SpellStatus lib is back in action

This commit is contained in:
iceroth
2006-09-10 11:10:19 +00:00
parent 4e93009e13
commit 9f5feeeb2d
4 changed files with 253 additions and 154 deletions

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@ -489,5 +489,6 @@ function IceHUD:OnEnable()
self.IceCore:Enable()
self:SetDebugging(self.IceCore:GetDebug())
self.debugFrame = ChatFrame2
end

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@ -3,7 +3,7 @@
## Name: IceHUD
## Title: IceHUD |cff7fff7f -Ace2-|r
## Notes: Another HUD mod
## Version: 0.6.2 ($Revision$)
## Version: 0.6.3 ($Revision$)
## SavedVariables: IceCoreDB
## OptionalDeps: Ace2, DewdropLib, FuBar_ToFu, DruidBar, SoleManax, MobHealth
## X-Category: UnitFrame
@ -23,6 +23,11 @@ libs\AceConsole-2.0\AceConsole-2.0.lua
libs\AceAddon-2.0\AceAddon-2.0.lua
libs\Metrognome-2.0\Metrognome-2.0.lua
libs\Dewdrop-2.0\Dewdrop-2.0.lua
libs\Deformat-2.0\Deformat-2.0.lua
libs\Gratuity-2.0\Gratuity-2.0.lua
libs\SpellCache-1.0\SpellCache-1.0.lua
libs\SpellStatus-1.0\SpellStatus-1.0.lua
libs\SpellStatus-AimedShot-1.0\SpellStatus-AimedShot-1.0.lua
# IceHUD core functionality

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@ -1,19 +1,15 @@
local AceOO = AceLibrary("AceOO-2.0")
local SpellStatus = AceLibrary("SpellStatus-1.0")
local CastBar = AceOO.Class(IceBarElement)
CastBar.prototype.casting = nil
CastBar.prototype.channeling = nil
CastBar.prototype.failing = nil
CastBar.prototype.succeeding = nil
CastBar.prototype.spellName = nil
CastBar.Actions = { None = 0, Cast = 1, Channel = 2, Instant = 3, Success = 4, Failure = 5 }
CastBar.prototype.startTime = nil
CastBar.prototype.castTime = nil
CastBar.prototype.delay = nil
CastBar.prototype.action = nil
CastBar.prototype.actionStartTime = nil
CastBar.prototype.actionMessage = nil
CastBar.prototype.debug = 0
-- Constructor --
@ -22,40 +18,81 @@ function CastBar.prototype:init()
self:SetColor("castCasting", 242, 242, 10)
self:SetColor("castChanneling", 117, 113, 161)
self:SetColor("castSuccess", 242, 242, 10)
self:SetColor("castSuccess", 242, 242, 70)
self:SetColor("castFail", 1, 0, 0)
self.delay = 0
self.action = CastBar.Actions.None
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function CastBar.prototype:GetDefaultSettings()
local settings = CastBar.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left
settings["offset"] = 0
settings["flashInstants"] = "Caster"
settings["flashFailures"] = true
return settings
end
-- OVERRIDE
function CastBar.prototype:GetOptions()
local opts = CastBar.super.prototype.GetOptions(self)
opts["flashInstants"] =
{
type = 'text',
name = "Flash Instant Spells",
desc = "Defines when cast bar should flash on instant spells",
get = function()
return self.moduleSettings.flashInstants
end,
set = function(value)
self.moduleSettings.flashInstants = value
end,
validate = { "Always", "Caster", "Never" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 40
}
opts["flashFailures"] =
{
type = "toggle",
name = "Flash on Spell Failures",
desc = "Toggles flashing of cast bar when a spell that was not being currently casts fails",
get = function()
return self.moduleSettings.flashFailures
end,
set = function(value)
self.moduleSettings.flashFailures = value
end,
order = 41
}
return opts
end
function CastBar.prototype:Enable(core)
CastBar.super.prototype.Enable(self, core)
self:RegisterEvent("SPELLCAST_START", "CastStart")
self:RegisterEvent("SPELLCAST_STOP", "CastStop")
self:RegisterEvent("SPELLCAST_FAILED", "CastFailed")
self:RegisterEvent("SPELLCAST_INTERRUPTED", "CastInterrupted")
self:RegisterEvent("SPELLCAST_DELAYED", "CastDelayed")
self:RegisterEvent("SPELLCAST_CHANNEL_START", "ChannelingStart")
self:RegisterEvent("SPELLCAST_CHANNEL_STOP", "ChannelingStop")
self:RegisterEvent("SPELLCAST_CHANNEL_UPDATE", "ChannelingUpdate")
self:RegisterEvent("SpellStatus_SpellCastInstant")
self:RegisterEvent("SpellStatus_SpellCastCastingStart")
self:RegisterEvent("SpellStatus_SpellCastCastingChange")
self:RegisterEvent("SpellStatus_SpellCastCastingFinish")
self:RegisterEvent("SpellStatus_SpellCastFailure")
self:RegisterEvent("SpellStatus_SpellCastChannelingStart")
self:RegisterEvent("SpellStatus_SpellCastChannelingChange")
self:RegisterEvent("SpellStatus_SpellCastChannelingFinish")
self.frame:Hide()
-- remove blizz cast bar
@ -66,6 +103,7 @@ end
function CastBar.prototype:Disable(core)
CastBar.super.prototype.Disable(self, core)
-- restore blizz cast bar
CastingBarFrame:RegisterEvent("SPELLCAST_START");
CastingBarFrame:RegisterEvent("SPELLCAST_STOP");
CastingBarFrame:RegisterEvent("SPELLCAST_FAILED");
@ -88,162 +126,215 @@ function CastBar.prototype:CreateFrame()
end
-- OnUpdate handler
function CastBar.prototype:OnUpdate()
local taken = GetTime() - self.startTime
local scale = taken / (self.castTime + self.delay)
-- safety catch
if (self.action == CastBar.Actions.None) then
IceHUD:Debug("Stopping action ", self.action)
self:StopBar()
return
end
local spellId, spellName, spellRank, spellFullName, spellCastStartTime, spellCastStopTime, spellCastDuration, spellAction = SpellStatus:GetActiveSpellData()
local time = GetTime()
self:Update()
if (self.casting or self.channeling) then
if (scale > 1) then -- lag compensation
scale = 1
-- handle casting and channeling
if (SpellStatus:IsCastingOrChanneling()) then
local remainingTime = spellCastStopTime - time
local scale = 1 - (remainingTime / (spellCastDuration/1000))
if (SpellStatus:IsChanneling()) then
scale = remainingTime / spellCastDuration
end
local timeRemaining = self.castTime + self.delay - taken
local remaining = string.format("%.1f", timeRemaining)
if (timeRemaining < 0 and timeRemaining > -1.5) then -- lag compensation
remaining = 0
if (remainingTime < 0 and remainingTime > -1.5) then -- lag compensation
remainingTime = 0
end
if (self.channeling) then
scale = 1 - scale
end
self:UpdateBar(scale, "castCasting")
self:SetBottomText1(remaining .. "s " .. self.spellName)
elseif (self.failing) then
self.alpha = 0.7
self:UpdateBar(1, "castFail", 1-scale)
self:SetBottomText1(self.spellName, "castFail")
if (scale >= 1) then
self:CleanUp()
self.frame:Hide()
self.frame:SetScript("OnUpdate", nil)
end
elseif (self.succeeding) then
if (scale < 0.1) then -- "wait" for possible fail event before showing success animation
self:SetBottomText1(string.format("%.1fs %s", remainingTime , spellName))
return
end
-- stop bar if casting or channeling is done (in theory this should not be needed)
if (self.action == CastBar.Actions.Cast or self.action == CastBar.Actions.Channel) then
self:StopBar()
return
end
-- handle instant casts
if (self.action == CastBar.Actions.Instant) then
local instanting = time - self.actionStartTime
if (instanting > 1) then
self:StopBar()
return
end
self.alpha = 0.9
self:UpdateBar(1, "castSuccess", 1.1-scale)
if (scale >= 1) then
self:CleanUp()
self.frame:Hide()
self.frame:SetScript("OnUpdate", nil)
self:FlashBar("castSuccess", 1-instanting, spellName)
return
end
-- show failure bar
if (self.action == CastBar.Actions.Fail) then
local failing = time - self.actionStartTime
if (failing > 1) then
self:StopBar()
return
end
else -- shouldn't be needed
self:CleanUp()
self.frame:Hide()
self.frame:SetScript("OnUpdate", nil)
self:FlashBar("castFail", 1-failing, self.actionMessage, "castFail")
return
end
-- flash bar on succesful casts
if (self.action == CastBar.Actions.Success) then
local succeeding = time - self.actionStartTime
if (succeeding > 1) then
self:StopBar()
return
end
if (succeeding < 0.15) then -- lag compensation
return
end
self:FlashBar("castSuccess", 1-succeeding)
return
end
IceHUD:Debug("OnUpdate error ", self.action, " -- ", spellId, spellName, spellRank, spellFullName, spellCastStartTime, spellCastStopTime, spellCastDuration, spellAction)
end
function CastBar.prototype:FlashBar(color, alpha, text, textColor)
self.frame:SetAlpha(alpha)
function CastBar.prototype:CastStart(name, castTime)
self.spellName = name
self.castTime = castTime / 1000
self.startTime = GetTime()
self.delay = 0
self.casting = true
local r, g, b = self.settings.backgroundColor.r, self.settings.backgroundColor.g, self.settings.backgroundColor.b
if (self.settings.backgroundToggle) then
r, g, b = self:GetColor(color)
end
self.frame:SetStatusBarColor(r, g, b, 0.3)
self.barFrame:SetStatusBarColor(self:GetColor(color, 0.8))
self:SetScale(self.barFrame.bar, 1)
self:SetBottomText1(text, textColor or "text")
end
function CastBar.prototype:StartBar(action, message)
self.action = action
self.actionStartTime = GetTime()
self.actionMessage = message
self.frame:Show()
self.frame:SetScript("OnUpdate", function() self:OnUpdate() end)
end
function CastBar.prototype:CastStop()
if not (self.casting) then
return
end
self:CleanUp()
self.spellName = nil
self.castTime = 1
self.startTime = GetTime()
self.succeeding = true
function CastBar.prototype:StopBar()
self.action = CastBar.Actions.None
self.actionStartTime = nil
self.frame:Show()
end
function CastBar.prototype:CastFailed()
self:CastTerminated("Failed")
end
function CastBar.prototype:CastInterrupted()
self:CastTerminated("Interrupted")
end
function CastBar.prototype:CastTerminated(reason)
if not (self.casting or self.channeling or self.succeeding) then
return
end
self:CleanUp()
self.spellName = reason
self.castTime = 1
self.startTime = GetTime()
self.failing = true
self.frame:Show()
end
function CastBar.prototype:CastDelayed(delay)
delay = delay or 0
self.delay = self.delay + (delay / 1000)
end
function CastBar.prototype:ChannelingStart(duration, spell)
self.spellName = spell
self.castTime = duration / 1000
self.startTime = GetTime()
self.delay = 0
self.channeling = true
self.frame:Show()
self.frame:SetScript("OnUpdate", function() self:OnUpdate() end)
end
function CastBar.prototype:ChannelingStop()
self:CleanUp()
self.frame:Hide()
end
function CastBar.prototype:ChannelingUpdate(duration)
self.castTime = duration / 1000
self.frame:SetScript("OnUpdate", nil)
end
function CastBar.prototype:CleanUp()
self.spellName = nil
self.castTime = nil
self.startTime = nil
self.delay = 0
self.casting = false
self.channeling = false
self.failing = false
self.succeeding = false
self:SetBottomText1()
self.alpha = self.settings.alphaooc
-------------------------------------------------------------------------------
-- INSTANT SPELLS --
-------------------------------------------------------------------------------
function CastBar.prototype:SpellStatus_SpellCastInstant(sId, sName, sRank, sFullName, sCastTime)
IceHUD:Debug("SpellStatus_SpellCastInstant", sId, sName, sRank, sFullName, sCastTime)
-- determine if we want to show instant casts
if (self.moduleSettings.flashInstants == "Never") then
return
elseif (self.moduleSettings.flashInstants == "Caster") then
if (UnitPowerType("player") ~= 0) then -- 0 == mana user
return
end
end
self:StartBar(CastBar.Actions.Instant)
end
-------------------------------------------------------------------------------
-- NORMAL SPELLS --
-------------------------------------------------------------------------------
function CastBar.prototype:SpellStatus_SpellCastCastingStart(sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration)
IceHUD:Debug("SpellStatus_SpellCastCastingStart", sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration)
self:StartBar(CastBar.Actions.Cast)
end
function CastBar.prototype:SpellStatus_SpellCastCastingFinish (sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sCastDelayTotal)
IceHUD:Debug("SpellStatus_SpellCastCastingFinish ", sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sCastDelayTotal)
self:StartBar(CastBar.Actions.Success)
end
function CastBar.prototype:SpellStatus_SpellCastFailure(sId, sName, sRank, sFullName, isActiveSpell, UIEM_Message, CMSFLP_SpellName, CMSFLP_Message)
IceHUD:Debug("SpellStatus_SpellCastFailure", sId, sName, sRank, sFullName, isActiveSpell, UIEM_Message, CMSFLP_SpellName, CMSFLP_Message)
-- do nothing if we are casting a spell but the error doesn't consern that spell
if (SpellStatus:IsCastingOrChanneling() and not SpellStatus:IsActiveSpell(sId, sName)) then
return
end
-- do not show failure if user has that option disabled
if (not isActiveSpell and not self.moduleSettings.flashFailures) then
return
end
self:StartBar(CastBar.Actions.Fail, UIEM_Message)
end
function CastBar.prototype:SpellStatus_SpellCastCastingChange(sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sCastDelay, sCastDelayTotal)
IceHUD:Debug("SpellStatus_SpellCastCastingChange", sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sCastDelay, sCastDelayTotal)
end
-------------------------------------------------------------------------------
-- CHANNELING SPELLS --
-------------------------------------------------------------------------------
function CastBar.prototype:SpellStatus_SpellCastChannelingStart(sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sAction)
IceHUD:Debug("SpellStatus_SpellCastChannelingStart", sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sAction)
self:StartBar(CastBar.Actions.Channel)
end
function CastBar.prototype:SpellStatus_SpellCastChannelingFinish(sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sAction, sCastDisruptionTotal)
IceHUD:Debug("SpellStatus_SpellCastChannelingFinish", sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sAction, sCastDisruptionTotal)
self:StopBar()
end
function CastBar.prototype:SpellStatus_SpellCastChannelingChange(sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sAction, sCastDisruption, sCastDisruptionTotal)
IceHUD:Debug("SpellStatus_SpellCastChannelingChange", sId, sName, sRank, sFullName, sCastStartTime, sCastStopTime, sCastDuration, sAction, sCastDisruption, sCastDisruptionTotal)
end
-------------------------------------------------------------------------------
-- Load us up
CastBar:new()

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@ -328,6 +328,8 @@ function TargetOfTarget.prototype:OnClick(button)
SpellTargetUnit(self.unit)
elseif (CursorHasItem()) then
DropItemOnUnit(self.unit)
else
TargetUnit(self.unit)
end
else
ToggleDropDownMenu(1, nil, TargetFrameDropDown, "cursor")