local NanamiDPS = NanamiDPS local DataStore = NanamiDPS.DataStore local Parser = CreateFrame("Frame") NanamiDPS.Parser = Parser local validUnits = { ["player"] = true } for i = 1, 4 do validUnits["party" .. i] = true end for i = 1, 40 do validUnits["raid" .. i] = true end local validPets = { ["pet"] = true } for i = 1, 4 do validPets["partypet" .. i] = true end for i = 1, 40 do validPets["raidpet" .. i] = true end Parser.validUnits = validUnits Parser.validPets = validPets ----------------------------------------------------------------------- -- Threat calculation now delegated to ThreatEngine + ThreatCoefficients. -- The engine handles stance/buff scanning, talent multipliers, and the -- complete spell coefficient database. These wrappers remain for -- backward compatibility with ProcessDamage/ProcessHealing. ----------------------------------------------------------------------- function Parser:CalculateSpellThreat(source, spell, damage) if not damage or damage <= 0 then return 0 end local class = DataStore:GetClass(source) return NanamiDPS.ThreatEngine:CalculateLocalThreat(source, spell, damage, false, class) end function Parser:CalculateHealThreat(source, amount) if not amount or amount <= 0 then return 0 end local class = DataStore:GetClass(source) return NanamiDPS.ThreatEngine:CalculateLocalThreat(source, nil, amount, true, class) end local unit_cache = {} function Parser:UnitByName(name) if unit_cache[name] and UnitName(unit_cache[name]) == name then return unit_cache[name] end for unit in pairs(validUnits) do if UnitName(unit) == name then unit_cache[name] = unit return unit end end for unit in pairs(validPets) do if UnitName(unit) == name then unit_cache[name] = unit return unit end end return nil end function Parser:ScanName(name) if not name then return nil end for unit in pairs(validUnits) do if UnitExists(unit) and UnitName(unit) == name then if UnitIsPlayer(unit) then local _, class = UnitClass(unit) DataStore:SetClass(name, class) return "PLAYER" end end end -- SuperWoW pet format: "PetName (OwnerName)" local match, _, owner = string.find(name, "%((.*)%)", 1) if match and owner then if Parser:ScanName(owner) == "PLAYER" then DataStore:SetClass(name, owner) return "PET" end end for unit in pairs(validPets) do if UnitExists(unit) and UnitName(unit) == name then if strsub(unit, 0, 3) == "pet" then DataStore:SetClass(name, UnitName("player")) elseif strsub(unit, 0, 8) == "partypet" then DataStore:SetClass(name, UnitName("party" .. strsub(unit, 9))) elseif strsub(unit, 0, 7) == "raidpet" then DataStore:SetClass(name, UnitName("raid" .. strsub(unit, 8))) end return "PET" end end if NanamiDPS.config and NanamiDPS.config.trackAllUnits then DataStore:SetClass(name, DataStore:GetClass(name) or "__other__") return "OTHER" end return nil end function Parser:ResolveSource(source) source = NanamiDPS.trim(source) local sourceType = self:ScanName(source) if not sourceType then return nil, nil end if NanamiDPS.config and NanamiDPS.config.mergePets and sourceType == "PET" then local ownerClass = DataStore:GetClass(source) if ownerClass and ownerClass ~= "__other__" and NanamiDPS.validClasses[DataStore:GetClass(ownerClass)] then return ownerClass, "Pet: " .. source elseif ownerClass and ownerClass ~= "__other__" then return ownerClass, "Pet: " .. source end end return source, nil end function Parser:ProcessDamage(source, spell, target, amount, school) if NanamiDPS.config and NanamiDPS.config.paused then return end if type(source) ~= "string" or not tonumber(amount) then return end source = NanamiDPS.trim(source) amount = tonumber(amount) if source == target then return end local resolvedSource, petPrefix = self:ResolveSource(source) if not resolvedSource then return end local finalSpell = petPrefix and (petPrefix .. ": " .. (spell or "")) or spell if not DataStore.inCombat then DataStore:StartCombat() end DataStore:AddDamage(resolvedSource, finalSpell, target, amount, school) local targetType = self:ScanName(target) if targetType == "PLAYER" then DataStore:AddDamageTaken(target, finalSpell, resolvedSource, amount, school) end local threatAmount = self:CalculateSpellThreat(source, spell, amount) DataStore:AddThreat(source, threatAmount) local TE = NanamiDPS.ThreatEngine local TC = NanamiDPS.ThreatCoefficients if TE then local targetKey = TE:GetCurrentTargetKey() if targetKey and not TE:IsAPIActiveForTarget(targetKey) then TE:AddLocalThreat(targetKey, source, threatAmount) if spell and TC and TC.tauntSpells and TC.tauntSpells[spell] then TE:HandleTaunt(source, targetKey) end end end DataStore:UpdateActivity(resolvedSource, GetTime()) if targetType == "PLAYER" then self:FeedDeathLog(target, { time = GetTime(), source = resolvedSource, spell = finalSpell, amount = -amount, type = "damage", hp = self:GetUnitHP(target), }) end self:ThrottledRefresh() end function Parser:ProcessHealing(source, spell, target, amount, school) if NanamiDPS.config and NanamiDPS.config.paused then return end if type(source) ~= "string" or not tonumber(amount) then return end source = NanamiDPS.trim(source) amount = tonumber(amount) local resolvedSource, petPrefix = self:ResolveSource(source) if not resolvedSource then return end local finalSpell = petPrefix and (petPrefix .. ": " .. (spell or "")) or spell local effective = amount local unitstr = self:UnitByName(target) if unitstr then effective = math.min(UnitHealthMax(unitstr) - UnitHealth(unitstr), amount) end if not DataStore.inCombat then DataStore:StartCombat() end DataStore:AddHealing(resolvedSource, finalSpell, target, amount, effective) local healThreat = self:CalculateHealThreat(source, effective) DataStore:AddThreat(source, healThreat) local TE = NanamiDPS.ThreatEngine if TE then local targetKey = TE:GetCurrentTargetKey() if targetKey and not TE:IsAPIActiveForTarget(targetKey) then TE:AddLocalThreat(targetKey, source, healThreat) end end DataStore:UpdateActivity(resolvedSource, GetTime()) local targetType = self:ScanName(target) if targetType == "PLAYER" then self:FeedDeathLog(target, { time = GetTime(), source = resolvedSource, spell = finalSpell, amount = effective, type = "heal", hp = self:GetUnitHP(target), }) end self:ThrottledRefresh() end function Parser:ProcessDeath(name) if not name then return end local nameType = self:ScanName(name) if nameType ~= "PLAYER" then return end local log = self:FlushDeathLog(name) DataStore:AddDeath(name, { time = GetTime(), timeStr = date("%H:%M:%S"), events = log, }) self:ThrottledRefresh() end function Parser:ProcessDispel(source, spell, target, aura) if type(source) ~= "string" then return end source = NanamiDPS.trim(source) local resolvedSource = self:ResolveSource(source) if not resolvedSource then return end DataStore:AddDispel(resolvedSource, spell or NanamiDPS.L["Unknown"], target, aura) DataStore:UpdateActivity(resolvedSource, GetTime()) self:ThrottledRefresh() end function Parser:ProcessInterrupt(source, spell, target, interrupted) if type(source) ~= "string" then return end source = NanamiDPS.trim(source) local resolvedSource = self:ResolveSource(source) if not resolvedSource then return end DataStore:AddInterrupt(resolvedSource, spell or NanamiDPS.L["Unknown"], target, interrupted) DataStore:UpdateActivity(resolvedSource, GetTime()) self:ThrottledRefresh() end function Parser:GetUnitHP(name) local unit = self:UnitByName(name) if unit then return UnitHealth(unit), UnitHealthMax(unit) end return 0, 0 end -- Throttle refresh callbacks to avoid excessive UI updates Parser.lastRefreshTime = 0 local REFRESH_INTERVAL = 0.25 function Parser:ThrottledRefresh() local now = GetTime() if now - self.lastRefreshTime >= REFRESH_INTERVAL then self.lastRefreshTime = now NanamiDPS:FireCallback("refresh") end end -- Death log buffer: last 15 seconds of events per player Parser.deathLogBuffer = {} local DEATH_LOG_WINDOW = 15 function Parser:FeedDeathLog(name, entry) if not self.deathLogBuffer[name] then self.deathLogBuffer[name] = {} end table.insert(self.deathLogBuffer[name], entry) -- Trim old entries local now = GetTime() local buf = self.deathLogBuffer[name] while table.getn(buf) > 0 and (now - buf[1].time) > DEATH_LOG_WINDOW do table.remove(buf, 1) end end function Parser:FlushDeathLog(name) local log = self.deathLogBuffer[name] or {} self.deathLogBuffer[name] = {} return log end -- Combat state detection local combatFrame = CreateFrame("Frame", "NanamiDPSCombatState", UIParent) combatFrame:RegisterEvent("PLAYER_REGEN_DISABLED") combatFrame:RegisterEvent("PLAYER_REGEN_ENABLED") local pendingCombatEnd = false local combatEndTimer = 0 combatFrame:SetScript("OnEvent", function() if event == "PLAYER_REGEN_DISABLED" then pendingCombatEnd = false if not DataStore.inCombat then DataStore:StartCombat() end elseif event == "PLAYER_REGEN_ENABLED" then pendingCombatEnd = true combatEndTimer = GetTime() + 2 end end) combatFrame:SetScript("OnUpdate", function() if (this.tick or 1) > GetTime() then return end this.tick = GetTime() + 1 if pendingCombatEnd and GetTime() >= combatEndTimer then pendingCombatEnd = false DataStore:StopCombat() end end)