local AceOO = AceLibrary("AceOO-2.0") local DogTag = nil local TargetHealth = AceOO.Class(IceUnitBar) TargetHealth.prototype.color = nil -- Constructor -- function TargetHealth.prototype:init() TargetHealth.super.prototype.init(self, "TargetHealth", "target") self:SetDefaultColor("TargetHealthHostile", 231, 31, 36) self:SetDefaultColor("TargetHealthFriendly", 46, 223, 37) self:SetDefaultColor("TargetHealthNeutral", 210, 219, 87) if AceLibrary:HasInstance("LibDogTag-2.0") then DogTag = AceLibrary("LibDogTag-2.0") end end function TargetHealth.prototype:GetDefaultSettings() local settings = TargetHealth.super.prototype.GetDefaultSettings(self) settings["side"] = IceCore.Side.Left settings["offset"] = 2 settings["mobhealth"] = (MobHealth3 ~= nil) settings["classColor"] = false settings["hideBlizz"] = true settings["upperText"] = "[PercentHP:Round]" settings["lowerText"] = "[FractionalHP:HPColor:Bracket]" settings["raidIconOnTop"] = true settings["showRaidIcon"] = true settings["raidIconXOffset"] = 12 settings["raidIconYOffset"] = 0 return settings end -- OVERRIDE function TargetHealth.prototype:GetOptions() local opts = TargetHealth.super.prototype.GetOptions(self) opts["mobhealth"] = { type = "toggle", name = "MobHealth3 support", desc = "Enable/disable MobHealth3 target HP data. If this option is gray, you do not have MobHealth3.", get = function() return self.moduleSettings.mobhealth end, set = function(value) self.moduleSettings.mobhealth = value self:Update(self.unit) end, disabled = function() return (not self.moduleSettings.enabled) and (MobHealth3 == nil) end, order = 40 } opts["classColor"] = { type = "toggle", name = "Class color bar", desc = "Use class color as the bar color instead of reaction color", get = function() return self.moduleSettings.classColor end, set = function(value) self.moduleSettings.classColor = value self:Update(self.unit) end, disabled = function() return not self.moduleSettings.enabled end, order = 41 } opts["hideBlizz"] = { type = "toggle", name = "Hide Blizzard Frame", desc = "Hides Blizzard Target frame and disables all events related to it", get = function() return self.moduleSettings.hideBlizz end, set = function(value) self.moduleSettings.hideBlizz = value if (value) then self:HideBlizz() else self:ShowBlizz() end end, disabled = function() return not self.moduleSettings.enabled end, order = 42 } opts["scaleHealthColor"] = { type = "toggle", name = "Color bar by health %", desc = "Colors the health bar from MaxHealthColor to MinHealthColor based on current health %", get = function() return self.moduleSettings.scaleHealthColor end, set = function(value) self.moduleSettings.scaleHealthColor = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 43 } opts["showRaidIcon"] = { type = "toggle", name = "Show Raid Icon", desc = "Whether or not to show the raid icon above this bar", get = function() return self.moduleSettings.showRaidIcon end, set = function(value) self.moduleSettings.showRaidIcon = value self:UpdateRaidTargetIcon() end, disabled = function() return not self.moduleSettings.enabled end, order = 50 } opts["raidIconOnTop"] = { type = "toggle", name = "Draw Raid Icon On Top", desc = "Whether to draw the raid icon in front of or behind this bar", get = function() return self.moduleSettings.raidIconOnTop end, set = function(value) self.moduleSettings.raidIconOnTop = value self:UpdateRaidTargetIcon() end, disabled = function() return not self.moduleSettings.enabled end, order = 51 } opts["raidIconXOffset"] = { type = "range", name = "Raid Icon X Offset", desc = "How far to push the raid icon right or left", min = -50, max = 50, step = 1, get = function() return self.moduleSettings.raidIconXOffset end, set = function(value) self.moduleSettings.raidIconXOffset = value self:SetRaidIconPlacement() self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 52 } opts["raidIconYOffset"] = { type = "range", name = "Raid Icon Y Offset", desc = "How far to push the raid icon up or down", min = -300, max = 50, step = 1, get = function() return self.moduleSettings.raidIconYOffset end, set = function(value) self.moduleSettings.raidIconYOffset = value self:SetRaidIconPlacement() self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 53 } return opts end function TargetHealth.prototype:Enable(core) TargetHealth.super.prototype.Enable(self, core) self:RegisterEvent("UNIT_HEALTH", "Update") self:RegisterEvent("UNIT_MAXHEALTH", "Update") self:RegisterEvent("UNIT_FLAGS", "Update") self:RegisterEvent("UNIT_FACTION", "Update") self:RegisterEvent("RAID_TARGET_UPDATE", "UpdateRaidTargetIcon") if (self.moduleSettings.hideBlizz) then self:HideBlizz() end self:CreateRaidIconFrame() self:Update(self.unit) end function TargetHealth.prototype:Disable(core) TargetHealth.super.prototype.Disable(self, core) end function TargetHealth.prototype:Update(unit) TargetHealth.super.prototype.Update(self) if (unit and (unit ~= self.unit)) then return end if not (UnitExists(unit)) then self.frame:Hide() return else self.frame:Show() end self:UpdateRaidTargetIcon() self.color = "TargetHealthFriendly" -- friendly > 4 local reaction = UnitReaction("target", "player") if (reaction and (reaction == 4)) then self.color = "TargetHealthNeutral" elseif (reaction and (reaction < 4)) then self.color = "TargetHealthHostile" end if (self.moduleSettings.classColor) then self.color = self.unitClass end if (self.moduleSettings.scaleHealthColor) then self.color = "ScaledHealthColor" end if (self.tapped) then self.color = "Tapped" end self:UpdateBar(self.health/self.maxHealth, self.color) if DogTag ~= nil then if self.moduleSettings.upperText ~= nil and self.moduleSettings.upperText ~= '' then self:SetBottomText1(DogTag:Evaluate("target", self.moduleSettings.upperText)) end if self.moduleSettings.lowerText ~= nil and self.moduleSettings.lowerText ~= '' then self:SetBottomText2(DogTag:Evaluate("target", self.moduleSettings.lowerText)) end else self:SetBottomText1(self.healthPercentage) -- assumption that if a unit's max health is 100, it's not actual amount -- but rather a percentage - this obviously has one caveat though if (self.maxHealth == 100 and self.moduleSettings.mobhealth and MobHealth3) then self.health, self.maxHealth, _ = MobHealth3:GetUnitHealth(self.unit, self.health, self.maxHealth) self.health = self:Round(self.health) self.maxHealth = self:Round(self.maxHealth) end if (self.maxHealth ~= 100) then self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), self.color) else self:SetBottomText2() end end end function TargetHealth.prototype:CreateRaidIconFrame() if (not self.frame.raidIcon) then self.frame.raidIcon = CreateFrame("Frame", nil, self.frame) end if (not self.frame.raidIcon.icon) then self.frame.raidIcon.icon = self.frame.raidIcon:CreateTexture(nil, "BACKGROUND") self.frame.raidIcon.icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons") end self:SetRaidIconPlacement() self.frame.raidIcon:SetWidth(16) self.frame.raidIcon:SetHeight(16) self.frame.raidIcon.icon:SetAllPoints(self.frame.raidIcon) SetRaidTargetIconTexture(self.frame.raidIcon.icon, 0) self.frame.raidIcon:Hide() end function TargetHealth.prototype:SetRaidIconPlacement() self.frame.raidIcon:ClearAllPoints() self.frame.raidIcon:SetPoint("BOTTOM", self.frame, "TOPLEFT", self.moduleSettings.raidIconXOffset, self.moduleSettings.raidIconYOffset) end function TargetHealth.prototype:UpdateRaidTargetIcon() if self.moduleSettings.raidIconOnTop then self.frame.raidIcon:SetFrameStrata("MEDIUM") else self.frame.raidIcon:SetFrameStrata("LOW") end if not (UnitExists(self.unit)) or not self.moduleSettings.showRaidIcon then self.frame.raidIcon:Hide() return end local index = GetRaidTargetIndex(self.unit); if (index and (index > 0)) then SetRaidTargetIconTexture(self.frame.raidIcon.icon, index) self.frame.raidIcon:Show() else self.frame.raidIcon:Hide() end end function TargetHealth.prototype:Round(health) if (health > 1000000) then return self:MathRound(health/1000000, 1) .. "M" end if (health > 1000) then return self:MathRound(health/1000, 1) .. "k" end return health end function TargetHealth.prototype:MathRound(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function TargetHealth.prototype:ShowBlizz() TargetFrame:Show() TargetFrame:RegisterEvent("PLAYER_TARGET_CHANGED") TargetFrame:RegisterEvent("UNIT_HEALTH") TargetFrame:RegisterEvent("UNIT_LEVEL") TargetFrame:RegisterEvent("UNIT_FACTION") TargetFrame:RegisterEvent("UNIT_CLASSIFICATION_CHANGED") TargetFrame:RegisterEvent("UNIT_AURA") TargetFrame:RegisterEvent("PLAYER_FLAGS_CHANGED") TargetFrame:RegisterEvent("PARTY_MEMBERS_CHANGED") TargetFrame:RegisterEvent("RAID_TARGET_UPDATE") ComboFrame:Show() ComboFrame:RegisterEvent("PLAYER_TARGET_CHANGED"); ComboFrame:RegisterEvent("PLAYER_COMBO_POINTS"); end function TargetHealth.prototype:HideBlizz() TargetFrame:Hide() TargetFrame:UnregisterAllEvents() ComboFrame:Hide() ComboFrame:UnregisterAllEvents() end -- Load us up IceHUD.TargetHealth = TargetHealth:new()