- adding 4 new modules care of Antumbra of Lothar server. Huge thanks to him for writing these!

This commit is contained in:
Parnic
2008-04-18 05:57:09 +00:00
parent 3dc2f7f80f
commit 05a78758f9
5 changed files with 624 additions and 0 deletions

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@ -39,3 +39,7 @@ modules\CastBar.lua
modules\TargetCast.lua
modules\MirrorBar.lua
modules\SunderCount.lua
modules\GlobalCoolDown.lua
modules\SliceAndDice.lua
modules\TargetCC.lua
modules\FocusCC.lua

175
modules/FocusCC.lua Normal file
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local AceOO = AceLibrary("AceOO-2.0")
local FocusCC = AceOO.Class(IceUnitBar)
-- Constructor --
function FocusCC.prototype:init()
FocusCC.super.prototype.init(self, "FocusCC", "focus")
self.unit = "focus"
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
-- self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("CC:Stun", 0.85, 0.55, 0.2)
self:SetDefaultColor("CC:Incapacitate", 0.90, 0.6, 0.2)
self:SetDefaultColor("CC:Fear", 0.85, 0.2, 0.65)
self.debuffList = {}
self.debuffList["Kidney Shot"] = "Stun"
self.debuffList["Cheap Shot"] = "Stun"
self.debuffList["Mace Stun Effect"] = "Stun"
self.debuffList["Shadowfury"] = "Stun"
self.debuffList["Hammer of Justice"] = "Stun"
self.debuffList["Impact"] = "Stun"
self.debuffList["Blackout"] = "Stun"
self.debuffList["Intimidation"] = "Stun"
self.debuffList["Charge Stun"] = "Stun"
self.debuffList["Intercept Stun"] = "Stun"
self.debuffList["Revenge Stun"] = "Stun"
self.debuffList["Concussion Blow"] = "Stun"
self.debuffList["Bash"] = "Stun"
self.debuffList["Pounce"] = "Stun"
self.debuffList["Improved Concussive Shot"] = "Stun"
self.debuffList["Starfire Stun"] = "Stun"
self.debuffList["War Stomp"] = "Stun"
self.debuffList["Repentance"] = "Incapacitate"
self.debuffList["Sap"] = "Incapacitate"
self.debuffList["Gouge"] = "Incapacitate"
self.debuffList["Blind"] = "Incapacitate"
self.debuffList["Wyvern Sting"] = "Incapacitate"
self.debuffList["Scatter Shot"] = "Incapacitate"
self.debuffList["Sleep"] = "Incapacitate"
self.debuffList["Polymorph"] = "Incapacitate"
self.debuffList["Polymorph: Pig"] = "Incapacitate"
self.debuffList["Polymorph: Turtle"] = "Incapacitate"
self.debuffList["Hibernate"] = "Incapacitate"
self.debuffList["Freezing Trap Effect"] = "Incapacitate"
self.debuffList["Chastize"] = "Incapacitate"
self.debuffList["Maim"] = "Incapacitate"
self.debuffList["Psychic Scream"] = "Fear"
self.debuffList["Fear"] = "Fear"
self.debuffList["Howl of Terror"] = "Fear"
self.previousDebuff = nil
self.previousDebuffTarget = nil
self.previousDebuffTime = nil
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function FocusCC.prototype:Enable(core)
FocusCC.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateFocusDebuffs")
self:ScheduleRepeatingEvent(self.elementName, self.UpdateFocusDebuffs, 0.1, self)
self:Show(false)
end
-- OVERRIDE
function FocusCC.prototype:GetDefaultSettings()
local settings = FocusCC.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Left
settings["offset"] = 4
return settings
end
function FocusCC.prototype:Disable(core)
FocusCC.super.prototype.Disable(self, core)
self:CancelScheduledEvent(self.elementName)
end
-- OVERRIDE
function FocusCC.prototype:GetOptions()
local opts = FocusCC.super.prototype.GetOptions(self)
opts["shouldAnimate"] = nil
opts["desiredLerpTime"] = nil
opts["lowThreshold"] = nil
opts["textSettings"].args["upperTextString"] = nil
opts["textSettings"].args["lowerTextString"] = nil
return opts
end
-- 'Protected' methods --------------------------------------------------------
function _GetMaxDebuffDuration(unitName, debuffNames)
local i = 1
local debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
local result = {nil, nil, nil}
while debuff do
if debuffNames[debuff] then
if result[0] then
if result[2] < remaining then
result = {debuff, duration, remaining}
end
else
result = {debuff, duration, remaining}
end
end
i = i + 1;
debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
end
return unpack(result)
end
function FocusCC.prototype:UpdateFocusDebuffs()
local name, duration, remaining = _GetMaxDebuffDuration(self.unit, self.debuffList)
local focusName = UnitName(self.unit)
if (name ~= nil) and (self.previousDebuff == nil) and (duration ~= nil) and (remaining ~= nil) then
self.previousDebuff = name
self.previousDebuffTarget = focusName
self.previousDebuffTime = GetTime() + duration
-- Parnic: Force the CurrScale to 1 so that the lerping doesn't make it animate up and back down
self.CurrScale = 1.0
elseif (self.previousDebuff ~= nil) then
if (focusName ~= self.previousDebuffTarget) then
self.previousDebuff = nil
self.previousDebuffTarget = nil
self.previousDebuffTime = nil
elseif (GetTime() > self.previousDebuffTime) then
self.previousDebuff = nil
self.previousDebuffTarget = nil
self.previousDebuffTime = nil
end
end
if (name ~= nil) then
self:Show(true)
if (duration ~= nil) then
self:UpdateBar(remaining / duration, "CC:" .. self.debuffList[name])
self:SetBottomText2(floor(remaining * 10) / 10)
else
self:UpdateBar(0, "CC:" .. self.debuffList[name])
self:SetBottomText2("")
end
self:SetBottomText1(name)
elseif not IceHUD.IceCore:IsInConfigMode() then
self:Show(false)
end
end
-- Load us up
IceHUD.FocusCC = FocusCC:new()

151
modules/GlobalCoolDown.lua Normal file
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local AceOO = AceLibrary("AceOO-2.0")
local GlobalCoolDown = AceOO.Class(IceBarElement)
-- Constructor --
function GlobalCoolDown.prototype:init()
GlobalCoolDown.super.prototype.init(self, "GlobalCoolDown", "player")
self.moduleSettings = {}
self.moduleSettings.barVisible = {bar = true, bg = false}
self.moduleSettings.desiredLerpTime = 0
self.moduleSettings.shouldAnimate = false
self.unit = "player"
self.startTime = nil
self.duration = nil
self.spellId = _FindSpellId(self:GetSpellName())
self:SetDefaultColor("GlobalCoolDown", 0.1, 0.1, 0.1)
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function GlobalCoolDown.prototype:Enable(core)
GlobalCoolDown.super.prototype.Enable(self, core)
self:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN", "CooldownStateChanged")
self:ScheduleRepeatingEvent(self.elementName, self.UpdateGlobalCoolDown, 0.05, self)
self:Show(false)
end
function GlobalCoolDown.prototype:Disable(core)
GlobalCoolDown.super.prototype.Disable(self, core)
self:CancelScheduledEvent(self.elementName)
end
function GlobalCoolDown.prototype:GetSpellName()
local defaultSpells = {
ROGUE="Cheap Shot",
PRIEST="Renew",
DRUID="Rejuvenation",
WARRIOR="Battle Shout",
MAGE="Frost Armor",
WARLOCK="Life Tap",
PALADIN="Purify",
SHAMAN="Lightning Shield",
HUNTER="Serpent Sting"
}
local _, unitClass = UnitClass("player")
return defaultSpells[unitClass]
end
-- OVERRIDE
function GlobalCoolDown.prototype:GetDefaultSettings()
local settings = GlobalCoolDown.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["side"] = IceCore.Side.Right
settings["offset"] = 1
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["barVisible"]["bg"] = false
return settings
end
-- OVERRIDE
function GlobalCoolDown.prototype:GetOptions()
local opts = GlobalCoolDown.super.prototype.GetOptions(self)
opts["shouldAnimate"] = nil
opts["desiredLerpTime"] = nil
opts["lowThreshold"] = nil
opts["textSettings"] = nil
return opts
end
-- 'Protected' methods --------------------------------------------------------
function _FindSpellId(spellName)
for tab = 1, 4 do
local _, _, offset, numSpells = GetSpellTabInfo(tab)
for i = (1+offset), (offset+numSpells) do
local spell = GetSpellName(i, BOOKTYPE_SPELL)
if spell:lower() == spellName:lower() then
return i
end
end
end
return nil
end
function GlobalCoolDown.prototype:UpdateSpell()
if not self.spellId then
self.spellId = _FindSpellId(self:GetSpellName())
end
end
function GlobalCoolDown.prototype:CooldownStateChanged()
self:UpdateSpell()
if not self.spellId then
return
end
local start, dur = GetSpellCooldown(self.spellId, BOOKTYPE_SPELL)
if dur > 0 and dur <= 1 then
self.startTime = start
self.duration = dur
self.CurrScale = 1
self.frame:SetFrameStrata("TOOLTIP")
self:Show(true)
self.frame.bg:SetAlpha(0)
else
self.duration = nil
self.startTime = nil
self:Show(false)
end
end
function GlobalCoolDown.prototype:UpdateGlobalCoolDown()
if (self.duration ~= nil) and (self.startTime ~= nil) then
remaining = GetTime() - self.startTime
if (remaining > self.duration) then
self.duration = nil
self.startTime = nil
self:Show(false)
else
self:UpdateBar(1 - (remaining / self.duration), "GlobalCoolDown", 0.8)
end
else
self:Show(false)
end
end
-- Load us up
IceHUD.GlobalCoolDown = GlobalCoolDown:new()

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modules/SliceAndDice.lua Normal file
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local AceOO = AceLibrary("AceOO-2.0")
local SliceAndDice = AceOO.Class(IceUnitBar)
-- Constructor --
function SliceAndDice.prototype:init()
SliceAndDice.super.prototype.init(self, "SliceAndDice", "player")
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("SliceAndDice", 0.75, 1, 0.2)
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function SliceAndDice.prototype:Enable(core)
SliceAndDice.super.prototype.Enable(self, core)
self:RegisterEvent("PLAYER_AURAS_CHANGED", "UpdateSliceAndDice")
self:ScheduleRepeatingEvent(self.elementName, self.UpdateSliceAndDice, 0.1, self)
self:Show(false)
end
function SliceAndDice.prototype:Disable(core)
SliceAndDice.super.prototype.Disable(self, core)
self:CancelScheduledEvent(self.elementName)
end
-- OVERRIDE
function SliceAndDice.prototype:GetDefaultSettings()
local settings = SliceAndDice.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Right
settings["offset"] = 4
settings["upperText"]="SnD:#"
return settings
end
-- OVERRIDE
function SliceAndDice.prototype:GetOptions()
local opts = SliceAndDice.super.prototype.GetOptions(self)
opts["shouldAnimate"] = nil
opts["desiredLerpTime"] = nil
opts["lowThreshold"] = nil
opts["textSettings"].args["lowerTextString"] = nil
opts["textSettings"].args["lowerTextVisible"] = nil
opts["textSettings"].args["upperTextString"]["desc"] = "The text to display under this bar. # will be replaced with the number of Slice and Dice seconds remaining."
opts["textSettings"].args["lockLowerFontAlpha"] = nil
return opts
end
-- 'Protected' methods --------------------------------------------------------
function _GetBuffDuration(unitName, buffName)
local i = 1
local buff, rank, texture, count, duration, remaining = UnitBuff(unitName, i)
while buff do
if (buff == buffName) then
return duration, remaining
end
i = i + 1;
buff, rank, texture, count, duration, remaining = UnitBuff(unitName, i)
end
return nil, nil
end
function SliceAndDice.prototype:UpdateSliceAndDice()
local duration, remaining = _GetBuffDuration("player", "Slice and Dice")
if (duration ~= nil) and (remaining ~= nil) then
self:Show(true)
self:UpdateBar(remaining / duration, "SliceAndDice")
formatString = self.moduleSettings.upperText or ''
self:SetBottomText1(string.gsub(formatString, "#", tostring(floor(remaining))))
else
self:Show(false)
end
end
local _, unitClass = UnitClass("player")
-- Load us up
if unitClass == "ROGUE" then
IceHUD.SliceAndDice = SliceAndDice:new()
end

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modules/TargetCC.lua Normal file
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local AceOO = AceLibrary("AceOO-2.0")
local TargetCC = AceOO.Class(IceUnitBar)
-- Constructor --
function TargetCC.prototype:init()
TargetCC.super.prototype.init(self, "TargetCC", "target")
self.unit = "target"
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
-- self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("CC:Stun", 0.85, 0.55, 0.2)
self:SetDefaultColor("CC:Incapacitate", 0.90, 0.6, 0.2)
self:SetDefaultColor("CC:Fear", 0.85, 0.2, 0.65)
self.debuffList = {}
self.debuffList["Kidney Shot"] = "Stun"
self.debuffList["Cheap Shot"] = "Stun"
self.debuffList["Mace Stun Effect"] = "Stun"
self.debuffList["Shadowfury"] = "Stun"
self.debuffList["Hammer of Justice"] = "Stun"
self.debuffList["Impact"] = "Stun"
self.debuffList["Blackout"] = "Stun"
self.debuffList["Intimidation"] = "Stun"
self.debuffList["Charge Stun"] = "Stun"
self.debuffList["Intercept Stun"] = "Stun"
self.debuffList["Revenge Stun"] = "Stun"
self.debuffList["Concussion Blow"] = "Stun"
self.debuffList["Bash"] = "Stun"
self.debuffList["Pounce"] = "Stun"
self.debuffList["Improved Concussive Shot"] = "Stun"
self.debuffList["Starfire Stun"] = "Stun"
self.debuffList["War Stomp"] = "Stun"
self.debuffList["Repentance"] = "Incapacitate"
self.debuffList["Sap"] = "Incapacitate"
self.debuffList["Gouge"] = "Incapacitate"
self.debuffList["Blind"] = "Incapacitate"
self.debuffList["Wyvern Sting"] = "Incapacitate"
self.debuffList["Scatter Shot"] = "Incapacitate"
self.debuffList["Sleep"] = "Incapacitate"
self.debuffList["Polymorph"] = "Incapacitate"
self.debuffList["Polymorph: Pig"] = "Incapacitate"
self.debuffList["Polymorph: Turtle"] = "Incapacitate"
self.debuffList["Hibernate"] = "Incapacitate"
self.debuffList["Freezing Trap Effect"] = "Incapacitate"
self.debuffList["Chastize"] = "Incapacitate"
self.debuffList["Maim"] = "Incapacitate"
self.debuffList["Psychic Scream"] = "Fear"
self.debuffList["Fear"] = "Fear"
self.debuffList["Howl of Terror"] = "Fear"
self.previousDebuff = nil
self.previousDebuffTarget = nil
self.previousDebuffTime = nil
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function TargetCC.prototype:Enable(core)
TargetCC.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateTargetDebuffs")
self:ScheduleRepeatingEvent(self.elementName, self.UpdateTargetDebuffs, 0.1, self)
self:Show(false)
end
function TargetCC.prototype:Disable(core)
TargetCC.super.prototype.Disable(self, core)
self:CancelScheduledEvent(self.elementName)
end
-- OVERRIDE
function TargetCC.prototype:GetDefaultSettings()
local settings = TargetCC.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Left
settings["offset"] = 3
return settings
end
-- OVERRIDE
function TargetCC.prototype:GetOptions()
local opts = TargetCC.super.prototype.GetOptions(self)
opts["shouldAnimate"] = nil
opts["desiredLerpTime"] = nil
opts["lowThreshold"] = nil
opts["textSettings"].args["upperTextString"] = nil
opts["textSettings"].args["lowerTextString"] = nil
opts["alertParty"] = {
type = "toggle",
name = "Alert Party",
desc = "Broadcasts crowd control effects you apply to your target via the party chat channel",
get = function()
return self.moduleSettings.alertParty
end,
set = function(v)
self.moduleSettings.alertParty = v
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
return opts
end
-- 'Protected' methods --------------------------------------------------------
function _GetMaxDebuffDuration(unitName, debuffNames)
local i = 1
local debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
local result = {nil, nil, nil}
while debuff do
if debuffNames[debuff] then
if result[0] then
if result[2] < remaining then
result = {debuff, duration, remaining}
end
else
result = {debuff, duration, remaining}
end
end
i = i + 1;
debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
end
return unpack(result)
end
function TargetCC.prototype:UpdateTargetDebuffs()
local name, duration, remaining = _GetMaxDebuffDuration(self.unit, self.debuffList)
local targetName = UnitName(self.unit)
if (name ~= nil) and (self.previousDebuff == nil) and (duration ~= nil) and (remaining ~= nil) then
if (duration > 1) and (self.moduleSettings.alertParty) and ((GetNumPartyMembers() >= 1) or (GetNumRaidMembers() >= 1)) then
SendChatMessage(targetName .. ": " .. name .. " (" .. tostring(floor(remaining * 10) / 10) .. "/" .. tostring(duration) .. "s)", "PARTY")
end
self.previousDebuff = name
self.previousDebuffTarget = targetName
self.previousDebuffTime = GetTime() + duration
-- Parnic: Force the CurrScale to 1 so that the lerping doesn't make it animate up and back down
self.CurrScale = 1.0
elseif (self.previousDebuff ~= nil) then
if (targetName ~= self.previousDebuffTarget) then
self.previousDebuff = nil
self.previousDebuffTarget = nil
self.previousDebuffTime = nil
elseif (GetTime() > self.previousDebuffTime) then
self.previousDebuff = nil
self.previousDebuffTarget = nil
self.previousDebuffTime = nil
end
end
if (name ~= nil) then
self:Show(true)
if (duration ~= nil) then
self:UpdateBar(remaining / duration, "CC:" .. self.debuffList[name])
self:SetBottomText2(floor(remaining * 10) / 10)
else
self:UpdateBar(0, "CC:" .. self.debuffList[name])
self:SetBottomText2("")
end
self:SetBottomText1(name)
else
self:Show(false)
end
end
-- Load us up
IceHUD.TargetCC = TargetCC:new()