-- Recount's Interrupts Tracker Module. -- This can be deleted/renamed (to say TrackerModule_*_off.lua) to remove the mode local AceLocale = LibStub("AceLocale-3.0") local L = AceLocale:GetLocale( "Recount" ) local revision = tonumber(string.sub("$Revision: 1079 $", 12, -3)) local Recount = _G.Recount if Recount.Version < revision then Recount.Version = revision end local dbCombatants local srcRetention local dstRetention local DetailTitles={} DetailTitles.Interrupts={ TopNames = L["Interrupted Who"], TopCount = "", TopAmount = L["Interrupts"], BotNames = L["Interrupted"], BotMin = "", BotAvg = "", BotMax = "", BotAmount = L["Count"] } function Recount:SpellInterrupt(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags,spellId, spellName, spellSchool, extraSpellId, extraSpellName, extraSpellSchool) if not spellName then spellName = "Melee" end local ability = extraSpellName .. " (" .. spellName .. ")" Recount:AddInterruptData(srcName, dstName, ability, srcGUID, srcFlags, dstGUID, dstFlags, extraSpellId) -- Elsia: Keep both interrupting spell and interrupted spell end function Recount:AddInterruptData(source, victim, ability, srcGUID,srcFlags, dstGUID,dstFlags, spellId) --Friendly fire interrupt? (Duels) local FriendlyFire = Recount:IsFriendlyFire(srcFlags,dstFlags) --Before any further processing need to check if we are going to be placed in combat or in combat if not Recount.InCombat and Recount.db.profile.RecordCombatOnly then if (not FriendlyFire) and (Recount:InGroup(srcFlags) or Recount:InGroup(dstFlags)) then Recount:PutInCombat() else return end end --Need to add events for potential deaths Recount.cleventtext = source.." interrupts "..victim.." "..ability -- Name and ID of pet owners local sourceowner local sourceownerID local victimowner local victimownerID source, sourceowner, sourceownerID = Recount:DetectPet(source, srcGUID, srcFlags) victim, victimowner, victimownerID = Recount:DetectPet(victim, dstGUID, dstFlags) srcRetention = Recount.srcRetention if srcRetention then if not dbCombatants[source] then Recount:AddCombatant(source,sourceowner,srcGUID,srcFlags, sourceownerID) end -- Elsia: Until here is if pets interupts anybody. local sourceData=dbCombatants[source] if sourceData then Recount:SetActive(sourceData) Recount:AddCurrentEvent(sourceData,"MISC", false,nil,Recount.cleventtext) --Fight tracking purposes to speed up leaving combat sourceData.LastFightIn=Recount.db2.FightNum Recount:AddAmount(sourceData,"Interrupts",1) Recount:AddTableDataSum(sourceData,"InterruptData",victim,ability,1) end end dstRetention = Recount.dstRetention if dstRetention then if not dbCombatants[victim] then Recount:AddCombatant(victim, victimowner,dstGUID,dstFlags, victimownerID) -- Elsia: Bug, owner missing here end local victimData=dbCombatants[victim] if victimData then Recount:SetActive(victimData) Recount:AddCurrentEvent(victimData,"MISC", true,nil,Recount.cleventtext) --Fight tracking purposes to speed up leaving combat victimData.LastFightIn=Recount.db2.FightNum end end end local DataModes = {} function DataModes:InterruptReturner(data, num) if not data then return 0 end if num==1 then return (data.Fights[Recount.db.profile.CurDataSet].Interrupts or 0) end return (data.Fights[Recount.db.profile.CurDataSet].Interrupts or 0), {{data.Fights[Recount.db.profile.CurDataSet].InterruptData,L["'s Interrupts"],DetailTitles.Interrupts}} end local TooltipFuncs = {} function TooltipFuncs:Interrupts(name,data) local SortedData,total GameTooltip:ClearLines() GameTooltip:AddLine(name) Recount:AddSortedTooltipData(L["Top 3"].." "..L["Interrupted"],data and data.Fights[Recount.db.profile.CurDataSet] and data.Fights[Recount.db.profile.CurDataSet].InterruptData,3) GameTooltip:AddLine("<"..L["Click for more Details"]..">",0,0.9,0) end Recount:AddModeTooltip(L["Interrupts"],DataModes.InterruptReturner,TooltipFuncs.Interrupts,nil,nil,nil,nil) local oldlocalizer = Recount.LocalizeCombatants function Recount.LocalizeCombatants() dbCombatants = Recount.db2.combatants oldlocalizer() end