local AceLocale = LibStub ("AceLocale-3.0") local Loc = AceLocale:GetLocale ("Details") local SharedMedia = LibStub:GetLibrary ("LibSharedMedia-3.0") local DF = _G.DetailsFramework --------------------------------------------------------------------------------------------- --varios debuffs tao doido com monk --ignorar bloodlust, shield d priest --reler os tanks ao sair de um grupo local _GetTime = GetTime --> wow api local local _UFC = UnitAffectingCombat --> wow api local local _IsInRaid = IsInRaid --> wow api local local _IsInGroup = IsInGroup --> wow api local local _UnitName = UnitName --> wow api local local _UnitGroupRolesAssigned = DetailsFramework.UnitGroupRolesAssigned local _UnitHealth = UnitHealth --> wow api local local _UnitHealthMax = UnitHealthMax --> wow api local local _UnitIsPlayer = UnitIsPlayer --> wow api local local _UnitClass = UnitClass --> wow api local local _UnitDebuff = UnitDebuff --> wow api local local UnitGetIncomingHeals = UnitGetIncomingHeals local _unpack = unpack local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs --------------------------------------------------------------------------------------------- local DB_ANIMATION_TIME_DILATATION = 0.515321 local CONST_DEBUFF_AMOUNT = 5 local CONST_MAX_TANKS = 2 local _cstr = string.format --> lua library local local _table_insert = table.insert --> lua library local local _table_remove = table.remove --> lua library local local _ipairs = ipairs --> lua library local local _pairs = pairs --> lua library local local _math_floor = math.floor --> lua library local local _math_abs = math.abs --> lua library local local _math_min = math.min --> lua library local local _table_sort = table.sort local ignored_debuffs = { [80354] = true, --temporal displacement [57724] = true, --sated [6788] = true, --weakened soul [124275] = true, --light stagger [124274] = true, --moderate stagger } --------------------------------------------------------------------------------------------- --> Create plugin Object local Vanguard = _detalhes:NewPluginObject ("Details_Vanguard") --> Main Frame local VanguardFrame = Vanguard.Frame local onUpdateFrame = CreateFrame("frame") Vanguard:SetPluginDescription ("Show debuffs on each tanks in the raid, also shows incoming heal and damage and the last hits you took.") Vanguard.auraUpdateFrames = {} for i = 1, CONST_MAX_TANKS do local auraUpdateFrame = CreateFrame("frame", nil, UIParent) Vanguard.auraUpdateFrames[#Vanguard.auraUpdateFrames+1] = auraUpdateFrame end local function CreatePluginFrames (data) --> localize details functions Vanguard.GetSpec = Vanguard.GetSpec Vanguard.class_specs_coords = Vanguard.class_specs_coords local framework = Vanguard:GetFramework() --> OnDetailsEvent Parser function Vanguard:OnDetailsEvent (event, ...) if (event == "HIDE") then --> plugin hidded, disabled VanguardFrame:UnregisterEvent ("ROLE_CHANGED_INFORM") VanguardFrame:UnregisterEvent ("GROUP_ROSTER_UPDATE") VanguardFrame:UnregisterEvent ("PLAYER_TARGET_CHANGED") Vanguard:CombatEnd() elseif (event == "SHOW") then --> plugin shown, enabled if (not Vanguard.db.first_run) then Vanguard.db.first_run = true local welcome = CreateFrame ("frame", nil, UIParent, "BackdropTemplate") welcome:SetFrameStrata ("TOOLTIP") welcome:SetPoint ("center", UIParent, "center") welcome:SetSize (400, 200) DF:ApplyStandardBackdrop(welcome) local str = _detalhes.gump:CreateLabel (welcome, "Welcome to Vanguard!\n\n\n- The green-left bar represents the incoming healing plus absorbs on the tank.\n\n- The red-right show the incoming damage.\n\n- Tanks health bar and debuffs on them are shown in the bottom side.\n\n- Click anywhere to show options.", nil, nil, "GameFontNormal") str:SetPoint (15, -15) str:SetWidth (375) local close_button = _detalhes.gump:CreateButton (welcome, function() welcome:Hide() end, 120, 20, "Close") close_button:SetTemplate(_detalhes.gump:GetTemplate ("button", "DETAILS_PLUGINPANEL_BUTTON_TEMPLATE")) close_button:SetPoint ("center", welcome, "center") close_button:SetPoint ("bottom", welcome, "bottom", 0, 10) end Vanguard.CurrentInstance = Vanguard:GetInstance (Vanguard.instance_id) VanguardFrame:RegisterEvent ("ROLE_CHANGED_INFORM") VanguardFrame:RegisterEvent ("GROUP_ROSTER_UPDATE") VanguardFrame:RegisterEvent ("PLAYER_TARGET_CHANGED") Vanguard:ResetBars() Vanguard:IdentifyTanks() Vanguard.CurrentCombat = _detalhes:GetCombat ("current") VanguardFrame:SetFrameStrata (Vanguard.CurrentInstance.baseframe:GetFrameStrata()) VanguardFrame:SetFrameLevel (Vanguard.CurrentInstance.baseframe:GetFrameLevel()+5) if (Vanguard:IsInCombat()) then Vanguard:CombatStart() end VanguardFrame:SetPoint ("topleft", Vanguard.CurrentInstance.baseframe, "topleft") VanguardFrame:SetPoint ("bottomright", Vanguard.CurrentInstance.baseframe, "bottomright") elseif (event == "COMBAT_PLAYER_ENTER") then --> a new combat has been started Vanguard.CurrentInstance = Vanguard:GetInstance (Vanguard.instance_id) Vanguard.CurrentCombat = select (1, ...) Vanguard.Running = true Vanguard:CombatStart() elseif (event == "COMBAT_PLAYER_LEAVE") then --> current combat has finished Vanguard.CurrentCombat = select (1, ...) Vanguard:CombatEnd() Vanguard:ResetBars() --Vanguard:ResetBlocks() elseif (event == "GROUP_ONLEAVE") then if (Vanguard.Running) then Vanguard:CombatEnd() Vanguard:ResetBars() Vanguard:ResetBlocks() end Vanguard:IdentifyTanks() elseif (event == "DETAILS_STARTED") then Vanguard.CurrentInstance = Vanguard:GetInstance (Vanguard.instance_id) Vanguard.CurrentCombat = Vanguard:GetCurrentCombat() elseif (event == "DETAILS_INSTANCE_ENDRESIZE" or event == "DETAILS_INSTANCE_SIZECHANGED") then --Vanguard:OnResize() elseif (event == "PLUGIN_DISABLED") then elseif (event == "PLUGIN_ENABLED") then elseif (event == "DETAILS_OPTIONS_MODIFIED") then Vanguard.RefreshWidgets() end end --> list with tank names Vanguard.TankList = {} --> tanks Vanguard.TankHashNames = {} --> tanks Vanguard.TankBlocks = {} --> tank frames Vanguard.TankIncDamage = {} --> tank damage taken from last 5 seconds Vanguard.UnitIdCache = {} --> search for tanks in the raid or party group function Vanguard:IdentifyTanks() table.wipe (Vanguard.TankList) table.wipe (Vanguard.TankHashNames) table.wipe (Vanguard.TankIncDamage) table.wipe (Vanguard.UnitIdCache) for i = 1, CONST_MAX_TANKS do Vanguard.auraUpdateFrames[i]:UnregisterEvent("UNIT_AURA") end --Vanguard.auraUpdateFrame:UnregisterEvent("UNIT_AURA") if (IsInRaid()) then for i = 1, GetNumGroupMembers(), 1 do local role = _UnitGroupRolesAssigned ("raid" .. i) if (role == "TANK") then local name, realm = UnitName ("raid"..i) if (realm) then name = name .. "-" .. realm end if (not Vanguard.TankHashNames [name]) then Vanguard.TankList [#Vanguard.TankList+1] = name Vanguard.TankHashNames [name] = #Vanguard.TankList Vanguard.TankIncDamage [name] = {} Vanguard.auraUpdateFrames[#Vanguard.TankList]:RegisterUnitEvent("UNIT_AURA", "raid" .. i) Vanguard.UnitIdCache[name] = "raid" .. i end end end elseif (IsInGroup()) then for i = 1, GetNumGroupMembers()-1, 1 do local role = _UnitGroupRolesAssigned ("party"..i) if (role == "TANK") then local name, realm = UnitName ("party"..i) if (realm) then name = name .. "-" .. realm end if (not Vanguard.TankHashNames [name]) then Vanguard.TankList [#Vanguard.TankList+1] = name Vanguard.TankHashNames [name] = #Vanguard.TankList Vanguard.TankIncDamage [name] = {} Vanguard.auraUpdateFrames[#Vanguard.TankList]:RegisterUnitEvent("UNIT_AURA", "party" .. i) Vanguard.UnitIdCache[name] = "party" .. i end end end local role = _UnitGroupRolesAssigned ("player") if (role == "TANK") then local name, realm = UnitName ("player") if (realm) then name = name .. "-" .. realm end if (not Vanguard.TankHashNames [name]) then Vanguard.TankList [#Vanguard.TankList+1] = name Vanguard.TankHashNames [name] = #Vanguard.TankList Vanguard.TankIncDamage [name] = {} Vanguard.auraUpdateFrames[#Vanguard.TankList]:RegisterUnitEvent("UNIT_AURA", "player") Vanguard.UnitIdCache[name] = "player" end end else local name, realm = UnitName ("player") if (realm) then name = name .. "-" .. realm end if (not Vanguard.TankHashNames [name]) then Vanguard.TankList [#Vanguard.TankList+1] = name Vanguard.TankHashNames [name] = #Vanguard.TankList Vanguard.TankIncDamage [name] = {} Vanguard.auraUpdateFrames[#Vanguard.TankList]:RegisterUnitEvent("UNIT_AURA", "player") Vanguard.UnitIdCache[name] = "player" end end Vanguard:RefreshTanks() end function Vanguard:ResetBars() if (Vanguard.db.show_inc_bars) then for i, tankblock in ipairs (Vanguard.TankBlocks) do local bar = tankblock.heal_inc bar:SetSplit (50) bar:SetLeftText (tankblock.tankname_string) bar:SetRightText ("") bar:SetRightColor (.25, 0, 0, 1) bar:SetLeftColor (0, .25, 0, 1) bar:SetHeight(Vanguard.db.bar_height) bar:SetTexture(SharedMedia:Fetch ("statusbar", Vanguard.db.tank_block_texture)) bar.div:SetHeight(Vanguard.db.bar_height*2) bar.div:SetAlpha(0.79) bar:Show() end else for i, tankblock in ipairs (Vanguard.TankBlocks) do local bar = tankblock.heal_inc bar:Hide() end end end function Vanguard:ResetBlocks() for i, tblock in ipairs (Vanguard.TankBlocks) do local _, maxValue = tblock.unitFrame.healthBar:GetMinMaxValues() tblock.unitFrame.healthBar:SetValue(maxValue) tblock.debuffs_using = 0 tblock.debuffs_next_index = 1 for i = 1, CONST_DEBUFF_AMOUNT do local dblock = tblock.debuffs_blocks [i] dblock.texture:SetTexture (nil) dblock.stack:SetText ("") dblock.stack_bg:Hide() dblock:SetCooldown (0, 0, 0, 0) dblock.in_use = nil dblock.support.spellid = nil end end end local SetTank = function (self, index) local name = Vanguard.TankList [index] self.tankname:SetText (Vanguard:GetOnlyName (name)) self.tankname_string = name local bar = self.heal_inc bar.tankname = name local class, left, right, top, bottom, r, g, b = Vanguard:GetClass (name) local spec = Vanguard:GetSpec (name) if (spec) then self.specicon:SetTexture (Vanguard.CurrentInstance.row_info.spec_file) self.specicon:SetTexCoord (_unpack (Vanguard.class_specs_coords [spec])) else self.specicon:SetTexture (Vanguard.CurrentInstance.row_info.icon_file) self.specicon:SetTexCoord (left, right, top, bottom) end self.unitFrame:SetUnit(Vanguard.UnitIdCache[name]) self.unitFrame.healthBar:SetUnit(Vanguard.UnitIdCache[name]) self.unitFrame.castBar:SetUnit(Vanguard.UnitIdCache[name]) self.unitFrame.powerBar:SetUnit(Vanguard.UnitIdCache[name]) self.unitFrame.healthBar:SetColor(r, g, b) bar.lefticon = Vanguard.CurrentInstance.row_info.icon_file bar.iconleft:SetTexCoord (left, right, top, bottom) bar:SetLeftText (Vanguard:GetOnlyName (name)) bar:SetLeftText (name) local width = Vanguard.db.tank_block_size self:SetWidth (width) self:SetBackdropColor (unpack (Vanguard.db.tank_block_color)) self.unitFrame.healthBar.background:SetColorTexture(unpack (Vanguard.db.tank_block_color)) self.unitFrame.healthBar.Settings.BackgroundColor = Vanguard.db.tank_block_color --texture self.unitFrame.healthBar:SetTexture (SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) self.unitFrame.powerBar:SetTexture (SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) self.unitFrame.castBar:SetTexture (SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) end local debuff_on_enter = function (self) if (self.spellid) then --self.texture:SetBlendMode ("ADD") GameTooltip:SetOwner (self, "ANCHOR_TOPLEFT") GameTooltip:SetSpellByID (self.spellid) GameTooltip:Show() end end local debuff_on_leave = function (self) --self.texture:SetBlendMode ("BLEND") if (self.spellid) then GameTooltip:Hide() end end local on_click = function (self, button) if (button == "LeftButton") then Vanguard.OpenOptionsPanel() elseif (button == "RightButton") then local instance = Vanguard:GetPluginInstance() if (instance) then _detalhes.switch:ShowMe (instance) end end end function Vanguard:CreateTankBlock (index) --frame local f = CreateFrame ("button", "VanguardTankBlock" .. index, VanguardFrame, "BackdropTemplate") f.SetTank = SetTank f:SetSize (Vanguard.db.tank_block_size, Vanguard.db.tank_block_size_height) f:SetScript ("OnMouseUp", on_click) if (index == 1) then f:SetPoint ("bottomleft", VanguardFrame, "bottomleft", 0 + ((index-1) * 155), 0) else f:SetPoint ("left", Vanguard.TankBlocks [index-1], "right", 5, 0) end f:SetBackdrop ({bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}, edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1}) f:SetBackdropColor (unpack (Vanguard.db.tank_block_color)) f:SetBackdropBorderColor (0, 0, 0, 1) --debuff icons f.debufficons = {} --tank health bar local unitFrameSettingsOverride = { ShowPowerBar = true, ShowCastBar = true, ShowBorder = false, CanModifyHealhBarColor = false, ShowTargetOverlay = false, ShowUnitName = false, ClearUnitOnHide = false, } local healthBarSettingsOverride = { ShowHealingPrediction = not DetailsFramework.IsTBCWow(), ShowShields = not DetailsFramework.IsTBCWow(), } local castBarSettingsOverride = { FadeInTime = 0.01, FadeOutTime = 0.40, SparkHeight = 16, LazyUpdateCooldown = 0.1, } local powerBarSettingsOverride = { ShowAlternatePower = false, } f.unitFrame = DetailsFramework:CreateUnitFrame(f, "VanguardTankUnitFrame" .. index, unitFrameSettingsOverride, healthBarSettingsOverride, castBarSettingsOverride, powerBarSettingsOverride) f.unitFrame:SetPoint ("topleft", f, "topleft", 1, -1) f.unitFrame:SetPoint ("bottomright", f, "bottomright", -1, 1) --spec icon f.specicon = f.unitFrame.healthBar:CreateTexture(nil, "overlay") f.specicon:SetPoint ("topleft", f.unitFrame.healthBar, "topleft", 5, -5) f.specicon:SetSize (14, 14) --tank name f.tankname = f.unitFrame.healthBar:CreateFontString(nil, "overlay", "GameFontNormal") f.tankname:SetPoint ("left", f.specicon, "right", 2, 1) f.unitFrame.castBar:SetTexture (SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) f.unitFrame.healthBar:SetTexture (SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) f.unitFrame.powerBar:SetTexture (SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) f.unitFrame.powerBar.background:SetColorTexture(0, 0, 0, 1) f.unitFrame.powerBar.background:SetVertexColor(0, 0, 0, 1) --inc heals inc damage f.heal_inc = DF:CreateSplitBar(f, 294, Vanguard.db.bar_height) f.heal_inc:SetSize(294, Vanguard.db.bar_height) f.heal_inc:SetPoint ("topleft", VanguardFrame, "topleft", 0, ((index - 1) * -Vanguard.db.bar_height)) f.heal_inc:SetPoint ("topright", VanguardFrame, "topright", 0, ((index - 1) * -Vanguard.db.bar_height)) f.heal_inc.fontsize = 10 f.heal_inc:SetTexture(SharedMedia:Fetch ("statusbar", Vanguard.db.tank_block_texture)) f.heal_inc:EnableAnimations() f.heal_inc:SetScript ("OnMouseUp", on_click) --debuffs blocks f.debuffs_blocks = {} f.debuffs_using = 0 f.debuffs_next_index = 1 for i = 1, CONST_DEBUFF_AMOUNT do local support_frame = CreateFrame ("frame", "VanguardSupportFrame_"..index.."_"..i, f.unitFrame, "BackdropTemplate") support_frame:SetFrameLevel (f.unitFrame:GetFrameLevel()+10) support_frame:SetSize (24, 24) support_frame:SetScript ("OnMouseUp", on_click) --icon texture local texture = support_frame:CreateTexture (support_frame:GetName() .. "_Texture", "overlay") texture:SetSize (24, 24) texture:SetPoint("center", support_frame, "center", 0, 0) local y = 3 local xOffSet = (i-1) * (texture:GetWidth() + 1) support_frame.offset = xOffSet support_frame:SetPoint ("left", f, "left", 5 + xOffSet, -8) local dblock = CreateFrame ("cooldown", "VanguardTankDebuffCooldown" .. index.. "_" .. i, support_frame, "CooldownFrameTemplate, BackdropTemplate") dblock:SetAlpha (0.7) dblock:SetPoint ("topleft", texture, "topleft") dblock:SetPoint ("bottomright", texture, "bottomright") --scripts dblock:SetScript ("OnMouseUp", on_click) dblock:SetScript ("OnEnter", debuff_on_enter) dblock:SetScript ("OnLeave", debuff_on_leave) dblock.texture = texture dblock:SetHideCountdownNumbers(true) local elevateStringsFrame = CreateFrame("frame", support_frame:GetName() .. "_ElevateFrame", support_frame) elevateStringsFrame:SetAllPoints() elevateStringsFrame:SetFrameLevel(dblock:GetFrameLevel()+10) elevateStringsFrame:EnableMouse(false) local stack = elevateStringsFrame:CreateFontString (elevateStringsFrame:GetName() .. "_StackText", "overlay", "GameFontNormal") stack:SetPoint ("bottomright", dblock, "bottomright", 0, 0) DetailsFramework:SetFontColor(stack, "yellow") local stack_bg = elevateStringsFrame:CreateTexture (elevateStringsFrame:GetName() .. "_StackBG", "artwork") stack_bg:SetColorTexture(0, 0, 0, 1) stack_bg:SetPoint ("center", stack, "center", 0, 0) stack_bg:SetSize(10, 10) stack_bg:Hide() dblock.Timer = dblock:CreateFontString(dblock:GetName() .. "_Timer", "overlay", "NumberFontNormal") dblock.Timer:SetPoint("center") dblock.stack = stack dblock.stack_bg = stack_bg dblock.support = support_frame dblock.elevate_frame = elevateStringsFrame f.debuffs_blocks [i] = dblock end Vanguard.TankBlocks [index] = f Vanguard:ResetBars() return f end function Vanguard:RefreshTanks() Vanguard:ResetBlocks() for i = 1, #Vanguard.TankList do local block = Vanguard.TankBlocks [i] if (not block) then block = Vanguard:CreateTankBlock (i) end block:SetTank(i) block:SetSize(Vanguard.db.tank_block_size, Vanguard.db.tank_block_size_height) end if (Vanguard.Running) then Vanguard:CombatEnd() Vanguard:CombatStart() end Vanguard.RefreshWidgets() end function Vanguard.RefreshWidgets() local hostInstance = Vanguard:GetInstance(Vanguard.instance_id) local isClickThrough = hostInstance.clickthrough_window local isClickThrough_InCombat = hostInstance.clickthrough_incombatonly for i, f in pairs(Vanguard.TankBlocks) do for debuffBlockId = 1, CONST_DEBUFF_AMOUNT do local debuffBlock = f.debuffs_blocks[debuffBlockId] DetailsFramework:SetFontSize(debuffBlock.Timer, Vanguard.db.aura_timer_text_size) debuffBlock.support:SetPoint ("left", f, "left", 5 + debuffBlock.support.offset, -8 + Vanguard.db.aura_offset_y) end if (isClickThrough) then if (isClickThrough_InCombat) then if (InCombatLockdown()) then f:EnableMouse(false) f.unitFrame:EnableMouse(false) f.unitFrame.healthBar:EnableMouse(false) f.unitFrame.powerBar:EnableMouse(false) f.unitFrame.castBar:EnableMouse(false) for debuffBlockId = 1, CONST_DEBUFF_AMOUNT do local debuffBlock = f.debuffs_blocks[debuffBlockId] debuffBlock:EnableMouse(false) debuffBlock.support:EnableMouse(false) --debuffBlock.elevate_frame:EnableMouse(false) end f.heal_inc:EnableMouse(false) else f:EnableMouse(true) f.unitFrame:EnableMouse(true) f.unitFrame.healthBar:EnableMouse(true) f.unitFrame.powerBar:EnableMouse(true) f.unitFrame.castBar:EnableMouse(true) for debuffBlockId = 1, CONST_DEBUFF_AMOUNT do local debuffBlock = f.debuffs_blocks[debuffBlockId] debuffBlock:EnableMouse(true) debuffBlock.support:EnableMouse(true) --debuffBlock.elevate_frame:EnableMouse(true) debuffBlock:SetScript("OnMouseUp", on_click) end f.heal_inc:EnableMouse(true) end else f:EnableMouse(false) f.unitFrame:EnableMouse(false) f.unitFrame.healthBar:EnableMouse(false) f.unitFrame.powerBar:EnableMouse(false) f.unitFrame.castBar:EnableMouse(false) for debuffBlockId = 1, CONST_DEBUFF_AMOUNT do local debuffBlock = f.debuffs_blocks[debuffBlockId] debuffBlock:EnableMouse(false) debuffBlock.support:EnableMouse(false) --debuffBlock.elevate_frame:EnableMouse(false) end f.heal_inc:EnableMouse(false) end else f:EnableMouse(true) f.unitFrame:EnableMouse(true) f.unitFrame.healthBar:EnableMouse(true) f.unitFrame.powerBar:EnableMouse(true) f.unitFrame.castBar:EnableMouse(true) for debuffBlockId = 1, CONST_DEBUFF_AMOUNT do local debuffBlock = f.debuffs_blocks[debuffBlockId] debuffBlock:EnableMouse(true) debuffBlock.support:EnableMouse(true) --debuffBlock.elevate_frame:EnableMouse(true) debuffBlock:SetScript("OnMouseUp", on_click) end f.heal_inc:EnableMouse(true) end --texture f.unitFrame.healthBar:SetTexture(SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) f.unitFrame.powerBar:SetTexture(SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) f.unitFrame.castBar:SetTexture(SharedMedia:Fetch("statusbar", Vanguard.db.tank_block_texture)) f.unitFrame.powerBar:ClearAllPoints() f.unitFrame.healthBar:ClearAllPoints() f.unitFrame.castBar:ClearAllPoints() if (not Vanguard.db.show_health_bar and not Vanguard.db.show_cast_bar and not Vanguard.db.show_power_bar) then f.unitFrame:Hide() f.Center:Hide() f:SetBackdropBorderColor (0, 0, 0, 0) return end f.unitFrame:Show() f.unitFrame.healthBar:Show() f.Center:Show() f:SetBackdropBorderColor (0, 0, 0, 1) f.unitFrame.healthBar:SetPoint("topleft", f, "topleft", 0, 0) f.unitFrame.healthBar:SetPoint("topright", f, "topright", 0, 0) f.unitFrame.healthBar:SetPoint("bottomleft", f, "bottomleft", 0, 0) f.unitFrame.healthBar:SetPoint("bottomright", f, "bottomright", 0, 0) if (Vanguard.db.show_cast_bar) then f.unitFrame.castBar:Show() f.unitFrame.castBar:SetHeight(Vanguard.db.tank_block_castbar_size_height) if (Vanguard.db.show_health_bar) then if (Vanguard.db.show_power_bar) then f.unitFrame.castBar:SetPoint("bottomleft", f, "bottomleft", 0, Vanguard.db.tank_block_powerbar_size_height) f.unitFrame.castBar:SetPoint("bottomright", f, "bottomright", 0, Vanguard.db.tank_block_powerbar_size_height) else f.unitFrame.castBar:SetPoint("bottomleft", f, "bottomleft", 0, 0) f.unitFrame.castBar:SetPoint("bottomright", f, "bottomright", 0, 0) end else f.unitFrame.castBar:SetPoint("topleft", f, "topleft", 0, 0) f.unitFrame.castBar:SetPoint("topright", f, "topright", 0, 0) end end f.unitFrame.castBar:Hide() if (Vanguard.db.show_power_bar) then f.unitFrame.powerBar:Show() f.unitFrame.powerBar:SetHeight(Vanguard.db.tank_block_powerbar_size_height) f.unitFrame.powerBar:SetPoint("bottomleft", f, "bottomleft", 0, 0) f.unitFrame.powerBar:SetPoint("bottomright", f, "bottomright", 0, 0) else f.unitFrame.powerBar:Hide() end end end function Vanguard.AnimateLeftWithAccel(self, deltaTime) local distance = (self.AnimationStart - self.AnimationEnd) / self.CurrentHealthMax * 100 --scale 1 - 100 local minTravel = min (distance / 10, 3) -- 10 = trigger distance to max speed 3 = speed scale on max travel local maxTravel = max (minTravel, 0.45) -- 0.45 = min scale speed on low travel speed local calcAnimationSpeed = (self.CurrentHealthMax * (deltaTime * DB_ANIMATION_TIME_DILATATION)) * maxTravel --re-scale back to unit health, scale with delta time and scale with the travel speed self.AnimationStart = self.AnimationStart - (calcAnimationSpeed) self:SetSplit (self.AnimationStart) self.CurrentHealth = self.AnimationStart if (self.Spark) then self.Spark:SetPoint ("center", self, "left", self.AnimationStart / self.CurrentHealthMax * self:GetWidth(), 0) self.Spark:Show() end if (self.AnimationStart-1 <= self.AnimationEnd) then self:SetSplit (self.AnimationEnd) self.CurrentHealth = self.AnimationEnd self.IsAnimating = false if (self.Spark) then self.Spark:Hide() end end end function Vanguard.AnimateRightWithAccel(self, deltaTime) local distance = (self.AnimationEnd - self.AnimationStart) / self.CurrentHealthMax * 100 --scale 1 - 100 basis local minTravel = math.min (distance / 10, 3) -- 10 = trigger distance to max speed 3 = speed scale on max travel local maxTravel = math.max (minTravel, 0.45) -- 0.45 = min scale speed on low travel speed local calcAnimationSpeed = (self.CurrentHealthMax * (deltaTime * DB_ANIMATION_TIME_DILATATION)) * maxTravel --re-scale back to unit health, scale with delta time and scale with the travel speed self.AnimationStart = self.AnimationStart + (calcAnimationSpeed) self:SetSplit (self.AnimationStart) self.CurrentHealth = self.AnimationStart if (self.AnimationStart+1 >= self.AnimationEnd) then self:SetSplit (self.AnimationEnd) self.CurrentHealth = self.AnimationEnd self.IsAnimating = false end end onUpdateFrame.onUpdate = function(self, deltaTime) --do healthbar animation ~animation ~healthbar for tank_name, block_index in pairs (Vanguard.TankHashNames) do local tframe = Vanguard.TankBlocks [block_index] local bar = tframe.heal_inc if (bar.IsAnimating) then bar.AnimateFunc(bar, deltaTime) end end end function Vanguard:TrackIncoming() for tank_name, block_index in pairs (Vanguard.TankHashNames) do local shields = UnitGetTotalAbsorbs and UnitGetTotalAbsorbs(tank_name) or 0 local heals = UnitGetIncomingHeals and UnitGetIncomingHeals(tank_name) or 0 local events_table = Vanguard.CurrentCombat.player_last_events [tank_name] local taken = 0 local timeNow = time() if (events_table) then for _, event in ipairs (events_table) do if (event[1] and event[4]+5 > timeNow) then --damage event taken = taken + event [3] end end tinsert(Vanguard.TankIncDamage, 1, taken) tremove(Vanguard.TankIncDamage, 41) --taken = taken / 3.5 end local tframe = Vanguard.TankBlocks [block_index] --split animation tframe.heal_inc:SetLeftText (Vanguard:ToK (shields + heals) .. " [|cFFFFFF55" .. Vanguard:ToK (shields) .. "|r]") tframe.heal_inc:SetRightText (Vanguard:ToK ( _math_floor (taken))) heals = heals + shields local oldValue = tframe.heal_inc:GetValue() local currentValue = 0 if (taken > 0 and heals > 0) then if (taken > heals) then local p = heals / taken * 100 p = _math_abs (p - 100) p = p / 2 p = p + 50 p = _math_abs (p - 100) --tframe.heal_inc:SetSplit (p) currentValue = p else local p = taken / heals * 100 p = _math_abs (p - 100) p = p / 2 p = p + 50 --tframe.heal_inc:SetSplit (p) currentValue = p end elseif (taken > 0) then --tframe.heal_inc:SetSplit (6) currentValue = 1 elseif (heals > 0) then --tframe.heal_inc:SetSplit (94) currentValue = 99 end --~animation tframe.heal_inc.oldValue = oldValue tframe.heal_inc.currentValue = currentValue--tframe.heal_inc:GetValue() tframe.heal_inc.CurrentHealthMax = 100 tframe.heal_inc.AnimationStart = tframe.heal_inc.oldValue tframe.heal_inc.AnimationEnd = tframe.heal_inc.currentValue tframe.heal_inc.IsAnimating = true if (tframe.heal_inc.AnimationEnd > tframe.heal_inc.AnimationStart) then tframe.heal_inc.AnimateFunc = Vanguard.AnimateRightWithAccel else tframe.heal_inc.AnimateFunc = Vanguard.AnimateLeftWithAccel end end end function Vanguard:CombatStart() Vanguard.Running = true for i = 1, CONST_MAX_TANKS do Vanguard.auraUpdateFrames[i]:SetScript("OnEvent", Vanguard.AuraUpdate) end if (Vanguard.track_incoming) then Vanguard:CancelTimer (Vanguard.track_incoming) end Vanguard.track_incoming = Vanguard:ScheduleRepeatingTimer ("TrackIncoming", 0.1) onUpdateFrame:SetScript("OnUpdate", onUpdateFrame.onUpdate) Vanguard.RefreshWidgets() end function Vanguard:CombatEnd() Vanguard.Running = false for i = 1, CONST_MAX_TANKS do Vanguard.auraUpdateFrames[i]:SetScript("OnEvent", nil) end if (Vanguard.track_incoming) then Vanguard:CancelTimer (Vanguard.track_incoming) end onUpdateFrame:SetScript("OnUpdate", nil) Vanguard.RefreshWidgets() end local formatTime = function(time) if (time >= 3600) then return floor (time / 3600) .. "h" elseif (time >= 60) then return floor (time / 60) .. "m" else return floor (time) end end function Vanguard.AuraUpdate(self, event, unit) local who_name = GetUnitName(unit, true) local tank_index = Vanguard.TankHashNames[who_name] if (tank_index) then local tframe = Vanguard.TankBlocks[tank_index] local debuffBlockId = 1 -- print("powerBar shown:", tframe.unitFrame.powerBar:GetPoint(1)) -- print("castBar shown:", tframe.unitFrame.castBar.unit) -- print("healthBar shown:", tframe.unitFrame.healthBar:GetPoint(1)) for i = 1, 40 do local name, icon, count, debuffType, duration, expirationTime, source, isStealable, nameplateShowPersonal, spellId, canApplyAura, isBossDebuff, castByPlayer = _UnitDebuff(who_name, i) if (name and not ignored_debuffs[spellId]) then -- and not castByPlayer local dblock = tframe.debuffs_blocks[debuffBlockId] debuffBlockId = debuffBlockId + 1 dblock.debuffName = name dblock.texture:SetTexture(icon) dblock.texture:SetTexCoord(.1, .9, .1, .9) dblock.spellid = spellId if (count and count > 1) then dblock.stack:SetText(count) dblock.stack:Show() dblock.stack_bg:Show() else dblock.stack:SetText("") dblock.stack_bg:Hide() end local timeLeft = expirationTime-GetTime() timeLeft = max(timeLeft, 0) timeLeft = min(timeLeft, 600) dblock.Timer:SetText(formatTime(timeLeft)) dblock.Timer:Show() if ((timeLeft > 0 and timeLeft < 600) and (floor(expirationTime) ~= dblock.expirationAt or not dblock:IsShown())) then dblock:Show() dblock:SetCooldown(GetTime(), timeLeft, 0, 0) dblock.expirationAt = floor(expirationTime) dblock.expirationAtFloat = expirationTime else if ((timeLeft < 0 or timeLeft > 600)) then dblock:Hide() end end if (debuffBlockId == CONST_DEBUFF_AMOUNT+1) then break end else if (not name) then for o = debuffBlockId, CONST_DEBUFF_AMOUNT do local dblock = tframe.debuffs_blocks[o] dblock:Hide() dblock.texture:SetTexture(nil) end break end end end end end end local build_options_panel = function() local options_frame = Vanguard:CreatePluginOptionsFrame ("VanguardOptionsWindow", "Vanguard Options", 1) local tank_texture_set = function (_, _, value) Vanguard.db.tank_block_texture = value; Vanguard:ResetBars() Vanguard:RefreshTanks() end local texture_icon = [[Interface\TARGETINGFRAME\UI-PhasingIcon]] local texture_icon = [[Interface\AddOns\Details\images\icons]] local texture_icon_size = {14, 14} local texture_texcoord = {469/512, 505/512, 249/512, 284/512} local textures = SharedMedia:HashTable ("statusbar") local texTable = {} for name, texturePath in pairs (textures) do texTable[#texTable+1] = {value = name, label = name, iconsize = texture_icon_size, statusbar = texturePath, onclick = tank_texture_set, icon = texture_icon, texcoord = texture_texcoord} end table.sort (texTable, function (t1, t2) return t1.label < t2.label end) local tank_texture_menu = texTable --templates local options_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE") local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE") local options_switch_template = DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_TEMPLATE") local options_slider_template = DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE") local options_button_template = DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE") local menu = { { type = "select", get = function() return Vanguard.db.tank_block_texture end, values = function() return tank_texture_menu end, --desc = "Choose the texture used on tank blocks.", name = "Texture" }, {type = "blank"}, { type = "toggle", get = function() return Vanguard.db.show_inc_bars end, set = function (self, fixedparam, value) Vanguard.db.show_inc_bars = value; Vanguard:ResetBars() end, --desc = "Shows the incoming heal vs incoming damage.", name = "Show Incoming Damage" }, { type = "range", get = function() return Vanguard.db.bar_height end, set = function (self, fixedparam, value) Vanguard.db.bar_height = value Vanguard:ResetBars() Vanguard:RefreshTanks() end, min = 10, max = 50, step = 1, --desc = "Inc Damage Heigth", name = "Incoming Damage Heigth", }, {type = "blank"}, { type = "toggle", get = function() return Vanguard.db.show_health_bar end, set = function (self, fixedparam, value) Vanguard.db.show_health_bar = value; Vanguard:RefreshTanks(); Vanguard:ResetBars() end, name = "Show Health Bar" }, { type = "toggle", get = function() return Vanguard.db.show_cast_bar end, set = function (self, fixedparam, value) Vanguard.db.show_cast_bar = value; Vanguard:RefreshTanks(); Vanguard:ResetBars() end, name = "Show Cast Bar" }, { type = "toggle", get = function() return Vanguard.db.show_power_bar end, set = function (self, fixedparam, value) Vanguard.db.show_power_bar = value; Vanguard:RefreshTanks(); Vanguard:ResetBars() end, name = "Show Power Bar" }, { type = "range", get = function() return Vanguard.db.tank_block_size end, set = function (self, fixedparam, value) Vanguard.db.tank_block_size = value; Vanguard:RefreshTanks() end, min = 70, max = 250, step = 1, --desc = "Set the width of the blocks showing the tanks.", name = "Health Bar Width", }, { type = "range", get = function() return Vanguard.db.tank_block_size_height end, set = function (self, fixedparam, value) Vanguard.db.tank_block_size_height = value; Vanguard:RefreshTanks() end, min = 10, max = 100, step = 1, name = "Health Bar Height", }, { type = "range", get = function() return Vanguard.db.tank_block_castbar_size_height end, set = function (self, fixedparam, value) Vanguard.db.tank_block_castbar_size_height = value; Vanguard:RefreshTanks() end, min = 10, max = 60, step = 1, name = "Cast Bar Height", }, { type = "range", get = function() return Vanguard.db.tank_block_powerbar_size_height end, set = function (self, fixedparam, value) Vanguard.db.tank_block_powerbar_size_height = value; Vanguard:RefreshTanks() end, min = 10, max = 60, step = 1, name = "Power Bar Height", }, { type = "color", get = function() return Vanguard.db.tank_block_color end, set = function (self, r, g, b, a) local current = Vanguard.db.tank_block_color; current[1], current[2], current[3], current[4] = r, g, b, a; Vanguard:RefreshTanks() end, --desc = "Select the color of the tank block background.", name = "Health Bar Background Color" }, {type = "blank"}, { type = "range", get = function() return Vanguard.db.aura_offset_y end, set = function (self, fixedparam, value) Vanguard.db.aura_offset_y = value; Vanguard.RefreshWidgets() end, min = -20, max = 20, step = 1, name = "Debuff Y Offset", }, { type = "range", get = function() return Vanguard.db.aura_timer_text_size end, set = function (self, fixedparam, value) Vanguard.db.aura_timer_text_size = value; Vanguard.RefreshWidgets() end, min = 6, max = 24, step = 1, name = "Debuff Text Size", }, } options_frame:SetSize(500, 400) Vanguard:GetFramework():BuildMenu (options_frame, menu, 15, -50, 460, true, options_text_template, options_dropdown_template, options_switch_template, true, options_slider_template, options_button_template) end Vanguard.OpenOptionsPanel = function() if (not VanguardOptionsWindow) then build_options_panel() end VanguardOptionsWindow:Show() end local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo function Vanguard:OnEvent (_, event, arg1, token, time, who_serial, who_name, who_flags, _, alvo_serial, alvo_name, alvo_flags, _, spellid, spellname, spellschool, tipo) if (event == "ADDON_LOADED") then local AddonName = arg1 if (AddonName == "Details_Vanguard") then if (_G._detalhes) then if (DetailsFramework.IsClassicWow()) then return end local MINIMAL_DETAILS_VERSION_REQUIRED = 1 local default_saved_table = { show_inc_bars = true, tank_block_size = 150, tank_block_height = 40, tank_block_color = {0.074509, 0.035294, 0.035294, 0.832845}, tank_block_texture = "Details Serenity", first_run = false, bar_height = 24, aura_timer_text_size = 14, aura_offset_y = 0, show_health_bar = true, show_power_bar = false, show_cast_bar = false, tank_block_size_height = 50, tank_block_castbar_size_height = 16, tank_block_powerbar_size_height = 10, } --> Install function Vanguard:OnDetailsEvent() end --> dummy func to stop warnings. local install, saveddata = _G._detalhes:InstallPlugin ("TANK", "Vanguard", "Interface\\Icons\\INV_Shield_04", Vanguard, "DETAILS_PLUGIN_VANGUARD", MINIMAL_DETAILS_VERSION_REQUIRED, "Terciob", "v3.0", default_saved_table) if (type (install) == "table" and install.error) then print (install.error) end --Vanguard.db.first_run = false --debug --> create widgets CreatePluginFrames() --> Register needed events _G._detalhes:RegisterEvent (Vanguard, "COMBAT_PLAYER_ENTER") _G._detalhes:RegisterEvent (Vanguard, "COMBAT_PLAYER_LEAVE") _G._detalhes:RegisterEvent (Vanguard, "DETAILS_INSTANCE_ENDRESIZE") _G._detalhes:RegisterEvent (Vanguard, "DETAILS_INSTANCE_SIZECHANGED") _G._detalhes:RegisterEvent (Vanguard, "GROUP_ONLEAVE") _G._detalhes:RegisterEvent (Vanguard, "DETAILS_OPTIONS_MODIFIED") VanguardFrame:RegisterEvent ("ZONE_CHANGED_NEW_AREA") VanguardFrame:RegisterEvent ("PLAYER_ENTERING_WORLD") end end elseif (event == "ROLE_CHANGED_INFORM" or event == "GROUP_ROSTER_UPDATE") then --> raid changes if (Vanguard.CurrentInstance) then Vanguard:IdentifyTanks() end elseif (event == "ZONE_CHANGED_NEW_AREA" or event == "PLAYER_ENTERING_WORLD") then --> logon or map changes if (Vanguard.CurrentInstance) then Vanguard:IdentifyTanks() end end end