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- adding 4 new modules care of Antumbra of Lothar server. Huge thanks to him for writing these!
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193
modules/TargetCC.lua
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193
modules/TargetCC.lua
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local AceOO = AceLibrary("AceOO-2.0")
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local TargetCC = AceOO.Class(IceUnitBar)
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-- Constructor --
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function TargetCC.prototype:init()
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TargetCC.super.prototype.init(self, "TargetCC", "target")
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self.unit = "target"
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self.moduleSettings = {}
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self.moduleSettings.desiredLerpTime = 0
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-- self.moduleSettings.shouldAnimate = false
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self:SetDefaultColor("CC:Stun", 0.85, 0.55, 0.2)
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self:SetDefaultColor("CC:Incapacitate", 0.90, 0.6, 0.2)
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self:SetDefaultColor("CC:Fear", 0.85, 0.2, 0.65)
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self.debuffList = {}
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self.debuffList["Kidney Shot"] = "Stun"
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self.debuffList["Cheap Shot"] = "Stun"
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self.debuffList["Mace Stun Effect"] = "Stun"
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self.debuffList["Shadowfury"] = "Stun"
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self.debuffList["Hammer of Justice"] = "Stun"
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self.debuffList["Impact"] = "Stun"
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self.debuffList["Blackout"] = "Stun"
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self.debuffList["Intimidation"] = "Stun"
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self.debuffList["Charge Stun"] = "Stun"
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self.debuffList["Intercept Stun"] = "Stun"
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self.debuffList["Revenge Stun"] = "Stun"
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self.debuffList["Concussion Blow"] = "Stun"
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self.debuffList["Bash"] = "Stun"
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self.debuffList["Pounce"] = "Stun"
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self.debuffList["Improved Concussive Shot"] = "Stun"
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self.debuffList["Starfire Stun"] = "Stun"
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self.debuffList["War Stomp"] = "Stun"
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self.debuffList["Repentance"] = "Incapacitate"
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self.debuffList["Sap"] = "Incapacitate"
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self.debuffList["Gouge"] = "Incapacitate"
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self.debuffList["Blind"] = "Incapacitate"
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self.debuffList["Wyvern Sting"] = "Incapacitate"
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self.debuffList["Scatter Shot"] = "Incapacitate"
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self.debuffList["Sleep"] = "Incapacitate"
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self.debuffList["Polymorph"] = "Incapacitate"
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self.debuffList["Polymorph: Pig"] = "Incapacitate"
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self.debuffList["Polymorph: Turtle"] = "Incapacitate"
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self.debuffList["Hibernate"] = "Incapacitate"
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self.debuffList["Freezing Trap Effect"] = "Incapacitate"
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self.debuffList["Chastize"] = "Incapacitate"
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self.debuffList["Maim"] = "Incapacitate"
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self.debuffList["Psychic Scream"] = "Fear"
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self.debuffList["Fear"] = "Fear"
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self.debuffList["Howl of Terror"] = "Fear"
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function TargetCC.prototype:Enable(core)
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TargetCC.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateTargetDebuffs")
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self:ScheduleRepeatingEvent(self.elementName, self.UpdateTargetDebuffs, 0.1, self)
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self:Show(false)
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end
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function TargetCC.prototype:Disable(core)
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TargetCC.super.prototype.Disable(self, core)
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self:CancelScheduledEvent(self.elementName)
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end
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-- OVERRIDE
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function TargetCC.prototype:GetDefaultSettings()
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local settings = TargetCC.super.prototype.GetDefaultSettings(self)
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settings["enabled"] = false
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settings["shouldAnimate"] = false
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settings["desiredLerpTime"] = nil
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settings["lowThreshold"] = 0
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settings["side"] = IceCore.Side.Left
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settings["offset"] = 3
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return settings
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end
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-- OVERRIDE
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function TargetCC.prototype:GetOptions()
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local opts = TargetCC.super.prototype.GetOptions(self)
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opts["shouldAnimate"] = nil
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opts["desiredLerpTime"] = nil
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opts["lowThreshold"] = nil
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opts["textSettings"].args["upperTextString"] = nil
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opts["textSettings"].args["lowerTextString"] = nil
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opts["alertParty"] = {
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type = "toggle",
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name = "Alert Party",
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desc = "Broadcasts crowd control effects you apply to your target via the party chat channel",
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get = function()
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return self.moduleSettings.alertParty
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end,
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set = function(v)
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self.moduleSettings.alertParty = v
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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}
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return opts
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end
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-- 'Protected' methods --------------------------------------------------------
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function _GetMaxDebuffDuration(unitName, debuffNames)
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local i = 1
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local debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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local result = {nil, nil, nil}
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while debuff do
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if debuffNames[debuff] then
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if result[0] then
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if result[2] < remaining then
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result = {debuff, duration, remaining}
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end
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else
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result = {debuff, duration, remaining}
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end
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end
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i = i + 1;
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debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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end
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return unpack(result)
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end
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function TargetCC.prototype:UpdateTargetDebuffs()
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local name, duration, remaining = _GetMaxDebuffDuration(self.unit, self.debuffList)
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local targetName = UnitName(self.unit)
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if (name ~= nil) and (self.previousDebuff == nil) and (duration ~= nil) and (remaining ~= nil) then
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if (duration > 1) and (self.moduleSettings.alertParty) and ((GetNumPartyMembers() >= 1) or (GetNumRaidMembers() >= 1)) then
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SendChatMessage(targetName .. ": " .. name .. " (" .. tostring(floor(remaining * 10) / 10) .. "/" .. tostring(duration) .. "s)", "PARTY")
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end
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self.previousDebuff = name
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self.previousDebuffTarget = targetName
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self.previousDebuffTime = GetTime() + duration
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-- Parnic: Force the CurrScale to 1 so that the lerping doesn't make it animate up and back down
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self.CurrScale = 1.0
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elseif (self.previousDebuff ~= nil) then
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if (targetName ~= self.previousDebuffTarget) then
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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elseif (GetTime() > self.previousDebuffTime) then
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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end
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end
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if (name ~= nil) then
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self:Show(true)
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if (duration ~= nil) then
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self:UpdateBar(remaining / duration, "CC:" .. self.debuffList[name])
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self:SetBottomText2(floor(remaining * 10) / 10)
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else
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self:UpdateBar(0, "CC:" .. self.debuffList[name])
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self:SetBottomText2("")
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end
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self:SetBottomText1(name)
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else
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self:Show(false)
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end
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end
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-- Load us up
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IceHUD.TargetCC = TargetCC:new()
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