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main.lua
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--[[
Copyright (c) 2014-2015 by Adam Hellberg.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]
local MAJOR = "LibBodyguard-1.0"
local MINOR = 7
local lib = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
local band, bor = bit.band, bit.bor
local BODYGUARD_FLAGS = bor(COMBATLOG_OBJECT_TYPE_GUARDIAN,
COMBATLOG_OBJECT_CONTROL_PLAYER,
COMBATLOG_OBJECT_REACTION_FRIENDLY,
COMBATLOG_OBJECT_AFFILIATION_MINE)
local reputation_spells = {
[174225] = true, [174699] = true, [174685] = true, [174673] = true, [174692] = true, [174697] = true, [174232] = true,
[174674] = true, [174689] = true, [174642] = true, [174638] = true, [174651] = true, [174663] = true, [174238] = true,
[174234] = true, [174659] = true, [174645] = true, [174649] = true, [174639] = true, [174695] = true, [174653] = true,
[174683] = true, [174660] = true, [174235] = true, [174703] = true, [174700] = true, [174647] = true, [174657] = true,
[174693] = true, [174658] = true, [174640] = true, [174666] = true, [174667] = true, [174670] = true, [174668] = true,
[174675] = true, [174224] = true, [174677] = true, [174680] = true, [174180] = true, [174701] = true, [174681] = true,
[174203] = true, [174228] = true, [174687] = true, [174236] = true, [174655] = true, [174676] = true, [174652] = true,
[174656] = true, [174202] = true, [174230] = true, [174694] = true, [174698] = true, [174237] = true, [174679] = true,
[174199] = true, [174688] = true, [174702] = true, [174646] = true, [174654] = true, [174229] = true, [174669] = true,
[174671] = true, [174181] = true, [174182] = true, [174672] = true, [174696] = true, [174682] = true, [174200] = true,
[174201] = true, [174231] = true, [174678] = true, [174686] = true, [174684] = true, [174233] = true, [174187] = true,
[174661] = true, [174641] = true, [174648] = true, [174179] = true, [174227] = true
}
-- The various spells for maintaining bodyguards
local maintain_spells = {
[173636] = true, -- Aeda Brightdawn
[175950] = true, -- Aeda Brightdawn
[173639] = true, -- Defender Illona
[175945] = true, -- Defender Illona
[173638] = true, -- Delvar Ironfist
[175948] = true, -- Delvar Ironfist
[173995] = true, -- Leorajh
[173637] = true, -- Talonpriest Ishaal
[173450] = true, -- Tormmok
[173635] = true, -- Vivianne
[175952] = true -- Vivianne
}
-- The various spells for summoning bodyguards
local summon_spells = {
[173631] = true, -- Aeda Brightdawn
[175949] = true, -- Aeda Brightdawn
[173634] = true, -- Defender Illona
[175943] = true, -- Defender Illona
[173633] = true, -- Delvar Ironfist
[175947] = true, -- Delvar Ironfist
[173993] = true, -- Leorajh
[173632] = true, -- Talonpriest Ishaal
[173449] = true, -- Tormmok
[173630] = true, -- Vivianne
[175951] = true -- Vivianne
}
local defeated_spells = {
[173663] = true, -- Aeda Brightdawn
[173662] = true, -- Defender Illona
[173664] = true, -- Delvar Ironfist
[173977] = true, -- Leorajh
[173665] = true, -- Talonpriest Ishaal
[173656] = true, -- Tormmok
[173666] = true -- Vivianne
}
local defeated_debuffs = {
[173660] = true, -- Aeda Brightdawn
[173657] = true, -- Defender Illona
[173658] = true, -- Delvar Ironfist
[173976] = true, -- Leorajh
[173659] = true, -- Talonpriest Ishaal
[173649] = true, -- Tormmok
[173661] = true -- Vivianne
}
-- List of bodyguard spells in legion.
-- These are the "Combat Ally" ability listed for the follower,
-- and returned in the "zoneSupportSpellID" in the FollowerInfo.
local LEGION_SPELLS = {
[219995] = true, -- Addie Fizzlebog
[222820] = true, -- Akama
[221713] = true, -- Arator the Redeemer
[220125] = true, -- Archmage Modera
[222964] = true, -- Belath Dawnblade
[218603] = true, -- Broll Bearmantle
[211945] = true, -- Chen Stormstout
[222827] = true, -- Dvalen Ironrune
[222365] = true, -- Koltira Deathweaver
[220212] = true, -- Millhouse Manastorm
[212145] = true, -- The Monkey King
[217849] = true, -- Rehgar Earthfury
[220814] = true, -- Rexxar
[216090] = true, -- Ritssyn Flamescowl
[222842] = true, -- Shade of Akama
[222080] = true, -- Sol
[218154] = true, -- Stormcaller Mylra
[221496] = true, -- Vanessa VanCleef
[221625] = true, -- Vindicator Boros
[222070] = true -- Zabra Hexx
}
local LEGION_BODYGUARDS = {
[746] = true, -- Addie Fizzlebog
[718] = true, -- Akama
[758] = true, -- Arator the Redeemer
[717] = true, -- Archmage Modera
[594] = true, -- Belath Dawnblade
[641] = true, -- Broll Bearmantle
[596] = true, -- Chen Stormstout
[714] = true, -- Dvalen Ironrune
[599] = true, -- Koltira Deathweaver
[723] = true, -- Millhouse Manastorm
[602] = true, -- The Monkey King
[612] = true, -- Rehgar Earthfury
[743] = true, -- Rexxar
[589] = true, -- Ritssyn Flamescowl
[719] = true, -- Shade of Akama
[872] = true, -- Sol
[608] = true, -- Stormcaller Mylra
[591] = true, -- Vanessa VanCleef
[479] = true, -- Vindicator Boros
[870] = true -- Zabra Hexx
}
local DEFEATED_PATTERN = "^([%w%s]+) %w+"
-- Bodyguards in WoD and Legion have some differing behaviour,
-- so we need to do some things different depending on what kind of
-- bodyguard we're dealing with.
local MODE_WOD = 0
local MODE_LEGION = 1
local mode = nil
local CONTINENTS = {
[572] = MODE_WOD,
[619] = MODE_LEGION
}
local function GetCurrentMapContinent()
local currentMapId = C_Map.GetBestMapForUnit("player")
if currentMapId == nil then return 0 end
local continent = MapUtil.GetMapParentInfo(currentMapId, Enum.UIMapType.Continent).mapID
return continent
end
local function UpdateMode()
mode = CONTINENTS[GetCurrentMapContinent()]
end
-- Get follower names for the defeated spells
for id, _ in pairs(defeated_spells) do
local spellName = GetSpellInfo(id)
local name = spellName:match(DEFEATED_PATTERN)
if name then
defeated_spells[id] = name
end
end
-- Do the same for debuffs
for id, _ in pairs(defeated_debuffs) do
local spellName = GetSpellInfo(id)
local name = spellName:match(DEFEATED_PATTERN)
if name then
defeated_debuffs[id] = name
end
end
-- Valid barracks IDs, 27 = lvl 2 barracks, 28 = lvl 3 barracks
local barracks_ids = {[27] = true, [28] = true}
--- Bodyguard status values.
-- @class table
-- @name lib.Status
-- @field Inactive Bodyguard is not with the player (stationed at barracks).
-- @field Active Bodyguard is with the player.
-- @field Unknown Status of bodyguard is unknown (this includes death).
lib.Status = {
Inactive = 0,
Active = 1,
Unknown = 2
}
local bodyguard = {}
local function ResetBodyguard()
bodyguard.name = nil
bodyguard.level = 0
bodyguard.health = 0
bodyguard.max_health = 0
bodyguard.npc_id = 0
bodyguard.follower_id = 0
bodyguard.last_known_guid = nil
bodyguard.status = lib.Status.Unknown
bodyguard.loaded_from_building = false
end
ResetBodyguard()
local callbacks = {
guid = {},
name = {},
level = {},
health = {},
status = {},
gossip_opened = {},
gossip_closed = {}
}
local function RunCallback(cb_type, ...)
for func, enabled in pairs(callbacks[cb_type]) do
if enabled then pcall(func, lib, ...) end
end
end
local frame = CreateFrame("Frame")
local events = {
player = {}
}
local function UpdateFromGarrison()
local buildings = C_Garrison.GetBuildings(LE_GARRISON_TYPE_6_0)
for i = 1, #buildings do
local building = buildings[i]
local building_id = building.buildingID
local plot_id = building.plotID
if barracks_ids[building_id] then
local name, level, quality, displayID, followerID, garrFollowerID, status, portraitIconID = C_Garrison.GetFollowerInfoForBuilding(plot_id)
if not name then
bodyguard.status = lib.Status.Inactive
RunCallback("status", bodyguard.status)
return
end
bodyguard.name = name
bodyguard.level = level
bodyguard.follower_id = garrFollowerID
RunCallback("name", bodyguard.name)
RunCallback("level", bodyguard.level)
break
end
end
end
local function UpdateFromClassHall()
local followers = C_Garrison.GetFollowers(LE_FOLLOWER_TYPE_GARRISON_7_0)
local follower
if followers then
for _, f in pairs(followers) do
if LEGION_BODYGUARDS[f.garrFollowerID] or LEGION_SPELLS[f.zoneSupportSpellID] then
local status = C_Garrison.GetFollowerStatus(f.followerID)
-- Check if status is "Combat Ally"
-- ORDER_HALL_ZONE_SUPPORT
-- GARRISON_FOLLOWER_COMBAT_ALLY
if status == ORDER_HALL_ZONE_SUPPORT then
follower = f
break
end
end
end
end
if not follower then
bodyguard.status = lib.Status.Inactive
RunCallback("status", bodyguard.status)
return
end
bodyguard.name = follower.name
bodyguard.level = follower.level
bodyguard.follower_id = follower.followerID
bodyguard.status = lib.Status.Active
RunCallback("name", bodyguard.name)
RunCallback("level", bodyguard.level)
RunCallback("status", bodyguard.status)
end
local function UpdateFromBuildings()
ResetBodyguard()
bodyguard.loaded_from_building = true
if mode == MODE_WOD then
UpdateFromGarrison()
elseif mode == MODE_LEGION then
UpdateFromClassHall()
end
end
local function UpdateFromUnit(unit)
local name = UnitName(unit)
if name ~= bodyguard.name then return end
bodyguard.last_known_guid = UnitGUID(unit)
bodyguard.health = UnitHealth(unit)
bodyguard.max_health = UnitHealthMax(unit)
RunCallback("guid", bodyguard.last_known_guid)
RunCallback("health", bodyguard.health, bodyguard.max_health)
end
function events.GARRISON_BUILDING_ACTIVATED()
UpdateFromBuildings()
end
function events.GARRISON_BUILDING_UPDATE(buildingID)
if barracks_ids[buildingID] then UpdateFromBuildings() end
end
function events.GARRISON_FOLLOWER_REMOVED()
UpdateFromBuildings()
end
function events.GARRISON_UPDATE()
UpdateFromBuildings()
end
function events.PLAYER_TARGET_CHANGED(cause)
if not bodyguard.name then return end
if cause ~= "LeftButton" and cause ~= "up" then return end
UpdateFromUnit("target")
end
function events.UPDATE_MOUSEOVER_UNIT()
if not bodyguard.name then return end
UpdateFromUnit("mouseover")
end
function events.UNIT_HEALTH(unit)
if not unit or not bodyguard.name then return end
UpdateFromUnit(unit)
end
function events.player.UNIT_SPELLCAST_SUCCEEDED(unit, name, id)
if not summon_spells[id] then return end
bodyguard.status = lib.Status.Active
RunCallback("status", bodyguard.status)
end
local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo
local function ParseCleuArgs(timestamp, event, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, ...)
return timestamp, event, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, {...}
end
-- We listen to CLEU to find out when the bodyguard is damaged or healed
function events.COMBAT_LOG_EVENT_UNFILTERED()
local timestamp, event, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, additional = ParseCleuArgs(CombatLogGetCurrentEventInfo())
-- First find out if the destination (damaged or healed) is the player's bodyguard
if not bodyguard.name or (not sourceName and not destName) then return end
if sourceName == bodyguard.name then
local isBodyguard = band(sourceFlags, BODYGUARD_FLAGS) == BODYGUARD_FLAGS
if not isBodyguard then return end
bodyguard.status = lib.Status.Active
bodyguard.last_known_guid = sourceGUID
RunCallback("guid", bodyguard.last_known_guid)
RunCallback("status", bodyguard.status)
elseif destName == bodyguard.name and bodyguard.status ~= lib.Status.Inactive then
local isBodyguard = band(destFlags, BODYGUARD_FLAGS) == BODYGUARD_FLAGS
if not isBodyguard then return end
local prefix, suffix = event:match("^([A-Z_]+)_([A-Z]+)$")
local amount_idx = 1
if prefix:match("^SPELL") then
amount_idx = 4
elseif prefix == "ENVIRONMENTAL" then
amount_idx = 2
end
local amount = additional[amount_idx]
local changed = false
if suffix == "DAMAGE" then
bodyguard.health = bodyguard.health - amount
changed = true
elseif suffix == "HEAL" then
bodyguard.health = bodyguard.health + amount
if bodyguard.health >= bodyguard.max_health then
bodyguard.health = bodyguard.max_health
end
changed = true
elseif suffix == "INSTAKILL" then
bodyguard.health = 0
changed = true
end
if changed then
if bodyguard.health <= 0 then
bodyguard.health = 0
-- We have only predicted death, we can't be sure
bodyguard.status = lib.Status.Unknown
else
bodyguard.status = lib.Status.Active
end
RunCallback("health", bodyguard.health, bodyguard.max_health)
RunCallback("status", bodyguard.status)
end
end
end
function events.PLAYER_REGEN_ENABLED()
-- If player goes out of combat, the bodyguard does too (presumably)
-- And if bodyguard goes OOC, they instantly heal to full
-- Return if the bodyguard is dead though, since a dead bodyguard doesn't
-- heal back.
-- ---
-- In Legion, bodyguards do not heal up instantly, they behave like
-- players and will slowly regen their health normally.
if bodyguard.health <= 0 or mode == MODE_LEGION then return end
bodyguard.health = bodyguard.max_health
RunCallback("health", bodyguard.health, bodyguard.max_health)
end
function events.PLAYER_ENTERING_WORLD()
UpdateMode()
end
function events.ZONE_CHANGED_NEW_AREA()
UpdateMode()
end
local bodyguard_gossip_open = false
local bodyguard_confirm_showing = false
function events.GOSSIP_SHOW()
if not lib:Exists() or UnitName("target") ~= bodyguard.name then return end
bodyguard_gossip_open = true
RunCallback("gossip_opened")
end
function events.GOSSIP_CLOSED()
if bodyguard_gossip_open then RunCallback("gossip_closed") end
bodyguard_gossip_open = false
bodyguard_confirm_showing = false
end
function events.GOSSIP_CONFIRM(index, message, cost)
if not bodyguard_gossip_open or cost ~= 0 then return end
bodyguard_confirm_showing = true
end
function events.player.UNIT_AURA()
for i = 1, 40 do
local _, _, _, _, _, duration, expireTime, _, _, _, id = UnitDebuff("player", i)
if not defeated_debuffs[id] then return end
local name = defeated_debuffs[id]
if name == bodyguard.name then
-- The debuff means we can be certain the bodyguard is not with the player anymore
bodyguard.status = lib.Status.Inactive
bodyguard.health = 0
RunCallback("status", bodyguard.status)
RunCallback("health", bodyguard.health, bodyguard.max_health)
return
end
end
end
frame:SetScript("OnEvent", function(f, e, ...)
if events[e] then events[e](...) return end
for key, val in pairs(events) do
if type(val) == "table" then
if val[e] then val[e](...) return end
end
end
end)
for key, val in pairs(events) do
if type(val) == "function" then
frame:RegisterEvent(key)
elseif type(val) == "table" then
for event, _ in pairs(val) do
frame:RegisterUnitEvent(event, key)
end
end
end
-- Function hooks
function lib:GOSSIP_CONFIRM_Hook(s, data)
if not bodyguard_confirm_showing then return end
bodyguard.status = lib.Status.Inactive
bodyguard.health = bodyguard.max_health
RunCallback("status", bodyguard.status)
RunCallback("health", bodyguard.health, bodyguard.max_health)
end
if not lib.GOSSIP_CONFIRM_Hooked then
hooksecurefunc(StaticPopupDialogs.GOSSIP_CONFIRM, "OnAccept", function(self, data)
lib:GOSSIP_CONFIRM_Hook(self, data)
end)
lib.GOSSIP_CONFIRM_Hooked = true
end
-- Public API
--- Gets a value indicating whether or not a bodyguard exists (is assigned to barracks).
-- @return Boolean indicating whether a bodyguard is assigned to the barracks.
function lib:Exists()
return bodyguard.name and bodyguard.loaded_from_building
end
--- Updates bodyguard data from garrison building API.
-- This is reliable and will always populate the bodyguard table with accurate information.
-- Information available from garrison API is bodyguard name and level.
function lib:UpdateFromBuilding()
UpdateFromBuildings()
end
--- Gets a read-only copy of the bodyguard table.
-- @return A read-only table that maps its index to the bodyguard table in the library.
function lib:GetInfo()
return setmetatable({}, {__index = function(t, k) return bodyguard[k] end, __metatable = 'Forbidden'})
end
--- Gets the last known GUID of the bodyguard.
-- NOTE: This is not 100% reliable, GUID may change.
-- @return The last known GUID string of the bodyguard.
function lib:GetGUID()
return bodyguard.last_known_guid
end
--- Gets the last known status of the bodyguard.
-- This can be any of the values defined in the lib.Status table
-- Inactive: Bodyguard is not currently with the player.
-- Active: Bodyguard is with the player.
-- Unknown: Bodyguard status is not known or uncertain (this includes death).
-- As with the GUID method, the bodyguard status is quite unreliable at this time.
-- @return The last known status of the bodyguard.
function lib:GetStatus()
return bodyguard.status
end
--- Gets the name of the bodyguard.
-- @return The bodyguard's name (follower name).
function lib:GetName()
return bodyguard.name
end
--- Gets the level of the bodyguard.
-- @return The bodyguard's level (follower level).
function lib:GetLevel()
return bodyguard.level
end
--- Gets the bodyguard's health.
-- The value returned should be fairly accurate.
-- @return Current (predicted) health of the player's bodyguard.
function lib:GetHealth()
return bodyguard.health
end
--- Gets the maximum health of the bodyguard.
-- @return The bodyguard's maximum health.
function lib:GetMaxHealth()
return bodyguard.max_health
end
--- Gets a value indicating whether the bodyguard is alive.
-- @return A boolean value indicating whether the bodyguard is currently alive.
function lib:IsAlive()
return self:GetHealth() > 0
end
--- Registers a function for a specific callback type.
-- This can be used to listen for certain events like health updates from the library.
-- Currently, the following callbacks are available: guid, name, health, level, status.
-- <ul>
-- <li>guid args: guid</li>
-- <li>name args: name</li>
-- <li>health args: health, max health</li>
-- <li>level args: level</li>
-- <li>status args: status</li>
-- </ul>
-- The first argument will always be a reference to the library table.
-- @param cb_type Callback type to listen for.
-- @param cb_func Function to call.
function lib:RegisterCallback(cb_type, cb_func)
if not callbacks[cb_type] then error("Invalid callback type: " .. tostring(cb_type)) end
if callbacks[cb_type][cb_func] then return end -- Silent fail if that callback func is already registered
callbacks[cb_type][cb_func] = true
end
--- Unregisters a function from a specific callback type.
-- @param cb_type Callback type to unregister from.
-- @param cb_func The function to unregister (has to be the exact same function that was passed to the Register method).
function lib:UnregisterCallback(cb_type, cb_func)
if not callbacks[cb_type] then error("Invalid callback type: " .. tostring(cb_type)) end
callbacks[cb_type][cb_func] = nil
end