mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
- the ace3 conversion also broke the dependence on Waterfall and gave a much better configuration screen through AceConfigDialog; plus Waterfall is very broken in Cataclysm and it's unclear whether anyone will bother to fix it or not - fixed a bug with the custom CD bar when changing profiles where it would generate endless errors until a reloadui - removed DewDrop library as it was no longer in use - temporarily removed FuBar plugin as it doesn't work as a mixin with AceAddon-3. i will eventually be bringing this back in some form (before the next full release version) - removed an unused 'about' button on the config page and some empty headers...not sure why they were ever there
247 lines
6.3 KiB
Lua
247 lines
6.3 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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-- needs to not be local so that we can inherit from it
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TargetInvuln = AceOO.Class(IceUnitBar)
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TargetInvuln.prototype.buffName = nil
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TargetInvuln.prototype.buffRemaining = 0
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TargetInvuln.prototype.buffDuration = 0
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-- list of spell ID's for each CC type so we can avoid localization issues
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local InvulnList= {
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-- Anti-Magic Shell
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48707,
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-- Hand of Protection
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10278,
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-- Divine Shield
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642,
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-- Deterrence
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19263,
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-- Spell Reflection
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23920,
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-- Ice Block
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45438,
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-- Pain Suppression
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33206,
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-- Cloak of Shadows
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31224,
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-- Hand of Freedom
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1044,
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-- Dispersion
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47585,
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-- Bladestorm
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46924,
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-- Grounding Totem Effect
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8178,
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-- Aura Mastery
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31821,
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-- Lichborne
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49039,
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-- Killing Spree
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51690,
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}
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-- Constructor --
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function TargetInvuln.prototype:init(moduleName, unit)
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-- not sure if this is necessary...i think it is...this way, we can instantiate this bar on its own or as a parent class
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if moduleName == nil or unit == nil then
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TargetInvuln.super.prototype.init(self, "TargetInvuln", "target")
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else
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TargetInvuln.super.prototype.init(self, moduleName, unit)
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end
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self.moduleSettings = {}
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self.moduleSettings.desiredLerpTime = 0
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-- self.moduleSettings.shouldAnimate = false
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self:SetDefaultColor("CC:Invuln", 0.99, 0.99, 0.99)
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self.buffList = {}
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self:PopulateSpellList(self.buffList, InvulnList,"Invuln")
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self.previousbuff = nil
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self.previousbuffTarget = nil
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self.previousbuffTime = nil
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end
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-- grabs the list of CC's and pulls the localized spell name using the wow api
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function TargetInvuln.prototype:PopulateSpellList(buffListVar, ccList, ccName)
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local spellName
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for i=1,#ccList do
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spellName = GetSpellInfo(ccList[i])
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if spellName and spellName ~= "" then
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buffListVar[spellName] = ccName
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end
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end
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function TargetInvuln.prototype:Enable(core)
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TargetInvuln.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateTargetBuffs")
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateTargetBuffs")
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-- self:ScheduleRepeatingEvent(self.elementName, self.UpdateTargetBuffs, 0.1, self)
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self:Show(false)
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end
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function TargetInvuln.prototype:Disable(core)
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TargetInvuln.super.prototype.Disable(self, core)
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-- self:CancelScheduledEvent(self.elementName)
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end
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-- OVERRIDE
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function TargetInvuln.prototype:GetDefaultSettings()
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local settings = TargetInvuln.super.prototype.GetDefaultSettings(self)
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settings["enabled"] = false
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settings["shouldAnimate"] = false
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settings["desiredLerpTime"] = nil
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settings["lowThreshold"] = 0
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settings["side"] = IceCore.Side.Left
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settings["offset"] = 7
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settings["usesDogTagStrings"] = false
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return settings
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end
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-- OVERRIDE
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function TargetInvuln.prototype:GetOptions()
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local opts = TargetInvuln.super.prototype.GetOptions(self)
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opts["shouldAnimate"] = nil
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opts["desiredLerpTime"] = nil
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opts["lowThreshold"] = nil
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opts["textSettings"].args["upperTextString"] = nil
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opts["textSettings"].args["lowerTextString"] = nil
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opts["alertParty"] = {
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type = "toggle",
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name = "Alert Party",
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desc = "Broadcasts crowd control effects you apply to your target via the party chat channel",
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get = function()
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return self.moduleSettings.alertParty
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end,
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set = function(info, v)
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self.moduleSettings.alertParty = v
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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}
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return opts
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end
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-- 'Protected' methods --------------------------------------------------------
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function TargetInvuln.prototype:GetMaxbuffDuration(unitName, buffNames)
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local i = 1
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local buff, rank, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
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local isMine = unitCaster == "player"
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local result = {nil, nil, nil}
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local remaining
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while buff do
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remaining = endTime - GetTime()
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if (duration == 0) and (remaining<0) then
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duration =100000
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remaining =100000
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end
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if buffNames[buff] and (not self.moduleSettings.onlyShowForMybuffs or isMine) then
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if result[0] then
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if result[2] <= remaining then
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result = {buff, duration, remaining}
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end
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else
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result = {buff, duration, remaining}
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end
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end
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i = i + 1;
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buff, rank, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
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isMine = unitCaster == "player"
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end
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return unpack(result)
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end
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function TargetInvuln.prototype:UpdateTargetBuffs(unit, isUpdate)
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local name, duration, remaining
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if not isUpdate then
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self.frame:SetScript("OnUpdate", function() self:UpdateTargetBuffs(self.unit, true) end)
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self.buffName, self.buffDuration, self.buffRemaining = self:GetMaxbuffDuration(self.unit, self.buffList)
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else
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self.buffRemaining = math.max(0, self.buffRemaining - (1.0 / GetFramerate()))
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if self.buffRemaining <= 0 then
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self.buffName = nil
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self.frame:SetScript("OnUpdate", nil)
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end
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end
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name = self.buffName
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duration = self.buffDuration
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remaining = self.buffRemaining
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local targetName = UnitName(self.unit)
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if (name ~= nil) and (self.previousbuff == nil) and (duration ~= nil) and (remaining ~= nil) then
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if (duration > 1) and (self.moduleSettings.alertParty) and ((GetNumPartyMembers() >= 1) or (GetNumRaidMembers() >= 1)) then
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SendChatMessage(targetName .. ": " .. name .. " (" .. tostring(floor(remaining * 10) / 10) .. "/" .. tostring(duration) .. "s)", "PARTY")
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end
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self.previousbuff = name
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self.previousbuffTarget = targetName
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self.previousbuffTime = GetTime() + duration
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-- Parnic: Force the CurrScale to 1 so that the lerping doesn't make it animate up and back down
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self.CurrScale = 1.0
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elseif (self.previousbuff ~= nil) then
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if (targetName ~= self.previousbuffTarget) then
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self.previousbuff = nil
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self.previousbuffTarget = nil
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self.previousbuffTime = nil
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elseif (GetTime() > self.previousbuffTime) then
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self.previousbuff = nil
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self.previousbuffTarget = nil
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self.previousbuffTime = nil
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end
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end
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if (name ~= nil) then
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self:Show(true)
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if (duration ~= nil and duration >= 0) then
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self:UpdateBar(duration ~= 0 and remaining / duration or 0, "CC:" .. self.buffList[name])
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self:SetBottomText2(floor(remaining * 10) / 10)
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else
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self:UpdateBar(0, "CC:" .. self.buffList[name])
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self:SetBottomText2("")
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end
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self:SetBottomText1(name)
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else
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self:Show(false)
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end
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end
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-- Load us up
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IceHUD.TargetInvuln = TargetInvuln:new()
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