local E, L, V, P, G = unpack(select(2, ...)) --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local DT = E:GetModule("DataTexts") --Lua functions local select = select local abs = math.abs local format, join = string.format, string.join --WoW API / Variables local GetBlockChance = GetBlockChance local GetBonusBarOffset = GetBonusBarOffset local GetDodgeChance = GetDodgeChance local GetInventoryItemID = GetInventoryItemID local GetInventorySlotInfo = GetInventorySlotInfo local GetItemInfo = GetItemInfo local GetParryChance = GetParryChance local UnitLevel = UnitLevel local BLOCK_CHANCE = BLOCK_CHANCE local BOSS = BOSS local DEFENSE = DEFENSE local DODGE_CHANCE = DODGE_CHANCE local PARRY_CHANCE = PARRY_CHANCE local displayString = "" local chanceString = "%.2f%%" local chanceString2 = "+%.2f%%" local AVD_DECAY_RATE = 0.2 local targetlvl, playerlvl local baseMissChance, levelDifference, dodge, parry, block, avoidance, unhittable local lastPanel local function IsWearingShield() local slotID = GetInventorySlotInfo("SecondaryHandSlot") local itemID = GetInventoryItemID("player", slotID) if itemID then return select(9, GetItemInfo(itemID)) end end local function OnEvent(self) targetlvl, playerlvl = UnitLevel("target"), E.mylevel baseMissChance = E.myrace == "NightElf" and 7 or 5 if targetlvl == -1 then levelDifference = 3 elseif targetlvl > playerlvl then levelDifference = (targetlvl - playerlvl) elseif targetlvl < playerlvl and targetlvl > 0 then levelDifference = (targetlvl - playerlvl) else levelDifference = 0 end if levelDifference >= 0 then dodge = (GetDodgeChance() - levelDifference * AVD_DECAY_RATE) parry = (GetParryChance() - levelDifference * AVD_DECAY_RATE) block = (GetBlockChance() - levelDifference * AVD_DECAY_RATE) baseMissChance = (baseMissChance - levelDifference * AVD_DECAY_RATE) else dodge = (GetDodgeChance() + abs(levelDifference * AVD_DECAY_RATE)) parry = (GetParryChance() + abs(levelDifference * AVD_DECAY_RATE)) block = (GetBlockChance() + abs(levelDifference * AVD_DECAY_RATE)) baseMissChance = (baseMissChance+ abs(levelDifference * AVD_DECAY_RATE)) end if dodge <= 0 then dodge = 0 end if parry <= 0 then parry = 0 end if block <= 0 then block = 0 end if GetBonusBarOffset() == 3 then parry = 0 end if IsWearingShield() ~= "INVTYPE_SHIELD" then block = 0 end avoidance = (dodge + parry + block + baseMissChance) unhittable = avoidance - 102.4 self.text:SetFormattedText(displayString, avoidance) lastPanel = self end local function OnEnter(self) DT:SetupTooltip(self) if targetlvl > 1 then DT.tooltip:AddDoubleLine(L["Avoidance Breakdown"], join("", " (", L["lvl"], " ", targetlvl, ")")) elseif targetlvl == -1 then DT.tooltip:AddDoubleLine(L["Avoidance Breakdown"], join("", " (", BOSS, ")")) else DT.tooltip:AddDoubleLine(L["Avoidance Breakdown"], join("", " (", L["lvl"], " ", playerlvl, ")")) end DT.tooltip:AddLine(" ") DT.tooltip:AddDoubleLine(DODGE_CHANCE, format(chanceString, dodge), 1, 1, 1) DT.tooltip:AddDoubleLine(PARRY_CHANCE, format(chanceString, parry), 1, 1, 1) DT.tooltip:AddDoubleLine(BLOCK_CHANCE, format(chanceString, block), 1, 1, 1) DT.tooltip:AddDoubleLine(L["Miss Chance"], format(chanceString, baseMissChance), 1, 1, 1) DT.tooltip:AddLine(" ") if unhittable > 0 then DT.tooltip:AddDoubleLine(L["Unhittable:"], format(chanceString2, unhittable), 1, 1, 1, 0, 1, 0) else DT.tooltip:AddDoubleLine(L["Unhittable:"], format(chanceString, unhittable), 1, 1, 1, 1, 0, 0) end DT.tooltip:Show() end local function ValueColorUpdate(hex) displayString = join("", DEFENSE, ": ", hex, "%.2f%%|r") if lastPanel ~= nil then OnEvent(lastPanel) end end E.valueColorUpdateFuncs[ValueColorUpdate] = true DT:RegisterDatatext("Avoidance", {"COMBAT_RATING_UPDATE", "PLAYER_TARGET_CHANGED"}, OnEvent, nil, nil, OnEnter, nil, L["Avoidance Breakdown"])