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Dcr_Raid.lua
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--[[
This file is part of Decursive.
Decursive (v @project-version@) add-on for World of Warcraft UI
Copyright (C) 2006-2025 John Wellesz (Decursive AT 2072productions.com) ( http://www.2072productions.com/to/decursive.php )
Decursive is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Decursive is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Decursive. If not, see <https://www.gnu.org/licenses/>.
Decursive is inspired from the original "Decursive v1.9.4" by Patrick Bohnet (Quu).
The original "Decursive 1.9.4" is in public domain ( www.quutar.com )
Decursive is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
This file was last updated on @file-date-iso@
--]]
-------------------------------------------------------------------------------
local addonName, T = ...;
-- big ugly scary fatal error message display function {{{
if not T._FatalError then
-- the beautiful error popup : {{{ -
StaticPopupDialogs["DECURSIVE_ERROR_FRAME"] = {
text = "|cFFFF0000Decursive Error:|r\n%s",
button1 = "OK",
OnAccept = function()
return false;
end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
showAlert = 1,
preferredIndex = 3,
}; -- }}}
T._FatalError = function (TheError) StaticPopup_Show ("DECURSIVE_ERROR_FRAME", TheError); end
end
-- }}}
if not T._LoadedFiles or not T._LoadedFiles["Dcr_Events.lua"] then
if not DecursiveInstallCorrupted then T._FatalError("Decursive installation is corrupted! (Dcr_Events.lua not loaded)"); end;
DecursiveInstallCorrupted = true;
return;
end
T._LoadedFiles["Dcr_Raid.lua"] = false;
local D = T.Dcr;
local L = D.L;
local LC = D.LC;
local DC = T._C;
local RaidRosterCache = { };
local SortingTable = { };
D.Status.Unit_Array_GUIDToUnit = { };
D.Status.Unit_Array_UnitToGUID = { };
D.Status.InternalPrioList = { };
D.Status.InternalSkipList = { };
D.Status.Unit_Array = { };
local _G = _G;
local pairs = _G.pairs;
local ipairs = _G.ipairs;
local type = _G.type;
local select = _G.select;
local UnitIsFriend = _G.UnitIsFriend;
local UnitCanAttack = _G.UnitCanAttack;
local GetNumRaidMembers = DC.GetNumRaidMembers;
local GetNumPartyMembers = _G.GetNumSubgroupMembers;
local GetRaidRosterInfo = _G.GetRaidRosterInfo;
local random = _G.random;
local UnitIsUnit = _G.UnitIsUnit;
local UnitClass = _G.UnitClass;
local UnitExists = _G.UnitExists;
local UnitGUID = _G.UnitGUID;
local UnitGroupRolesAssigned= _G.UnitGroupRolesAssigned;
local table = _G.table;
local t_insert = _G.table.insert;
local str_upper = _G.string.upper;
local MAX_RAID_MEMBERS = _G.MAX_RAID_MEMBERS;
local setmetatable = _G.setmetatable;
local rawget = _G.rawget;
local GetTime = _G.GetTime;
-------------------------------------------------------------------------------
-- GROUP STATUS UPDATE, these functions update the UNIT table to scan
-------------------------------------------------------------------------------
DC.ClassNumToLName = {
[11] = LC[DC.CLASS_DRUID],
[12] = LC[DC.CLASS_HUNTER],
[13] = LC[DC.CLASS_MAGE],
[14] = LC[DC.CLASS_PALADIN],
[15] = LC[DC.CLASS_PRIEST],
[16] = LC[DC.CLASS_ROGUE],
[17] = LC[DC.CLASS_SHAMAN],
[18] = LC[DC.CLASS_WARLOCK],
[19] = LC[DC.CLASS_WARRIOR],
[20] = LC[DC.CLASS_DEATHKNIGHT],
[21] = LC[DC.CLASS_MONK],
[22] = LC[DC.CLASS_DEMONHUNTER],
[23] = LC[DC.CLASS_EVOKER],
}
DC.ClassLNameToNum = D:tReverse(DC.ClassNumToLName);
DC.ClassNumToUName = {
[11] = DC.CLASS_DRUID,
[12] = DC.CLASS_HUNTER,
[13] = DC.CLASS_MAGE,
[14] = DC.CLASS_PALADIN,
[15] = DC.CLASS_PRIEST,
[16] = DC.CLASS_ROGUE,
[17] = DC.CLASS_SHAMAN,
[18] = DC.CLASS_WARLOCK,
[19] = DC.CLASS_WARRIOR,
[20] = DC.CLASS_DEATHKNIGHT,
[21] = DC.CLASS_MONK,
[22] = DC.CLASS_DEMONHUNTER,
[23] = DC.CLASS_EVOKER,
}
DC.ClassUNameToNum = D:tReverse(DC.ClassNumToUName);
do
local _; -- a local dummy trash variable
local D = D;
local MAX_RAID_MEMBERS = _G.MAX_RAID_MEMBERS;
local UnitToGUID = {};
local GUIDToUnit = {};
local Raidnum;
local Status;
local TestMode;
-- define some mock function to make testing easier
local function _UnitExists (unit)
if not TestMode then
return UnitExists(unit);
elseif #SortingTable < D.Status.TestLayoutUNum then
return true;
else
return false;
end
end
local FakeClasses = {};
local function _UnitClass(unit)
if not TestMode then
return UnitClass(unit);
else
if UnitClass(unit) then
return UnitClass(unit);
end
local randomClass = FakeClasses[unit] or DC.ClassNumToUName[random(11,23)];
FakeClasses[unit] = randomClass;
return randomClass, randomClass;
end
end
local function _UnitGUID (unit)
if not TestMode then
return UnitGUID(unit);
elseif #SortingTable < D.Status.TestLayoutUNum then
return UnitGUID(unit) or "fakeGUID"..unit.."-"..#SortingTable;
end
end
local function _GetNumRaidMembers()
if not TestMode then
return GetNumRaidMembers();
elseif D.Status.TestLayoutUNum > 5 then
return D.Status.TestLayoutUNum < MAX_RAID_MEMBERS and D.Status.TestLayoutUNum or MAX_RAID_MEMBERS;
else
return 0;
end
end
local FakeGroups = {};
local FakeGroupsAttribution = {};
local function _GetRaidRosterInfo(i)
if not TestMode then
return GetRaidRosterInfo(i);
else
if GetRaidRosterInfo(i) then
return GetRaidRosterInfo(i);
end
local unit = "raid"..i;
local randomClass = FakeClasses[unit] or DC.ClassNumToUName[random(11,23)];
FakeClasses[unit] = randomClass;
local randomGroup;
if FakeGroupsAttribution[unit] then
randomGroup = FakeGroupsAttribution[unit];
else
repeat
randomGroup = random (1,8);
if not FakeGroups[randomGroup] then
FakeGroups[randomGroup] = 1;
elseif FakeGroups[randomGroup] ~= 5 then
FakeGroups[randomGroup] = FakeGroups[randomGroup] + 1;
end
until FakeGroups[randomGroup] == 5;
FakeGroupsAttribution[unit] = randomGroup;
end
return "fakeName"..i, nil, randomGroup, nil, nil, randomClass;
end
end
local FakeRoles = {}; local roles = {"HEALER", "TANK", "DAMAGER", "NONE"};
local function _UnitGroupRolesAssigned(unit)
-- if DC.WOWC then
-- return "NONE";
-- end
if not TestMode then
return UnitGroupRolesAssigned(unit);
elseif not FakeRoles[unit] then
FakeRoles[unit] = roles[random(1,4)];
end
return FakeRoles[unit];
end
local UnitToGUID_mt = { __index = function(self, unit)
local GUID = _UnitGUID(unit) or false;
self[unit] = GUID;
GUIDToUnit[GUID] = unit;
return self[unit];
end };
local GUIDToUnit_ScannedAll = false;
local Lookforpets = true;
local GUIDToUnit_mt = { __index = function(self, GUID)
-- {{{
GUID = GUID ~= "player" and GUID or DC.MyGUID -- hack for the player entry in the populate lists GUI
if GUIDToUnit_ScannedAll and GUID ~= DC.MyGUID then
self[GUID] = false;
D:Debug("GUIDToUnit_mt: %s is not in our group!", GUID);
return self[GUID];
end
if (not GUID) then
D:errln("GUIDToUnit_mt: no GUID! ");
return false;
end
local unit = false;
if GUID == DC.MyGUID then
unit = "player";
elseif GUID == UnitToGUID["pet"] then
unit = "pet";
elseif (Raidnum == 0) then
if GetNumPartyMembers() > 0 then
if GUID == UnitToGUID["party1"] then
unit = "party1";
elseif GUID == UnitToGUID["party2"] then
unit = "party2";
elseif GUID == UnitToGUID["party3"] then
unit = "party3";
elseif GUID == UnitToGUID["party4"] then
unit = "party4";
elseif D.profile.Scan_Pets then
if GUID == UnitToGUID["partypet1"] then
unit = "partypet1";
elseif GUID == UnitToGUID["partypet2"] then
unit = "partypet2";
elseif GUID == UnitToGUID["partypet3"] then
unit = "partypet3";
elseif GUID == UnitToGUID["partypet4"] then
unit = "partypet4";
end
end
end
else
-- we are in a raid
local foundmembers = 0;
local RaidGUID;
for i=1, MAX_RAID_MEMBERS do
RaidGUID = UnitToGUID[ "raid"..i];
if RaidGUID then
foundmembers = foundmembers + 1;
if GUID == RaidGUID then
unit = "raid"..i;
break;
end
if Lookforpets and D.profile.Scan_Pets and GUID == UnitToGUID["raidpet"..i] then
unit = "raidpet"..i;
break;
end
if foundmembers == Raidnum then
break;
end
end
end
end
if not unit then
GUIDToUnit_ScannedAll = true;
end
self[GUID] = unit;
return self[GUID];
end };
--}}}
local IPL;
local ISL;
local function IsInSkipList (GUID, group, classNum, role) -- {{{
if ( ISL[GUID]
or ISL[group]
or ISL[classNum]
or role ~= "NONE" and ISL[role]) then
return true;
end
return false;
end -- }}}
local function a_isBefore_b(a, b)
if a == b then
return nil;
elseif a and b then
return a < b;
elseif a and not b then
return true;
else
return false;
end
end
local uaVSub;
local UIa, UIb;
local min = math.min;
local function getMinOf4(ui1,ui2,ui3,ui4)
local t = min(ui1 or 1337, ui2 or 1337, ui3 or 1337, ui4 or 1337)
return t ~= 1337 and t or nil;
end
local UnitInfo = {};
local CurrentGroup = 0; -- the group we are in
local function isUnitBeforeUnit(ua, ub)
-- pet
-- humans are > to pets in WoW...
uaVSub = a_isBefore_b(UnitInfo[ub].isPet, UnitInfo[ua].isPet);
if uaVSub ~= nil then
return uaVSub;
end
-- Priority list
-- note that there is no notion of precedence between groups, class and
-- roles and unfortunately specific GUIDs. As soon as a unit is part of
-- several criteria the criteria with the lowest position will take
-- precedence over the other, including GUID.
UIa = UnitInfo[ua]; UIb = UnitInfo[ub];
uaVSub = a_isBefore_b(getMinOf4(IPL[UIa.class], IPL[UIa.group], IPL[UIa.GUID], IPL[UIa.role]), getMinOf4(IPL[UIb.class], IPL[UIb.group], IPL[UIb.GUID], IPL[UIb.role]));
--@debug@
if ua == "player" or ub == "player" then
D:Debug("xx", ua, D:tAsString(UIa), ub, D:tAsString(UIb), uaVSub, "GUID comp:", IPL[UIa.GUID], IPL[UIb.GUID])
end
--@end-debug@
if uaVSub ~= nil then
return uaVSub;
end
-- default group
uaVSub = a_isBefore_b(UnitInfo[ua].group and (UnitInfo[ua].group + 8 - CurrentGroup) % 8 or nil, UnitInfo[ub].group and (UnitInfo[ub].group + 8 - CurrentGroup) % 8 or nil);
if uaVSub ~= nil then
return uaVSub;
end
-- default id
uaVSub = a_isBefore_b(UnitInfo[ua].RaidID, UnitInfo[ub].RaidID);
if uaVSub ~= nil then
return uaVSub;
elseif UnitInfo[ua].GUID == UnitInfo[ub].GUID then
D:Debug('identity in sort for', UnitInfo[ua].GUID);
return false;
else
D:AddDebugText("impossible sort group issue",
"Cl:", UnitInfo[ua].class, UnitInfo[ub].class,
"Gu:", UnitInfo[ua].GUID, UnitInfo[ub].GUID,
"Gr:", UnitInfo[ua].group, UnitInfo[ub].group,
"ID:", UnitInfo[ua].RaidID, UnitInfo[ub].RaidID,
"iP:", UnitInfo[ua].isPet, UnitInfo[ub].isPet,
"--:", D:tAsString(SortingTable)
);
if D.RunningADevVersion then
error("impossible sort group issue");
end
end
end
local function addUnit(unit, id, GUID, group, isPet)
if Status.Unit_Array_GUIDToUnit[GUID] then
return;
end
Status.Unit_Array_GUIDToUnit[GUID] = unit;
Status.Unit_Array_UnitToGUID[unit] = GUID;
t_insert(SortingTable, unit);
UnitInfo[unit] = {
["class"] = DC.ClassUNameToNum[select(2, _UnitClass(unit))];
["GUID"] = GUID;
["group"] = group;
["RaidID"] = id;
["isPet"] = isPet;
["role"] = not isPet and _UnitGroupRolesAssigned(unit) or "NONE";
}
end
local function setInternalList(inList, outList)
for i, ListEntry in ipairs(inList) do
-- first add GUIDs present in our raid group
if (type(ListEntry) == "string") then
if GUIDToUnit[ListEntry] then
outList[ListEntry ~= "player" and ListEntry or DC.MyGUID] = i;
end
elseif ListEntry > 0 then
-- > 0 == groups and classes
outList[ListEntry] = i;
else
-- < 0 == roles
outList[roles[-ListEntry]] = i;
end
end
end
local RaidRosterCache = {};
function D:GetUnitArray() --{{{
-- if the groups composition did not change
if not self.Groups_datas_are_invalid or DC.MyGUID == "NONE" then
return;
end
self.Groups_datas_are_invalid = false;
local pGUID;
local unit;
-- These are used in local functions
Status = self.Status;
local myGUID = DC.MyGUID;
-- clear all the arrays
Status.InternalPrioList = {}; -- these lists contains only units currently present
IPL = Status.InternalPrioList;
Status.InternalSkipList = {};
ISL = Status.InternalSkipList;
SortingTable = {};
Status.Unit_Array_GUIDToUnit = {};
Status.Unit_Array_UnitToGUID = {};
UnitInfo = {};
-- test mode was disabled
if TestMode ~= Status.TestLayout then
FakeGroups = {};
FakeGroupsAttribution = {};
FakeClasses = {};
FakeRoles = {};
TestMode = Status.TestLayout;
end
Raidnum = _GetNumRaidMembers();
self:Debug ("|cFFFF44FF-->|r Updating Units Array, test mode:", D.Status.TestLayout, D.Status.TestLayoutUNum, Raidnum);
UnitToGUID = setmetatable(UnitToGUID, UnitToGUID_mt); -- we could simply erase this one to prevent garbage
GUIDToUnit = setmetatable(GUIDToUnit, GUIDToUnit_mt); -- this one cannot be erased (memory leak due to GUID...)
GUIDToUnit_ScannedAll = false;
-- ############### PARSE PRIO AND SKIP LIST ###############
Lookforpets = false; -- ignore pet while checking existing names
-- First clean and load the prioritylist (remove missing units)
setInternalList(self.profile.PriorityList, IPL);
-- Get a cleaned skip list
setInternalList(self.profile.SkipList, ISL);
Lookforpets = true;
-- if we are not in a raid but in a party
if Raidnum == 0 then
CurrentGroup = 1; -- this is used to compute the default priorities
if not IsInSkipList(myGUID, false, DC.ClassUNameToNum[DC.MyClass], _UnitGroupRolesAssigned("player")) then
addUnit("player", 0, myGUID, 1)
end
-- add the party members and their pets... if they exist
for i = 1, 4 do
unit = "party"..i;
if _UnitExists(unit) then
pGUID = UnitToGUID[unit] or unit; -- at logon sometimes GUID is nil...
if not IsInSkipList(pGUID, nil, DC.ClassUNameToNum[(select(2, _UnitClass(unit)))], _UnitGroupRolesAssigned(unit)) then
addUnit(unit, i, pGUID, 1);
if self.profile.Scan_Pets then
unit = "partypet"..i;
if _UnitExists(unit) then
addUnit(unit, i, UnitToGUID[unit] or unit, 1, true);
end
end
end
end
end
end
if Raidnum > 0 then -- if we are in a raid
CurrentGroup = 0;
local rName, rGroup, rClass, GUID;
local caheID = 1; -- make an ordered table
local excluded = 0;
local playerPrio = 900;
-- Cache the raid roster info eliminating useless info and already listed members
for i = 1, MAX_RAID_MEMBERS do
rName, _, rGroup, _, _, rClass = _GetRaidRosterInfo(i);
unit = "raid"..i;
GUID = UnitToGUID[unit];
-- add all except member to skip
if not IsInSkipList(GUID, rGroup, DC.ClassUNameToNum[rClass], _UnitGroupRolesAssigned(unit)) then
if (rName) then -- (at log-in GetRaidRosterInfo() returns garbage)
if (not RaidRosterCache[caheID]) then
RaidRosterCache[caheID] = {};
end
RaidRosterCache[caheID].rName = rName;
RaidRosterCache[caheID].rGroup = rGroup;
RaidRosterCache[caheID].rClass = rClass;
RaidRosterCache[caheID].rIndex = i;
RaidRosterCache[caheID].rGUID = GUID;
caheID = caheID + 1;
end
else
excluded = excluded + 1;
end
-- find our group (a whole iteration is required, raid info are not ordered) -- wrong, the player is always the last now but never trust Blizzard...
if CurrentGroup == 0 and GUID == myGUID then -- anyway they do the same thing in PlayerFrame.lua...
CurrentGroup = rGroup;
end
if caheID + excluded > Raidnum then -- we found all the units
RaidRosterCache[caheID] = false;
break;
end
end
if TestMode and CurrentGroup == 0 then
CurrentGroup = random(1,8); -- XXX tofix
end
-- Add the player to the main list if needed
addUnit("player", 0, myGUID, CurrentGroup)
-- Now we have a cache without the units we want to skip
local TempID;
for _, raidMember in ipairs(RaidRosterCache) do
if not raidMember then break; end;
-- put each raid member in our sorting table
addUnit("raid"..raidMember.rIndex, raidMember.rIndex, raidMember.rGUID, raidMember.rGroup)
if self.profile.Scan_Pets then
unit = "raidpet"..raidMember.rIndex;
if _UnitExists(unit) then
pGUID = UnitToGUID[unit] or unit;
-- add it only if not already in (could be the player pet...)
addUnit(unit, raidMember.rIndex, pGUID, raidMember.rGroup, true);
end
end
end
end -- END if we are in a raid
-- add our own pet
if self.profile.Scan_Pets and _UnitExists("pet") then
addUnit("pet", 0, UnitToGUID["pet"] or "pet", CurrentGroup, true)
end
-- There is a focus and its not hostile in the first place
if UnitExists("focus") and (not UnitCanAttack("focus", "player") or UnitIsFriend("focus", "player")) then
pGUID = UnitToGUID["focus"]
-- the unit is not registered somewhere else yet
addUnit("focus", 41, pGUID, nil);
end
Status.Unit_Array = SortingTable
table.sort(Status.Unit_Array, isUnitBeforeUnit);
Status.UnitNum = #Status.Unit_Array;
UnitToGUID = {};
GUIDToUnit = {};
D.Status.GroupUpdatedOn = D:NiceTime(); -- It's used in UNIT_AURA event handler to trigger a rescan if the array is found inacurate
self:Debug ("|cFFFF44FF-->|r Update complete!", Status.UnitNum);
--@debug@
D:Debug("Current group:", CurrentGroup, D:tAsString(IPL));
D:Debug("Source priority list:", #self.profile.PriorityList, D:tAsString(self.profile.PriorityList));
for i, unit in ipairs(Status.Unit_Array) do
unit = Status.Unit_Array[i];
D:Debug(D:ColorTextNA(unit, D:GetClassHexColor(DC.ClassNumToUName[UnitInfo[unit].class])), DC.ClassNumToUName[UnitInfo[unit].class], UnitInfo[unit].group and "g"..UnitInfo[unit].group or nil, "i"..UnitInfo[unit].RaidID, UnitInfo[unit].role);
end
--@end-debug@
end
end
-------------------------------------------------------------------------------
T._LoadedFiles["Dcr_Raid.lua"] = "@project-version@";
-- "Your God is dead and no one cares"
-- "If there is a Hell I'll see you there"
-- NIN