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brObjectManager.lua
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326 lines (291 loc) · 10.7 KB
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---@type _,br,NilName
local _,br,nn = ...
---@type br.Logging, br.Settings
local Log,Settings = br.Logging,br.Settings
---@class br.ObjectManager
---@field GetObjectsByType fun(self: br.ObjectManager, type: number): table
---@field Update fun(self: br.ObjectManager) @Updates the ObjectManager's list of units
---@field Active boolean @Indicates whether the ObjectManager is active
---@field Units table<number, Unit> @A table of Unit objects managed by the ObjectManager
---@field Timer fun(self: br.ObjectManager) @Starts the ObjectManager's update timer
---@field ObjectCount fun(self: br.ObjectManager): number @Returns the count of objects currently managed
---@field EnemiesInSpellRange fun(self: br.ObjectManager, spellID: number): table @Returns the count of enemies in range of the specified spell
local om = {}
br.ObjectManager = om
br.ObjectManager.__index = br.ObjectManager
local unit = br.ModuleLoader:LoadModule("Unit")
local player = br.ModuleLoader:LoadModule("Player")
om.Units={}
om.Bobbers = {}
om.FishingHoles = {}
om.Lootables = {}
om.Skinnables = {}
om.Active = false
function om:Timer()
if self.Active then
self:Update()
if br.UI.ObjectExplorer and br.UI.ObjectExplorer.window then
if br.UI.ObjectExplorer.window.diesalWindow:IsShown() then
br.UI.ObjectExplorer:Refresh()
end
end
end
C_Timer.After(0.1, function() self:Timer() end)
end
function om:ObjectCount()
local count = 0
for _,_ in pairs(self.Units) do
count = count + 1
end
return count
end
function om:LootableCount()
local count = 0
for _,v in pairs(self.Units) do
if br.ObjectLootable(v.guid) then
count = count + 1
end
end
return count
end
function om:ClosestLootable()
local closest = nil
local closestDistance = 99999
for _,v in pairs(self.Units) do
if br.ObjectLootable(v.guid) then
local distance = br.DistanceBetweenObjects(br.ActivePlayer.guid,v.guid)
if distance < closestDistance then
closestDistance = distance
closest = v
end
end
end
return closest
end
function om:SkinnableCount()
local count = 0
for _,v in pairs(self.Units) do
if br.ObjectSkinnable(v.guid) then
count = count + 1
end
end
return count
end
function om:ClosestSkinnable()
local closest = nil
local closestDistance = 99999
for _,v in pairs(self.Units) do
if br.ObjectSkinnable(v.guid) then
local distance = br.DistanceBetweenObjects(br.ActivePlayer.guid,v.guid)
if distance < closestDistance then
closestDistance = distance
closest = v
end
end
end
return closest
end
function om:SkinnableTable()
local skinnables = {}
local i=1
for _,v in pairs(self.Units) do
if br.ObjectSkinnable(v.guid) and v:Distance() <=20 then
skinnables[i] = v
i = i + 1
end
end
return skinnables
end
function om:SummonedCount(name)
local count = 0
for _,v in pairs(self.Units) do
if v.IsCreatedByPlayer then --and string.lower(v.name):find(string.lower(name)) ~= nil then
count = count + 1
end
end
return count
end
function om:CombatCount()
local count = 0
for _,v in pairs(self.Units) do
if v.CombatWithPlayer then
count = count + 1
end
end
return count
end
function om:Update()
self.__index = self
--self.Units = {}
--Get Active Player
local objs = br.GetObjects(7)
local x,y,z = br.ObjectLocation(objs[1])
if not br.ActivePlayer then
br.ActivePlayer = player:new(objs[1],x,y,z)
else
br.ActivePlayer:UpdateLocation(x,y,z)
if br.ActivePlayer.guid ~= objs[1] then
br.ActivePlayer.guid = objs[1]
br.ActivePlayer.WoWGUID = UnitGUID("player")
end
end
local bobObjs = br.GetObjects(8)
for k,v in pairs(bobObjs) do
if v and br.ObjectOrUnitName(v) == "Fishing Bobber" then
if not self.Bobbers[v] then
if br.ObjectCreator(v) == br.ActivePlayer.guid then
local u = unit:new(v,br.ObjectLocation(v))
u.name = br.ObjectOrUnitName(v)
u.AnimationFlag = br.ObjectAnimationFlag(v)
self.Bobbers[v] = u
end
else
self.Bobbers[v]:UpdateLocation(br.ObjectLocation(v))
newFlag = br.ObjectAnimationFlag(v)
if self.Bobbers[v].AnimationFlag ~= newFlag and not self.Bobbers[v].InteractionPending then
Log:LogError("Fishing Bobber Sunk")
self.Bobbers[v].InteractionPending = true
local callbackTime = math.random(450,1000)/1000
C_Timer.After(callbackTime, function()
br.ObjectInteract(v)
C_Timer.After(1, function()
br.ConfirmBindOnUse()
end)
end)
end
end
end
if v and br.ObjectOrUnitName(v) == "Glimmerpool" then
if not self.FishingHoles[v] then
Log:Log("New fishing hole detected: " .. br.ObjectOrUnitName(v))
local u = unit:new(v,br.ObjectLocation(v))
u.name = br.ObjectOrUnitName(v)
self.FishingHoles[v] = u
else
self.FishingHoles[v]:UpdateLocation(br.ObjectLocation(v))
end
end
end
-- Only get units (type 5)
objs = br.GetObjects(5)
for k,v in pairs(objs) do
if self.Units[v] then
self.Units[v]:UpdateLocation(br.ObjectLocation(v))
--self.Units[v].Distance = br.DistanceBetweenObjects(br.ActivePlayer.guid,v)
else
local u = unit:new(v,br.ObjectLocation(v))
--u.Distance = br.DistanceBetweenObjects(br.ActivePlayer.guid,u.guid)
u.name = br.ObjectOrUnitName(v)
self.Units[v] = u
end
-- if br.ObjectOrUnitName(v) == "Meandering Shalehorn" and UnitIsDead(UnitGUID(v)) then
-- Log:Log("Found Corpse; checking flags")
-- Log:Log(" Corpse Animation Flag: " .. tostring(br.ObjectAnimationFlag(v)))
-- Log:Log(" Is Lootable: " .. tostring(br.ObjectLootable(v)))
-- Log:Log(" Is Skinnable: " .. tostring(br.ObjectSkinnable(v)))
-- end
end
-- Set Freshness and cleanup stale combat counters
for k,_ in pairs(self.Units) do
local Freshness = self.Units[k]:Freshness()
--if no damage has been seen from/to in 10 seconds, reset combat flag
if self.Units[k].LastContact > 0 and (GetTime() - self.Units[k].LastContact) > 10 then
self.Units[k].CombatWithPlayer = false
self.Units[k].FirstContact = 0
self.Units[k].LastContact = 0
end
--if not updated in last 1 second remove from OM
if Freshness > 1 then
self.Units[k] = nil
end
end
--Check for lootable units
for k,_ in pairs(self.Units) do
if br.ObjectLootable(self.Units[k].guid) then
self.Lootables[self.Units[k].guid] = self.Units[k]
else
self.Lootables[self.Units[k].guid] = nil
end
if br.ObjectSkinnable(self.Units[k].guid) then
self.Skinnables[self.Units[k].guid] = self.Units[k]
else
self.Skinnables[self.Units[k].guid] = nil
end
if self.Units[k] == nil then
self.Lootables[self.Units[k].guid] = nil
self.Skinnables[self.Units[k].guid] = nil
end
end
for k,_ in pairs(self.Bobbers) do
local Freshness = self.Bobbers[k]:Freshness()
--if not updated in last 5 seconds, remove from OM
if Freshness > 5 then
self.Bobbers[k] = nil
end
end
for k,_ in pairs(self.FishingHoles) do
local Freshness = self.FishingHoles[k]:Freshness()
--if not updated in last 10 seconds, remove from OM
if Freshness > 10 then
Log:Log("Removing stale fishing hole object: " .. self.FishingHoles[k].name)
self.FishingHoles[k] = nil
end
end
end
function om:EnemiesInSpellRange(spellID)
local count = 0
for _,v in pairs(self.Units) do
if v:IsAlive() and br.apis.UnitCanAttack("player",v.guid) and br.ActivePlayer.cast.inRange.Spell(spellID,v.guid) then
count = count + 1
end
end
return count
end
function om:EnemiesFacingMelee()
local enemies = {}
local i = 1
--Log:Log("----------------------------------------------------------------")
--Log:Log("Spell: " .. spellID)
--Log:Log(" Spell Range: " .. spellInfo.minRange .. " to " .. spellInfo.maxRange)
for _,v in pairs(self.Units) do
if v:IsAlive() and UnitCanAttack("player",v.WoWGUID)
and br.DistanceBetweenObjects(br.ActivePlayer.guid,v.guid) <= 6
then
local angle2 = br.ObjectFacing(br.ActivePlayer.guid)
local angle1 = br.ObjectFacing(v.guid)
-- Log:Log("Unit: " .. v.name .. " Facing Angle: " .. angle1 .. " Rad")
local angle3 = 0
local Y1,X1,Z1 = br.ActivePlayer.X, br.ActivePlayer.Y, br.ActivePlayer.Z
local Y2,X2,Z2 = v.Y, v.X, v.Z
-- local dot = (X1 * X2) + (Y1 * Y2) + (Z1 * Z2)
-- local magnitude1 = math.sqrt(X1^2 + Y1^2 + Z1^2)
-- local magnitude2 = math.sqrt(X2^2 + Y2^2 + Z2^2)
-- local ansAgain = math.acos(dot / (magnitude1 * magnitude2))
-- print("Angle between player and unit: " .. ansAgain)
-- print(" outcome1: " .. math.abs(angle1 - math.pi * 2 ))
-- print(" outcome2: " .. math.abs(angle2 - math.pi * 2 ))
local deltaY = Y2 - Y1
local deltaX = X2 - X1
angle1 = math.deg(math.abs(angle1 - math.pi * 2 ))
if deltaX > 0 then
angle2 = math.deg(math.atan(deltaY / deltaX) + (math.pi / 2) + math.pi)
elseif deltaX < 0 then
angle2 = math.deg(math.atan(deltaY / deltaX) + (math.pi / 2))
end
-- print("Angle1: " .. angle1 .. " Angle2: " .. angle2)
if angle2 - angle1 > 180 then
angle3 = math.abs(angle2 - angle1 - 360)
elseif angle1 - angle2 > 180 then
angle3 = math.abs(angle1 - angle2 - 360)
else
angle3 = math.abs(angle2 - angle1)
end
--Log:Log("Unit: " .. v.name .. " Angle to Player Facing: " .. angle3)
if angle3 < 90 then
enemies[i] = v
i = i + 1
end
end
end
return enemies
end