Files
ice-hud/modules/SliceAndDice.lua
Parnic 40fc8187fd Add ability to adjust strata globally
Submitted by slowkerd from Curseforge (thanks!)
2023-08-02 08:16:12 -05:00

557 lines
16 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local SliceAndDice = IceCore_CreateClass(IceUnitBar)
local IceHUD = _G.IceHUD
local NetherbladeItemIdList = {29044, 29045, 29046, 29047, 29048}
local NineTailedItemIdList = {96679, 96680, 96681, 96682, 96683, 95305, 95306, 95307, 95308, 95309, 95935, 95936, 95937, 95938, 95939}
-- Parnic - bah, have to abandon the more robust string representation of each slot because of loc issues...
local NetherbladeEquipLocList = {1, 3, 5, 7, 10} --"HeadSlot", "ShoulderSlot", "ChestSlot", "LegsSlot", "HandsSlot"}
local GlyphSpellId = 56810
local baseTime = 9
local gapPerComboPoint = 3
local netherbladeBonus = 3
local glyphBonusSec = 6
local impSndTalentPage = 2
local impSndTalentIdx = 4
local impSndBonusPerRank = 0.25
local maxComboPoints = 5
local sndEndTime = 0
local sndDuration = 0
local sixComboPointsTalentID = 19240
local CurrMaxSnDDuration = 0
local PotentialSnDDuration = 0
local sndBuffName = 132306
if IceHUD.WowMain and IceHUD.WowVer < 80000 then
sndBuffName = "Ability_Rogue_SliceDice"
end
if IceHUD.WowVer >= 50000 then
baseTime = 12
gapPerComboPoint = 6
end
if IceHUD.WowClassic then
impSndBonusPerRank = 0.15
impSndTalentPage = 1
impSndTalentIdx = 6
elseif IceHUD.WowClassicBC then
impSndBonusPerRank = 0.15
impSndTalentPage = 2
impSndTalentIdx = 4
elseif IceHUD.WowClassicWrath then
impSndBonusPerRank = 0.25
impSndTalentPage = 2
impSndTalentIdx = 23
end
local SPELL_POWER_COMBO_POINTS = SPELL_POWER_COMBO_POINTS
if Enum and Enum.PowerType then
SPELL_POWER_COMBO_POINTS = Enum.PowerType.ComboPoints
end
-- Constructor --
function SliceAndDice.prototype:init()
SliceAndDice.super.prototype.init(self, "SliceAndDice", "player")
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("SliceAndDice", 0.75, 1, 0.2)
self:SetDefaultColor("SliceAndDicePotential", 1, 1, 1)
self.bTreatEmptyAsFull = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function SliceAndDice.prototype:Enable(core)
SliceAndDice.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateSliceAndDice")
if IceHUD.EventExistsUnitComboPoints then
self:RegisterEvent("UNIT_COMBO_POINTS", "ComboPointsChanged")
else
self:RegisterEvent(IceHUD.UnitPowerEvent, "ComboPointsChanged")
end
if IceHUD.WowVer >= 70000 then
self:RegisterEvent("PLAYER_TALENT_UPDATE", "CheckMaxComboPoints")
self:CheckMaxComboPoints()
end
if IceHUD.EventExistsUnitMaxPower then
self:RegisterEvent("UNIT_MAXPOWER", "CheckMaxComboPoints")
end
if not self.moduleSettings.alwaysFullAlpha then
self:Show(false)
else
self:UpdateSliceAndDice()
end
self:SetBottomText1("")
end
function SliceAndDice.prototype:CheckMaxComboPoints()
if UnitPowerMax then
maxComboPoints = UnitPowerMax(self.unit, SPELL_POWER_COMBO_POINTS)
else
local talentID, name, texture, selected, available, spellID, unknown, row, column, known, grantedByAura = GetTalentInfoByID(sixComboPointsTalentID, GetActiveSpecGroup())
maxComboPoints = selected and 6 or 5
end
end
function SliceAndDice.prototype:Disable(core)
SliceAndDice.super.prototype.Disable(self, core)
end
function SliceAndDice.prototype:ComboPointsChanged(...)
if select('#', ...) >= 3 and select(1, ...) == IceHUD.UnitPowerEvent and select(3, ...) ~= "COMBO_POINTS" then
return
end
self:TargetChanged()
self:UpdateDurationBar()
end
-- OVERRIDE
function SliceAndDice.prototype:GetDefaultSettings()
local settings = SliceAndDice.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Right
settings["offset"] = 6
settings["upperText"]="SnD:"
settings["showAsPercentOfMax"] = true
settings["durationAlpha"] = 0.6
settings["usesDogTagStrings"] = false
settings["lockLowerFontAlpha"] = false
settings["lowerTextString"] = ""
settings["lowerTextVisible"] = false
settings["hideAnimationSettings"] = true
settings["bAllowExpand"] = true
settings["bShowWithNoTarget"] = true
return settings
end
-- OVERRIDE
function SliceAndDice.prototype:GetOptions()
local opts = SliceAndDice.super.prototype.GetOptions(self)
opts["textSettings"].args["upperTextString"]["desc"] = "The text to display under this bar. # will be replaced with the number of Slice and Dice seconds remaining."
opts["textSettings"].args["upperTextString"].hidden = false
opts["showAsPercentOfMax"] =
{
type = 'toggle',
name = L["Show bar as % of maximum"],
desc = L["If this is checked, then the SnD buff time shows as a percent of the maximum attainable (taking set bonuses and talents into account). Otherwise, the bar always goes from full to empty when applying SnD no matter the duration."],
get = function()
return self.moduleSettings.showAsPercentOfMax
end,
set = function(info, v)
self.moduleSettings.showAsPercentOfMax = v
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
opts["durationAlpha"] =
{
type = "range",
name = L["Potential SnD time bar alpha"],
desc = L["What alpha value to use for the bar that displays how long your SnD will last if you activate it. (This gets multiplied by the bar's current alpha to stay in line with the bar on top of it)"],
min = 0,
max = 100,
step = 5,
get = function()
return self.moduleSettings.durationAlpha * 100
end,
set = function(info, v)
self.moduleSettings.durationAlpha = v / 100.0
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
opts["bShowWithNoTarget"] =
{
type = 'toggle',
name = L["Show with no target"],
desc = L["Whether or not to display when you have no target selected but have combo points available"],
get = function()
return self.moduleSettings.bShowWithNoTarget
end,
set = function(info, v)
self.moduleSettings.bShowWithNoTarget = v
self:ComboPointsChanged()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
return opts
end
function SliceAndDice.prototype:CreateFrame()
SliceAndDice.super.prototype.CreateFrame(self)
self:CreateDurationBar()
end
function SliceAndDice.prototype:CreateDurationBar()
self.durationFrame = self:BarFactory(self.durationFrame, IceHUD.IceCore:DetermineStrata("BACKGROUND"),"ARTWORK", "Duration")
-- Rokiyo: Do we need to call this here?
self.CurrScale = 0
self.durationFrame.bar:SetVertexColor(self:GetColor("SliceAndDicePotential", self.moduleSettings.durationAlpha))
self.durationFrame.bar:SetHeight(0)
self:UpdateBar(1, "undef")
-- force update the bar...if we're in here, then either the UI was just loaded or the player is jacking with the options.
-- either way, make sure the duration bar matches accordingly
self:UpdateDurationBar()
end
function SliceAndDice.prototype:RotateHorizontal()
SliceAndDice.super.prototype.RotateHorizontal(self)
self:RotateFrame(self.durationFrame)
end
function SliceAndDice.prototype:ResetRotation()
SliceAndDice.super.prototype.ResetRotation(self)
if self.durationFrame and self.durationFrame.anim then
self.durationFrame.anim:Stop()
end
end
-- 'Protected' methods --------------------------------------------------------
function SliceAndDice.prototype:GetBuffDuration(unitName, buffName)
local i = 1
local buff, _, texture, duration, endTime, remaining
if IceHUD.SpellFunctionsReturnRank then
buff, _, texture, _, _, duration, endTime = UnitBuff(unitName, i)
else
buff, texture, _, _, duration, endTime = UnitBuff(unitName, i)
end
while buff do
if (texture and (type(buffName) == 'string' and string.match(texture, buffName) or texture == buffName)) then
if endTime and not remaining then
remaining = endTime - GetTime()
end
return duration, remaining
end
i = i + 1;
if IceHUD.SpellFunctionsReturnRank then
buff, _, texture, _, _, duration, endTime = UnitBuff(unitName, i)
else
buff, texture, _, _, duration, endTime = UnitBuff(unitName, i)
end
end
return nil, nil
end
function SliceAndDice.prototype:MyOnUpdate()
SliceAndDice.super.prototype.MyOnUpdate(self)
if self.bUpdateSnd then
self:UpdateSliceAndDice("internal", self.unit)
end
if self.target or self.moduleSettings.bShowWithNoTarget then
self:UpdateDurationBar()
end
end
local function SNDGetComboPoints(unit)
if IceHUD.PerTargetComboPoints then
return GetComboPoints(unit, "target")
elseif IceHUD.WowVer >= 60000 then
return UnitPower(unit, SPELL_POWER_COMBO_POINTS)
else
return GetComboPoints()
end
end
-- use this to figure out if Roll the Bones is available or not. neither IsSpellKnown nor IsPlayerSpell are correct for it
-- when SnD is known, but this is.
local function HasSpell(id)
local spell = GetSpellInfo(id)
return spell == GetSpellInfo(spell)
end
local function ShouldHide()
if IceHUD.WowVer >= 90000 or IceHUD.WowClassicBC or IceHUD.WowClassicWrath then
return false
end
return --[[(IceHUD.WowVer < 70000 or not IsSpellKnown(193316)) and]] not IsPlayerSpell(5171) -- IsSpellKnown returns incorrect info for SnD in 7.0
-- commented code is here in case we decide we'd like to use this module for Roll the Bones.
-- if we do, though, the "active" check gets way more complicated since it can activate any number of 6 different abilities
-- with different durations
end
function SliceAndDice.prototype:UpdateSliceAndDice(event, unit)
if unit and unit ~= self.unit then
return
end
local now = GetTime()
local remaining = nil
local fromUpdate = event == "internal"
if not fromUpdate or IceHUD.WowVer < 30000 then
sndDuration, remaining = self:GetBuffDuration(self.unit, sndBuffName)
if not remaining then
sndEndTime = 0
else
sndEndTime = remaining + now
end
end
if sndEndTime and sndEndTime >= now then
if not fromUpdate then
self.bUpdateSnd = true
end
self:Show(true)
if not remaining then
remaining = sndEndTime - now
end
local denominator = (self.moduleSettings.showAsPercentOfMax and CurrMaxSnDDuration or sndDuration)
self:UpdateBar(denominator ~= 0 and remaining / denominator or 0, "SliceAndDice")
else
self:UpdateBar(0, "SliceAndDice")
if SNDGetComboPoints(self.unit) == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) or ShouldHide() then
if self.bIsVisible then
self.bUpdateSnd = nil
end
if not self.moduleSettings.alwaysFullAlpha or ShouldHide() then
self:Show(false)
end
end
end
-- somewhat redundant, but we also need to check potential remaining time
if (remaining ~= nil) or PotentialSnDDuration > 0 then
local potText = " (" .. PotentialSnDDuration .. ")"
self:SetBottomText1(self.moduleSettings.upperText .. tostring(floor(remaining or 0)) .. (self.moduleSettings.durationAlpha ~= 0 and potText or ""))
end
end
function SliceAndDice.prototype:TargetChanged()
if self.moduleSettings.bShowWithNoTarget and SNDGetComboPoints(self.unit) > 0 then
self.target = true
else
self.target = UnitExists("target")
end
self:Update(self.unit)
self:UpdateDurationBar()
self:UpdateSliceAndDice()
end
function SliceAndDice.prototype:UpdateDurationBar(event, unit)
if unit and unit ~= self.unit then
return
end
local points = SNDGetComboPoints(self.unit)
-- first, set the cached upper limit of SnD duration
CurrMaxSnDDuration = self:GetMaxBuffTime(maxComboPoints)
if event then
self:UpdateSliceAndDice()
end
-- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar
if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 or (points == 0 and not self:IsVisible())
or ShouldHide() then
self.durationFrame:Hide()
return
end
self.durationFrame:Show()
-- if we have combo points and a target selected, go ahead and show the bar so the duration bar can be seen
if points > 0 and (UnitExists("target") or self.moduleSettings.bShowWithNoTarget) then
self:Show(true)
end
if self.moduleSettings.durationAlpha > 0 then
PotentialSnDDuration = self:GetMaxBuffTime(points)
-- compute the scale from the current number of combo points
local scale = IceHUD:Clamp(PotentialSnDDuration / CurrMaxSnDDuration, 0, 1)
-- sadly, animation uses bar-local variables so we can't use the animation for 2 bar textures on the same bar element
if (self.moduleSettings.reverse) then
scale = 1 - scale
end
self.durationFrame.bar:SetVertexColor(self:GetColor("SliceAndDicePotential", self.moduleSettings.durationAlpha))
self:SetBarCoord(self.durationFrame, scale)
end
if sndEndTime < GetTime() then
local potText = " (" .. PotentialSnDDuration .. ")"
self:SetBottomText1(self.moduleSettings.upperText .. "0" .. (self.moduleSettings.durationAlpha > 0 and potText or ""))
end
end
function SliceAndDice.prototype:GetMaxBuffTime(numComboPoints)
if numComboPoints == 0 then
return 0
end
local maxduration = baseTime + ((numComboPoints - 1) * gapPerComboPoint)
if self:HasNetherbladeBonus() then
maxduration = maxduration + netherbladeBonus
end
if self:HasNineTailedBonus() then
maxduration = maxduration + gapPerComboPoint
end
if IceHUD.WowVer < 50000 then
if self:HasGlyphBonus() then
maxduration = maxduration + glyphBonusSec
end
local rank = 0
if GetTalentInfo then
local _
_, _, _, _, rank = GetTalentInfo(impSndTalentPage, impSndTalentIdx)
end
maxduration = maxduration * (1 + (rank * impSndBonusPerRank))
end
return maxduration
end
function SliceAndDice.prototype:HasNetherbladeBonus()
local numPieces
local linkStr, itemId
numPieces = 0
-- run through all the possible equip locations of a netherblade piece
for i=1,#NetherbladeEquipLocList do
-- pull the link string for the item in this equip loc
linkStr = GetInventoryItemLink(self.unit, NetherbladeEquipLocList[i])
-- get the item id out of that link string
itemId = self:GetItemIdFromItemLink(linkStr)
-- check if the item id in that slot is part of the netherblade item id list
if self:IsItemIdInList(itemId, NetherbladeItemIdList) then
-- increment the fact that we have this piece of netherblade
numPieces = numPieces + 1
-- check if we've met the set bonus for slice and dice
if numPieces >= 2 then
return true
end
end
end
end
function SliceAndDice.prototype:HasNineTailedBonus()
local numPieces
local linkStr, itemId
numPieces = 0
-- run through all the possible equip locations of a nine-tailed piece
for i=1,#NetherbladeEquipLocList do
-- pull the link string for the item in this equip loc
linkStr = GetInventoryItemLink(self.unit, NetherbladeEquipLocList[i])
-- get the item id out of that link string
itemId = self:GetItemIdFromItemLink(linkStr)
-- check if the item id in that slot is part of the nine-tailed item id list
if self:IsItemIdInList(itemId, NineTailedItemIdList) then
-- increment the fact that we have this piece of nine-tailed
numPieces = numPieces + 1
-- check if we've met the set bonus for slice and dice
if numPieces >= 2 then
return true
end
end
end
end
function SliceAndDice.prototype:HasGlyphBonus()
if not GetNumGlyphSockets then
return false
end
for i=1,GetNumGlyphSockets() do
local enabled, _, _, spell = GetGlyphSocketInfo(i)
if enabled and spell == GlyphSpellId then
return true
end
end
return false
end
function SliceAndDice.prototype:GetItemIdFromItemLink(linkStr)
local itemId
local _
if linkStr then
_, itemId, _, _, _, _, _, _, _ = strsplit(":", linkStr)
end
return itemId or 0
end
function SliceAndDice.prototype:IsItemIdInList(itemId, list)
for i=1,#list do
if string.match(itemId, list[i]) then
return true
end
end
return false
end
function SliceAndDice.prototype:OutCombat()
SliceAndDice.super.prototype.OutCombat(self)
self:UpdateSliceAndDice()
end
local _, unitClass = UnitClass("player")
-- Load us up
if unitClass == "ROGUE" then
IceHUD.SliceAndDice = SliceAndDice:new()
end