Files
ice-hud/modules/FocusCC.lua
2008-05-04 13:37:48 +00:00

178 lines
5.6 KiB
Lua

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["Shackle"] = "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()