- added user-submitted PlayerCC and Target/PlayerInvuln classes

- added user-submitted root and silence groups to the CC modules
- filled out CC list a bit more with user-submitted spell id's
This commit is contained in:
Parnic
2010-01-11 01:10:50 +00:00
parent a324728b01
commit 7e82f6d88a
5 changed files with 395 additions and 8 deletions

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@ -63,3 +63,8 @@ modules\PetInfo.lua
modules\TargetOfTargetCast.lua
modules\CustomCDBar.lua
modules\Totems.lua
# - PlayerCC must be after TargetCC
modules\PlayerCC.lua
modules\TargetInvuln.lua
# - PlayerInvuln must be after TargetInvuln
modules\PlayerInvuln.lua

27
modules/PlayerCC.lua Normal file
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@ -0,0 +1,27 @@
local AceOO = AceLibrary("AceOO-2.0")
-- changed to inherit from the TargetCC bar since the only difference is the unit and the default placement
-- helps keep changes in one place and we don't have to duplicate the CC spell tables and they don't have to be globals
local PlayerCC = AceOO.Class(TargetCC)
-- Constructor --
function PlayerCC.prototype:init()
PlayerCC.super.prototype.init(self, "PlayerCC", "player")
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function PlayerCC.prototype:GetDefaultSettings()
local settings = PlayerCC.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left
settings["offset"] = 5
return settings
end
-- 'Protected' methods --------------------------------------------------------
-- Load us up
IceHUD.PlayerCC = PlayerCC:new()

27
modules/PlayerInvuln.lua Normal file
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@ -0,0 +1,27 @@
local AceOO = AceLibrary("AceOO-2.0")
-- changed to inherit from the TargetInvuln bar since the only difference is the unit and the default placement
-- helps keep changes in one place and we don't have to duplicate the Invuln spell tables and they don't have to be globals
local PlayerInvuln = AceOO.Class(TargetInvuln)
-- Constructor --
function PlayerInvuln.prototype:init()
PlayerInvuln.super.prototype.init(self, "PlayerInvuln", "player")
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function PlayerInvuln.prototype:GetDefaultSettings()
local settings = PlayerInvuln.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left
settings["offset"] = 3
return settings
end
-- 'Protected' methods --------------------------------------------------------
-- Load us up
IceHUD.PlayerInvuln = PlayerInvuln:new()

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@ -35,6 +35,8 @@ local StunCCList = {
12809,
-- bash
5211,
-- Maim
22570,
-- pounce
9005,
-- improved concussive shot
@ -47,8 +49,10 @@ local StunCCList = {
44572,
-- shockwave
46968,
-- Entangling Roots (more of a snare than a stun, but we don't have a snare category)
19975,
-- Gnaw
47481,
-- stun proc
20170,
}
local IncapacitateCCList = {
@ -78,20 +82,22 @@ local IncapacitateCCList = {
3355,
-- Chastise
44041,
-- Maim
22570,
-- Banish
710,
-- Shackle Undead
9484,
-- Cyclone
33786,
-- Chains of Ice
45524,
-- Hungering Cold
49203,
-- Hex
51514,
-- Seduction
6358,
-- Freezing Arrow
60210,
-- Shackle
10955,
-- Turn Evil
10326,
}
local FearCCList = {
@ -101,10 +107,82 @@ local FearCCList = {
5782,
-- Howl of Terror
5484,
-- Death Coil
47860,
-- Intimidating Shout
5246,
-- Hex
51514,
-- Scare Beast
14327,
}
local SilenceCCList = {
-- Shield of the Templar
63529,
-- Silence
15487,
-- Silencing Shot
34490,
-- Spell Lock
19647,
-- Gag Order
18498,
-- Arcane Torrent
50613,
-- Arcane Torrent
28730,
-- Arcane Torrent
25046,
-- Improved Kick
13867,
-- Improved Counterspell
55021,
-- Strangulate
47476,
-- Garotte - Silence
1330,
-- Disarm
676,
-- Dismantle
51722,
-- Psychic Horror
64058,
-- Chimera Shot - Scorpid
53359,
}
local RootCCList = {
-- Entangling Roots
53308,
-- Entangling Roots - Nature's Grasp
53313,
-- Frost Nova
42917,
-- Earthbind Effect
64695,
-- Shattered Barrier
55080,
-- Imp Hamstring
23694,
-- Freeze
33395,
-- Frostbite
12494,
-- Entrapment
64804,
-- Web
4167,
-- Pin
53548,
-- Venom Web Spray
55509,
-- Chains of Ice
45524,
}
-- Constructor --
function TargetCC.prototype:init(moduleName, unit)
-- not sure if this is necessary...i think it is...this way, we can instantiate this bar on its own or as a parent class
@ -121,11 +199,15 @@ function TargetCC.prototype:init(moduleName, unit)
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:SetDefaultColor("CC:Silence", 1, 0.5, 0.04)
self:SetDefaultColor("CC:Root", .1, 0.5, 1)
self.debuffList = {}
self:PopulateSpellList(self.debuffList, StunCCList, "Stun")
self:PopulateSpellList(self.debuffList, IncapacitateCCList, "Incapacitate")
self:PopulateSpellList(self.debuffList, FearCCList, "Fear")
self:PopulateSpellList(self.debuffList, SilenceCCList, "Silence")
self:PopulateSpellList(self.debuffList, RootCCList, "Root")
self.previousDebuff = nil
self.previousDebuffTarget = nil

246
modules/TargetInvuln.lua Normal file
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@ -0,0 +1,246 @@
local AceOO = AceLibrary("AceOO-2.0")
-- needs to not be local so that we can inherit from it
TargetInvuln = AceOO.Class(IceUnitBar)
TargetInvuln.prototype.buffName = nil
TargetInvuln.prototype.buffRemaining = 0
TargetInvuln.prototype.buffDuration = 0
-- list of spell ID's for each CC type so we can avoid localization issues
local InvulnList= {
-- Anti-Magic Shell
48707,
-- Hand of Protection
10278,
-- Divine Shield
642,
-- Deterrence
19263,
-- Spell Reflection
23920,
-- Ice Block
45438,
-- Pain Suppression
33206,
-- Cloak of Shadows
31224,
-- Hand of Freedom
1044,
-- Dispersion
47585,
-- Bladestorm
46924,
-- Grounding Totem Effect
8178,
-- Aura Mastery
31821,
-- Lichborne
49039,
-- Killing Spree
51690,
}
-- Constructor --
function TargetInvuln.prototype:init(moduleName, unit)
-- not sure if this is necessary...i think it is...this way, we can instantiate this bar on its own or as a parent class
if moduleName == nil or unit == nil then
TargetInvuln.super.prototype.init(self, "TargetInvuln", "target")
else
TargetInvuln.super.prototype.init(self, moduleName, unit)
end
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
-- self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("CC:Invuln", 0.99, 0.99, 0.99)
self.buffList = {}
self:PopulateSpellList(self.buffList, InvulnList,"Invuln")
self.previousbuff = nil
self.previousbuffTarget = nil
self.previousbuffTime = nil
end
-- grabs the list of CC's and pulls the localized spell name using the wow api
function TargetInvuln.prototype:PopulateSpellList(buffListVar, ccList, ccName)
local spellName
for i=1,#ccList do
spellName = GetSpellInfo(ccList[i])
if spellName and spellName ~= "" then
buffListVar[spellName] = ccName
end
end
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function TargetInvuln.prototype:Enable(core)
TargetInvuln.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateTargetBuffs")
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateTargetBuffs")
-- self:ScheduleRepeatingEvent(self.elementName, self.UpdateTargetBuffs, 0.1, self)
self:Show(false)
end
function TargetInvuln.prototype:Disable(core)
TargetInvuln.super.prototype.Disable(self, core)
-- self:CancelScheduledEvent(self.elementName)
end
-- OVERRIDE
function TargetInvuln.prototype:GetDefaultSettings()
local settings = TargetInvuln.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Left
settings["offset"] = 7
settings["usesDogTagStrings"] = false
return settings
end
-- OVERRIDE
function TargetInvuln.prototype:GetOptions()
local opts = TargetInvuln.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 TargetInvuln.prototype:GetMaxbuffDuration(unitName, buffNames)
local i = 1
local buff, rank, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
local isMine = unitCaster == "player"
local result = {nil, nil, nil}
local remaining
while buff do
remaining = endTime - GetTime()
if (duration == 0) and (remaining<0) then
duration =100000
remaining =100000
end
if buffNames[buff] and (not self.moduleSettings.onlyShowForMybuffs or isMine) then
if result[0] then
if result[2] <= remaining then
result = {buff, duration, remaining}
end
else
result = {buff, duration, remaining}
end
end
i = i + 1;
buff, rank, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
isMine = unitCaster == "player"
end
return unpack(result)
end
function TargetInvuln.prototype:UpdateTargetBuffs(unit, isUpdate)
local name, duration, remaining
if not isUpdate then
self.frame:SetScript("OnUpdate", function() self:UpdateTargetBuffs(self.unit, true) end)
self.buffName, self.buffDuration, self.buffRemaining = self:GetMaxbuffDuration(self.unit, self.buffList)
else
self.buffRemaining = math.max(0, self.buffRemaining - (1.0 / GetFramerate()))
if self.buffRemaining <= 0 then
self.buffName = nil
self.frame:SetScript("OnUpdate", nil)
end
end
name = self.buffName
duration = self.buffDuration
remaining = self.buffRemaining
local targetName = UnitName(self.unit)
if (name ~= nil) and (self.previousbuff == 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.previousbuff = name
self.previousbuffTarget = targetName
self.previousbuffTime = 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.previousbuff ~= nil) then
if (targetName ~= self.previousbuffTarget) then
self.previousbuff = nil
self.previousbuffTarget = nil
self.previousbuffTime = nil
elseif (GetTime() > self.previousbuffTime) then
self.previousbuff = nil
self.previousbuffTarget = nil
self.previousbuffTime = nil
end
end
if (name ~= nil) then
self:Show(true)
if (duration ~= nil and duration >= 0) then
self:UpdateBar(duration ~= 0 and remaining / duration or 0, "CC:" .. self.buffList[name])
self:SetBottomText2(floor(remaining * 10) / 10)
else
self:UpdateBar(0, "CC:" .. self.buffList[name])
self:SetBottomText2("")
end
self:SetBottomText1(name)
else
self:Show(false)
end
end
-- Load us up
IceHUD.TargetInvuln = TargetInvuln:new()