrame:SetScript("OnUpdate", nil)
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return
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end
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local inInstance = IsInInstance()
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local isEncounter = Details.tabela_vigente and Details.tabela_vigente.is_boss
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local encounterID = isEncounter and isEncounter.id
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--get the actor
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local actorToIndex = container [SplitLoadFrame.NextActorIndex]
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--no actor? go to the next container
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if (not actorToIndex) then
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SplitLoadFrame.NextActorIndex = 1
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SplitLoadFrame.NextActorContainer = SplitLoadFrame.NextActorContainer + 1
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--finished all the 4 container? kill the process
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if (SplitLoadFrame.NextActorContainer == 5) then
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SplitLoadFrame:SetScript("OnUpdate", nil)
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if (Details.debug) then
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--Details:Msg("(debug) finished index spells.")
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end
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return
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end
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else
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--++
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SplitLoadFrame.NextActorIndex = SplitLoadFrame.NextActorIndex + 1
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--get the class name or the actor name in case the actor isn't a player
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local source
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if (inInstance) then
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source = RAID_CLASS_COLORS [actorToIndex.classe] and Details.classstring_to_classid [actorToIndex.classe] or actorToIndex.nome
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else
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source = RAID_CLASS_COLORS [actorToIndex.classe] and Details.classstring_to_classid [actorToIndex.classe]
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end
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--if found a valid actor
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if (source) then
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--if is damage, heal or energy
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if (SplitLoadFrame.NextActorContainer == 1 or SplitLoadFrame.NextActorContainer == 2 or SplitLoadFrame.NextActorContainer == 3) then
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--get the spell list in the spells container
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local spellList = actorToIndex.spells and actorToIndex.spells._ActorTable
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if (spellList) then
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local SpellPool = Details.spell_pool
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local EncounterSpellPool = Details.encounter_spell_pool
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for spellID, _ in pairs(spellList) do
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if (not SpellPool [spellID]) then
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SpellPool [spellID] = source
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end
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if (encounterID and not EncounterSpellPool [spellID]) then
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if (actorToIndex:IsEnemy()) then
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EncounterSpellPool [spellID] = {encounterID, source}
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end
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end
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end
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end
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--if is a misc container
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elseif (SplitLoadFrame.NextActorContainer == 4) then
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for _, containerName in ipairs(MiscContainerNames) do
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--check if the actor have this container
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if (actorToIndex [containerName]) then
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local spellList = actorToIndex [containerName]._ActorTable
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if (spellList) then
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local spellPool = Details.spell_pool
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local encounterSpellPool = Details.encounter_spell_pool
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for spellId, _ in pairs(spellList) do
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if (not spellPool[spellId]) then
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spellPool[spellId] = source
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end
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if (encounterID and not encounterSpellPool[spellId]) then
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if (actorToIndex:IsEnemy()) then
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encounterSpellPool[spellId] = {encounterID, source}
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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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--[=[ .spell_cast is deprecated
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--spells the actor casted
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if (actorToIndex.spell_cast) then
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local spellPool = Details.spell_pool
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local encounterSpellPool = Details.encounter_spell_pool
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for spellName, _ in pairs(actorToIndex.spell_cast) do
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local _, _, _, _, _, _, spellId = GetSpellInfo(spellName)
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if (spellId) then
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if (not spellPool[spellId]) then
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spellPool[spellId] = source
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end
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if (encounterID and not encounterSpellPool[spellId]) then
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if (actorToIndex:IsEnemy()) then
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encounterSpellPool[spellId] = {encounterID, source}
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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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--]=]
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end
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end
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end
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end
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function Details.StoreSpells()
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if (Details.debug) then
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--Details:Msg("(debug) started to index spells.")
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end
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SplitLoadFrame:SetScript("OnUpdate", SplitLoadFunc)
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SplitLoadFrame.NextActorContainer = 1
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SplitLoadFrame.NextActorIndex = 1
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end
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