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Rift Meter Improvements
-------------------------------------------------------------------------------
---- Rift Meter ----
---- ----
---- http://www.curse.com/addons/rift/rift-meter ----
---- Author: Vince@Brutwacht ----
-------------------------------------------------------------------------------
local Info, RM = ...
RiftMeter = RM
local L = RM.l
local pairs = pairs
local ipairs = ipairs
local tinsert = table.insert
local tremove = table.remove
local tsort = table.sort
local abs = math.abs
local max = math.max
local min = math.min
local floor = math.floor
local setmetatable = setmetatable
local groupsize = 0
local Event = Event
local InspectUnitDetail = Inspect.Unit.Detail
local InspectUnitLookup = Inspect.Unit.Lookup
local InspectAbilityNewDetail = Inspect.Ability.New.Detail
local InspectTimeFrame = Inspect.Time.Frame
local CommandEventAttach = Command.Event.Attach
local CommandEventDetach = Command.Event.Detach
local VU = Library.VinceUtils
local VURaidManagerUnitExists = VU.RaidManager.UnitExists
local RegisterEventIfNotExists = RM.registerEventIfNotExists
local NumberFormat = RM.numberFormat
local RMUITimerUpdate = RM.UI.TimerUpdate
local RMUIUpdate = RM.UI.Update
local Events = {}
local Units = {}
local Abilities = {}
local SlashCommand = "rm"
local Enabled = false
local StopTracking = false -- used by EndCombatAfterKill
local PlayerID = ""
local LastDamageAction = 0
local LastUpdate = 0
local LastTimerUpdate = 0
local InCombat = false
local NeedsUpdate = false
local Permanent = false -- manual combat start
local UnitAvailabilityQueue = {}
local CurrentCombat = {}
local FilteredAbilities = {
[L["Ricocheted Obliteration Beam"]] = true, -- Garau
[L["Shocking Cipher"]] = true, -- Plutonus
[L["Sourcestone Annihilation"]] = true, -- Alsbeth
[L["Deathly Flames"]] = true, -- Greenscale
[L["Crystalline Distortion"]] = true, -- Maklamos
[L["Crystal Laser"]] = true, -- Maklamos hard mode
[L["Rusila's Fist"]] = true, -- Rusila
--[L["Break Free"]] = true, -- Rusila
--[L["Static Discharge"]] = true, -- General Typhiria
[L["Outbreak"]] = true, -- Volan
[L["Chain Gang"]] = true, -- Warden Thrax
}
local EndCombatAfterKill = {
"U660817DD7F651CD6", -- Beligosh
"U1218D6C904266DB4", -- Tarjula
"U2C9845D71E916D65", -- Malannon
"U2548A17D2D0E9F2F", -- Ituziel
"U7DB5A8C428F42F6F", -- Sicaron
"U7F19EEA52A744F51", -- Murdantix
"U00BF999D1AD12EF7", -- Warboss Drak
"U6D6AA149570398D0", -- Maklamos The Scryer
"U175A020043177B26", -- Rusila Dreadblade
"U7C80B6005E92811F", -- Laethys p2
"U35BDBE1C0B7EB642", -- Maelforge Dragon Eggs
"U22D6DD797E7A5F87", -- Maelforge p1
"U35BDBE1D14577953", -- Maelforge p2
"UFD8602DF11B09969", -- Goloch
}
local NewCombatAfterKill = {
"U6AA84B235AEB7988", -- Heart of the Dread Fortune - Rusila
}
RM.combats = {}
RM.overall = nil -- sum of all combats
RM.settings = {
windows = {},
classColors = {
warrior = {1, .15686, .15686},
cleric = {.46667, .93725, 0},
mage = {.78431, .36863, 1},
rogue = {1, .85882, 0},
primalist = {.231, .842, 1},
none = {1, 1, 1}
},
abilityColors = {
life = {0, 1, 0},
fire = {1, 0, 0},
earth = {1, 1, 0},
water = {0, .5, 1},
death = {.81, .31, 1},
air = {1, 1, 1},
physical = {.6, .6, .6}
},
totalbarColor = {0, 0.5, 1},
lock = false,
alwaysShowPlayer = true,
showScrollbar = false,
showRankNumber = true,
showPercent = true,
showAbsolute = true,
mergeAbilitiesByName = true,
showTooltips = true,
absorbAsDamage = true,
mergePets = true,
customHighlightFontColor = false,
customHighlightFontColorValue = {1, 1, 0},
customHighlightBackgroundColor = false,
customHighlightBackgroundColorValue = {0, 0, 0},
abbreviateNumbers = true,
}
RM.windowSettings = {
sort = "damage",
rows = 8,
width = 280,
rowHeight = 18,
rowPadding = 1,
rowTexture = [[textures\BantoBar.dds]],
-- rowFont = "",
rowFontSize = 12,
rowFontColor = {1, 1, 1},
swapTextAndBarColor = false,
showEnemies = false,
hideButtons = {},
backgroundColor = {0, 0, 0, .5},
footerBackgroundColor = {0, 0, 0, .7},
titlebarColor = {0, 0, 0, 1},
titlebarTexture = [[textures\header.png]],
titlebarHeight = 24,
titlebarFontSize = 12,
titlebarFontColor = {1, 1, 1},
}
RM.windowSettings.x = VU.round((UIParent:GetWidth() - RM.windowSettings.width) / 2)
RM.windowSettings.y = VU.round(UIParent:GetHeight() / 2)
local function Default(startUp)
for key, value in pairs(RM.settings) do
_G["RiftMeter_" .. key] = VU.deepcopy(value)
end
tinsert(RiftMeter_windows, VU.deepcopy(RM.windowSettings))
if not startUp then
RM.UI.Default()
RM.Config:update()
end
end
Default(true)
local function IsInGroup(id)
return VURaidManagerUnitExists(id) or PlayerID == id or PlayerID == InspectUnitLookup(id .. ".owner")
end
local function AddToUnitAvailabilityQueue(id)
tinsert(UnitAvailabilityQueue, id)
RegisterEventIfNotExists(Event.Unit.Availability.Full, Events.UnitAvailabilityFull, "Gather full information for unavailable units")
end
local Ability = {}
Ability.__index = Ability
function Ability:new(info, damageAction)
local self = {}
self.detail = Abilities[info.abilityNew or info.abilityName]
self.total = 0
self.totalCrit = 0
self.max = 0
self.min = 0
self.hits = 0
self.crits = 0
self.swings = 0
self.filtered = 0
self.absorbed = 0
if damageAction then
self.dodges = 0
self.immunes = 0
self.misses = 0
self.parries = 0
self.resists = 0
self.blocked = 0
self.deflected = 0
self.intercepted = 0
self.modified = 0
end
return setmetatable(self, Ability)
end
function Ability:clone()
local clone = {
detail = self.detail,
total = self.total,
totalCrit = self.totalCrit,
max = self.max,
min = self.min,
hits = self.hits,
crits = self.crits,
swings = self.swings,
filtered = self.filtered,
absorbed = self.absorbed
}
if self.dodges then -- damageAction
clone.dodges = self.dodges
clone.immunes = self.immunes
clone.misses = self.misses
clone.parries = self.parries
clone.resists = self.resists
clone.blocked = self.blocked
clone.deflected = self.deflected
clone.intercepted = self.intercepted
clone.modified = self.modified
end
return setmetatable(clone, Ability)
end
function Ability:merge(otherAbility)
self.total = self.total + otherAbility.total
self.totalCrit = self.totalCrit + otherAbility.totalCrit
self.max = max(self.max, otherAbility.max)
if self.min == 0 then
self.min = otherAbility.min
else
if otherAbility.min > 0 then
self.min = min(self.min, otherAbility.min)
end
end
self.hits = self.hits + otherAbility.hits
self.crits = self.crits + otherAbility.crits
self.swings = self.swings + otherAbility.swings
self.filtered = self.filtered + otherAbility.filtered
if otherAbility.dodges then
self.dodges = self.dodges + otherAbility.dodges
self.immunes = self.immunes + otherAbility.immunes
self.misses = self.misses + otherAbility.misses
self.parries = self.parries + otherAbility.parries
self.resists = self.resists + otherAbility.resists
self.absorbed = self.absorbed + otherAbility.absorbed
self.blocked = self.blocked + otherAbility.blocked
self.deflected = self.deflected + otherAbility.deflected
self.intercepted = self.intercepted + otherAbility.intercepted
self.modified = self.modified + otherAbility.modified
end
end
function Ability:add(combatEventData)
local amount = combatEventData.amount
local dmgType = combatEventData.dmgType
if self.detail.filter then
self.filtered = self.filtered + amount
else
self.total = self.total + amount
end
if combatEventData.info.crit then
self.crits = self.crits + 1
self.totalCrit = self.totalCrit + amount
elseif dmgType == "dodges" or dmgType == "immunes" or dmgType == "misses" or dmgType == "parries" or dmgType == "resists" then
self[dmgType] = self[dmgType] + 1
else
self.hits = self.hits + 1
end
self.swings = self.swings + 1
if amount > self.max then
self.max = amount
end
if amount < self.min or self.min == 0 then
self.min = amount
end
if combatEventData.damageAction then
self.absorbed = self.absorbed + abs(combatEventData.info.damageAbsorbed or 0)
self.blocked = self.blocked + abs(combatEventData.info.damageBlocked or 0)
self.deflected = self.deflected + abs(combatEventData.info.damageDeflected or 0)
self.intercepted = self.intercepted + abs(combatEventData.info.damageIntercepted or 0)
self.modified = self.modified + abs(combatEventData.info.damageModified or 0)
end
end
function Ability:getTotal(sort)
-- wow this function is fugly
if RiftMeter_absorbAsDamage and not self.detail.filter then
return sort == "damageAbsorbed" and self.total or self.total + self.absorbed
else
return self.total
end
end
function Ability:getPreparedAbilityStatData()
local stats = {
{ name = L["total"], value = self.total },
{ name = L["max"], value = self.max },
{ name = L["average"], value = VU.round(self.total / self.swings) },
{ name = L["average crit"], value = VU.round(self.totalCrit / max(self.crits, 1)) },
{ name = L["min"], value = self.min },
{ name = L["crit rate"], value = self.crits / self.swings * 100 },
{ name = L["swings"], value = self.swings },
{ name = L["hits"], value = self.hits },
{ name = L["crits"], value = self.crits },
{ name = L["filtered"], value = self.filtered }
}
if self.dodges then
tinsert(stats, { name = L["dodges"], value = self.dodges })
tinsert(stats, { name = L["immunes"], value = self.immunes })
tinsert(stats, { name = L["misses"], value = self.misses })
tinsert(stats, { name = L["parries"], value = self.parries })
tinsert(stats, { name = L["resists"], value = self.resists })
tinsert(stats, { name = L["absorbed"], value = self.absorbed })
tinsert(stats, { name = L["blocked"], value = self.blocked })
tinsert(stats, { name = L["deflected"], value = self.deflected })
tinsert(stats, { name = L["intercepted"], value = self.intercepted })
tinsert(stats, { name = L["modified"], value = self.modified })
end
return stats
end
-- struct
local CombatEventData = VU.class(function(self, interactedWith, statType, amount, info, damageAction, dmgType)
self.interactedWith = interactedWith
self.statType = statType
self.amount = amount
self.info = info
self.damageAction = damageAction
self.dmgType = dmgType
end)
function CombatEventData:Clone()
return CombatEventData(self.interactedWith, self.statType, self.amount, self.info, self.damageAction, self.dmgType)
end
local AbilityDetail = {}
function AbilityDetail:new(info)
local self = {}
self.id = info.abilityNew
self.name = info.abilityName
self.icon = ""
self.type = info.type or "physical"
self.filter = false
if info.abilityNew then
local detail = InspectAbilityNewDetail(info.abilityNew)
if detail then
self.icon = detail.icon
end
end
if FilteredAbilities[self.name] and not info.abilityNew then
self.filter = true
end
return self
end
local Unit = {}
function Unit:new(detail, id)
local self = {}
self.name = detail.name
self.player = detail.player
self.id = detail.id
self.inGroup = IsInGroup(detail.id)
if self.inGroup and self.player then -- determines the group size (Author: Bamu@Brutwacht)
groupsize = groupsize + 1
end
self.self = false
self.isPet = false
self.owner = nil
if detail.availability == "full" then
self.calling = detail.calling
self.relation = detail.relation
self.alliance = detail.alliance
else
AddToUnitAvailabilityQueue(id)
end
return self
end
local Player = {}
Player.__index = Player
function Player:new(id, reduced)
local self = {}
self.detail = Units[id]
self.reduced = reduced
self.damage = 0
self.damageTaken = 0
self.damageAbsorbed = 0
self.damageDoneAbsorbed = 0
self.overkill = 0
self.heal = 0
self.healTaken = 0
self.overheal = 0
if reduced then
self.abilities = {}
self.linkedToOwner = false
self.pets = false
self.interactions = false
self.deathLog = false
else
self.deaths = 0
self.deathLogRangeStart = 1
self.deathLogRangeEnd = 0
self.deathLogTemp = {}
self.deathLog = {}
self.pets = {}
self.linkedToOwner = false
self.interactions = {
damage = {},
damageTaken = {},
damageAbsorbed = {},
overkill = {},
heal = {},
healTaken = {},
overheal = {}
}
end
return setmetatable(self, Player)
end
function Player:addStat(combatEventData)
local ability = self:addAbility(combatEventData)
if not ability.filter then
self[combatEventData.statType] = self[combatEventData.statType] + combatEventData.amount
if combatEventData.statType == "damage" and combatEventData.info.damageAbsorbed then
self.damageDoneAbsorbed = self.damageDoneAbsorbed + abs(combatEventData.info.damageAbsorbed)
end
end
if not self.reduced then
if combatEventData.statType == "damageTaken" then
if combatEventData.info.damageAbsorbed then
local absorbed = combatEventData.info.damageAbsorbed * -1
self.damageAbsorbed = self.damageAbsorbed + absorbed
local ced = combatEventData:Clone()
ced.statType = "damageAbsorbed"
ced.amount = absorbed
self:addAbility(ced)
end
end
if self.detail.player and (combatEventData.statType == "damageTaken" or combatEventData.statType == "healTaken") then
self:addToDeathLog(combatEventData)
end
end
end
function Player:addAbility(combatEventData)
local abilityDetail = Abilities[combatEventData.info.abilityNew or combatEventData.info.abilityName]
if self.reduced then
local ability = self.abilities[abilityDetail]
if not ability then
ability = Ability:new(combatEventData.info, combatEventData.damageAction)
self.abilities[abilityDetail] = ability
end
ability:add(combatEventData)
end
if not self.reduced and self.interactions then
local key = combatEventData.interactedWith and combatEventData.interactedWith or L["Unknown"]
local player = self.interactions[combatEventData.statType][key]
if not player then
player = self:new(combatEventData.interactedWith and combatEventData.interactedWith.id, true)
if not player.detail then
player.detail = { name = key }
end
self.interactions[combatEventData.statType][key] = player
end
player:addStat(combatEventData)
end
return abilityDetail
end
function Player:addToDeathLog(combatEventData)
local now = InspectTimeFrame()
-- only keep data up to 10 seconds ago
for i = self.deathLogRangeStart, self.deathLogRangeEnd do
if now - self.deathLogTemp[i].time > 10 then
self.deathLogTemp[i] = nil
self.deathLogRangeStart = i + 1
else
break
end
end
local entry = {
time = now,
caster = combatEventData.interactedWith,
ability = Abilities[combatEventData.info.abilityNew or combatEventData.info.abilityName],
statType = combatEventData.dmgType
}
if combatEventData.dmgType == "damage" or combatEventData.dmgType == "heal" then
entry.amount = combatEventData.damageAction and combatEventData.amount * -1 or combatEventData.amount
entry.crit = combatEventData.info.crit
end
if combatEventData.damageAction then
entry.overkill = combatEventData.info.overkill
entry.abilityType = combatEventData.info.type
entry.damageAbsorbed = combatEventData.info.damageAbsorbed and combatEventData.info.damageAbsorbed * -1
entry.damageBlocked = combatEventData.info.damageBlocked
entry.damageDeflected = combatEventData.info.damageDeflected
entry.damageIntercepted = combatEventData.info.damageIntercepted
entry.damageModified = combatEventData.info.damageModified
else
entry.overheal = combatEventData.info.overheal
end
self.deathLogRangeEnd = self.deathLogRangeEnd + 1
self.deathLogTemp[self.deathLogRangeEnd] = entry
if combatEventData.info.overkill and combatEventData.amount > 0 then
self.deaths = self.deaths + 1
tinsert(self.deathLog, {
timeOfDeath = os.time(),
ingameTime = InspectTimeFrame(),
killedBy = combatEventData.interactedWith,
rangeStart = self.deathLogRangeStart,
rangeEnd = self.deathLogRangeEnd,
data = self.deathLogTemp
})
self.deathLogTemp = {}
self.deathLogRangeStart = 1
self.deathLogRangeEnd = 0
end
end
function Player:getStat(sort)
if RiftMeter_mergePets then
return self:getStatPlusPets(sort)
else
return self:getRawStat(sort)
end
end
function Player:getRawStat(sort)
local stat = self[sort]
if RiftMeter_absorbAsDamage and sort == "damage" then
stat = stat + self.damageDoneAbsorbed
end
return stat
end
function Player:getInteractionStat(sort, interactionDetail)
if RiftMeter_mergePets then
local value = 0
local units = self:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
if interaction.detail == interactionDetail then
value = value + interaction:getRawStat(sort)
break
end
end
end
return value
else
for _, interaction in pairs(self.interactions[sort]) do
if interaction.detail == interactionDetail then
return interaction:getRawStat(sort)
end
end
end
end
function Player:getStatPlusPets(sort)
local stat = self:getRawStat(sort)
for i, pet in ipairs(self.pets) do
stat = stat + pet:getRawStat(sort)
end
return stat
end
function Player:getUnitTable()
local units = {self}
if RiftMeter_mergePets then
for i, pet in ipairs(self.pets) do
tinsert(units, pet)
end
end
return units
end
function Player:getInteractions(sort)
local data = {
interactions = nil,
max = 0,
total = 0
}
local interactions = {}
local units = self:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
local value = interaction:getRawStat(sort)
-- merge same interactions
local found = false
for _, insertedInteraction in ipairs(interactions) do
if insertedInteraction.detail == interaction.detail then
found = true
insertedInteraction.value = insertedInteraction.value + value
break
end
end
--
if not found then
tinsert(interactions, {
detail = interaction.detail,
name = interaction.detail.name,
value = value
})
end
data.total = data.total + value
end
end
tsort(interactions, function (a, b)
return a.value > b.value
end)
if #interactions > 0 then
data.max = max(interactions[1].value, 1)
end
data.interactions = interactions
return data
end
function Player:getAbility(ability, sort)
local returnAbility
local units = self:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
for _, ability2 in pairs(interaction.abilities) do
if (RiftMeter_mergeAbilitiesByName and (ability.detail.name == ability2.detail.name))
or (not RiftMeter_mergeAbilitiesByName and (ability.detail == ability2.detail)) then
if not returnAbility then
returnAbility = ability2:clone()
else
returnAbility:merge(ability2)
end
end
end
end
end
return returnAbility
end
function Player:getInteractionAbility(ability, sort, interactionDetail)
local returnAbility
local units = self:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
if interaction.detail == interactionDetail then
for _, ability2 in pairs(interaction.abilities) do
if (RiftMeter_mergeAbilitiesByName and (ability.detail.name == ability2.detail.name))
or (not RiftMeter_mergeAbilitiesByName and (ability.detail == ability2.detail)) then
if not returnAbility then
returnAbility = ability2:clone()
else
returnAbility:merge(ability2)
end
end
end
break
end
end
end
return returnAbility
end
function Player.sortAbilities(abilities, sort)
tsort(abilities, function (a, b)
if a:getTotal(sort) == b:getTotal(sort) then
return a.detail.name:upper() < b.detail.name:upper()
else
return a:getTotal(sort) > b:getTotal(sort)
end
end)
return abilities
end
function Player:getAbilities(sort)
local abilities = {}
local units = self:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
for _, ability in pairs(interaction.abilities) do
local found = false
for i, insertedAbility in ipairs(abilities) do
if (RiftMeter_mergeAbilitiesByName and (insertedAbility.detail.name == ability.detail.name))
or (not RiftMeter_mergeAbilitiesByName and (insertedAbility.detail == ability.detail)) then
found = true
insertedAbility:merge(ability)
end
end
if not found then
tinsert(abilities, ability:clone())
end
end
end
end
return self.sortAbilities(abilities, sort)
end
function Player:getInteractionAbilities(sort, interactionDetail)
local abilities = {}
local units = self:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
if interaction.detail == interactionDetail then
for _, ability in pairs(interaction.abilities) do
local found = false
for i, insertedAbility in ipairs(abilities) do
if (RiftMeter_mergeAbilitiesByName and (insertedAbility.detail.name == ability.detail.name))
or (not RiftMeter_mergeAbilitiesByName and (insertedAbility.detail == ability.detail)) then
found = true
insertedAbility:merge(ability)
end
end
if not found then
tinsert(abilities, ability:clone())
end
end
break
end
end
end
return self.sortAbilities(abilities, sort)
end
function Player:getPreparedAbilityData(sort)
local data = {
count = 0,
max = 0,
total = 0
}
data.abilities = self:getAbilities(sort)
for i, ability in ipairs(data.abilities) do
data.total = data.total + ability:getTotal(sort)
data.count = data.count + 1
end
if data.count > 0 then
data.max = max(data.abilities[1]:getTotal(sort), 0)
end
return data
end
function Player:getInteractionAbilityData(sort, interactionDetail)
local data = {
abilities = {},
count = 0,
max = 0,
total = 0
}
local abilities = self:getInteractionAbilities(sort, interactionDetail)
for i, ability in ipairs(abilities) do
local value = ability:getTotal(sort)
local name = ability.detail.name
tinsert(data.abilities, {
name = name,
value = value,
ref = ability
})
data.total = data.total + value
data.count = data.count + 1
end
if data.count > 0 then
data.max = max(data.abilities[1].value, 0)
end
return data
end
function Player:createFakeAbility() -- total ability
local fakeAbility = Ability:new({ability = ""}, true)
local backup = fakeAbility.getPreparedAbilityStatData
local player = self
fakeAbility.detail = AbilityDetail:new({abilityName = L["Total"]})
function fakeAbility:getPreparedAbilityStatData(sort)
-- force update on retrieve
self.total = 0
self.totalCrit = 0
self.max = 0
self.min = 0
self.hits = 0
self.crits = 0
self.swings = 0
self.filtered = 0
self.dodges = 0
self.immunes = 0
self.misses = 0
self.parries = 0
self.resists = 0
self.absorbed = 0
self.blocked = 0
self.deflected = 0
self.intercepted = 0
self.modified = 0
local units = player:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
for _, ability in pairs(interaction.abilities) do
self:merge(ability)
end
end
end
return backup(self)
end
return fakeAbility
end
function Player:createFakeInteractionAbility(interactionDetail) -- total ability
local fakeAbility = Ability:new({ability = ""}, true)
local backup = fakeAbility.getPreparedAbilityStatData
local player = self
fakeAbility.detail = AbilityDetail:new({abilityName = L["Total"]})
function fakeAbility:getPreparedAbilityStatData(sort)
-- force update on retrieve
self.total = 0
self.totalCrit = 0
self.max = 0
self.min = 0
self.hits = 0
self.crits = 0
self.swings = 0
self.filtered = 0
self.dodges = 0
self.immunes = 0
self.misses = 0
self.parries = 0
self.resists = 0
self.absorbed = 0
self.blocked = 0
self.deflected = 0
self.intercepted = 0
self.modified = 0
local units = player:getUnitTable()
for _, unit in ipairs(units) do
for _, interaction in pairs(unit.interactions[sort]) do
if interaction.detail == interactionDetail then
for _, ability in pairs(interaction.abilities) do
self:merge(ability)
end
break
end
end
end
return backup(self)
end
return fakeAbility
end
function Player:getTooltip(sort)
if not self.interactions or not self.interactions[sort] then
return
end
local result = {"<font color=\"#FFD100\">" .. L["Top 3 Abilities:"] .. "</font>"}
local interactions = self:getInteractions(sort)
local abilities = self:getAbilities(sort)
local formatInt = " (%.f%%) %s"
local formatFloat = " (%.1f%%) %s"
for i = 1, 3 do
if abilities[i] then
local val = abilities[i]:getTotal(sort) / self:getStat(sort) * 100
if val == floor(val) then
tinsert(result, formatInt:format(val, abilities[i].detail.name:sub(0, 16)))
else
tinsert(result, formatFloat:format(val, abilities[i].detail.name:sub(0, 16)))
end
else
break
end
end
tinsert(result, "<font color=\"#FFD100\">" .. L["Top 3 Interactions:"] .. "</font>")
for i = 1, 3 do
if interactions.interactions[i] then
local val = interactions.interactions[i].value / self:getStat(sort) * 100
if val == floor(val) then
tinsert(result, formatInt:format(val, interactions.interactions[i].detail.name:sub(0, 16)))
else
tinsert(result, formatFloat:format(val, interactions.interactions[i].detail.name:sub(0, 16)))
end
else
break
end
end
tinsert(result, "<font color=\"#33FF33\">&lt;" .. L["Middle-Click for interactions"] .. "&gt;</font>")
return table.concat(result, "\n")
end
function Player:getInteractionTooltip(sort, interactionDetail)
local result = {"<font color=\"#FFD100\">" .. L["Top 6 Abilities:"] .. "</font>" }
local abilities = self:getInteractionAbilities(sort, interactionDetail)
for i = 1, 6 do
if abilities[i] then
tinsert(result, (" (%.1f%%) %s"):format(abilities[i].total / self:getStat(sort) * 100, abilities[i].detail.name:sub(0, 16)))
else
break
end
end
return table.concat(result, "\n")
end
local Combat = {}
Combat.__index = Combat
function Combat:new()
local self = {}
self.startTime = InspectTimeFrame()
self.duration = 0
self.players = {}
self.hostiles = {}
return setmetatable(self, Combat)
end
function Combat:endCombat(durationIsCallTime)
local now = InspectTimeFrame()
if durationIsCallTime then
self.duration = now - self.startTime
else
self.duration = now - self.startTime - (now - LastDamageAction)
end
end
function Combat:getDeathData(showEnemies)
local data = {
players = {},
count = 0,
max = 0,
total = 0
}
local players = {}
for _, player in pairs(self.players) do
if (showEnemies and not player.detail.player)
or (not showEnemies and player.detail.player) then
tinsert(players, player)
end
end
tsort(players, function (a, b)
if a.deaths == b.deaths then
return a.detail.name:upper() < b.detail.name:upper()
else
return a.deaths > b.deaths
end
end)
for i, player in ipairs(players) do
local value = player.deaths
if value > 0 then
local name
if player.linkedToOwner then
name = ("%s (%s)"):format(player.detail.name, player.detail.owner.name)
else
name = player.detail.name
end
tinsert(data.players, {
name = name,
value = value,
ref = player
})
data.total = data.total + value
data.count = data.count + 1
end
end
if data.count > 0 then
data.max = data.players[1].value
end
return data
end
function Combat:getPreparedPlayerData(sort, showEnemies)
local players = {}
local data = {
players = {},
count = 0,
max = 0,
total = 0
}
if RiftMeter_mergePets then
for _, player in pairs(self.players) do
if (showEnemies and not player.detail.player and not player.detail.isPet) -- npc pets?
or (not showEnemies and player.detail.player) then
tinsert(players, player)
end
end
tsort(players, function (a, b)
if a:getStatPlusPets(sort) == b:getStatPlusPets(sort) then
return a.detail.name:upper() < b.detail.name:upper()
else
return a:getStatPlusPets(sort) > b:getStatPlusPets(sort)
end
end)
for i, player in ipairs(players) do
local valuePlusPets = player:getStatPlusPets(sort)
if valuePlusPets > 0 then
tinsert(data.players, {
name = player.detail.name,
value = valuePlusPets,
ref = player
})
data.total = data.total + valuePlusPets
data.count = data.count + 1
end
end
else
for _, player in pairs(self.players) do
if (showEnemies and not player.detail.player and not player.detail.isPet)
or (not showEnemies and (player.detail.player or player.detail.isPet)) then
tinsert(players, player)
end
end
tsort(players, function (a, b)
if a:getRawStat(sort) == b:getRawStat(sort) then
return a.detail.name:upper() < b.detail.name:upper()
else
return a:getRawStat(sort) > b:getRawStat(sort)
end
end)
for i, player in ipairs(players) do
local value = player:getStat(sort)
if value > 0 then
local name
if player.linkedToOwner then
name = ("%s (%s)"):format(player.detail.name, player.detail.owner.name)
else
name = player.detail.name
end
tinsert(data.players, {
name = name,
value = value,
ref = player
})
data.total = data.total + value
data.count = data.count + 1
end
end
end
if data.count > 0 then
data.max = data.players[1].value
end
return data
end
function Combat:getHostile()
local players = {}
for _, player in pairs(self.players) do
tinsert(players, player)
end
-- other units > Players and pets + sort by damage taken desc
tsort(players, function (a, b)
local aCond = not (a.detail.player or a.detail.isPet)
local bCond = not (b.detail.player or b.detail.isPet)
if aCond and bCond then
return a.damageTaken > b.damageTaken
end
return aCond and not bCond
end)
if #players > 0 then
return players[1].detail.name
end
return ""
end
function Combat:addPlayer(id)
local unit = Units[id]
local player = self.players[unit]
if not player then
player = Player:new(id, false)
self.players[unit] = player
end
if player.detail.isPet and not player.linkedToOwner and player.detail.owner then
self:linkPetToOwner(player)
end
return player
end
function Combat:linkPetToOwner(pet)
local owner = self.players[pet.detail.owner]
if not owner then
owner = self:addPlayer(pet.detail.owner.id)
end
if owner then
pet.linkedToOwner = true
tinsert(owner.pets, pet)
end
end
local function AddGlobalAbility(info)
local key = info.abilityNew or info.abilityName
local ability = Abilities[key]
if not ability then
ability = AbilityDetail:new(info)
Abilities[key] = ability
end
return ability
end
local function AddGlobalUnit(id)
local unit = Units[id]
if not unit then
local detail = InspectUnitDetail(id)
if not detail then
return
end
unit = Unit:new(detail, id)
local ownerID = InspectUnitLookup(id .. ".owner")
if ownerID then
unit.isPet = true
unit.owner = AddGlobalUnit(ownerID)
end
if PlayerID == id then
unit.self = true
end
Units[id] = unit
return unit
end
if unit.isPet and not unit.owner then
local detail = InspectUnitDetail(id)
if not detail then
return
end
local ownerID = InspectUnitLookup(id .. ".owner")
if ownerID then
unit.isPet = true
unit.owner = AddGlobalUnit(ownerID)
end
end
return unit
end
local function GetMaxValueCombat(sort, showEnemies)
local maxvalue = 1
for i, combat in ipairs(RM.combats) do
local value = combat:getPreparedPlayerData(sort, showEnemies).total / max(combat.duration, 1)
if value > maxvalue then
maxvalue = value
end
end
return maxvalue
end
local function NewCombat(permanent)
if InCombat then
return
end
CurrentCombat = Combat:new()
InCombat = true
Permanent = not not permanent
tinsert(RM.combats, CurrentCombat)
if not RM.overall then
RM.overall = Combat:new()
RM.overall.durationBefore = 0
end
RM.UI.NewCombat()
end
local function EndCombat(durationIsCallTime)
if not InCombat then
return
end
CurrentCombat:endCombat(durationIsCallTime)
StopTracking = false
InCombat = false
Permanent = false
-- clear deathlogs
for _, player in pairs(CurrentCombat.players) do
player.deathLogTemp = nil
end
-- add to overall
RM.overall.duration = RM.overall.durationBefore + CurrentCombat.duration
RM.overall.durationBefore = RM.overall.duration
RM.UI.Update()
RM.UI.EndCombat()
end
local function AddPlayer(id)
local overall = RM.overall:addPlayer(id)
overall.interactions = nil
return CurrentCombat:addPlayer(id), overall
end
local function AddStat(player, overall, ability, combatEventData)
player:addStat(combatEventData)
-- add to overall
if not ability.filter then
overall[combatEventData.statType] = overall[combatEventData.statType] + combatEventData.amount
if combatEventData.info.damageAbsorbed then
if combatEventData.statType == "damage" then
overall.damageDoneAbsorbed = overall.damageDoneAbsorbed + abs(combatEventData.info.damageAbsorbed)
elseif combatEventData.statType == "damageTaken" then
overall.damageAbsorbed = overall.damageAbsorbed + (combatEventData.info.damageAbsorbed * -1)
end
end
end
end
local function CombatEventsHandler(info, statType, damageAction)
if StopTracking and not Permanent then -- force a combat end on several bosses with incoming damage after kill extending the duration
return
end
local target = AddGlobalUnit(info.target)
local caster = AddGlobalUnit(info.caster)
if not caster then return end -- if details cant be found by Inspect.Unit.Detail(info.caster) cuz of out of range or other. However Event.Damage still triggers
local ability = AddGlobalAbility(info)
local selfAction = info.caster == info.target
local selfDamageAction = false
if not selfAction then
if statType == "damage" then
if not InCombat and caster.inGroup then
NewCombat()
end
end
else
-- self damage action, e.g. fall damage, sacrifice mana, ...
if statType == "damage" then
selfDamageAction = true
end
end
if InCombat then
if statType == "damage" and caster.inGroup then
LastDamageAction = InspectTimeFrame()
end
NeedsUpdate = true
else
return
end
local amount = info[statType] or 0
local casterInCombat, casterInOverall = AddPlayer(info.caster)
-- Add stat to caster
local stat
if damageAction and not selfDamageAction then
stat = "damage"
elseif not damageAction then
stat = "heal"
end
if stat then
AddStat(casterInCombat, casterInOverall, ability, CombatEventData(target, stat, amount, info, damageAction, statType))
end
-- Add Overheal/Overkill
local key
if info.overkill then
key = "overkill"
elseif info.overheal then
key = "overheal"
end
if key then
AddStat(casterInCombat, casterInOverall, ability, CombatEventData(target, key, info[key], info, damageAction))
end
-- Add targets equivalent damage/heal taken
if target then
local targetInCombat, targetInOverall = AddPlayer(info.target)
local taken
if damageAction then
taken = "damageTaken"
elseif statType == "heal" then
taken = "healTaken"
end
if taken then
AddStat(targetInCombat, targetInOverall, ability, CombatEventData(caster, taken, amount, info, damageAction, statType))
end
end
end
--function Events.Combat(Units)
-- local unitId = ""
-- local inGroup = false
-- for id, combatStart in pairs(Units) do
-- if IsInGroup(id) then
-- unitId = id
-- inGroup = true
-- break
-- end
-- end
--
-- if not inGroup then
-- return
-- end
--
-- local startCombat = false
-- if LibSRMGrouped() then
-- for i = 1, 20 do
-- local specifier, unitId = LibSRMGroupInspect(i)
-- if unitId then
-- local InCombat = InspectUnitDetail(unitId).combat
-- if InCombat then
-- startCombat = true
-- break
-- end
-- end
-- end
-- else
-- if Units[unitId] then
-- startCombat = true
-- end
-- end
-- if startCombat then
-- NewCombat()
-- else
-- EndCombat()
-- end
--end
--local eventsCombat = Events.Combat
function Events:Update()
local now = InspectTimeFrame()
if InCombat then
if groupsize > 6 then -- In a raid (more than 6 players) (Author: Bamu@Brutwacht)
if now - LastDamageAction >= 20 and not Permanent then -- it takes 30 seconds without action before Rift Meter is reset (Author: Bamu@Brutwacht)
EndCombat()
end
else
if now - LastDamageAction >= 6 and not Permanent then
EndCombat()
end
end
if now - LastTimerUpdate > 1 then
LastTimerUpdate = now
RMUITimerUpdate(now - CurrentCombat.startTime) -- dont use combat's.duration
end
end
if not NeedsUpdate and not Permanent then return end
if now - LastUpdate > .3 then
CurrentCombat.duration = now - CurrentCombat.startTime
RM.overall.duration = now - RM.overall.startTime
LastUpdate = now
NeedsUpdate = false
RMUIUpdate()
end
end
function Events:Damage(info)
CombatEventsHandler(info, "damage", true)
end
function Events:Dodge(info)
CombatEventsHandler(info, "dodges", true)
end
function Events:Immune(info)
CombatEventsHandler(info, "immunes", true)
end
function Events:Miss(info)
CombatEventsHandler(info, "misses", true)
end
function Events:Parry(info)
CombatEventsHandler(info, "parries", true)
end
function Events:Resist(info)
CombatEventsHandler(info, "resists", true)
end
function Events:Heal(info)
CombatEventsHandler(info, "heal", false)
end
function Events:Death(info)
if not InCombat or StopTracking or not info.target then
return
end
local detail = InspectUnitDetail(info.target)
if not detail or not detail.type then
return
end
for i, type in ipairs(EndCombatAfterKill) do
if type == detail.type then
EndCombat()
StopTracking = true
InCombat = true
return
end
end
for i, type in ipairs(NewCombatAfterKill) do
if type == detail.type then
EndCombat()
return
end
end
end
function Events:GroupChange(id, oldState, newState)
if Units[id] then
Units[id].inGroup = IsInGroup(id)
if groupsize > 0 then -- determines the group size (Author: Bamu@Brutwacht)
groupsize = groupsize - 1
end
end
end
--function Events.UIResize()
-- RM.frames.base:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", RiftMeter_x, RiftMeter_y)
--end
function Events:UnitAvailabilityFull(units)
for id, specifier in pairs(units) do
for i, unavailableUnitId in ipairs(UnitAvailabilityQueue) do
if unavailableUnitId == id then
local unit = Units[id]
if unit then
local detail = InspectUnitDetail(id)
unit.calling = detail.calling
unit.relation = detail.relation
unit.alliance = detail.alliance
tremove(UnitAvailabilityQueue, i)
break
end
end
end
end
if #UnitAvailabilityQueue == 0 then
CommandEventDetach(Event.Unit.Availability.Full, Events.UnitAvailabilityFull)
end
end
local function On()
if Enabled then
return
end
Enabled = true
RM.UI.Visible(true)
CommandEventAttach(Event.Combat.Death, Events.Death, "Handle Deaths")
CommandEventAttach(Event.Combat.Damage, Events.Damage, "Handle Damage")
CommandEventAttach(Event.Combat.Dodge, Events.Dodge, "Handle Dodges")
CommandEventAttach(Event.Combat.Immune, Events.Immune, "Handle Immunes")
CommandEventAttach(Event.Combat.Miss, Events.Miss, "Handle Misses")
CommandEventAttach(Event.Combat.Parry, Events.Parry, "Handle Parries")
CommandEventAttach(Event.Combat.Resist, Events.Resist, "Handle Resists")
CommandEventAttach(Event.Combat.Heal, Events.Heal, "Handle Heal")
CommandEventAttach(Event.System.Update.Begin, Events.Update, "Update")
-- permanent
RegisterEventIfNotExists(Event.VinceUtils.Group.Change, Events.GroupChange, "Track Group")
RegisterEventIfNotExists(Event.VinceUtils.Group.Join, Events.GroupChange, "Track Group")
RegisterEventIfNotExists(Event.VinceUtils.Group.Leave, Events.GroupChange, "Track Group")
-- RegisterEvent(Event.Unit.Detail.Combat, {EventsCombat, Info.identifier, "Handle Combats"})
-- RegisterEvent(Event.SafesRaidManager.Group.Combat.End, {EndCombat, Info.identifier, "Raid Combat End"})
end
local function Off()
if not Enabled then
return
end
Enabled = false
RM.UI.Visible(false)
CommandEventDetach(Event.Combat.Death, Events.Death)
CommandEventDetach(Event.Combat.Damage, Events.Damage)
CommandEventDetach(Event.Combat.Dodge, Events.Dodge)
CommandEventDetach(Event.Combat.Immune, Events.Immune)
CommandEventDetach(Event.Combat.Miss, Events.Miss)
CommandEventDetach(Event.Combat.Parry, Events.Parry)
CommandEventDetach(Event.Combat.Resist, Events.Resist)
CommandEventDetach(Event.Combat.Heal, Events.Heal)
CommandEventDetach(Event.System.Update.Begin, Events.Update)
end
local function Toggle()
if Enabled then
Off()
else
On()
end
end
local function Reset()
Units = {}
Abilities = {}
CurrentCombat = {}
InCombat = false
NeedsUpdate = false
Permanent = false
RM.combats = {}
RM.overall = nil
RM.UI.Reset()
-- Thanks to WatchDog
-- collectgarbage("collect")
end
local SlashCommands = setmetatable({
show = function()
On()
end,
hide = function()
Off()
end,
default = function()
RM.Dialog:show(L["Set to default?"], L["Yes"], L["No"], Default, function() end)
end,
config = function()
RM.Config:toggle()
end,
toggle = function()
if Enabled then
Off()
else
On()
end
end,
version = function()
RM.notify(Info.name .. " v" .. Info.toc.Version)
end
},
{
__index = function(t, key)
return function()
RM.notify(L["Available commands:"])
for cmd, func in pairs(t) do
RM.notify("/" .. SlashCommand .. " <a lua=\"RiftMeter.SlashCommands['" .. cmd .. "']()\"><font color=\"#AAAAAA\"><u>" .. cmd .. "</u></font></a>")
end
end
end
})
function Events:SlashHandler(params)
local list = {}
for param in params:gmatch("[^%s]+") do
tinsert(list, param)
end
SlashCommands[list[1]](unpack(list, 2, #list))
end
function RM.notify(text)
Command.Console.Display("general", true, "<font color=\"#FFD100\">" .. text .. "</font>", true)
end
function Events:SavedVariablesLoadEnd(identifier)
if identifier ~= Info.identifier then
return
end
for key, value in pairs(RM.settings) do
if type(value) == "table" then
_G["RiftMeter_" .. key] = VU.extend(VU.deepcopy(value), _G["RiftMeter_" .. key])
end
end
-- migration to v1.0
if not RiftMeter_classColors.none then
RiftMeter_classColors.none = VU.deepcopy(RM.settings.classColors.none)
end
end
function Events:LoadEnd(identifier)
if identifier ~= Info.identifier then
return
end
PlayerID = InspectUnitLookup("player")
RM.UI.Init()
On()
Command.Console.Display("general", true, RM.colorize(L["%s v%s loaded. /rm for"]:format(Info.toc.Name, Info.toc.Version), 0x00D0FF, 0x0065FF) .. " <a lua=\"RiftMeter.SlashCommands[0]()\"><font color=\"#AAAAAA\"><u>" .. L["commands"] .. "</u></font></a>", true)
end
CommandEventAttach(Event.Addon.Load.End, Events.LoadEnd, Info.identifier .. " Init")
CommandEventAttach(Event.Addon.SavedVariables.Load.End, Events.SavedVariablesLoadEnd, "Variables loaded")
CommandEventAttach(Command.Slash.Register(SlashCommand), Events.SlashHandler, "Slash Handler")
-- Make public
RM.Reset = Reset
RM.Off = Off
RM.Default = Default
RM.NewCombat = NewCombat
RM.EndCombat = EndCombat
RM.GetMaxValueCombat = GetMaxValueCombat
RM.SlashCommands = SlashCommands
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