Files
ice-hud/modules/TargetInvuln.lua
Parnic e313e679ae Basic Classic-BC support
This has been tested on Classic PTR and Retail, but only with a Rogue
character. Don't have a ton of time to do more exhaustive tests right now.

Fixes #11
2021-05-09 12:04:23 -05:00

260 lines
6.8 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
-- needs to not be local so that we can inherit from it
TargetInvuln = IceCore_CreateClass(IceUnitBar)
TargetInvuln.prototype.buffName = nil
TargetInvuln.prototype.buffRemaining = 0
TargetInvuln.prototype.buffDuration = 0
local GetNumPartyMembers, GetNumRaidMembers = GetNumPartyMembers, GetNumRaidMembers
if IceHUD.WowVer >= 50000 then
GetNumPartyMembers = GetNumGroupMembers
GetNumRaidMembers = GetNumGroupMembers
end
-- list of spell ID's for each CC type so we can avoid localization issues
local InvulnList= {
-- Anti-Magic Shell
48707,
-- Hand of Protection
10278,
-- Divine Shield
642,
-- Deterrence
19263,
-- Spell Reflection
23920,
-- Ice Block
45438,
-- Pain Suppression
33206,
-- Cloak of Shadows
31224,
-- Hand of Freedom
1044,
-- Dispersion
47585,
-- Bladestorm
46924,
-- Grounding Totem Effect
8178,
-- Aura Mastery
31821,
-- Lichborne
49039,
-- Killing Spree
51690,
}
-- Constructor --
function TargetInvuln.prototype:init(moduleName, unit)
-- 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
if moduleName == nil or unit == nil then
TargetInvuln.super.prototype.init(self, "TargetInvuln", "target")
else
TargetInvuln.super.prototype.init(self, moduleName, unit)
end
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
-- self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("CC:Invuln", 0.99, 0.99, 0.99)
self.buffList = {}
self:PopulateSpellList(self.buffList, InvulnList,"Invuln")
self.previousbuff = nil
self.previousbuffTarget = nil
self.previousbuffTime = nil
end
-- grabs the list of CC's and pulls the localized spell name using the wow api
function TargetInvuln.prototype:PopulateSpellList(buffListVar, ccList, ccName)
local spellName
for i=1,#ccList do
spellName = GetSpellInfo(ccList[i])
if spellName and spellName ~= "" then
buffListVar[spellName] = ccName
end
end
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function TargetInvuln.prototype:Enable(core)
TargetInvuln.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateTargetBuffs")
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateTargetBuffs")
self:Show(false)
end
function TargetInvuln.prototype:Disable(core)
TargetInvuln.super.prototype.Disable(self, core)
end
-- OVERRIDE
function TargetInvuln.prototype:GetDefaultSettings()
local settings = TargetInvuln.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["hideAnimationSettings"] = true
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Left
settings["offset"] = 7
settings["usesDogTagStrings"] = false
return settings
end
-- OVERRIDE
function TargetInvuln.prototype:GetOptions()
local opts = TargetInvuln.super.prototype.GetOptions(self)
opts["lowThreshold"] = nil
opts["textSettings"].args["upperTextString"] = nil
opts["textSettings"].args["lowerTextString"] = nil
opts["alertParty"] = {
type = "toggle",
name = L["Alert Party"],
desc = L["Broadcasts crowd control effects you apply to your target via the party chat channel"],
get = function()
return self.moduleSettings.alertParty
end,
set = function(info, v)
self.moduleSettings.alertParty = v
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
return opts
end
-- 'Protected' methods --------------------------------------------------------
function TargetInvuln.prototype:GetMaxbuffDuration(unitName, buffNames)
local i = 1
local buff, rank, texture, count, buffType, duration, endTime, unitCaster
if IceHUD.SpellFunctionsReturnRank then
buff, rank, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
else
buff, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
end
local isMine = unitCaster == "player"
local result = {nil, nil, nil}
local remaining
while buff do
remaining = endTime - GetTime()
if (duration == 0) and (remaining<0) then
duration =100000
remaining =100000
end
if buffNames[buff] and (not self.moduleSettings.onlyShowForMybuffs or isMine) then
if result[0] then
if result[2] <= remaining then
result = {buff, duration, remaining}
end
else
result = {buff, duration, remaining}
end
end
i = i + 1;
if IceHUD.SpellFunctionsReturnRank then
buff, rank, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
else
buff, texture, count, buffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HELPFUL")
end
isMine = unitCaster == "player"
end
return unpack(result)
end
function TargetInvuln.prototype:MyOnUpdate()
TargetInvuln.super.prototype.MyOnUpdate(self)
self:UpdateTargetBuffs(nil, self.unit, true)
end
function TargetInvuln.prototype:UpdateTargetBuffs(event, unit, isUpdate)
local name, duration, remaining
if not isUpdate then
self.buffName, self.buffDuration, self.buffRemaining = self:GetMaxbuffDuration(self.unit, self.buffList)
else
self.buffRemaining = math.max(0, self.buffRemaining - (GetTime() - self.lastUpdateTime))
if self.buffRemaining <= 0 then
self.buffName = nil
end
end
self.lastUpdateTime = GetTime()
name = self.buffName
duration = self.buffDuration
remaining = self.buffRemaining
local targetName = UnitName(self.unit)
if (name ~= nil) and (self.previousbuff == nil) and (duration ~= nil) and (remaining ~= nil) then
if (duration > 1) and (self.moduleSettings.alertParty) and ((GetNumPartyMembers() >= 1) or (GetNumRaidMembers() >= 1)) then
SendChatMessage(targetName .. ": " .. name .. " (" .. tostring(floor(remaining * 10) / 10) .. "/" .. tostring(duration) .. "s)", "PARTY")
end
self.previousbuff = name
self.previousbuffTarget = targetName
self.previousbuffTime = 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.previousbuff ~= nil) then
if (targetName ~= self.previousbuffTarget) then
self.previousbuff = nil
self.previousbuffTarget = nil
self.previousbuffTime = nil
elseif (GetTime() > self.previousbuffTime) then
self.previousbuff = nil
self.previousbuffTarget = nil
self.previousbuffTime = nil
end
end
if (name ~= nil) then
self:Show(true)
if (duration ~= nil and duration >= 0) then
self:UpdateBar(duration ~= 0 and remaining / duration or 0, "CC:" .. self.buffList[name])
self:SetBottomText2(floor(remaining * 10) / 10)
else
self:UpdateBar(0, "CC:" .. self.buffList[name])
self:SetBottomText2("")
end
self:SetBottomText1(name)
else
self:Show(false)
end
end
-- Load us up
IceHUD.TargetInvuln = TargetInvuln:new()