mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
- reduced cpu usage by 33%-50% across the board (and more in some cases) by changing how updates are registered and how often they run. now the 'update period' slider actually matters. it defaults to 0.033 meaning that frames update about 30 times a second instead of every frame - fixed the "always" display mode for cooldown bars to respect alpha settings (ooc/with target/in combat/etc.)
245 lines
6.2 KiB
Lua
245 lines
6.2 KiB
Lua
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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-- needs to not be local so that we can inherit from it
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TargetInvuln = IceCore_CreateClass(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: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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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["hideAnimationSettings"] = true
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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["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 = L["Alert Party"],
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desc = L["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:MyOnUpdate()
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TargetInvuln.super.prototype.MyOnUpdate(self)
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self:UpdateTargetBuffs(nil, self.unit, true)
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end
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function TargetInvuln.prototype:UpdateTargetBuffs(event, unit, isUpdate)
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local name, duration, remaining
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if not isUpdate then
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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 - (GetTime() - self.lastUpdateTime))
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if self.buffRemaining <= 0 then
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self.buffName = nil
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end
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end
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self.lastUpdateTime = GetTime()
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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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