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["Banish"] = "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()