fix reactive for overpower and revenge to see as active in any stance.

This commit is contained in:
Jrc13245
2025-11-25 16:58:44 -05:00
parent 139c95ba22
commit 21119c8bd5
4 changed files with 312 additions and 6 deletions
+188
View File
@@ -2535,3 +2535,191 @@ immunityFrame:SetScript("OnEvent", function()
ParseImmunityCombatLog()
end
end)
-- ============================================================================
-- REACTIVE ABILITY PROC TRACKING SYSTEM
-- ============================================================================
-- Tracks reactive ability procs independently of stance/usability
-- Allows detection of Overpower/Revenge/Riposte procs even when not in correct stance
-- Table to store reactive proc states with expiry times and target GUIDs
-- Structure: { spellName = { expiry = time, targetGUID = guid } }
CleveRoids.reactiveProcs = CleveRoids.reactiveProcs or {}
-- Proc durations (in seconds)
-- Overpower and Revenge: 4 seconds
-- Riposte: 5 seconds (keeping at 5 for safety, can be adjusted)
local REACTIVE_PROC_DURATION = 4.0
-- Reactive ability trigger patterns for combat log
local reactivePatterns = {
Overpower = {
-- Procs when ENEMY dodges YOUR attack (auto or ability)
patterns = {
-- Auto attack dodges
"(.+) dodges", -- English: "Target dodges"
"(.+) weicht aus", -- German
"(.+) esquive", -- French
"(.+)이%(가%) 회피", -- Korean
"躲闪了(.+)", -- Chinese Simplified
"躲閃了(.+)", -- Chinese Traditional
-- Ability dodges
"was dodged by", -- English: "Your Mortal Strike was dodged by Target"
"wurde von (.+) ausgewichen", -- German
"a été esquivé par", -- French
"을%(를%) (.+)이%(가%) 회피", -- Korean
"被(.+)躲闪", -- Chinese Simplified
"被(.+)躲閃", -- Chinese Traditional
},
type = "enemy_dodge",
requiresTargetGUID = true,
duration = 4.0 -- 4 second proc window
},
Riposte = {
-- Procs when YOU parry an enemy attack
patterns = {
"You parry", -- English: "You parry X's Y"
"Ihr pariert", -- German
"Vous parez", -- French
"막아냈습니다", -- Korean
"你招架了", -- Chinese Simplified
"你招架了", -- Chinese Traditional
},
type = "player_parry",
requiresTargetGUID = true, -- Track which enemy you parried
duration = 5.0 -- 5 second proc window (estimated, may be 4s)
},
Revenge = {
-- Procs when YOU block, dodge, or parry an enemy attack (any stance)
patterns = {
"You block", -- English: "You block X's Y"
"You dodge", -- English: "You dodge X's Y"
"You parry", -- English: "You parry X's Y"
"Ihr blockt", -- German block
"Ihr weicht aus", -- German dodge
"Ihr pariert", -- German parry
"Vous bloquez", -- French block
"Vous esquivez", -- French dodge
"Vous parez", -- French parry
"막았습니다", -- Korean block
"회피했습니다", -- Korean dodge
"막아냈습니다", -- Korean parry
"你格挡了", -- Chinese Simplified block
"你躲闪了", -- Chinese Simplified dodge
"你招架了", -- Chinese Simplified parry
"你格擋了", -- Chinese Traditional block
"你躲閃了", -- Chinese Traditional dodge
"你招架了", -- Chinese Traditional parry
},
type = "player_avoid",
requiresTargetGUID = true, -- Track which enemy triggered it
duration = 4.0 -- 4 second proc window
}
}
-- Set a reactive proc state with optional target GUID
function CleveRoids.SetReactiveProc(spellName, duration, targetGUID)
duration = duration or REACTIVE_PROC_DURATION
CleveRoids.reactiveProcs[spellName] = {
expiry = GetTime() + duration,
targetGUID = targetGUID
}
end
-- Check if a reactive proc is active (with optional GUID check)
function CleveRoids.HasReactiveProc(spellName)
local procData = CleveRoids.reactiveProcs[spellName]
if not procData or not procData.expiry then return false end
local now = GetTime()
if now >= procData.expiry then
-- Expired, clear it
CleveRoids.reactiveProcs[spellName] = nil
return false
end
-- If proc has a target GUID requirement, check if current target matches
if procData.targetGUID then
local _, targetGUID = UnitExists("target")
if not targetGUID or targetGUID ~= procData.targetGUID then
return false
end
end
return true
end
-- Clear a reactive proc
function CleveRoids.ClearReactiveProc(spellName)
CleveRoids.reactiveProcs[spellName] = nil
end
-- Parse combat log for reactive ability triggers
function CleveRoids.ParseReactiveCombatLog()
if not arg1 then return end
local message = arg1
local _, targetGUID = UnitExists("target")
-- Check each reactive ability's trigger patterns
for spellName, config in pairs(reactivePatterns) do
-- Skip if player doesn't know this spell
if CleveRoids.GetSpell(spellName) then
for _, pattern in ipairs(config.patterns) do
if strfind(message, pattern) then
-- Found a trigger event (works in any stance)
local guid = config.requiresTargetGUID and targetGUID or nil
local duration = config.duration or REACTIVE_PROC_DURATION
CleveRoids.SetReactiveProc(spellName, duration, guid)
-- Update action buttons to reflect new state
CleveRoids.QueueActionUpdate()
break
end
end
end
end
end
-- Clear reactive proc when spell is cast
function CleveRoids.ClearReactiveProcOnCast(spellName)
if not spellName then return end
-- Check if this is a reactive spell
if CleveRoids.reactiveSpells and CleveRoids.reactiveSpells[spellName] then
CleveRoids.ClearReactiveProc(spellName)
CleveRoids.QueueActionUpdate()
end
end
-- Hook UNIT_CASTEVENT to clear reactive procs
local originalUnitCastEvent = CleveRoids.Frame and CleveRoids.Frame.UNIT_CASTEVENT
if originalUnitCastEvent then
CleveRoids.Frame.UNIT_CASTEVENT = function(...)
-- Call original handler first
if type(originalUnitCastEvent) == "function" then
originalUnitCastEvent(unpack(arg))
end
-- Clear reactive proc on spell cast start
if arg1 == "player" and arg2 == "START" and arg4 then
CleveRoids.ClearReactiveProcOnCast(arg4)
end
end
end
-- Register combat log event for reactive proc tracking
local reactiveFrame = CreateFrame("Frame", "CleveRoidsReactiveFrame")
reactiveFrame:RegisterEvent("RAW_COMBATLOG")
reactiveFrame:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS")
reactiveFrame:RegisterEvent("CHAT_MSG_COMBAT_SELF_MISSES")
reactiveFrame:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE")
reactiveFrame:SetScript("OnEvent", function()
if event == "RAW_COMBATLOG" or
event == "CHAT_MSG_COMBAT_SELF_HITS" or
event == "CHAT_MSG_COMBAT_SELF_MISSES" or
event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
CleveRoids.ParseReactiveCombatLog()
end
end)