Removed recount parse module (for now?)
Peter Eliasson [07-20-16 - 17:29]
Removed recount parse module (for now?)
diff --git a/src/parse_modules/recount.lua b/src/parse_modules/recount.lua
deleted file mode 100644
index e4cd9c3..0000000
--- a/src/parse_modules/recount.lua
+++ /dev/null
@@ -1,155 +0,0 @@
-local addonName, addonTable = ...
-local addon = addonTable[1];
-local pmc = addon.parseModulesCore;
-
-local mod = pmc:NewModule("Recount", "AceHook-3.0", "AceEvent-3.0");
-if not mod then return end;
-
--- Global functions
-local wipe = wipe;
-local tinsert = tinsert;
-
-function mod:IsActivatable()
- return IsAddOnLoaded("Recount");
-end
-
-function mod:GetPlayersFromLastFight()
- local players = {};
- -- Pets are not included in player's damage, so keep track
- -- and manually merge them afterwards
- local pets = {};
-
- local fightData;
- for name, combatant in pairs(Recount.db2.combatants) do
- fightData = combatant.Fights.LastFightData;
- local damage = (fightData and fightData.Damage) or 0;
- local healing = (fightData and fightData.Healing) or 0;
-
- -- Since Recount groups by combatant instead of fights
- -- we have to verify that the combatant was part of the fight.
- if fightData and (damage > 0 or healing > 0) then
- if combatant.type == "Pet" then
- pets[name] = {damage = damage, healing = healing};
- elseif combatant.type == "Grouped" or combatant.type == "Self" then
- if self:ShouldIncludePlayer(combatant.GUID, combatant.Name) then
- local playerData = {
- id = combatant.GUID,
- name = combatant.Name,
- damage = damage,
- healing = healing,
- pets = combatant.Pet
- };
- tinsert(players, playerData);
- end
- end
- end
- end
-
- -- Merge pets and players
- for _, playerData in ipairs(players) do
- if playerData.pets then
- for _, petName in ipairs(playerData.pets) do
- if pets[petName] then
- playerData.damage = playerData.damage + pets[petName].damage;
- playerData.healing = playerData.healing + pets[petName].healing;
- end
- end
- playerData.pets = nil;
- end
- end
-
- return players;
-end
-
-function mod:ProcessParseRequest(encounter, callback)
- -- Look at the most recent one, as previous ones might
- -- be wipes at the same boss
- if self.recountFightEncounterId ~= encounter.id then
- self:Debug("No Recount fight found for boss");
- return callback(false);
- end
-
- -- CombatTimes is an object {startTime, endTime, formatStart, formatEnd, name}
- -- where the times are from GetTime() and not time(). Because of that
- -- we have to calculate our own unix timestamp for startTime.
- local combatInfo = Recount.db2.CombatTimes[#Recount.db2.CombatTimes];
- local duration = combatInfo[2] - combatInfo[1];
- local startTime = floor(time() - duration);
-
- local playerParses = self:GetPlayersFromLastFight();
-
- return callback(true, startTime, duration, playerParses);
-end
-
-function mod:GetParsesForEncounter(encounter, callback)
- -- If recount hasn't finished the fight, wait for it
- if Recount.InCombat then
- tinsert(self.pendingParseRequests, {encounter = encounter, callback = callback});
- else
- self:ProcessParseRequest(encounter, callback);
- end
-end
-
-function mod:LeaveCombat()
- self:Debug("Recount: LeaveCombat")
-
- -- If we have requests waiting for LeaveCombat, process them now.
- if #self.pendingParseRequests then
- for _, pendingRequest in ipairs(self.pendingParseRequests) do
- local encounter = pendingRequest.encounter;
- local callback = pendingRequest.callback;
- self:ProcessParseRequest(encounter, callback);
- end
- wipe(self.pendingParseRequests);
- end
-end
-
-function mod:PutInCombat()
- self:Debug("Recount: PutInCombat");
-
- self.recountFightEncounterId = self.currentEncounterId;
-end
-
-function mod:ENCOUNTER_START(event, encounterID, encounterName, difficultyID, raidSize)
- -- Since recount doesn't track the encounter itself, we have to do it.
- -- We do this by setting the currentEncounterId whenever an encounter
- -- starts. If recount is currently in combat, or if recount starts
- -- combat between ENCOUNTER_START and END, then we track that fight as
- -- the fight against the encounter id.
-
- self.currentEncounterId = encounterID;
-
- if Recount.InCombat then
- -- If recount currently is in a fight then track
- -- the current encounter id as the encounter being fighted.
- self.recountFightEncounterId = encounterID;
- end
-end
-
-function mod:ENCOUNTER_END(event, encounterId, encounterName, difficultyId, raidSize, endStatus)
- self.currentEncounterId = nil;
-end
-
-function mod:OnEnable()
- self.pendingParseRequests = {};
- self.currentEncounterId = nil;
- self.recountFightEncounterId = nil;
-
- self:RegisterEvent("ENCOUNTER_START");
- self:RegisterEvent("ENCOUNTER_END");
-
- self:SecureHook(Recount, "LeaveCombat");
- self:SecureHook(Recount, "PutInCombat");
-end
-
-function mod:OnDisable()
- wipe(self.pendingParseRequests);
- self.currentEncounterId = nil;
- self.recountFightEncounterId = nil;
-
- self:UnregisterEvent("ENCOUNTER_START");
- self:UnregisterEvent("ENCOUNTER_END");
-
- self:UnHook(Recount, "LeaveCombat");
- self:UnHook(Recount, "PutInCombat");
-end