Filters
Filters consistent of 3 parts:
Source & Target can be one of two types:
If it is a string, then that string is assumed to be the GUID of the unit in question. If it’s a number, it is assumed to be a bitfield assembled from the following criteria:
Constants
-- Affiliation
COMBATLOG_OBJECT_AFFILIATION_MINE = 0x00000001;
COMBATLOG_OBJECT_AFFILIATION_PARTY = 0x00000002;
COMBATLOG_OBJECT_AFFILIATION_RAID = 0x00000004;
COMBATLOG_OBJECT_AFFILIATION_OUTSIDER = 0x00000008;
COMBATLOG_OBJECT_AFFILIATION_MASK = 0x0000000F;
-- Reaction
COMBATLOG_OBJECT_REACTION_FRIENDLY = 0x00000010;
COMBATLOG_OBJECT_REACTION_NEUTRAL = 0x00000020;
COMBATLOG_OBJECT_REACTION_HOSTILE = 0x00000040;
COMBATLOG_OBJECT_REACTION_MASK = 0x000000F0;
-- Ownership
COMBATLOG_OBJECT_CONTROL_PLAYER = 0x00000100;
COMBATLOG_OBJECT_CONTROL_NPC = 0x00000200;
COMBATLOG_OBJECT_CONTROL_MASK = 0x00000300;
-- Unit type
COMBATLOG_OBJECT_TYPE_PLAYER = 0x00000400;
COMBATLOG_OBJECT_TYPE_NPC = 0x00000800;
COMBATLOG_OBJECT_TYPE_PET = 0x00001000;
COMBATLOG_OBJECT_TYPE_GUARDIAN = 0x00002000;
COMBATLOG_OBJECT_TYPE_OBJECT = 0x00004000;
COMBATLOG_OBJECT_TYPE_MASK = 0x0000FC00;
-- Special cases (non-exclusive)
COMBATLOG_OBJECT_TARGET = 0x00010000;
COMBATLOG_OBJECT_FOCUS = 0x00020000;
COMBATLOG_OBJECT_MAINTANK = 0x00040000;
COMBATLOG_OBJECT_MAINASSIST = 0x00080000;
COMBATLOG_OBJECT_RAIDTARGET1 = 0x00100000;
COMBATLOG_OBJECT_RAIDTARGET2 = 0x00200000;
COMBATLOG_OBJECT_RAIDTARGET3 = 0x00400000;
COMBATLOG_OBJECT_RAIDTARGET4 = 0x00800000;
COMBATLOG_OBJECT_RAIDTARGET5 = 0x01000000;
COMBATLOG_OBJECT_RAIDTARGET6 = 0x02000000;
COMBATLOG_OBJECT_RAIDTARGET7 = 0x04000000;
COMBATLOG_OBJECT_RAIDTARGET8 = 0x08000000;
COMBATLOG_OBJECT_NONE = 0x80000000;
COMBATLOG_OBJECT_SPECIAL_MASK = 0xFFFF0000;
A unit can only be one of the following four categories:
1. Affiliation
2. Reaction
3. Ownership
4. Type
Here’s a quick explanation of how these flags are broken down:
Affiliation:
A unit’s affiliation is the unit’s relationship relative to YOU. Either it is owned by you, your party, your raid or someone else.
[[[Mine]Party]Raid] Outsiders
Reaction:
This is the unit’s faction reaction, relative to you. Anything that hates you is Hostile, anything that is friendly with you is Friendly, everything else is Neutral.
Ownership:
This is who owns this object. It can only be controlled by a player or the server.
Unit Type:
This is the way the unit is currently being controlled. Units directly controlled by their owner are players. Units controlled by the server are NPCs. Pets are controlled by another player or unit. Guardians are automatons that are not controlled, but automatically defend their master. Objects are everything else, such as Traps.
The result is that these bits can tell you what kind of unit that combat log object was.
Example:
A player who is dueling you is 0x0548.
(A hostile outsider who is both owned by a player and controlled as a player)
A player who was mind controlled that attacks you is 0x1148.
(A hostile outsiders who is owned by a player, but controlled as a pet)
Default Filters
The default filters are constructed by summing certain bit combinations together:
COMBATLOG_FILTER_MINE = bit.bor (
COMBATLOG_OBJECT_AFFILIATION_MINE,
COMBATLOG_OBJECT_REACTION_FRIENDLY,
COMBATLOG_OBJECT_CONTROL_PLAYER,
COMBATLOG_OBJECT_TYPE_PLAYER,
COMBATLOG_OBJECT_TYPE_OBJECT
);
This means that everything colored mine by default must be affiliated with me, friendly, controlled by a player and be a player.
Any unit that matches at least one bit in each of the four exclusive categories will pass the filter test. Filters can have more than one bit set in a category.
COMBATLOG_FILTER_FRIENDLY_UNITS = bit.bor(
COMBATLOG_OBJECT_AFFILIATION_PARTY,
COMBATLOG_OBJECT_AFFILIATION_RAID,
COMBATLOG_OBJECT_AFFILIATION_OUTSIDER,
COMBATLOG_OBJECT_REACTION_FRIENDLY,
COMBATLOG_OBJECT_CONTROL_PLAYER,
COMBATLOG_OBJECT_CONTROL_NPC,
COMBATLOG_OBJECT_TYPE_PLAYER,
COMBATLOG_OBJECT_TYPE_NPC,
COMBATLOG_OBJECT_TYPE_PET,
COMBATLOG_OBJECT_TYPE_GUARDIAN,
COMBATLOG_OBJECT_TYPE_OBJECT
);
This will allow messages relating to any unit who has a friendly reaction with you, the player. (Another way to do this is to use the “_MASK” suffixed globals, rather than specifying all bits, but I did it this way to make the point clear).