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coa-weakauras/WeakAuras/Libs/LibGroupTalents-1.0/LibGroupTalents-1.0.lua
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2025-01-27 18:40:55 +01:00

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Lua

--[[
Name: LibGroupTalents-1.0
Revision: $Rev: 55 $
Author: Zek
Documentation: http://wowace.com/wiki/LibGroupTalents-1.0
SVN: svn://svn.wowace.com/wow/libgrouptalents-1-0/mainline/trunk
Description: Talent Library abstraction layer to provide easy interface to the lower level system
Dependancies: LibStub, CallbackHandler-1.0, LibTalentQuery-1.0
License: GPL v3
Purpose:
LibGroupTalents-1.0 is intended to do the following basic functions usually handled at the mod level.
- Maintain a raid wide table of talents, automatically updated on roster changes, notifying you on talent receipts.
- Provide easy access to talent queries (spec weight, spec name, specific talent presence)
- Monitor talent changes in players, and notify of changes (respec, talent swap, update after out of sight, level up)
- Monitor player roles, and notify of changes (melee, tank, healer, caster)
- Communicate directly with itself to other users to update talents via addon channel when possible
Notes:
The LibTalentQuery-1.0 dependancy must be included before LibGroupTalents-1.0 in any lib.xml or mod side TOC declarations.
Functions:
UnitHasTalent(unit, talentName[, group])-- Returns: Points spent in talent or nil
GUIDHasTalent(guid, talentName[, group])-- As UnitHasTalent
GetUnitTalentSpec(unitid[, group]) -- Returns: Dominant Tree, spent1, spent2, spent3
GetGUIDTalentSpec(guid[, group]) -- As GetUnitTalentSpec
GetUnitTalents(unit, refresh) -- Returns: Raw talent information in form of table of 3 strings of points spent. The refresh arg will force a re-query of the unit's talents
GetGUIDTalents(guid, refresh) -- As GetUnitTalents
GetUnitRole(unit) -- Returns one of: "melee", "caster", "healer", "tank"
GetGUIDRole(guid) -- As GetUnitRole
RefreshTalentsByUnit(unit) -- Force a refresh of talents for the specific unit
RefreshTalentsByGUID(guid) -- Force a refresh of talents for the specific player GUID
GetTreeNames(class) -- Returns: The three talent tree names for that class (Note: These return values are only valid after a player of that class has been inspected)
GetTreeIcons(class) -- Returns: The three talent tree icons for that class (Note: As above)
GetTalentCount() -- Returns: Talent info got, Talent info missing
GetTalentMissingNames() -- Returns: Comma delimited list of player names we're missing talents for
GetClassTalentInfo(class, talentName) -- Returns: Max Rank, Icon, Tab, Tier, Column, Tree Index
GetUnitStorageString(unit) -- Returns: An encoded data string containing talent information for the player which can be stored by mods to set in later sessions using SetStorageString()
GetGUIDStorageString(guid) -- As GetUnitStorageString
SetStorageString(talentString) -- Returns: true on success (applicable). Any second return value indicates the data was invalid and should not be kept
GetUnitGlyphs(unit[, group]) -- Returns: Up to 6 spell IDs for the currently assigned Glyphs (Note: For the moment, we can only see the glyphs of players running LibGroupTalents-1.0)
GetGUIDGlyphs(guid[, group]) -- As GetUnitGlyphs
UnitHasGlyph(unit, glyph [, group]) -- Returns: true if the player has the glyph associated with spellID or spellName (Note: For the moment, we can only see the glyphs of players running LibGroupTalents-1.0)
GUIDHasGlyph(unit, glyph [, group]) -- As UnitHasGlyph
PurgeAndRescanTalents() -- Wipe current roster of all talents and rescan from start
Convenience Functions (Similar to Blizzard API functions, but callable with a unit ID):
GetActiveTalentGroup(unit) -- Returns: Active talent group for unit
GetNumTalentGroups(unit) -- Returns: Number of talent groups for unit
GetNumTalentTabs(unit) -- Returns: Number of talent tabs. Here's a clue; it's going to be 3...
GetTalentTabInfo(unit, tab[, group]) -- Returns: Tree Name, Tree Icon, Points Spent, Tree Background
GetNumTalents(unit, tab) -- Returns: Number of talents for specified tree
GetTalentInfo(unit, tab, index[, group])-- Returns: Talent Name, Icon, Tier, Column, Points Spent, Max Rank (Note that preview return values are not given unless called with "player")
GetUnspentTalentPoints(unit[, group]) -- Returns: Number of un-spent talent points for the unit
Events:
LibGroupTalents_Update(guid, unit, newSpec, n1, n2, n3 [, oldSpec, o1, o2, o3]) -- Received updated talents. If it's a respec, or old set is know, it passes the old info also (this is not sent if new talent scan is same as previous)
LibGroupTalents_UpdateComplete(guid1, guid2[, ...]) -- Sent when there are no more pending talent reads due (passes all GUIDs that were updated since last time this event was fired)
LibGroupTalents_Add(guid, unit, name, realm) -- Unit added to talent roster (Talents not necessarily available yet, but this is the mod's chance to feed talents using SetStorageString)
LibGroupTalents_Remove(guid, name, realm) -- Unit removed from talent roster (This is your last chance to store talents if required using GetUnitStorageString)
LibGroupTalents_RoleChange(guid, unit, newrole, oldrole) -- Roles are: "melee", "caster", "healer", "tank"
LibGroupTalents_GlyphUpdate(guid, unit) -- Fired when a player's glyphs change (Note: For the moment, we can only see the glyphs of players running LibGroupTalents-1.0)
]]
local TalentQuery = LibStub("LibTalentQuery-1.0")
local MAJOR, MINOR = "LibGroupTalents-1.0", tonumber(("$Rev: 55 $"):match("(%d+)"))
local lib = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
local ChatThrottleLib = _G.ChatThrottleLib
lib.roster = lib.roster or {}
lib.classTalentData = lib.classTalentData or {}
lib.batch = lib.batch or {}
lib.pendingStorageStrings = lib.pendingStorageStrings or {}
local function UnitFullName(unit)
local name, realm = UnitName(unit)
local namerealm = realm and realm ~= "" and name .. "-" .. realm or name
return namerealm
end
local function RosterInfoFullName(info)
local name, realm = info.name, info.realm
local namerealm = realm and realm ~= "" and name .. "-" .. realm or name
return namerealm
end
local specChangers = {}
for index,spellid in ipairs(_G.TALENT_ACTIVATION_SPELLS) do
specChangers[GetSpellInfo(spellid)] = index
end
local frame = lib.frame
if (not frame) then
frame = CreateFrame("Frame", "LibGroupTalents_Frame")
lib.frame = frame
end
frame:UnregisterAllEvents()
frame:RegisterEvent("RAID_ROSTER_UPDATE")
frame:RegisterEvent("PARTY_MEMBERS_CHANGED")
frame:RegisterEvent("UNIT_NAME_UPDATE")
frame:RegisterEvent("PLAYER_TALENT_UPDATE")
frame:RegisterEvent("UNIT_LEVEL")
frame:RegisterEvent("UNIT_AURA") -- Always get a UNIT_AURA when a unit's UnitIsVisible() changes
frame:RegisterEvent("CHAT_MSG_ADDON")
frame:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
frame:RegisterEvent("PLAYER_LOGIN")
frame:RegisterEvent("GLYPH_ADDED")
frame:RegisterEvent("GLYPH_REMOVED")
frame:RegisterEvent("GLYPH_UPDATED")
frame:SetScript("OnEvent", function(self, event, ...)
return lib[event](lib, ...)
end)
if not lib.events then
lib.events = LibStub("CallbackHandler-1.0"):New(lib)
end
local next, select, pairs, type = next, select, pairs, type
local new, del, deepDel
do
local list = setmetatable({},{__mode='k'})
function new(...)
local t = next(list)
if t then
list[t] = nil
for i = 1, select('#', ...) do
t[i] = select(i, ...)
end
return t
else
return {...}
end
end
function del(t)
if (t) then
wipe(t)
t[''] = true
t[''] = nil
list[t] = true
end
end
function deepDel(t)
if (t) then
for k,v in pairs(t) do
if type(v) == "table" then
deepDel(v)
end
t[k] = nil
end
t[''] = true
t[''] = nil
list[t] = true
end
end
end
do
local delay = 0
frame:SetScript("OnUpdate", function(self, elapsed)
if (lib.raidRosterUpdate) then
lib.raidRosterUpdate = nil
lib:OnRaidRosterUpdate()
end
if (lib.refreshCheckTimer) then
lib.refreshCheckTimer = lib.refreshCheckTimer - elapsed
if (lib.refreshCheckTimer < 0) then
lib.refreshCheckTimer = nil
lib:CheckForMissingTalents()
end
end
if (lib.talentTimers) then
delay = delay + elapsed
if (delay > 1) then
delay = 0
local now = GetTime()
local triggers
for guid,when in pairs(lib.talentTimers) do
if (now > when) then
-- Pass to second table to process, because RefreshTimers can affect this talentTimers table
-- So it's important we're not still iterating it at the time
if (not triggers) then
triggers = new()
end
triggers[guid] = true
lib.talentTimers[guid] = nil
if (not next(lib.talentTimers)) then
lib.talentTimers = del(lib.talentTimers)
break
end
end
end
if (triggers) then
for guid in pairs(triggers) do
lib:RefreshTalentsByGUID(guid)
end
del(triggers)
end
end
end
if (not lib.talentTimers and not lib.refreshCheckTimer) then
self:Hide()
end
end)
end
frame:Show()
lib.raidRosterUpdate = true
-- GetGUIDTalentsRaw
local function GetGUIDTalentsRaw(guid, group)
local r = guid and lib.roster[guid]
return r and r.talents and r.talents[group or r.active], r
end
-- PLAYER_LOGIN
function lib:PLAYER_LOGIN()
ChatThrottleLib = _G.ChatThrottleLib
lib.PLAYER_LOGIN = nil
end
-- RAID_ROSTER_UPDATE
function lib:RAID_ROSTER_UPDATE()
self.raidRosterUpdate = true
frame:Show()
end
lib.PARTY_MEMBERS_CHANGED = lib.RAID_ROSTER_UPDATE
-- UNIT_NAME_UPDATE
function lib:UNIT_NAME_UPDATE(unit)
local guid = unit and UnitGUID(unit)
local r = guid and self.roster[guid]
if (r) then
local needsAdd = r.name == UNKNOWN
r.name, r.realm = UnitName(unit)
if (r.realm == "") then
r.realm = nil
end
r.class = select(2, UnitClass(unit))
r.level = UnitLevel(unit)
if (not r.talents) then
if (needsAdd) then
self.events:Fire("LibGroupTalents_Add", guid, unit, r.name, r.realm)
end
self:CheckForMissingTalents()
end
end
end
-- AnyPending
local function AnyPending()
local checkUpdate
for guid,info in pairs(lib.roster) do
local namerealm = RosterInfoFullName(info)
if (UnitIsConnected(namerealm)) then
if (lib.wasOffline) then
lib.wasOffline[guid] = nil
end
if (not info.talents or info.refresh) then
return true
end
else
if (not lib.wasOffline) then
lib.wasOffline = new()
end
lib.wasOffline[guid] = true
end
end
if (lib.wasOffline and not next(lib.wasOffline)) then
lib.wasOffline = del(lib.wasOffline)
end
end
-- CheckForUpdateComplete
local function CheckForUpdateComplete()
-- When all pending updates are complete, send an event to notify nothing else is due
if (next(lib.batch)) then
if (not AnyPending()) then
lib.events:Fire("LibGroupTalents_UpdateComplete", unpack(lib.batch))
wipe(lib.batch)
end
end
end
-- UNIT_LEVEL
function lib:UNIT_LEVEL(unit)
if (UnitInParty(unit) or UnitInRaid(unit)) then
local guid = UnitGUID(unit)
local r = guid and self.roster[guid]
if (r) then
r.level = UnitLevel(unit)
self:RefreshTalentsByUnit(unit)
end
end
end
-- UNIT_AURA
function lib:UNIT_AURA(unit)
local guid = UnitGUID(unit)
if (not UnitIsVisible(unit) or (self.wasOffline and self.wasOffline[guid])) then
if (not self.outOfSight) then
self.outOfSight = {}
end
self.outOfSight[guid] = true
self:RefreshTalentsByGUID(guid)
end
end
-- OnRaidRosterUpdate
function lib:OnRaidRosterUpdate()
local instanceType = select(2, IsInInstance())
if (instanceType == "pvp" or instanceType == "arena") then
self.distribution = "BATTLEGROUND"
else
if (GetNumRaidMembers() > 0) then
self.distribution = "RAID"
elseif (GetNumPartyMembers() > 0) then
self.distribution = "PARTY"
else
self.distribution = nil
end
end
if (self.distribution) then
if (self.sentHello ~= self.distribution) then
self.sentHello = self.distribution
self:SendCommMessage("HELLO "..MINOR, nil, self.distribution)
end
else
self.sentHello = nil
self.talentThrottle = del(self.talentThrottle)
self.wasOffline = del(self.wasOffline)
self.outOfSight = del(self.outOfSight)
wipe(self.pendingStorageStrings)
end
-- Now check for roster changes
local subtractions = new()
local additions = new()
local changes = new()
if (self.roster) then
for guid,info in pairs(self.roster) do
subtractions[guid] = info.level or 0
end
end
for unit in self:IterateRoster() do
local guid = UnitGUID(unit)
if (guid) then
local n = self.roster[guid]
if (not n) then
n = new()
self.roster[guid] = n
end
n.name, n.realm = UnitName(unit)
if (n.realm == "") then
n.realm = nil -- Fix this already..
end
n.level = UnitLevel(unit)
n.class = select(2, UnitClass(unit))
n.unit = unit
if (subtractions[guid]) then
if (subtractions[guid] ~= n.level) then
changes[guid] = unit -- Level changed, needs a rescan
end
subtractions[guid] = nil
else
if (n.name ~= UNKNOWN) then
self.events:Fire("LibGroupTalents_Add", guid, unit, n.name, n.realm)
end
additions[guid] = unit
end
end
end
if (next(additions)) then
for guid,unit in pairs(additions) do
self:GetUnitTalents(unit)
end
end
if (next(changes)) then
for guid,unit in pairs(changes) do
self:GetUnitTalents(unit)
end
end
if (next(subtractions)) then
for guid in pairs(subtractions) do
local r = self.roster[guid]
if (r) then
self.events:Fire("LibGroupTalents_Remove", guid, r.name, r.realm)
self.roster[guid] = deepDel(r)
local classStorageStrings = self.pendingStorageStrings[r.class]
if (classStorageStrings) then
classStorageStrings[guid] = del(classStorageStrings[guid])
if (not next(classStorageStrings)) then
self.pendingStorageStrings[r.class] = del(self.pendingStorageStrings[r.class])
end
end
end
end
CheckForUpdateComplete()
end
del(additions)
del(subtractions)
del(changes)
self:CheckForMissingTalents()
end
-- ValidateUnit
local function ValidateUnit(r, guid)
local unit = r.unit
if (UnitGUID(unit) ~= guid) then
local name = r.name .. (r.realm and "-" or "") .. (r.realm or "")
local index = UnitInRaid(name)
if (index) then
r.unit = "raid"..index
return true
else
if (UnitGUID("player") == guid) then
r.unit = "player"
return true
elseif (UnitInParty(name)) then
for i = 1,4 do
if (UnitGUID("party"..i) == guid) then
r.unit = "party"..i
return true
end
end
end
end
return
end
return true
end
-- CountTree
local function CountTree(branch)
local count = 0
for i = 1,#branch do
count = count + branch:byte(i) - 48
end
return count
end
-- TalentWeight
local function TalentWeight(talents, class)
if (talents and #talents == 3 and class) then
local c1, c2, c3 = CountTree(talents[1]), CountTree(talents[2]), CountTree(talents[3])
local weight = 1
if (c2 > c1 and c2 > c3) then
weight = 2
elseif (c3 > c1 and c3 > c2) then
weight = 3
end
local data = lib.classTalentData[class]
if (data and data[weight]) then
return data[weight].name, c1, c2, c3
end
return weight, c1, c2, c3
end
return nil, 0, 0, 0
end
do
-- First segment: Player ID (from GUID), Name, level, class, activePage, TalentString
-- Subsequent: spec number, talentString()
-- crc
local function crc32(str)
local val = tonumber((select(2, GetBuildInfo()))) -- Use WoW build as CRC base
for i = 1,#str do
val = bit.band(val * 2 + str:byte(i), 0xFFFF)
end
return val
end
-- GetUnitStorageString
function lib:GetUnitStorageString(unit)
return self:GetGUIDStorageString(UnitGUID(unit))
end
-- GetGUIDStorageString
-- Make a storage string for mods to store talents.
-- Rules: 1) Your own realm only 2) Their talents are complete (nothing unspent)
function lib:GetGUIDStorageString(guid)
local r = self.roster[guid]
if (r) then
local id
local playerGUID = UnitGUID("player")
if (playerGUID:sub(1, 6) == guid:sub(1, 6)) then
-- Same realm code, so just trim it off. This is likely always true from what I've seen
id = format("%X", tonumber(guid:sub(7), 16))
else
id = guid:sub(4)
end
if (r.talents and r.active and not r.realm and (not r.unspent or not r.unspent[r.active])) then
if (r.level < 1) then
r.level = UnitLevel(r.name) or 0
end
local str = format("%s,%d,%s,%d,%d", id, r.level, r.class, r.active, r.numActive)
for i = 1,r.numActive do
local t = r.talents[i]
if (t) then
str = format("%s;%d,%s", str, i, table.concat(t, "-"))
end
end
return format("%s;%d", str, crc32(str))
end
end
end
-- SetStorageString
function lib:SetStorageString(str, comms)
local ret, retInfo
if (str) then
local parts = new(strsplit(";", str))
if (#parts >= 2) then
local strCRC = tonumber(parts[#parts])
local temp = table.concat(parts, ";", 1, #parts - 1)
if (crc32(temp) == strCRC) then
local part1 = new(strsplit(",", parts[1]))
while true do
local guid
local id = part1[1]
if (id:len() < 12) then
-- Trimmed GUID, we'll prefix it with our own GUID's realm code
guid = format("%s%012X", UnitGUID("player"):sub(1, 6), tonumber(id, 16))
else
guid = format("0x0%015s", id)
end
local r = self.roster[guid]
if (not r) then
retInfo = format("Unexpected SetStorageString for ID %s", guid)
ret = true -- Still return true, we just didn't want this string yet
break
elseif (r.name == UNKNOWN) then
retInfo = format("Premature SetStorageString for ID %s", guid)
ret = true -- Still return true, we just didn't want this string yet
break
end
if (r.talents) then
-- We've already received talents for this player
ret = true -- Still return true, we just didn't want this string because we have their talents
break
end
if (not self.classTalentData[r.class]) then
-- Received a storage string for a class that we've not yet been able to scan
-- the talent trees for. We store this until we have that data
local classStorageStrings = self.pendingStorageStrings[r.class]
if (not classStorageStrings) then
classStorageStrings = new()
self.pendingStorageStrings[r.class] = classStorageStrings
end
classStorageStrings[guid] = str
ret = true
break
end
local level = tonumber(part1[2])
local class = part1[3]
local active = tonumber(part1[4])
local numActive = tonumber(part1[5])
if (r.level < 1) then
r.level = UnitLevel(r.name) or 0
end
if (level ~= r.level and r.level > 1) then
-- Won't accept talents for mismatched levels (but ignore errors reading the UnitLevel early)
retInfo = "Wrong level"
break
end
if (not r.class and class) then
-- If we don't have the class, but the storage string does, we'll take it
r.class = class
end
if (class ~= r.class) then
-- Class doesn't match, probably a char delete/remake or xrealm
retInfo = format("Wrong class: expected %q, got %q", tostring(r.class), tostring(class))
break
end
-- Now the talent trees
local talents = new()
for i = 2,#parts - 1 do
local partN = new(strsplit(",", parts[i]))
if (#partN == 2) then
local specNumber = tonumber(partN[1])
local specTalents = new(strsplit("-", partN[2]))
if (specNumber and #specTalents >= 3) then
talents[specNumber] = specTalents
else
del(specTalents)
talents = del(talents)
retInfo = "Invalid talent specs in tree "..i
break
end
end
end
if (talents) then
r.talents = talents
r.active = active
r.numActive = numActive
if (comms ~= r.name) then
-- If comms part sends player name along with packet, then we'll skip the refresh later
-- which we'd normally do when Storage is set via app startup
r.refresh = true
else
r.refresh = nil
end
ValidateUnit(r, guid)
local newSpec, n1, n2, n3 = TalentWeight(r.talents[r.active], r.class)
self.events:Fire("LibGroupTalents_Update", guid, r.unit, newSpec, n1, n2, n3)
self:GetGUIDRole(guid, true)
ret = true
end
break
end
del(part1)
else
retInfo = "Invalid string"
end
end
del(parts)
end
return ret, retInfo
end
end
-- GetClassTalentData
-- Builds an internal table for talent name -> tree/index lookups.
function GetClassTalentData(unit)
local _, class = UnitClass(unit)
if (class) then
local data = lib.classTalentData[class]
if (not data) then
local isnotplayer = not UnitIsUnit("player", unit)
if (GetNumTalentTabs(isnotplayer) > 0) then
data = new()
for tab = 1, GetNumTalentTabs(isnotplayer) do
local tree = new()
local _
tree.name, tree.icon, _, tree.background = GetTalentTabInfo(tab, isnotplayer)
tinsert(data, tree)
tree.list = new()
for i = 1,GetNumTalents(tab, isnotplayer) do
local name, icon, tier, column, currentRank, maxRank = GetTalentInfo(tab, i, isnotplayer)
if (name) then
local entry = new()
entry.name = name
entry.icon = icon
entry.tier = tier
entry.column = column
entry.maxRank = maxRank
entry.index = i
entry.treeIndex = tab
tinsert(tree.list, entry)
if (not data.list) then
data.list = new()
end
data.list[name] = entry
end
end
end
if (next(data)) then
lib.classTalentData[class] = data
--for guid,r in pairs(lib.roster) do
-- if (r.class == class and r.talents) then
-- -- We picked up class talent data for a class after receiving talents for them via comms
-- -- So, we fire an Update event for any members of the class we already have so that
-- -- talents can now be interpreted correctly.
-- local spec, n1, n2, n3 = TalentWeight(r.talents[r.active], class)
-- lib.events:Fire("LibGroupTalents_Update", guid, unit, spec, n1, n2, n3)
-- end
--end
local classStorageStrings = lib.pendingStorageStrings[class]
if (classStorageStrings) then
local unitGUID = UnitGUID(unit)
for guid, str in pairs(classStorageStrings) do
if (guid ~= unitGUID) then
lib:SetStorageString(str)
end
end
lib.pendingStorageStrings[class] = del(lib.pendingStorageStrings[class])
end
else
deepDel(data)
end
end
end
end
end
-- GetTreeNames
function lib:GetTreeNames(class)
local info = self.classTalentData[class]
if (info) then
return info[1].name, info[2].name, info[3].name
end
end
-- GetTreeIcons
function lib:GetTreeIcons(class)
local info = self.classTalentData[class]
if (info) then
return info[1].icon, info[2].icon, info[3].icon
end
end
-- ReadTalentGroup
local function ReadTalentGroup(isnotplayer, group, class)
local numTabs = GetNumTalentTabs(isnotplayer)
if (numTabs and numTabs >= 3 and GetNumTalents(1, isnotplayer) > 0) then
local ctd = lib.classTalentData[class]
--[===[@debug@
assert(ctd and ctd[1] and ctd[2] and ctd[3])
assert(ctd[1].list and ctd[2].list and ctd[3].list)
--@end-debug@]===]
local n = new()
for tab = 1, numTabs do
local branchLength = GetNumTalents(tab, isnotplayer, nil, group)
if (branchLength ~= #ctd[tab].list) then
-- Tab tree size is not what we expected for this class
del(n)
return
end
local t = new()
local trim
for i = 1,branchLength do
local name, icon, tier, column, currentRank, maxRank = GetTalentInfo(tab, i, isnotplayer, nil, group)
tinsert(t, currentRank)
if (currentRank > 0) then
trim = i -- We strip off trailing zeros from talent strings to save storage space
end
end
tinsert(n, table.concat(t, nil, 1, trim or 0))
del(t)
end
return n
end
end
-- TalentQuery_Ready
function lib:TalentQuery_Ready_Outsider(e, name, realm, unit)
self:TalentQuery_Ready(e, name, realm, unit)
end
-- TalentQuery_Ready
function lib:TalentQuery_Ready(e, name, realm, unit)
GetClassTalentData(unit)
local guid = unit and UnitGUID(unit)
local r = guid and self.roster[guid]
if (r) then
local namerealm = realm and realm ~= "" and name .. "-" .. realm or name
local isnotplayer = not UnitIsUnit(unit, "player")
if (GetTalentTabInfo(1, isnotplayer)) then
local active = GetActiveTalentGroup(isnotplayer)
local numActive = GetNumTalentGroups(isnotplayer)
local listUnspent, invalid
local talents = new()
for group = 1,numActive do
local n = ReadTalentGroup(isnotplayer, group, r.class)
if (n and #n >= 3) then
talents[group] = n
else
invalid = true
break
end
local unspent = GetUnspentTalentPoints(isnotplayer, nil, group)
if (unspent and unspent > 0) then
if (not listUnspent) then
listUnspent = new()
end
listUnspent[group] = unspent
end
end
if (isnotplayer and (invalid or (listUnspent and listUnspent[active] or 0) > 0)) then
-- Unit didn't have all their points spent in active group, so we'll have another look in 10 seconds
-- Don't need to check when it's "player" because we get PLAYER_TALENT_UPDATE event on changes
self:TriggerRefreshTalents(guid, 10)
end
if (not invalid) then
if (active > numActive) then
-- May be better to discard instead? We'll see
active = 1
end
self:OnReceiveTalents(guid, unit, talents, active, numActive, listUnspent)
end
end
end
end
TalentQuery.RegisterCallback(lib, "TalentQuery_Ready")
TalentQuery.RegisterCallback(lib, "TalentQuery_Ready_Outsider")
-- GetUnitTalentSpec
function lib:GetUnitTalentSpec(unit, group)
return self:GetGUIDTalentSpec(UnitGUID(unit), group)
end
-- GetGUIDTalentSpec
function lib:GetGUIDTalentSpec(guid, group)
local talents, r = GetGUIDTalentsRaw(guid, group)
if (talents) then
return TalentWeight(talents, r.class)
end
end
-- CompareTalents
local function CompareTalents(tree1, tree2)
if ((tree1 ~= nil) ~= (tree2 ~= nil)) then
return
end
if (tree1 and tree2 and #tree1 == #tree2) then
for i = 1,#tree1 do
if (tree1[i] ~= tree2[i]) then
return
end
end
return true
end
end
-- OnReceiveTalents
function lib:OnReceiveTalents(guid, unit, talents, active, numActive, listUnspent)
local r = self.roster[guid]
if (r) then
if (active ~= r.active or numActive ~= r.numActive or not CompareTalents(talents and talents[active], r.talents and r.talents[r.active])) then
local oldTalents
if (r.talents) then
oldTalents = r.talents[r.active]
end
del(r.unspent)
r.talents = talents
r.active = active
r.numActive = numActive
r.unspent = listUnspent
local newSpec, n1, n2, n3 = TalentWeight(r.talents[active], r.class)
local fired
if (oldTalents) then
-- For those cases when we didn't have the alternate talents for a player for whatever reason.
-- Maybe they just picked up dual talent spec, or gated to trainer to respec.
local oldSpec, o1, o2, o3 = TalentWeight(oldTalents, r.class)
if (o1 ~= n1 or o2 ~= n2 or o3 ~= n3) then
self.events:Fire("LibGroupTalents_Update", guid, unit, newSpec, n1, n2, n3, oldSpec, o1, o2, o3)
fired = true
end
end
if (not fired) then
self.events:Fire("LibGroupTalents_Update", guid, unit, newSpec, n1, n2, n3)
end
self:GetGUIDRole(guid, true)
tinsert(self.batch, guid)
CheckForUpdateComplete()
oldTalents = del(oldTalents)
return
end
end
del(talents)
end
-- OnReceiveGlyphs
function lib:OnReceiveGlyphs(guid, sender, glyphs)
local r = self.roster[guid]
if (r) then
if (ValidateUnit(r, guid)) then
local oldGlyphs
if (r.glyphs) then
oldGlyphs = r.glyphs[r.active]
r.glyphs = del(r.glyphs)
end
r.glyphs = glyphs
local newGlyphs = r.glyphs and r.glyphs[r.active]
if (newGlyphs ~= oldGlyphs) then
self.events:Fire("LibGroupTalents_GlyphUpdate", guid, r.unit)
end
return
end
end
del(glyphs)
end
-- GetUnitGlyphs
function lib:GetUnitGlyphs(unit, group)
return self:GetGUIDGlyphs(UnitGUID(unit), group)
end
-- GetGUIDGlyphs
function lib:GetGUIDGlyphs(guid, group)
local r = self.roster[guid]
if (r) then
local g = r.glyphs and r.glyphs[group or r.active]
if (g) then
local temp = new(strsplit(",", g))
for i,str in ipairs(temp) do
temp[i] = tonumber(str)
end
local a, b, c, d, e, f = unpack(temp)
del(temp)
return a, b, c, d, e, f
end
end
end
-- UnitHasGlyph
function lib:UnitHasGlyph(unit, glyphID, group)
return lib:GUIDHasGlyph(UnitGUID(unit), glyphID, group)
end
-- GUIDHasGlyph
function lib:GUIDHasGlyph(guid, glyphID, group)
local ret
local r = self.roster[guid]
if (r) then
local g = r.glyphs and r.glyphs[group or r.active]
if (g) then
local temp = new(strsplit(",", g))
for i,str in ipairs(temp) do
local id = tonumber(str)
if (type(glyphID) == "number") then
if (glyphID == id) then
ret = true
break
end
else
if (glyphID == GetSpellInfo(id)) then
ret = true
break
end
end
end
del(temp)
end
end
return ret
end
-- GLYPH_ADDED
function lib:GLYPH_ADDED(index, a, b, c)
self:RefreshPlayerGlyphs()
end
-- GLYPH_REMOVED
function lib:GLYPH_REMOVED(index, a, b, c)
self:RefreshPlayerGlyphs()
end
-- GLYPH_UPDATED
function lib:GLYPH_UPDATED(index, a, b, c)
self:RefreshPlayerGlyphs()
end
-- RefreshPlayerGlyphs
function lib:RefreshPlayerGlyphs()
local guid = UnitGUID("player")
local r = self.roster[guid]
if (not r) then
return
end
local glyphs = new()
local any
for talentGroup = 1,GetNumTalentGroups() do
local list = new()
for i = 1,GetNumGlyphSockets() do
local enabled, glyphType, glyphSpell, icon = GetGlyphSocketInfo(i, talentGroup)
if (enabled and glyphType and glyphSpell) then
tinsert(list, glyphSpell)
any = true
end
end
glyphs[talentGroup] = table.concat(list, ",")
del(list)
end
local oldGlyphs = r.glyphs
if (any) then
r.glyphs = glyphs
else
del(glyphs)
end
local change = (oldGlyphs and oldGlyphs[r.active]) ~= (r.glyphs and r.glyphs[r.active])
if (change) then
self:SendMyGlyphs()
self.events:Fire("LibGroupTalents_GlyphUpdate", guid, "player")
end
del(oldGlyphs)
end
-- PLAYER_TALENT_UPDATE
function lib:PLAYER_TALENT_UPDATE()
self:TriggerRefreshTalents(UnitGUID("player"), 2)
end
-- UNIT_SPELLCAST_SUCCEEDED
function lib:UNIT_SPELLCAST_SUCCEEDED(unit, spell)
local newActiveGroup = specChangers[spell]
if (newActiveGroup) then
local guid = UnitGUID(unit)
local r = guid and self.roster[guid]
if (r) then
if (newActiveGroup == r.active) then
-- We obviously didn't see them switch from this set
self:GetGUIDRole(guid, true)
return
end
if (r.talents) then
local oldSet = r.talents[r.active]
local newSet = r.talents[newActiveGroup]
if (oldSet and newSet) then
-- We have the other talent set, so no need to refresh anything. Just compare and notify
r.active = newActiveGroup
local oldSpec, o1, o2, o3 = TalentWeight(oldSet, r.class)
local newSpec, n1, n2, n3 = TalentWeight(newSet, r.class)
if (o1 ~= n1 or o2 ~= n2 or o3 ~= n3) then
self.events:Fire("LibGroupTalents_Update", guid, unit, newSpec, n1, n2, n3, oldSpec, o1, o2, o3)
else
self.events:Fire("LibGroupTalents_Update", guid, unit, newSpec, n1, n2, n3)
end
self:GetGUIDRole(guid, true)
return
end
end
-- If we get this far, then someone probably gated to respec
self:RefreshTalentsByGUID(guid)
end
end
end
-- TriggerRefreshTalents
function lib:TriggerRefreshTalents(guid, delay)
if (not self.talentTimers) then
self.talentTimers = new()
end
if (guid) then
self.talentTimers[guid] = GetTime() + delay
frame:Show()
end
end
-- RefreshTalentsByUnit
function lib:RefreshTalentsByUnit(unit)
local guid = UnitGUID(unit)
if (guid) then
self:RefreshTalentsByGUID(guid)
end
end
-- RefreshTalentsByGUID
function lib:RefreshTalentsByGUID(guid)
local r = self.roster[guid]
if (not r) then
return
end
if (not ValidateUnit(r, guid)) then
return
end
if (self.talentTimers) then
self.talentTimers[guid] = nil
end
if (not self.talentThrottle) then
self.talentThrottle = {}
end
for guidThrottle,when in pairs(self.talentThrottle) do
if (when < GetTime() - 5) then
self.talentThrottle[guidThrottle] = nil
elseif (guid == guidThrottle) then
return
end
end
self.talentThrottle[guid] = GetTime()
if (self.commQueried) then
self.commQueried[guid] = nil
if (not next(self.commQueried)) then
self.commQueried = del(self.commQueried)
end
end
r.refresh = true
self:CheckForMissingTalents()
if (UnitGUID("player") == guid) then
self:SendMyTalents()
end
end
-- CheckForMissingTalents
function lib:CheckForMissingTalents()
local any
for guid,info in pairs(self.roster) do
local namerealm = RosterInfoFullName(info)
if (not info.talents or (not UnitIsVisible(namerealm) and UnitExists(namerealm)) or info.refresh) then
any = true
info.refresh = nil
self:GetUnitTalents(info.unit, true)
end
end
if (any) then
lib.refreshCheckTimer = 15
frame:Show()
end
end
do
local survivalOfTheFittest = GetSpellInfo(33853) -- Survival of the Fittest
local protectorOfThePack = GetSpellInfo(57873) -- Protector of the Pack
local dkBladeBarrier = GetSpellInfo(49182) -- Blade Barrier
local dkToughness = GetSpellInfo(49042) -- Toughness
local dkAnticipation = GetSpellInfo(55129) -- Anticipation
-- GetUnitRole
function lib:GetUnitRole(unit, reset)
local guid = UnitGUID(unit)
if (guid) then
return self:GetGUIDRole(guid, reset)
end
end
-- GetGUIDRole
function lib:GetGUIDRole(guid, reset)
local r = guid and self.roster[guid]
if (not r) then
return
end
if (r.role and not reset) then
return r.role
end
if (not ValidateUnit(r, guid)) then
return
end
local class = r.class
local role
local unit = r.unit
if (class == "ROGUE" or class == "HUNTER") then
role = "melee"
elseif (class == "MAGE" or class == "WARLOCK") then
role = "caster"
elseif (r.talents and r.talents[r.active]) then
if (class == "DEATHKNIGHT") then
local score = self:GUIDHasTalent(guid, dkBladeBarrier) and 1 or 0
score = score + (self:GUIDHasTalent(guid, dkToughness) and 1 or 0)
score = score + (self:GUIDHasTalent(guid, dkAnticipation) and 1 or 0)
role = score >= 2 and "tank" or "melee" -- Has 2 of the 3 tanking talents at least
else
local specName, t1, t2, t3 = TalentWeight(r.talents[r.active], class)
if (class == "PRIEST") then
role = ((t1 + t2) > t3) and "healer" or "caster"
elseif (class == "WARRIOR") then
role = ((t1 + t2) > t3) and "melee" or "tank"
else
local heavy = (t1 > t2 and t1 > t3 and 1) or (t2 > t1 and t2 > t3 and 2) or (t3 > t1 and t3 > t2 and 3) or 0
if (class == "PALADIN") then
role = heavy == 1 and "healer" or heavy == 2 and "tank" or heavy == 3 and "melee"
elseif (class == "DRUID") then
if (heavy == 2) then
if (self:GUIDHasTalent(guid, survivalOfTheFittest) and self:GUIDHasTalent(guid, protectorOfThePack)) then
role = "tank"
else
role = "melee"
end
else
role = heavy == 1 and "caster" or "healer"
end
elseif (class == "SHAMAN") then
role = heavy == 1 and "caster" or heavy == 2 and "melee" or heavy == 3 and "healer"
end
end
end
end
local oldrole = r.role
r.role = role
if (role and role ~= oldrole) then
self.events:Fire("LibGroupTalents_RoleChange", guid, unit, role, oldrole)
end
return role
end
end
-- GetUnitTalents
function lib:GetUnitTalents(unit, refetch)
local guid = UnitGUID(unit)
if (not guid) then
return
end
return self:GetGUIDTalents(guid, refetch)
end
-- CanCommQuery
local function CanCommQuery(guid)
if (not lib.commQueried or not lib.commQueried[guid]) then
if (not lib.commQueried) then
lib.commQueried = new()
end
lib.commQueried[guid] = true
return true
end
end
-- GetGUIDTalents
function lib:GetGUIDTalents(guid, refetch)
local r = self.roster[guid]
if (not r) then
return
end
if (not ValidateUnit(r, guid)) then
return
end
local unit = r.unit
local name, realm = UnitName(unit)
local activeTalents = r.talents and r.talents[r.active]
if (activeTalents) then
-- If someone is out of sight, we won't catch their talent swap spell cast, so we'll invalidate them here and recheck talents
if ((not UnitIsVisible(unit) and UnitIsConnected(unit)) or (self.outOfSight and self.outOfSight[guid])) then
if (not r.version) then
refetch = true
end
end
end
if (not activeTalents or refetch) then
if (UnitIsUnit("player", unit)) then
self:RefreshPlayerGlyphs()
self:TalentQuery_Ready(nil, name, nil, unit)
elseif ((UnitInRaid(unit) or UnitInParty(unit)) and UnitIsConnected(unit)) then
TalentQuery:Query(unit)
local namerealm = UnitFullName(unit)
if (not r.talents and not r.requested) then
-- Don't need to query on a 'refetch' because they'll send changes anyway via comms
local skipGlyphs
if (not UnitIsVisible(unit) or not CanInspect(unit)) then
if (r.version) then
if (CanCommQuery(guid)) then
-- We request talents via comms for anyone that may be out of inspect range
self:SendCommMessage("REQUESTTALENTS", namerealm)
r.requested = true
skipGlyphs = true
end
end
end
end
if (not r.glyphs and not skipGlyphs) then
if (r.version and r.version >= 15) then
if (CanCommQuery(guid)) then
-- They're in range to inspect, but we'll still want to ask for their glyphs
self:SendCommMessage("REQUESTGLYPHS", namerealm)
end
end
end
end
if (self.outOfSight) then
self.outOfSight[guid] = nil
end
end
return activeTalents
end
-- SendCommMessage
function lib:SendCommMessage(msg, target, channel)
if (msg) then
if (ChatThrottleLib) then
ChatThrottleLib:SendAddonMessage("NORMAL", MAJOR, msg, channel or "WHISPER", target)
else
SendAddonMessage(MAJOR, msg, channel or "WHISPER", target)
end
end
end
-- Throttle - Purposely local to here
-- Abuse prevention. Yes, who would abuse addon comms? Noone would make a macro to crash a mod user would they. Right?
-- Well, this one time, at band camp. Someone thought it was super funny to make a macro that DCd PallyPower users
local throttle
local function Throttle(sender, key)
if (not throttle) then
throttle = {}
end
local s = throttle[sender]
if (not s) then
s = {}
throttle[sender] = s
end
if ((s[key] or 0) < GetTime() - 4.5) then
-- Same message key only allowable once every 4.5 secs from 1 person (Respec cast time is 5 seconds)
s[key] = GetTime()
return true
end
end
-- CHAT_MSG_ADDON
function lib:CHAT_MSG_ADDON(prefix, msg, channel, sender)
if (prefix == MAJOR) then
if (sender == UnitName("player")) then
return
elseif (not UnitInRaid(sender) and not UnitInParty(sender)) then
return
end
local guid = UnitGUID(sender)
if (not guid) then
return
end
local r = self.roster[guid]
if (not r) then
return
end
local cmd, str = msg:match("^(%a+) *(.*)$")
if (not cmd) then
return
end
if (cmd == "TALENTS") then
-- Talents come in form of:
local t = r.talents
r.talents = nil -- SetStorageString won't overwrite talents usually, but we want it to here, without providing a means to do it easily with an arg from a mod
if (not self:SetStorageString(str, sender)) then
r.talents = t
else
deepDel(t)
end
elseif (cmd == "GLYPHS") then
local invalid
local pages = new(strsplit(";", str))
local glyphs = new()
for page,info in ipairs(pages) do
local list = new(strsplit(",", info))
local tab = tonumber(tremove(list, 1))
if (tab) then
glyphs[tab] = table.concat(list, ",")
del(list)
else
invalid = true
del(glyphs)
del(list)
break
end
end
if (not invalid) then
self:OnReceiveGlyphs(guid, sender, glyphs)
end
del(pages)
elseif (cmd == "REQUESTTALENTS") then
if (Throttle(sender, "REQUESTTALENTS")) then
if ((r.version or 0) < 39) then
if (lib.sentToOld and lib.sentToOld[guid]) then
return
end
if (not lib.sentToOld) then
lib.sentToOld = new()
end
lib.sentToOld[guid] = time()
end
self:SendMyTalents(sender)
self:SendMyGlyphs(sender)
end
elseif (cmd == "REQUESTGLYPHS") then
if (Throttle(sender, "REQUESTGLYPHS")) then
self:SendMyGlyphs(sender)
end
elseif (cmd == "HELLO") then
r.version = tonumber(str)
if (channel ~= "WHISPER") then
if (lib.sentToOld) then
lib.sentToOld[guid] = nil
end
if (UnitIsConnected(sender) and Throttle(sender, "HELLO")) then
self:SendCommMessage("HELLO "..MINOR, sender)
self:SendMyGlyphs(sender)
end
end
end
end
end
-- SendMy
local function SendMy(sender, str)
if (sender) then
if (UnitIsConnected(sender)) then
lib:SendCommMessage(str, sender)
end
else
for guid,info in pairs(lib.roster) do
if (info.version) then
local namerealm = RosterInfoFullName(info)
if (UnitIsConnected(namerealm)) then
lib:SendCommMessage(str, namerealm)
end
end
end
end
end
-- SendMyTalents
function lib:SendMyTalents(sender)
if (sender or self:UserCount() > 0) then
local str = self:GetGUIDStorageString(UnitGUID("player"))
if (str) then
SendMy(sender, "TALENTS "..str)
end
end
end
-- SendMyGlyphs
function lib:SendMyGlyphs(sender)
if (sender or self:UserCount() > 0) then
local r = self.roster[UnitGUID("player")]
if (r and r.glyphs) then
local str = "GLYPHS "
local i = 1
for tab,g in pairs(r.glyphs) do
local temp = format("%d,%s", tab, g)
str = str .. (i > 1 and ";" or "") .. temp
i = i + 1
end
SendMy(sender, str)
end
end
end
-- UserCount
function lib:UserCount()
local count = 0
for guid,info in pairs(self.roster) do
if (info.version and not UnitIsUnit("player", RosterInfoFullName(info))) then
count = count + 1
end
end
return count
end
-- UnitHasTalent
-- eg: lib:UnitHasTalent("player", GetSpellInfo(talentSpellID))
-- Returns: nil, or number of points spent into talent
-- If the talent group is not specified, then the active talent group is used
function lib:UnitHasTalent(unit, talentName, group)
return unit and self:GUIDHasTalent(UnitGUID(unit), talentName, group)
end
-- GUIDHasTalent
-- Returns: nil, or number of points spent into talent
function lib:GUIDHasTalent(guid, talentName, group)
local talents, r = GetGUIDTalentsRaw(guid, group)
if (talents and r.class) then
local data = self.classTalentData[r.class]
if (data) then
local info = data.list and data.list[talentName]
if (info) then
local str = talents[info.treeIndex]
if (str) then
local amount = (str:byte(info.index) or 48) - 48
return (amount or 0) > 0 and amount or nil
end
end
end
end
end
-- GetClassTalentInfo
function lib:GetClassTalentInfo(class, talentName)
-- Returns: Max Rank, Icon, Tab, Tier, Column, Tree Index
local data = self.classTalentData[class]
if (data) then
local info = data.list and data.list[talentName]
if (info) then
return info.maxRank, info.icon, info.treeIndex, info.column, info.tier, info.index
end
end
end
-- GetActiveTalentGroup
function lib:GetActiveTalentGroup(unit)
if (UnitIsUnit(unit, "player")) then
return GetActiveTalentGroup()
else
local guid = unit and UnitGUID(unit)
local r = guid and self.roster[guid]
return r and r.active or nil
end
end
-- GetNumTalentGroups
function lib:GetNumTalentGroups(unit)
if (UnitIsUnit(unit, "player")) then
return GetNumTalentGroups()
else
local guid = unit and UnitGUID(unit)
local r = guid and self.roster[guid]
return r and r.numActive or nil
end
end
-- GetTalentTabInfo
function lib:GetTalentTabInfo(unit, tab, group)
if (UnitIsUnit(unit, "player")) then
return GetTalentTabInfo(tab, nil, nil, group or GetActiveTalentGroup())
else
local guid = unit and UnitGUID(unit)
local r = guid and self.roster[guid]
if (r and r.class) then
local ctd = self.classTalentData[r.class]
if (ctd and tab >= 1 and tab <= #ctd) then
local spec, c1, c2, c3 = self:GetGUIDTalentSpec(guid, group)
return ctd[tab].name, ctd[tab].icon, tab == 1 and c1 or tab == 2 and c2 or c3, ctd[tab].background, 0
end
end
end
end
-- GetNumTalents
function lib:GetNumTalents(unit, tab)
if (UnitIsUnit(unit, "player")) then
return GetNumTalents(tab)
else
local _, class = UnitClass(unit)
if (class) then
local ctd = self.classTalentData[class]
if (ctd and tab >= 1 and tab <= #ctd) then
return #ctd[tab].list
end
end
end
end
-- GetTalentInfo
function lib:GetTalentInfo(unit, tab, index, group)
if (UnitIsUnit(unit, "player")) then
return GetTalentInfo(tab, index, nil, nil, group or GetActiveTalentGroup())
else
local _, class = UnitClass(unit)
if (class) then
local ctd = self.classTalentData[class]
if (ctd and tab >= 1 and tab <= #ctd) then
local info = ctd[tab].list[index]
if (info) then
local spent = self:UnitHasTalent(unit, info.name, group)
return info.name, info.icon, info.tier, info.column, spent or 0, info.maxRank
end
end
end
end
end
-- GetNumTalentTabs
function lib:GetNumTalentTabs()
return GetNumTalentTabs()
end
-- GetNumTalentTabs
function lib:GetUnspentTalentPoints(unit, group)
if (UnitIsUnit(unit, "player")) then
return GetUnspentTalentPoints(nil, nil, group)
else
local guid = unit and UnitGUID(unit)
local r = guid and self.roster[guid]
if (r) then
return r.unspent and r.unspent[group or r.active or 1]
end
end
end
-- GetTalentCount
function lib:GetTalentCount()
local count, missing = 0, 0
for guid,info in pairs(self.roster) do
if (info.talents) then
count = count + 1
else
missing = missing + 1
end
end
return count, missing
end
-- GetTalentMissingNames
function lib:GetTalentMissingNames()
local list = new()
for unit in self:IterateRoster() do
local guid = UnitGUID(unit)
local r = guid and self.roster[guid]
if (not r or not r.talents) then
tinsert(list, UnitFullName(unit))
end
end
local ret
if (next(list)) then
ret = table.concat(list, ",")
end
del(list)
return ret
end
-- PurgeAndRescanTalents
function lib:PurgeAndRescanTalents()
if (self.roster) then
wipe(self.pendingStorageStrings)
for guid,info in pairs(self.roster) do
info.talents = del(info.talents)
info.active = nil
info.numActive = nil
info.requested = nil
end
end
self:CheckForMissingTalents()
end
-- Roster iterator
do
local function iter(t)
local key = t.id
local ret
if (t.mode == "raid") then
if (key > t.r) then
del(t)
return nil
end
ret = "raid"..key
else
if (key > t.p) then
del(t)
return nil
end
ret = key == 0 and "player" or "party"..key
end
t.id = key + 1
return ret
end
-- IterateRoster
function lib:IterateRoster()
local t = new()
if (GetNumRaidMembers() > 0) then
t.mode = "raid"
t.id = 1
t.r = GetNumRaidMembers()
else
t.mode = "party"
t.id = 0
t.p = GetNumPartyMembers()
end
return iter, t
end
end