Files
FBHealBox/FBHealBox_Damage.lua
2026-09-08 19:45:12 +02:00

635 lines
34 KiB
Lua

-- ==========================================================================
-- Heal Box Vanilla: Smart Damage (Modul, ab v1.4.3)
--
-- Rangwahl fuer Angriffszauber auf jeder Aktionsleiste. Bongos, Blizzard-
-- Leisten und Tastenkuerzel rufen UseAction(slot) auf; ein Vor-Hook erkennt
-- den Zauber im Slot per Tooltip-Scan und wirkt, wenn ein kleinerer Rang
-- den Gegner sicher toetet, diesen Rang per CastSpellByName. Sonst laeuft
-- der Aufruf unveraendert weiter. Nie ueber dem Rang auf der Leiste.
--
-- Leben des Gegners, vier Quellen mit Vorrang:
-- 1) Server sendet echte Werte (UnitHealthMax ~= 100)
-- 2) MobHealth3 MobHealth3:GetUnitHealth(unit)
-- 3) MobInfo-2 MobHealth_GetTargetCurHP()/MaxHP()
-- 4) eigene Schaetzung Lebenspunkte je Prozent aus beobachtetem Schaden
-- (eigener, Gruppe, Begleiter) und dem Prozentabfall des Ziels, erst ab
-- FBDMG_MIN_DROP Prozent Abfall, Maximum ueber alle Messungen (Fehler
-- nur nach oben, also in die sichere Richtung), gemerkt je Name:Stufe.
--
-- Schaden je Rang: Mindestschaden aus dem Tooltip ("86 to 98 Holy damage"),
-- nachgelernt aus eigenen Treffern ohne Teilwiderstand. Entscheidung:
-- Mindestschaden >= Ziel-Leben (bei Prozent: Obergrenze) x (1 + Aufschlag).
-- ==========================================================================
if (FBHealBox_DamageLoaded) then return; end
FBHealBox_DamageLoaded = true;
FBDMG_MIN_DROP = 3; -- Prozent Abfall, ab dem eine Messung zaehlt
FBDMG_LASTCAST_SEC = 4; -- Sek., wie lange ein eigener Cast fuers Lernen gilt
FBDamageDefaults = {
Enabled = 0, -- Smart Damage an/aus (bewusst aus)
Margin = 20, -- Sicherheitsaufschlag in Prozent
};
-- Angriffszauber je Klasse (englische Zaubernamen wie im ganzen Addon).
-- Kanalisierte, reine DoTs und Flaechenzauber bleiben draussen.
FBDamageSpells = {
Priest = { "Smite", "Holy Fire", "Mind Blast" },
Druid = { "Wrath", "Starfire", "Moonfire" },
Shaman = { "Lightning Bolt", "Chain Lightning", "Earth Shock", "Flame Shock", "Frost Shock" },
Paladin = { "Holy Shock", "Hammer of Wrath", "Exorcism", "Holy Wrath" },
Mage = { "Fireball", "Frostbolt", "Fire Blast", "Scorch", "Pyroblast" },
Warlock = { "Shadow Bolt", "Searing Pain", "Immolate", "Soul Fire", "Conflagrate" },
Hunter = { "Arcane Shot", "Aimed Shot" },
};
-- ==========================================================================
-- [ Texte ]
-- ==========================================================================
FBLocale["enUS"].DMG_HEADER = "Smart Damage";
FBLocale["enUS"].DMG_ENABLED = "Smart Damage";
FBLocale["enUS"].DMG_ENABLED_TIP = "What it does: when you press an attack spell on any action bar (Bongos, Blizzard bars, key bindings) and a lower rank of that spell would still kill the target, that rank is cast instead. Saves mana on nearly dead targets. Rules: never above the rank on the bar, minimum damage of the rank must cover the target's remaining health plus the safety margin. Needs the target's real health: from the server, from MobHealth3 or MobInfo-2, or from the addon's own estimate learned while fighting a mob type. Downsides: estimates can be wrong, partial resists lower the damage, and on unknown mobs nothing happens until enough has been learned. Off by default.";
FBLocale["enUS"].DMG_MARGIN = "Safety margin: |cFFFFFFFF%s %%";
FBLocale["enUS"].DMG_SRC = "Target health source: |cFFFFFFFF%s";
FBLocale["enUS"].DMG_SRC_REAL = "server sends real values";
FBLocale["enUS"].DMG_SRC_MH3 = "MobHealth3";
FBLocale["enUS"].DMG_SRC_MI2 = "MobInfo-2";
FBLocale["enUS"].DMG_SRC_EST = "own estimate (%d mob types learned)";
FBLocale["enUS"].DMG_SRC_NONE = "no target";
FBLocale["enUS"].DMG_SRC_UNKNOWN = "percent only, nothing learned yet";
FBLocale["enUS"].DMG_SPELLS = "Spells: |cFFFFFFFF%s";
FBLocale["enUS"].DMG_INFO = "The target line above updates with your current target. Learning happens automatically: every fight against a mob type improves the estimate for that type.";
FBLocale["enUS"].DMG_STATUS = "Smart Damage: %s, margin %d %%, %s";
FBLocale["enUS"].DBG_DMG = "Smart Damage: %s -> %s (target %d HP via %s, min damage %d)";
FBLocale["enUS"].DBG_DMG_KEEP = "Smart Damage: %s kept (target %d HP via %s)";
FBLocale["enUS"].DMG_LOADED = "Smart Damage module loaded: section in tab |cFFFFFFFFExtras|r, /fbp damage";
FBLocale["enUS"].DMG_ON = "Smart Damage |cFF00FF00on|r.";
FBLocale["enUS"].DMG_OFF = "Smart Damage |cFFFF0000off|r.";
FBLocale["deDE"].DMG_HEADER = "Smart Damage";
FBLocale["deDE"].DMG_ENABLED = "Smart Damage";
FBLocale["deDE"].DMG_ENABLED_TIP = "Was es tut: Drueckst du einen Angriffszauber auf einer beliebigen Aktionsleiste (Bongos, Blizzard-Leisten, Tastenkuerzel) und ein niedrigerer Rang wuerde das Ziel noch toeten, wird stattdessen dieser Rang gewirkt. Spart Mana bei fast toten Zielen. Regeln: nie ueber dem Rang auf der Leiste, der Mindestschaden des Rangs muss das Restleben des Ziels plus Sicherheitsaufschlag decken. Braucht das echte Leben des Ziels: vom Server, von MobHealth3 oder MobInfo-2, oder aus der eigenen Schaetzung, die das Addon im Kampf gegen einen Mobtyp lernt. Nachteile: Schaetzungen koennen danebenliegen, Teilwiderstaende senken den Schaden, und bei unbekannten Mobs passiert nichts, bis genug gelernt ist. Standardmaessig aus.";
FBLocale["deDE"].DMG_MARGIN = "Sicherheitsaufschlag: |cFFFFFFFF%s %%";
FBLocale["deDE"].DMG_SRC = "Lebensquelle des Ziels: |cFFFFFFFF%s";
FBLocale["deDE"].DMG_SRC_REAL = "Server sendet echte Werte";
FBLocale["deDE"].DMG_SRC_MH3 = "MobHealth3";
FBLocale["deDE"].DMG_SRC_MI2 = "MobInfo-2";
FBLocale["deDE"].DMG_SRC_EST = "eigene Schaetzung (%d Mobtypen gelernt)";
FBLocale["deDE"].DMG_SRC_NONE = "kein Ziel";
FBLocale["deDE"].DMG_SRC_UNKNOWN = "nur Prozent, noch nichts gelernt";
FBLocale["deDE"].DMG_SPELLS = "Zauber: |cFFFFFFFF%s";
FBLocale["deDE"].DMG_INFO = "Die Zielzeile oben folgt deinem aktuellen Ziel. Gelernt wird von selbst: Jeder Kampf gegen einen Mobtyp verbessert die Schaetzung fuer diesen Typ.";
FBLocale["deDE"].DMG_STATUS = "Smart Damage: %s, Aufschlag %d %%, %s";
FBLocale["deDE"].DBG_DMG = "Smart Damage: %s -> %s (Ziel %d LP ueber %s, Mindestschaden %d)";
FBLocale["deDE"].DBG_DMG_KEEP = "Smart Damage: %s bleibt (Ziel %d LP ueber %s)";
FBLocale["deDE"].DMG_LOADED = "Smart-Damage-Modul geladen: Abschnitt im Reiter |cFFFFFFFFExtras|r, /fbp damage";
FBLocale["deDE"].DMG_ON = "Smart Damage |cFF00FF00an|r.";
FBLocale["deDE"].DMG_OFF = "Smart Damage |cFFFF0000aus|r.";
-- Weitere Sprachen (Spanisch, Franzoesisch, Italienisch)
FBLocale["esES"].DMG_HEADER = "Smart Damage";
FBLocale["esES"].DMG_ENABLED = "Smart Damage";
FBLocale["esES"].DMG_ENABLED_TIP = "Qué hace: cuando pulsas un hechizo de ataque en cualquier barra de acción (Bongos, barras de Blizzard, atajos de teclado) y un rango inferior de ese hechizo aún mataría al objetivo, se lanza ese rango en su lugar. Ahorra maná con objetivos casi muertos. Reglas: nunca por encima del rango de la barra, el daño mínimo del rango debe cubrir la vida restante del objetivo más el margen de seguridad. Necesita la vida real del objetivo: del servidor, de MobHealth3 o MobInfo-2, o de la estimación propia del addon aprendida al combatir un tipo de enemigo. Desventajas: las estimaciones pueden fallar, las resistencias parciales reducen el daño y con enemigos desconocidos no ocurre nada hasta haber aprendido lo suficiente. Desactivado por defecto.";
FBLocale["esES"].DMG_MARGIN = "Margen de seguridad: |cFFFFFFFF%s %%";
FBLocale["esES"].DMG_SRC = "Fuente de vida del objetivo: |cFFFFFFFF%s";
FBLocale["esES"].DMG_SRC_REAL = "el servidor envía valores reales";
FBLocale["esES"].DMG_SRC_MH3 = "MobHealth3";
FBLocale["esES"].DMG_SRC_MI2 = "MobInfo-2";
FBLocale["esES"].DMG_SRC_EST = "estimación propia (%d tipos de enemigo aprendidos)";
FBLocale["esES"].DMG_SRC_NONE = "sin objetivo";
FBLocale["esES"].DMG_SRC_UNKNOWN = "solo porcentaje, aún nada aprendido";
FBLocale["esES"].DMG_SPELLS = "Hechizos: |cFFFFFFFF%s";
FBLocale["esES"].DMG_INFO = "La línea del objetivo se actualiza con tu objetivo actual. El aprendizaje es automático: cada combate contra un tipo de enemigo mejora la estimación de ese tipo.";
FBLocale["esES"].DMG_STATUS = "Smart Damage: %s, margen %d %%, %s";
FBLocale["esES"].DBG_DMG = "Smart Damage: %s -> %s (objetivo %d PV vía %s, daño mínimo %d)";
FBLocale["esES"].DBG_DMG_KEEP = "Smart Damage: %s mantenido (objetivo %d PV vía %s)";
FBLocale["esES"].DMG_LOADED = "Módulo Smart Damage cargado: sección en la pestaña |cFFFFFFFFExtras|r, /fbp damage";
FBLocale["esES"].DMG_ON = "Smart Damage |cFF00FF00activado|r.";
FBLocale["esES"].DMG_OFF = "Smart Damage |cFFFF0000desactivado|r.";
FBLocale["frFR"].DMG_HEADER = "Smart Damage";
FBLocale["frFR"].DMG_ENABLED = "Smart Damage";
FBLocale["frFR"].DMG_ENABLED_TIP = "Ce que ça fait : quand vous appuyez sur un sort d'attaque sur n'importe quelle barre d'action (Bongos, barres Blizzard, raccourcis) et qu'un rang inférieur de ce sort tuerait encore la cible, c'est ce rang qui est lancé. Économise du mana sur les cibles presque mortes. Règles : jamais au-dessus du rang de la barre, les dégâts minimaux du rang doivent couvrir la vie restante de la cible plus la marge de sécurité. Nécessite la vie réelle de la cible : du serveur, de MobHealth3 ou MobInfo-2, ou de l'estimation propre de l'addon apprise en combattant un type de monstre. Inconvénients : les estimations peuvent se tromper, les résistances partielles réduisent les dégâts, et sur les monstres inconnus rien ne se passe tant que l'apprentissage est insuffisant. Désactivé par défaut.";
FBLocale["frFR"].DMG_MARGIN = "Marge de sécurité : |cFFFFFFFF%s %%";
FBLocale["frFR"].DMG_SRC = "Source de vie de la cible : |cFFFFFFFF%s";
FBLocale["frFR"].DMG_SRC_REAL = "le serveur envoie des valeurs réelles";
FBLocale["frFR"].DMG_SRC_MH3 = "MobHealth3";
FBLocale["frFR"].DMG_SRC_MI2 = "MobInfo-2";
FBLocale["frFR"].DMG_SRC_EST = "estimation propre (%d types de monstres appris)";
FBLocale["frFR"].DMG_SRC_NONE = "aucune cible";
FBLocale["frFR"].DMG_SRC_UNKNOWN = "pourcentage seulement, rien appris pour le moment";
FBLocale["frFR"].DMG_SPELLS = "Sorts : |cFFFFFFFF%s";
FBLocale["frFR"].DMG_INFO = "La ligne de cible ci-dessus se met à jour avec votre cible actuelle. L'apprentissage est automatique : chaque combat contre un type de monstre améliore l'estimation pour ce type.";
FBLocale["frFR"].DMG_STATUS = "Smart Damage : %s, marge %d %%, %s";
FBLocale["frFR"].DBG_DMG = "Smart Damage : %s -> %s (cible %d PV via %s, dégâts min %d)";
FBLocale["frFR"].DBG_DMG_KEEP = "Smart Damage : %s conservé (cible %d PV via %s)";
FBLocale["frFR"].DMG_LOADED = "Module Smart Damage chargé : section dans l'onglet |cFFFFFFFFExtras|r, /fbp damage";
FBLocale["frFR"].DMG_ON = "Smart Damage |cFF00FF00activé|r.";
FBLocale["frFR"].DMG_OFF = "Smart Damage |cFFFF0000désactivé|r.";
FBLocale["itIT"].DMG_HEADER = "Smart Damage";
FBLocale["itIT"].DMG_ENABLED = "Smart Damage";
FBLocale["itIT"].DMG_ENABLED_TIP = "Cosa fa: quando premi un incantesimo d'attacco su una qualsiasi barra delle azioni (Bongos, barre Blizzard, scorciatoie) e un rango inferiore di quell'incantesimo ucciderebbe comunque il bersaglio, viene lanciato quel rango. Risparmia mana sui bersagli quasi morti. Regole: mai sopra il rango sulla barra, il danno minimo del rango deve coprire la salute rimanente del bersaglio più il margine di sicurezza. Richiede la salute reale del bersaglio: dal server, da MobHealth3 o MobInfo-2, o dalla stima dell'addon appresa combattendo un tipo di mostro. Svantaggi: le stime possono sbagliare, le resistenze parziali riducono il danno e sui mostri sconosciuti non succede nulla finché non si è appreso abbastanza. Disattivato per impostazione predefinita.";
FBLocale["itIT"].DMG_MARGIN = "Margine di sicurezza: |cFFFFFFFF%s %%";
FBLocale["itIT"].DMG_SRC = "Fonte della salute del bersaglio: |cFFFFFFFF%s";
FBLocale["itIT"].DMG_SRC_REAL = "il server invia valori reali";
FBLocale["itIT"].DMG_SRC_MH3 = "MobHealth3";
FBLocale["itIT"].DMG_SRC_MI2 = "MobInfo-2";
FBLocale["itIT"].DMG_SRC_EST = "stima propria (%d tipi di mostro appresi)";
FBLocale["itIT"].DMG_SRC_NONE = "nessun bersaglio";
FBLocale["itIT"].DMG_SRC_UNKNOWN = "solo percentuale, ancora nulla appreso";
FBLocale["itIT"].DMG_SPELLS = "Incantesimi: |cFFFFFFFF%s";
FBLocale["itIT"].DMG_INFO = "La riga del bersaglio qui sopra si aggiorna con il tuo bersaglio attuale. L'apprendimento è automatico: ogni combattimento contro un tipo di mostro migliora la stima per quel tipo.";
FBLocale["itIT"].DMG_STATUS = "Smart Damage: %s, margine %d %%, %s";
FBLocale["itIT"].DBG_DMG = "Smart Damage: %s -> %s (bersaglio %d PS via %s, danno minimo %d)";
FBLocale["itIT"].DBG_DMG_KEEP = "Smart Damage: %s mantenuto (bersaglio %d PS via %s)";
FBLocale["itIT"].DMG_LOADED = "Modulo Smart Damage caricato: sezione nella scheda |cFFFFFFFFExtra|r, /fbp damage";
FBLocale["itIT"].DMG_ON = "Smart Damage |cFF00FF00attivo|r.";
FBLocale["itIT"].DMG_OFF = "Smart Damage |cFFFF0000disattivato|r.";
-- ==========================================================================
-- [ Zustand ]
-- ==========================================================================
FBDmgSpellRanks = {}; -- [Name] = { { rank, id, min, max }, ... } aufsteigend
FBDmgSlotCache = {}; -- [slot] = { name, rank } oder false (kein Zauber)
FBDmgAnchorPct = nil; -- Prozent des Ziels beim letzten Messpunkt
FBDmgAccum = 0; -- Schaden auf das Ziel seit dem Messpunkt
FBDmgTargetName = nil;
FBDmgLastCast = nil; -- { spell, rank, t } fuer das Lernen aus dem Combatlog
function FBDmg_Cfg()
if (not HealBox.Damage) then FBDmg_ApplyDefaults(); end
return HealBox.Damage;
end
function FBDmg_ApplyDefaults()
if (not HealBox.Damage) then HealBox.Damage = {}; end
for k, v in pairs(FBDamageDefaults) do
if (HealBox.Damage[k] == nil) then HealBox.Damage[k] = v; end
end
if (not HealBox.MobHP) then HealBox.MobHP = {}; end -- [Name:Stufe] = { ppp, n }
if (not HealBox.DmgMemory) then HealBox.DmgMemory = {}; end -- [Zauber|Rang] = gelernter Mindestschaden
return true;
end
-- ==========================================================================
-- [ Zauberbuch: Raenge und Schaden ]
-- ==========================================================================
function FBDmg_ScanSpells()
FBDmgSpellRanks = {};
local wanted = {};
for _, n in ipairs(FBDamageSpells[FBClass] or {}) do wanted[n] = true; end
local i = 1;
while true do
local name, rank = GetSpellName(i, BOOKTYPE_SPELL);
if (not name) then break; end
if (wanted[name]) then
local txt = FBPredict_TooltipText(i) or "";
local lo, hi = FBPredict_FindAmountRange(txt);
if (not lo) then
lo = FBPredict_FindAmountSingle(txt);
hi = lo;
end
local isDamage = (string.find(txt, "[Dd]amage") or string.find(txt, "[Ss]chaden")) ~= nil;
if (lo and isDamage) then
if (not FBDmgSpellRanks[name]) then FBDmgSpellRanks[name] = {}; end
table.insert(FBDmgSpellRanks[name], { rank = rank or "", id = i, min = lo, max = hi });
end
end
i = i + 1;
end
FBDmgSlotCache = {};
end
-- Mindestschaden eines Rangs: gelernt (Treffer ohne Teilwiderstand), sonst Tooltip
function FBDmg_MinDamage(spell, entry)
local learned = HealBox.DmgMemory and HealBox.DmgMemory[spell.."|"..entry.rank];
if (learned and learned > entry.min) then return learned; end
return entry.min;
end
-- ==========================================================================
-- [ Leben des Ziels ]
-- ==========================================================================
function FBDmg_MobKey(unit)
local name = UnitName(unit);
if (not name) then return nil; end
local lvl = UnitLevel and UnitLevel(unit) or 0;
return name..":"..tostring(lvl or 0);
end
-- Sendet der Server echte Werte fuer diese Einheit?
function FBDmg_HasRealValues(unit)
local max = UnitHealthMax(unit);
return (max and max ~= 100 and max > 0);
end
-- Liefert cur, max, source oder nil. cur ist bei Schaetzung die Obergrenze.
function FBDmg_TargetHP(unit)
unit = unit or "target";
if (not UnitExists(unit)) then return nil; end
if (FBDmg_HasRealValues(unit)) then
return UnitHealth(unit), UnitHealthMax(unit), "real";
end
-- MobHealth3
if (MobHealth3 and MobHealth3.GetUnitHealth) then
local ok, cur, max, found = pcall(MobHealth3.GetUnitHealth, MobHealth3, unit);
if (ok and found and cur and max and max > 100) then return cur, max, "mh3"; end
end
-- MobInfo-2 (nur fuer das aktuelle Ziel)
if (unit == "target" and MobHealth_GetTargetCurHP and MobHealth_GetTargetMaxHP) then
local ok, cur = pcall(MobHealth_GetTargetCurHP);
local ok2, max = pcall(MobHealth_GetTargetMaxHP);
if (ok and ok2 and cur and max and max > 100) then return cur, max, "mi2"; end
end
-- eigene Schaetzung: Prozent-Obergrenze x Lebenspunkte je Prozent
local key = FBDmg_MobKey(unit);
local est = key and HealBox.MobHP and HealBox.MobHP[key];
if (est and est.ppp and est.ppp > 0) then
local pct = UnitHealth(unit) or 0;
return math.ceil((pct + 1) * est.ppp), math.ceil(100 * est.ppp), "est";
end
return nil;
end
-- [ Lernen: Lebenspunkte je Prozent ] ---------------------------------------
function FBDmg_ResetTarget()
FBDmgTargetName = nil;
FBDmgAnchorPct = nil;
FBDmgAccum = 0;
if (UnitExists("target") and UnitCanAttack and UnitCanAttack("player", "target") and not FBDmg_HasRealValues("target")) then
FBDmgTargetName = UnitName("target");
FBDmgAnchorPct = UnitHealth("target");
end
FBDmg_UpdateSourceText();
end
-- Schaden auf das Ziel vermerken (aus dem Combatlog)
function FBDmg_NoteDamage(victim, amount)
if (not FBDmgTargetName) or (victim ~= FBDmgTargetName) then return; end
FBDmgAccum = FBDmgAccum + (amount or 0);
end
-- UNIT_HEALTH des Ziels: Prozent gefallen -> Messung
function FBDmg_OnTargetHealth()
if (not FBDmgTargetName) or (not FBDmgAnchorPct) then return; end
if (FBDmg_HasRealValues("target")) then return; end
local pct = UnitHealth("target") or 0;
local drop = FBDmgAnchorPct - pct;
if (drop >= FBDMG_MIN_DROP and FBDmgAccum > 0) then
local ppp = FBDmgAccum / drop;
local key = FBDmg_MobKey("target");
if (key) then
if (not HealBox.MobHP) then HealBox.MobHP = {}; end
local e = HealBox.MobHP[key];
if (not e) then
HealBox.MobHP[key] = { ppp = ppp, n = 1 };
else
-- Maximum: Fehler nur nach oben (fremder, nicht gezaehlter Schaden
-- wuerde die Schaetzung sonst nach unten ziehen)
if (ppp > e.ppp) then e.ppp = ppp; end
e.n = (e.n or 0) + 1;
end
end
FBDmgAnchorPct = pct;
FBDmgAccum = 0;
FBDmg_UpdateSourceText();
elseif (pct > FBDmgAnchorPct) then
-- Ziel wurde geheilt: neu ansetzen
FBDmgAnchorPct = pct;
FBDmgAccum = 0;
end
end
-- [ Combatlog ] --------------------------------------------------------------
-- Schadenszeilen: Opfer und Betrag herausziehen (englischer Client, wie das
-- ganze Addon). "(N resisted)" markiert Teilwiderstand.
function FBDmg_ParseLine(msg)
if (not msg) then return nil; end
local _, _, spell, victim, amount;
-- "Your Smite hits Kobold for 95." / "crits"
_, _, spell, victim, amount = string.find(msg, "^Your (.-) hits (.-) for (%d+)");
if (not spell) then _, _, spell, victim, amount = string.find(msg, "^Your (.-) crits (.-) for (%d+)"); end
if (spell) then return victim, tonumber(amount), spell, "self"; end
-- "You hit Kobold for 20." / "You crit"
_, _, victim, amount = string.find(msg, "^You hit (.-) for (%d+)");
if (not victim) then _, _, victim, amount = string.find(msg, "^You crit (.-) for (%d+)"); end
if (victim) then return victim, tonumber(amount), nil, "self"; end
-- "Kobold suffers 50 Shadow damage from your Shadow Word: Pain."
_, _, victim, amount = string.find(msg, "^(.-) suffers (%d+) .- damage from your");
if (victim) then return victim, tonumber(amount), nil, "self"; end
-- "Bob's Fireball hits Kobold for 200." / crits (Gruppe, Begleiter)
_, _, victim, amount = string.find(msg, "^.-'s .- hits (.-) for (%d+)");
if (not victim) then _, _, victim, amount = string.find(msg, "^.-'s .- crits (.-) for (%d+)"); end
if (victim) then return victim, tonumber(amount), nil, "other"; end
-- "Bob hits Kobold for 50." / crits (Nahkampf Gruppe, Begleiter)
_, _, victim, amount = string.find(msg, "^.- hits (.-) for (%d+)");
if (not victim) then _, _, victim, amount = string.find(msg, "^.- crits (.-) for (%d+)"); end
if (victim) then return victim, tonumber(amount), nil, "other"; end
return nil;
end
function FBDmg_OnCombatLog(msg)
-- Nur arbeiten, wenn Smart Damage an ist und es etwas zu lernen gibt
-- (Prozentziel wird vermessen oder ein eigener Cast wartet auf Treffer).
if (FBDmg_Cfg().Enabled ~= 1) then return; end
if (not FBDmgTargetName) and (not FBDmgLastCast) then return; end
local victim, amount, spell, who = FBDmg_ParseLine(msg);
if (not victim) then return; end
FBDmg_NoteDamage(victim, amount);
-- Mindestschaden lernen: eigener Zauber, kein Crit, kein Teilwiderstand
if (who == "self" and spell and FBDmgLastCast and FBDmgLastCast.spell == spell
and (GetTime() - FBDmgLastCast.t) <= FBDMG_LASTCAST_SEC
and not string.find(msg, "crits") and not string.find(msg, "resisted")) then
local key = spell.."|"..(FBDmgLastCast.rank or "");
if (not HealBox.DmgMemory) then HealBox.DmgMemory = {}; end
local old = HealBox.DmgMemory[key];
if (not old) or (amount < old) then
-- kleinster beobachteter Volltreffer = sicherer Mindestschaden
HealBox.DmgMemory[key] = amount;
end
end
end
-- ==========================================================================
-- [ Rangwahl beim Klick ]
-- ==========================================================================
-- Zauber in einem Aktionsslot: name, rank oder nil (Makro, Gegenstand)
function FBDmg_SlotSpell(slot)
local c = FBDmgSlotCache[slot];
if (c ~= nil) then
if (c == false) then return nil; end
return c.name, c.rank;
end
if (not FBPredictTip) or (not FBPredictTip.SetAction) then return nil; end
FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE");
FBPredictTip:ClearLines();
FBPredictTip:SetAction(slot);
local l = getglobal("FBHealBoxScanTipTextLeft1");
local r = getglobal("FBHealBoxScanTipTextRight1");
local name = l and l:GetText();
local rank = r and r:GetText();
if (name and FBDmgSpellRanks[name]) then
FBDmgSlotCache[slot] = { name = name, rank = rank or "" };
return name, rank or "";
end
FBDmgSlotCache[slot] = false;
return nil;
end
-- Liefert den zu wirkenden Cast-String, wenn abgerangt wird, sonst nil
function FBDmg_Choose(spell, rank)
local cfg = FBDmg_Cfg();
local ranks = FBDmgSpellRanks[spell];
if (not ranks) or (table.getn(ranks) < 2) then return nil; end
if (not UnitExists("target")) or (UnitCanAttack and not UnitCanAttack("player", "target")) then return nil; end
if (UnitIsDead and UnitIsDead("target")) then return nil; end
local cur, max, source = FBDmg_TargetHP("target");
if (not cur) or (cur <= 0) then return nil; end
local need = cur * (1 + (cfg.Margin or 20) / 100);
local assignedIdx = nil;
for i, e in ipairs(ranks) do
if (e.rank == rank) then assignedIdx = i; end
end
if (not assignedIdx) then assignedIdx = table.getn(ranks); end
for i = 1, assignedIdx do
local e = ranks[i];
if (FBDmg_MinDamage(spell, e) >= need) then
if (i == assignedIdx) then
if (FBPredictDebug) then
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DBG_DMG_KEEP"), spell.."("..rank..")", cur, source));
end
return nil;
end
local chosen = spell;
if (e.rank ~= "") then chosen = spell.."("..e.rank..")"; end
if (FBPredictDebug) then
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DBG_DMG"), spell.."("..rank..")", chosen, cur, source, FBDmg_MinDamage(spell, e)));
end
return chosen, e.rank;
end
end
return nil;
end
-- Vor-Hook auf UseAction. true, wenn das Modul selbst gecastet hat.
function FBDmg_TryDownrank(slot, checkCursor, onSelf)
-- Klassensperre des Kerns (Krieger/Schurke/Jaeger ohne /fbp forceload):
-- die Aktionsleiste bleibt unberuehrt
if (FBAddonSuppressed) then return false; end
if (FBDmg_Cfg().Enabled ~= 1) or onSelf then return false; end
if ((CursorHasSpell and CursorHasSpell()) or (CursorHasItem and CursorHasItem())) then return false; end
local name, rank = FBDmg_SlotSpell(slot);
if (not name) then return false; end
local chosen, chosenRank = FBDmg_Choose(name, rank);
FBDmgLastCast = { spell = name, rank = (chosenRank or rank), t = GetTime() };
if (not chosen) then return false; end
CastSpellByName(chosen);
return true;
end
function FBDmg_HookUseAction()
if (FBHealBox_UseActionHooked) or (not UseAction) then return; end
FBHealBox_UseActionHooked = true;
local origUseAction = UseAction;
UseAction = function(slot, checkCursor, onSelf)
if (FBDmg_TryDownrank(slot, checkCursor, onSelf)) then return; end
origUseAction(slot, checkCursor, onSelf);
end
end
-- ==========================================================================
-- [ Events ]
-- ==========================================================================
FBDmgFrame = CreateFrame("Frame", "FBHealBoxDamageFrame", UIParent);
FBDmgFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
FBDmgFrame:RegisterEvent("SPELLS_CHANGED");
FBDmgFrame:RegisterEvent("ACTIONBAR_SLOT_CHANGED");
FBDmgFrame:RegisterEvent("PLAYER_TARGET_CHANGED");
FBDmgFrame:RegisterEvent("UNIT_HEALTH");
for _, ev in ipairs({
"CHAT_MSG_SPELL_SELF_DAMAGE", "CHAT_MSG_COMBAT_SELF_HITS",
"CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE",
"CHAT_MSG_SPELL_PARTY_DAMAGE", "CHAT_MSG_COMBAT_PARTY_HITS",
"CHAT_MSG_SPELL_PET_DAMAGE", "CHAT_MSG_COMBAT_PET_HITS",
}) do FBDmgFrame:RegisterEvent(ev); end
FBDmgFrame:SetScript("OnEvent", function()
if (FBAddonSuppressed) then return; end
if (event == "PLAYER_ENTERING_WORLD" or event == "SPELLS_CHANGED") then
FBDmg_ScanSpells();
FBDmg_UpdateSpellText();
FBDmg_ResetTarget();
elseif (event == "ACTIONBAR_SLOT_CHANGED") then
if (arg1) then FBDmgSlotCache[arg1] = nil; else FBDmgSlotCache = {}; end
elseif (event == "PLAYER_TARGET_CHANGED") then
FBDmg_ResetTarget();
elseif (event == "UNIT_HEALTH") then
if (arg1 == "target") then FBDmg_OnTargetHealth(); FBDmg_UpdateSourceText(); end
else
FBDmg_OnCombatLog(arg1);
end
end);
-- ==========================================================================
-- [ Optionen: Abschnitt im Reiter "Extras" ]
-- ==========================================================================
function FBDmg_SourceText()
if (not UnitExists("target")) then return FBT("DMG_SRC_NONE"); end
local cur, max, source = FBDmg_TargetHP("target");
if (source == "real") then return FBT("DMG_SRC_REAL"); end
if (source == "mh3") then return FBT("DMG_SRC_MH3"); end
if (source == "mi2") then return FBT("DMG_SRC_MI2"); end
if (source == "est") then
local n = 0;
for _ in pairs(HealBox.MobHP or {}) do n = n + 1; end
return format(FBT("DMG_SRC_EST"), n);
end
return FBT("DMG_SRC_UNKNOWN");
end
function FBDmg_UpdateSourceText()
-- nur, wenn das Optionsfenster offen ist (sonst je UNIT_HEALTH des Ziels umsonst)
if (FBDmgSourceText and panel and panel:IsVisible()) then
FBDmgSourceText:SetText(format(FBT("DMG_SRC"), FBDmg_SourceText()));
end
end
function FBDmg_UpdateSpellText()
if (not FBDmgSpellText) then return; end
local list = {};
for _, n in ipairs(FBDamageSpells[FBClass] or {}) do
if (FBDmgSpellRanks[n]) then table.insert(list, n.." ("..table.getn(FBDmgSpellRanks[n])..")"); end
end
local shown = "-";
if (table.getn(list) > 0) then shown = table.concat(list, ", "); end
FBDmgSpellText:SetText(format(FBT("DMG_SPELLS"), shown));
end
function FBDmg_UpdateMarginText()
if (FBDmgMarginSlider and FBDmgMarginSlider.Text) then
FBDmgMarginSlider.Text:SetText(format(FBT("DMG_MARGIN"), math.floor(FBDmgMarginSlider:GetValue() + 0.5)));
end
end
function FBDmg_BuildOptions()
local tab = FBHealBox_FindOptionsTab("TAB_TICKER");
if (not tab) then return; end
local y = FBOPT_CONTENT_Y - 232; -- unter dem Ticker-Abschnitt
FBDmgHeader = tab:CreateFontString(nil, "OVERLAY", "GameFontNormal");
FBDmgHeader:SetPoint("TOPLEFT", tab, "TOPLEFT", 35, y);
FBDmgHeader:SetText(FBT("DMG_HEADER"));
FBDmgEnabledCheck = FBHealBox_CreateCheck("FBHealBoxDmgEnabledCheck", tab, 34, y - 20, "DMG_ENABLED", "DMG_ENABLED_TIP", function()
FBDmg_Cfg().Enabled = FBDmgEnabledCheck:GetChecked() and 1 or 0;
end);
FBDmgEnabledCheck:SetChecked(nil);
FBDmgMarginSlider = CreateFrame("Slider", "FBDmgMarginSlider", tab, "OptionsSliderTemplate");
FBDmgMarginSlider:SetWidth(170);
FBDmgMarginSlider:SetHeight(16);
FBDmgMarginSlider:SetPoint("TOPLEFT", 268, y - 40);
FBDmgMarginSlider:SetMinMaxValues(0, 50);
FBDmgMarginSlider:SetValueStep(5);
FBDmgMarginSlider:SetValue(FBDmg_Cfg().Margin or 20);
FBDmgMarginSlider.Text = FBDmgMarginSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
FBDmgMarginSlider.Text:SetPoint("CENTER", 0, 15);
getglobal("FBDmgMarginSliderLow"):SetText("0");
getglobal("FBDmgMarginSliderHigh"):SetText("50");
FBDmgMarginSlider:SetScript("OnValueChanged", function()
FBDmg_Cfg().Margin = math.floor(FBDmgMarginSlider:GetValue() + 0.5);
FBDmg_UpdateMarginText();
end);
FBDmg_UpdateMarginText();
FBDmgSourceText = tab:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
FBDmgSourceText:SetPoint("TOPLEFT", tab, "TOPLEFT", 40, y - 80);
FBDmgSourceText:SetWidth(390);
FBDmgSourceText:SetJustifyH("LEFT");
FBDmgSpellText = tab:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
FBDmgSpellText:SetPoint("TOPLEFT", tab, "TOPLEFT", 40, y - 96);
FBDmgSpellText:SetWidth(390);
FBDmgSpellText:SetJustifyH("LEFT");
FBDmgInfoText = tab:CreateFontString(nil, "OVERLAY", "GameFontDisableSmall");
FBDmgInfoText:SetPoint("TOPLEFT", tab, "TOPLEFT", 35, y - 120);
FBDmgInfoText:SetWidth(395);
FBDmgInfoText:SetJustifyH("LEFT");
FBDmgInfoText:SetText(FBT("DMG_INFO"));
FBDmg_UpdateSourceText();
FBDmg_UpdateSpellText();
FBDmg_SyncOptions();
-- beim Oeffnen des Fensters die Zielzeile auffrischen (Vor-Hook auf OnShow)
local prevShow = panel:GetScript("OnShow");
panel:SetScript("OnShow", function()
if (prevShow) then prevShow(); end
FBDmg_UpdateSourceText();
end);
end
function FBDmg_SyncOptions()
local cfg = FBDmg_Cfg();
if (FBDmgEnabledCheck) then FBDmgEnabledCheck:SetChecked(cfg.Enabled == 1); end
if (FBDmgMarginSlider) then FBDmgMarginSlider:SetValue(cfg.Margin or 20); end
return true;
end
function FBDmg_ApplyLocale()
if (FBDmgHeader) then FBDmgHeader:SetText(FBT("DMG_HEADER")); end
if (FBDmgEnabledCheck) then FBDmgEnabledCheck.Text:SetText(FBT("DMG_ENABLED")); FBDmgEnabledCheck.tooltipText = FBT("DMG_ENABLED_TIP"); end
if (FBDmgInfoText) then FBDmgInfoText:SetText(FBT("DMG_INFO")); end
FBDmg_UpdateMarginText();
FBDmg_UpdateSourceText();
FBDmg_UpdateSpellText();
return true;
end
-- ==========================================================================
-- [ Anbindung an den Kern ]
-- ==========================================================================
FBHealBox_RegisterHook("Loaded", function()
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("DMG_LOADED"));
return true;
end);
FBHealBox_RegisterHook("Defaults", function() return FBDmg_ApplyDefaults(); end);
FBHealBox_RegisterHook("SyncOptions", function() return FBDmg_SyncOptions(); end);
FBHealBox_RegisterHook("ApplyLocale", function() return FBDmg_ApplyLocale(); end);
FBHealBox_RegisterHook("Status", function()
local cfg = FBDmg_Cfg();
local state = FBT("FBP_STATE_OFF");
if (cfg.Enabled == 1) then state = FBT("FBP_STATE_ON"); end
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DMG_STATUS"), state, cfg.Margin or 20, FBDmg_SourceText()));
return true;
end);
FBHealBox_RegisterHook("Slash", function(msg)
if (msg == "damage" or msg == "dmg") then
local cfg = FBDmg_Cfg();
if (cfg.Enabled == 1) then cfg.Enabled = 0; else cfg.Enabled = 1; end
FBDmg_SyncOptions();
local key = "DMG_OFF";
if (cfg.Enabled == 1) then key = "DMG_ON"; end
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT(key));
return true;
end
return false;
end);
FBDmg_ApplyDefaults();
FBDmg_BuildOptions();
FBDmg_HookUseAction();