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--[[ GenericTrigger.lua
This file contains the generic trigger system. That is every trigger except the aura triggers.
It registers the GenericTrigger table for the generic trigger types and "custom" and has the following API:
Add(data)
Adds a display, creating all internal data structures for all triggers.
Delete(id)
Deletes all triggers for display id.
Rename(oldid, newid)
Updates all trigger information from oldid to newid.
LoadDisplay(id)
Loads all triggers of display id.
UnloadAll
Unloads all triggers.
UnloadDisplays(id)
Unloads all triggers of the display ids.
Modernize(data)
Modernizes all generic triggers in data.
#####################################################
# Helper functions mainly for the WeakAuras Options #
#####################################################
GetOverlayInfo(data, triggernum)
Returns a table containing the names of all overlays
CanHaveTooltip(data, triggernum)
Returns the type of tooltip to show for the trigger.
GetNameAndIcon(data, triggernum)
Returns the name and icon to show in the options.
GetAdditionalProperties(data, triggernum)
Returns the a tooltip for the additional properties.
GetProgressSources(data, triggernum, outValues)
Fills outValues with the potential progress sources
GetTriggerConditions(data, triggernum)
Returns potential conditions that this trigger provides.
]]--
if not WeakAuras.IsLibsOK() then return end
---@type string
local AddonName = ...
---@class Private
local Private = select(2, ...)
-- Lua APIs
local tinsert, tconcat, wipe = table.insert, table.concat, wipe
local tostring, pairs, type = tostring, pairs, type
local error = error
local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo;
-- WoW APIs
local IsPlayerMoving = IsPlayerMoving
---@class WeakAuras
local WeakAuras = WeakAuras;
local L = WeakAuras.L;
local GenericTrigger = {};
local event_prototypes = Private.event_prototypes;
local timer = WeakAuras.timer;
local events = {}
local loaded_events = {}
local loaded_unit_events = {};
local watched_trigger_events = Private.watched_trigger_events
local delayTimerEvents = {}
local loaded_auras = {}; -- id to bool map
-- Local functions
local LoadEvent, HandleEvent, HandleUnitEvent, TestForTriState, TestForToggle, TestForLongString, TestForMultiSelect
local ConstructTest, ConstructFunction
local nameplateExists = {}
---@param unit UnitToken
---@param smart? boolean
---@return boolean unitExists
function WeakAuras.UnitExistsFixed(unit, smart)
if #unit > 9 and unit:sub(1, 9) == "nameplate" then
return nameplateExists[unit]
end
if smart and IsInRaid() then
if unit:sub(1, 5) == "party" or unit == "player" or unit == "pet" then
return false
end
end
return UnitExists(unit) or UnitGUID(unit)
end
---@param input string
---@return string[] subStrings
function WeakAuras.split(input)
input = input or "";
local ret = {};
local split, element = nil, nil
split = input:find("[,%s]");
while(split) do
element, input = input:sub(1, split-1), input:sub(split+1);
if(element ~= "") then
tinsert(ret, element);
end
split = input:find("[,%s]");
end
if(input ~= "") then
tinsert(ret, input);
end
return ret;
end
local function findFirstOf(input, words, start, plain)
local startPos, endPos
for _, w in ipairs(words) do
local s, e = input:find(w, start, plain)
if s and (not startPos or startPos > s) then
startPos, endPos = s, e
end
end
return startPos, endPos
end
---@param input string
---@return string[] subStrings
function Private.splitAtOr(input)
input = input or ""
local ret = {}
local splitStart, splitEnd, element = nil, nil, nil
local separators = { "|", " or "}
splitStart, splitEnd = findFirstOf(input, separators, 1, true);
while(splitStart) do
element, input = input:sub(1, splitStart -1 ), input:sub(splitEnd + 1)
if(element ~= "") then
tinsert(ret, element)
end
splitStart, splitEnd = findFirstOf(input, separators, 1, true);
end
if(input ~= "") then
tinsert(ret, input)
end
return ret;
end
function TestForTriState(trigger, arg)
local name = arg.name;
local test;
if(trigger["use_"..name] == false) then
test = "(not "..name..")";
elseif(trigger["use_"..name]) then
if(arg.test) then
test = "("..arg.test:format(trigger[name])..")";
else
test = name;
end
end
return test;
end
function TestForToggle(trigger, arg)
local name = arg.name;
local test;
if(trigger["use_"..name]) then
if(arg.test) then
test = "("..arg.test:format(trigger[name])..")";
else
test = name;
end
end
return test;
end
function TestForLongString(trigger, arg)
local name = arg.name;
local test;
local needle = trigger[name]
local caseInsensitive = arg.canBeCaseInsensitive and trigger[name .. "_caseInsensitive"]
if(trigger[name.."_operator"] == "==") then
if caseInsensitive then
test = ("(%s and (%s):lower() == (%s):lower())"):format(name, name, Private.QuotedString(needle))
else
test = ("(%s == %s)"):format(name, Private.QuotedString(needle))
end
elseif(trigger[name.."_operator"] == "find('%s')") then
if caseInsensitive then
test = ("(%s and %s:lower():find((%s):lower(), 1, true))"):format(name, name, Private.QuotedString(needle))
else
test = ("(%s and %s:find(%s, 1, true))"):format(name, name, Private.QuotedString(needle))
end
elseif(trigger[name.."_operator"] == "match('%s')") then
if caseInsensitive then
test = ("(%s and %s:lower():match((%s):lower()))"):format(name, name, Private.QuotedString(needle))
else
test = ("(%s and %s:match(%s))"):format(name, name, Private.QuotedString(needle))
end
end
return test;
end
function TestForMultiSelect(trigger, arg)
local name = arg.name;
local test;
if(trigger["use_"..name] == false) then -- multi selection
test = "(";
local any = false;
if trigger[name] and trigger[name].multi then
for value, _ in pairs(trigger[name].multi) do
if not arg.test then
test = test..name.."=="..(tonumber(value) or ("[["..value.."]]")).." or ";
else
test = test..arg.test:format(tonumber(value) or ("[["..value.."]]")).." or ";
end
any = true;
end
end
if(any) then
test = test:sub(1, -5);
else
test = "(false";
end
test = test..")";
elseif(trigger["use_"..name]) then -- single selection
local value = trigger[name] and trigger[name].single;
if (not value) then
test = "false";
return test;
end
if not arg.test then
test = trigger[name].single and "("..name.."=="..(tonumber(value) or ("[["..value.."]]"))..")";
else
test = trigger[name].single and "("..arg.test:format(tonumber(value) or ("[["..value.."]]"))..")";
end
end
return test;
end
local function singleTest(arg, trigger, name, value, operator, use_exact)
local number = tonumber(value)
if(arg.type == "tristate") then
return TestForTriState(trigger, arg);
elseif(arg.type == "multiselect") then
return TestForMultiSelect(trigger, arg);
elseif(arg.type == "toggle") then
return TestForToggle(trigger, arg);
elseif (arg.type == "spell" or arg.type == "item") then
if arg.test then
if arg.showExactOption then
return "("..arg.test:format(value, tostring(use_exact) or "false") ..")";
else
return "("..arg.test:format(value)..")";
end
else
return "(".. name .." and "..name.."==" ..(number or ("\""..(tostring(value) or "").."\""))..")";
end
elseif(arg.test) then
return "("..arg.test:format(tostring(value) or "")..")";
elseif(arg.type == "longstring" and operator) then
return TestForLongString(trigger, arg);
elseif (arg.type == "string" or arg.type == "select") then
return "(".. name .." and "..name.."==" ..(number or ("\""..(tostring(value) or "").."\""))..")";
elseif (arg.type == "number") then
return "(".. name .." and "..name..(operator or "==")..(number or 0) ..")";
else
-- Should be unused
return "(".. name .." and "..name..(operator or "==")..(number or ("\""..(tostring(value) or 0).."\""))..")";
end
end
function ConstructTest(trigger, arg, testGroups, preambleGroups)
local test
local preamble
local name = arg.name;
if arg.preamble then
if not arg.preambleGroup or not preambleGroups[arg.preambleGroup] then
preamble = arg.preamble:format(trigger[name] or "")
end
if arg.preambleGroup then
preambleGroups[arg.preambleGroup] = true
end
end
if arg.hidden
or arg.type == "tristate"
or arg.type == "toggle"
or (arg.type == "multiselect" and trigger["use_"..name] ~= nil)
or ((trigger["use_"..name] or arg.required) and trigger[name])
then
if arg.multiEntry then
if type(trigger[name]) == "table" and #trigger[name] > 0 then
test = ""
for i, value in ipairs(trigger[name]) do
local operator = name and type(trigger[name.."_operator"]) == "table" and trigger[name.."_operator"][i]
local use_exact = name and type(trigger["use_exact_" .. name]) == "table" and trigger["use_exact_" .. name][i]
if arg.multiEntry.operator == "preamble" then
preamble = preamble and (preamble .. "\n") or ""
preamble = preamble .. arg.multiEntry.preambleAdd:format(value)
else
local single = singleTest(arg, trigger, name, value, operator, use_exact)
if single then
if test ~= "" then
test = test .. arg.multiEntry.operator
end
test = test .. single
end
end
end
if arg.multiEntry.operator == "preamble" then
test = arg.test
end
if test == "" then
test = nil
else
test = "(" .. test .. ")"
end
end
else
local value = trigger[name]
local operator = name and trigger[name.."_operator"]
local use_exact = name and trigger["use_exact_" .. name]
test = singleTest(arg, trigger, name, value, operator, use_exact)
end
end
if not test or test == "(true)" or arg.testGroup and testGroups[arg.testGroup] then
return nil, preamble
end
return test, preamble
end
function ConstructFunction(prototype, trigger)
if (prototype.triggerFunction) then
return prototype.triggerFunction(trigger);
end
local input;
if (prototype.statesParameter) then
if prototype.countEvents then
input = {"state", "counter", "event"};
else
input = {"state", "event"};
end
else
if prototype.countEvents then
input = {"counter", "event"};
else
input = {"event"};
end
end
local required = {};
local tests = {};
local debug = {};
local store = {};
local init;
local preambles = "\n"
local orConjunctionGroups = {}
local preambleGroups = {}
local testGroups = {}
if(prototype.init) then
init = prototype.init(trigger);
else
init = "";
end
for index, arg in pairs(prototype.args) do
local enable = arg.type ~= "description";
if(type(arg.enable) == "function") then
enable = arg.enable(trigger);
elseif type(arg.enable) == "boolean" then
enable = arg.enable
end
if(enable) then
local name = arg.name;
if not(arg.name or arg.hidden) then
tinsert(input, "_");
else
if(arg.init == "arg") then
tinsert(input, name);
elseif(arg.init) then
init = init.."local "..name.." = "..arg.init.."\n";
end
if (arg.store) then
tinsert(store, name);
end
local test, preamble = ConstructTest(trigger, arg, testGroups, preambleGroups);
if (test) then
if(arg.required) then
tinsert(required, test);
else
if arg.orConjunctionGroup then
orConjunctionGroups[arg.orConjunctionGroup] = orConjunctionGroups[arg.orConjunctionGroup] or {}
tinsert(orConjunctionGroups[arg.orConjunctionGroup], test)
else
tinsert(tests, test);
end
end
if(arg.debug) then
tinsert(debug, arg.debug:format(trigger[name]));
end
end
if (preamble) then
preambles = preambles .. preamble .. "\n"
end
end
end
end
for _, orConjunctionGroup in pairs(orConjunctionGroups) do
tinsert(tests, "("..table.concat(orConjunctionGroup, " or ")..")")
end
local ret = {preambles .. "return function("..tconcat(input, ", ")..")\n"}
if init then
table.insert(ret, init)
end
if #debug > 0 then
table.insert(ret, tconcat(debug, "\n") or "")
end
table.insert(ret, "if("..((#required > 0) and tconcat(required, " and ").." and " or ""))
table.insert(ret, #tests > 0 and tconcat(tests, " and ") or "true")
table.insert(ret, ") then\n")
if(#debug > 0) then
table.insert("print('ret: true');\n")
end
if (prototype.statesParameter == "all") then
table.insert(ret, " state[cloneId] = state[cloneId] or {}\n")
table.insert(ret, " state = state[cloneId]\n")
table.insert(ret, " state.changed = true\n")
end
if prototype.countEvents then
table.insert(ret, " local count = counter:GetNext()\n")
if trigger.use_count and type(trigger.count) == "string" and trigger.count ~= "" then
table.insert(ret, " local match = counter:Match()")
table.insert(ret, " if not match then return false end\n")
end
table.insert(ret, " state.count = count\n")
table.insert(ret, " state.changed = true\n")
end
for _, v in ipairs(store) do
table.insert(ret, " if (state." .. v .. " ~= " .. v .. ") then\n")
table.insert(ret, " state." .. v .. " = " .. v .. "\n")
table.insert(ret, " state.changed = true\n")
table.insert(ret, " end\n")
end
table.insert(ret, "return true else return false end end")
return table.concat(ret);
end
function Private.EndEvent(state)
if state then
if (state.show ~= false and state.show ~= nil) then
state.show = false;
state.changed = true;
end
return state.changed;
else
return false
end
end
local function RunOverlayFuncs(event, state, id, errorHandler)
state.additionalProgress = state.additionalProgress or {};
local changed = false;
for i, overlayFunc in ipairs(event.overlayFuncs) do
state.additionalProgress[i] = state.additionalProgress[i] or {};
local additionalProgress = state.additionalProgress[i];
local ok, a, b, c = xpcall(overlayFunc, errorHandler or Private.GetErrorHandlerId(id, L["Overlay %s"]:format(i)), event.trigger, state);
if (not ok) then
additionalProgress.min = nil;
additionalProgress.max = nil;
additionalProgress.direction = nil;
additionalProgress.width = nil;
additionalProgress.offset = nil;
elseif (type(a) == "string") then
if (additionalProgress.direction ~= a) then
additionalProgress.direction = a;
changed = true;
end
if (additionalProgress.width ~= b) then
additionalProgress.width = b;
changed = true;
end
if (additionalProgress.offset ~= c) then
additionalProgress.offset = c;
changed = true;
end
additionalProgress.min = nil;
additionalProgress.max = nil;
else
if (additionalProgress.min ~= a) then
additionalProgress.min = a;
changed = true;
end
if (additionalProgress.max ~= b) then
additionalProgress.max = b;
changed = true;
end
if additionalProgress.direction then
changed = true
end
additionalProgress.direction = nil;
additionalProgress.width = nil;
additionalProgress.offset = nil;
end
end
state.changed = changed or state.changed;
end
local function callFunctionForActivateEvent(func, trigger, state, property, errorHandler)
if not func then
return
end
local ok, value = xpcall(func, errorHandler, trigger)
if ok then
if state[property] ~= value then
state[property] = value
state.changed = true
end
end
end
---@type fun(id, triggernum, data, state, errorHandler)
---@return state
function Private.ActivateEvent(id, triggernum, data, state, errorHandler)
local changed = state.changed or false;
if (state.show ~= true) then
state.show = true;
changed = true;
end
if (data.duration) then
local expirationTime = GetTime() + data.duration;
if (state.expirationTime ~= expirationTime) then
state.expirationTime = expirationTime;
changed = true;
end
if (state.duration ~= data.duration) then
state.duration = data.duration;
changed = true;
end
if (state.progressType ~= "timed") then
state.progressType = "timed";
changed = true;
end
local autoHide = data.automaticAutoHide;
if (state.value or state.total or state.inverse or state.autoHide ~= autoHide) then
changed = true;
end
state.value = nil;
state.total = nil;
state.inverse = nil;
state.autoHide = autoHide;
elseif (data.durationFunc) then
local ok, arg1, arg2, arg3, inverse = xpcall(data.durationFunc, errorHandler or Private.GetErrorHandlerId(id, L["Duration Function"]), data.trigger);
arg1 = ok and type(arg1) == "number" and arg1 or 0;
arg2 = ok and type(arg2) == "number" and arg2 or 0;
if (state.inverse ~= inverse) then
state.inverse = inverse;
changed = true;
end
if (arg3) then
if (state.progressType ~= "static") then
state.progressType = "static";
changed = true;
end
if (state.duration) then
state.duration = nil;
changed = true;
end
if (state.expirationTime) then
state.expirationTime = nil;
changed = true;
end
local autoHide = nil;
if (state.autoHide ~= autoHide) then
changed = true;
state.autoHide = autoHide;
end
if (state.value ~= arg1) then
state.value = arg1;
changed = true;
end
if (state.total ~= arg2) then
state.total = arg2;
changed = true;
end
else
if (state.progressType ~= "timed") then
state.progressType = "timed";
changed = true;
end
if (state.duration ~= arg1) then
state.duration = arg1;
end
-- The Icon's SetCooldown requires that the **startTime** is positive, so ensure that
-- the expirationTime is bigger than the duration
if arg2 <= arg1 then
arg2 = arg1
end
if (state.expirationTime ~= arg2) then
state.expirationTime = arg2;
changed = true;
end
local autoHide = data.automaticAutoHide and arg1 > 0.01;
if (state.autoHide ~= autoHide) then
changed = true;
state.autoHide = autoHide;
end
if (state.value or state.total) then
changed = true;
end
state.value = nil;
state.total = nil;
end
end
callFunctionForActivateEvent(data.nameFunc, data.trigger, state, "name", errorHandler or Private.GetErrorHandlerId(id, L["Name Function"]))
callFunctionForActivateEvent(data.iconFunc, data.trigger, state, "icon", errorHandler or Private.GetErrorHandlerId(id, L["Icon Function"]))
callFunctionForActivateEvent(data.textureFunc, data.trigger, state, "texture", errorHandler or Private.GetErrorHandlerId(id, L["Texture Function"]))
callFunctionForActivateEvent(data.stacksFunc, data.trigger, state, "stacks", errorHandler or Private.GetErrorHandlerId(id, L["Stacks Function"]))
if (data.overlayFuncs) then
RunOverlayFuncs(data, state, id, errorHandler);
end
state.changed = state.changed or changed;
return state.changed;
end
local function ignoreErrorHandler()
end
local function RunTriggerFunc(allStates, data, id, triggernum, event, arg1, arg2, ...)
local optionsEvent = event == "OPTIONS";
local errorHandler = (optionsEvent and data.ignoreOptionsEventErrors) and ignoreErrorHandler or Private.GetErrorHandlerId(id, L["Trigger %s"]:format(triggernum))
local updateTriggerState = false;
local unitForUnitTrigger
local cloneIdForUnitTrigger
if(data.triggerFunc) then
local untriggerCheck = false;
if (data.statesParameter == "full") then
local ok, returnValue
if data.counter then
ok, returnValue = xpcall(data.triggerFunc, errorHandler, allStates, data.counter, event, arg1, arg2, ...);
else
ok, returnValue = xpcall(data.triggerFunc, errorHandler, allStates, event, arg1, arg2, ...);
end
if (ok and returnValue) then
updateTriggerState = true;
end
for key, state in pairs(allStates) do
if (type(state) ~= "table") then
errorHandler(string.format(L["All States table contains a non table at key: '%s'."], key))
wipe(allStates)
return
end
end
elseif (data.statesParameter == "all") then
local ok, returnValue
if data.counter then
ok, returnValue = xpcall(data.triggerFunc, errorHandler, allStates, data.counter, event, arg1, arg2, ...);
else
ok, returnValue = xpcall(data.triggerFunc, errorHandler, allStates, event, arg1, arg2, ...);
end
if( (ok and returnValue) or optionsEvent) then
for id, state in pairs(allStates) do
if (state.changed) then
if (Private.ActivateEvent(id, triggernum, data, state)) then
updateTriggerState = true;
end
end
end
else
untriggerCheck = true;
end
elseif (data.statesParameter == "unit") then
if arg1 then
if Private.multiUnitUnits[data.trigger.unit] then
unitForUnitTrigger = arg1
cloneIdForUnitTrigger = arg1
else
unitForUnitTrigger = data.trigger.unit
cloneIdForUnitTrigger = ""
end
allStates[cloneIdForUnitTrigger] = allStates[cloneIdForUnitTrigger] or {};
local state = allStates[cloneIdForUnitTrigger];
local ok, returnValue
if data.counter then
ok, returnValue = xpcall(data.triggerFunc, errorHandler, state, data.counter, event, unitForUnitTrigger, arg1, arg2, ...);
else
ok, returnValue = xpcall(data.triggerFunc, errorHandler, state, event, unitForUnitTrigger, arg1, arg2, ...);
end
if (ok and returnValue) or optionsEvent then
if(Private.ActivateEvent(id, triggernum, data, state)) then
updateTriggerState = true;
end
else
untriggerCheck = true;
end
end
elseif (data.statesParameter == "one") then
allStates[""] = allStates[""] or {};
local state = allStates[""];
local ok, returnValue
if data.counter then
ok, returnValue = xpcall(data.triggerFunc, errorHandler, state, data.counter, event, arg1, arg2, ...);
else
ok, returnValue = xpcall(data.triggerFunc, errorHandler, state, event, arg1, arg2, ...);
end
if (ok and returnValue) or optionsEvent then
if(Private.ActivateEvent(id, triggernum, data, state, (optionsEvent and data.ignoreOptionsEventErrors) and ignoreErrorHandler or nil)) then
updateTriggerState = true;
end
else
untriggerCheck = true;
end
else
local ok, returnValue
if data.counter then
ok, returnValue = xpcall(data.triggerFunc, errorHandler, data.counter, event, arg1, arg2, ...);
else
ok, returnValue = xpcall(data.triggerFunc, errorHandler, event, arg1, arg2, ...);
end
if (ok and returnValue) or optionsEvent then
allStates[""] = allStates[""] or {};
local state = allStates[""];
if(Private.ActivateEvent(id, triggernum, data, state, (optionsEvent and data.ignoreOptionsEventErrors) and ignoreErrorHandler or nil)) then
updateTriggerState = true;
end
else
untriggerCheck = true;
end
end
if (untriggerCheck and not optionsEvent) then
errorHandler = (optionsEvent and data.ignoreOptionsEventErrors) and ignoreErrorHandler or Private.GetErrorHandlerId(id, L["Untrigger %s"]:format(triggernum))
if (data.statesParameter == "all") then
if data.untriggerFunc then
local ok, returnValue = xpcall(data.untriggerFunc, errorHandler, allStates, event, arg1, arg2, ...);
if ok and returnValue then
for id, state in pairs(allStates) do
if (state.changed) then
if (Private.EndEvent(state)) then
updateTriggerState = true;
end
end
end
end
end
elseif data.statesParameter == "unit" then
if data.untriggerFunc then
if arg1 then
local state = allStates[cloneIdForUnitTrigger]
if state then
local ok, returnValue = xpcall(data.untriggerFunc, errorHandler, state, event, unitForUnitTrigger, arg1, arg2, ...);
if ok and returnValue then
if (Private.EndEvent(state)) then
updateTriggerState = true;
end
end
end
end
end
if not updateTriggerState and not allStates[cloneIdForUnitTrigger].show then
-- We added this state automatically, but the trigger didn't end up using it,
-- so remove it again
allStates[cloneIdForUnitTrigger] = nil
end
elseif (data.statesParameter == "one") then
allStates[""] = allStates[""] or {};
local state = allStates[""];
if data.untriggerFunc then
local ok, returnValue = xpcall(data.untriggerFunc, errorHandler, state, event, arg1, arg2, ...);
if (ok and returnValue) then
if (Private.EndEvent(state)) then
updateTriggerState = true;
end
end
end
else
if data.untriggerFunc then
local ok, returnValue = xpcall(data.untriggerFunc, errorHandler, event, arg1, arg2, ...);
if ok and returnValue then
allStates[""] = allStates[""] or {};
local state = allStates[""];
if(Private.EndEvent(state)) then
updateTriggerState = true;
end
end
end
end
end
end
if updateTriggerState and watched_trigger_events[id] and watched_trigger_events[id][triggernum] then
-- if this trigger's updates are requested to be sent into one of the Aura's custom triggers
Private.AddToWatchedTriggerDelay(id, triggernum)
end
return updateTriggerState;
end
---ScanEvents may receive composed events like `event:spellId`
---For system profiling we want extract the event
---@param composedEvent string
---@return string
local function getGameEventFromComposedEvent(composedEvent)
local separatorPosition = composedEvent:find(":", 1, true)
return separatorPosition == nil and composedEvent or composedEvent:sub(1, separatorPosition - 1)
end
function Private.ScanEventsByID(event, id, ...)
if loaded_events[event] then
WeakAuras.ScanEvents(event, id, ...)
end
local eventWithID = event .. ":" .. id
if loaded_events[eventWithID] then
WeakAuras.ScanEvents(eventWithID, id, ...)
end
end
---@param event string
---@param arg1? any
---@param arg2? any
---@param ... any
function WeakAuras.ScanEvents(event, arg1, arg2, ...)
local system = getGameEventFromComposedEvent(event)
Private.StartProfileSystem("generictrigger " .. system)
local event_list = loaded_events[event];
if (not event_list) then
Private.StopProfileSystem("generictrigger " .. system)
return
end
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
local arg1, arg2 = CombatLogGetCurrentEventInfo();
event_list = event_list[arg2];
if (not event_list) then
Private.StopProfileSystem("generictrigger " .. system)
return;
end
WeakAuras.ScanEventsInternal(event_list, event, CombatLogGetCurrentEventInfo());
elseif (event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
-- This reverts the COMBAT_LOG_EVENT_UNFILTERED_CUSTOM workaround so that custom triggers that check the event argument will work as expected
if(event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
event = "COMBAT_LOG_EVENT_UNFILTERED";
end
WeakAuras.ScanEventsInternal(event_list, event, CombatLogGetCurrentEventInfo());
else
WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);
end
Private.StopProfileSystem("generictrigger " .. system)
end
---@param event string
---@param unit UnitToken
---@param ... any
function WeakAuras.ScanUnitEvents(event, unit, ...)
Private.StartProfileSystem("generictrigger " .. event .. " " .. unit)
local unit_list = loaded_unit_events[unit]
if unit_list then
local event_list = unit_list[event]
if event_list then
for id, triggers in pairs(event_list) do
Private.StartProfileAura(id);
Private.ActivateAuraEnvironment(id);
local updateTriggerState = false;
for triggernum, data in pairs(triggers) do
local delay = GenericTrigger.GetDelay(data)
if delay == 0 then
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
if (RunTriggerFunc(allStates, data, id, triggernum, event, unit, ...)) then
updateTriggerState = true;
end
else
Private.RunTriggerFuncWithDelay(delay, id, triggernum, data, event, unit, ...)
end
end
if (updateTriggerState) then
Private.UpdatedTriggerState(id);
end
Private.StopProfileAura(id);
Private.ActivateAuraEnvironment(nil);
end
end
end
Private.StopProfileSystem("generictrigger " .. event .. " " .. unit)
end
---@private
---@param event_list table<string>
---@param event string
---@param arg1? any
---@param arg2? any
---@param ... any
function WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ... )
for id, triggers in pairs(event_list) do
Private.StartProfileAura(id);
Private.ActivateAuraEnvironment(id);
local updateTriggerState = false;
for triggernum, data in pairs(triggers) do
local delay = GenericTrigger.GetDelay(data)
if delay == 0 then
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
if (RunTriggerFunc(allStates, data, id, triggernum, event, arg1, arg2, ...)) then
updateTriggerState = true
end
else
Private.RunTriggerFuncWithDelay(delay, id, triggernum, data, event, arg1, arg2, ...)
end
end
if (updateTriggerState) then
Private.UpdatedTriggerState(id);
end
Private.StopProfileAura(id);
Private.ActivateAuraEnvironment(nil);
end
end
do
local function RunTriggerFuncForDelay(id, triggernum, data, event, ...)
Private.StartProfileAura(id)
Private.ActivateAuraEnvironment(id)
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum)
if (RunTriggerFunc(allStates, data, id, triggernum, event, ...)) then
Private.UpdatedTriggerState(id)
end
Private.StopProfileAura(id)
Private.ActivateAuraEnvironment(nil)
-- clear expired timers
for i, t in ipairs_reverse(delayTimerEvents[id][triggernum]) do
if t.ends <= GetTime() then
table.remove(delayTimerEvents[id][triggernum], i)
end
end
end
---@type fun(delay, id, triggernum, data, event, ...)
function Private.RunTriggerFuncWithDelay(delay, id, triggernum, data, event, ...)
delayTimerEvents[id] = delayTimerEvents[id] or {}
delayTimerEvents[id][triggernum] = delayTimerEvents[id][triggernum] or {}
local timerId = timer:ScheduleTimer(RunTriggerFuncForDelay, delay, id, triggernum, data, event, ...)
tinsert(delayTimerEvents[id][triggernum], timerId)
end
end
---@type fun(id)
function Private.CancelDelayedTrigger(id)
if delayTimerEvents[id] then
for triggernum, timers in pairs(delayTimerEvents[id]) do
for _, timerId in ipairs(timers) do
timer:CancelTimer(timerId)
end
end
delayTimerEvents[id] = nil
end
end
---@type fun()
function Private.CancelAllDelayedTriggers()
for id in pairs(delayTimerEvents) do
Private.CancelDelayedTrigger(id)
end
end
---@type fun(id, watchedTriggernums)
function Private.ScanEventsWatchedTrigger(id, watchedTriggernums)
if #watchedTriggernums == 0 then return end
Private.StartProfileAura(id);
Private.ActivateAuraEnvironment(id);
local updateTriggerState = false
for _, watchedTrigger in ipairs(watchedTriggernums) do
if watched_trigger_events[id] and watched_trigger_events[id][watchedTrigger] then
local updatedTriggerStates = WeakAuras.GetTriggerStateForTrigger(id, watchedTrigger)
for observerTrigger in pairs(watched_trigger_events[id][watchedTrigger]) do
local data = events and events[id] and events[id][observerTrigger]
local allstates = WeakAuras.GetTriggerStateForTrigger(id, observerTrigger)
if data and allstates and updatedTriggerStates then
if RunTriggerFunc(allstates, data, id, observerTrigger, "TRIGGER", watchedTrigger, updatedTriggerStates) then
updateTriggerState = true
end
end
end
end
end
if (updateTriggerState) then
Private.UpdatedTriggerState(id)
end
Private.StopProfileAura(id)
Private.ActivateAuraEnvironment(nil)
end
---@type fun(data: auraData, triggernum: number) : "timed"|boolean, boolean?
local function ProgressType(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
if prototype.progressType then
local progressType = prototype.progressType
if type(progressType) == "function" then
progressType = progressType(trigger)
end
return progressType, prototype.useModRate
elseif prototype.timedrequired then
return "timed"
end
elseif (trigger.type == "custom") then
if trigger.custom_type == "event" and trigger.custom_hide == "timed" and trigger.duration then
return "timed";
elseif (trigger.customDuration and trigger.customDuration ~= "") then
return "timed";
elseif (trigger.custom_type == "stateupdate") then
return false
end
end
return false
end
---@type fun(data: auraData, triggernum: integer, state: state, eventData: table)
local function AddFakeInformation(data, triggernum, state, eventData)
state.autoHide = false
if ProgressType(data, triggernum) == "timed" and state.expirationTime == nil then
state.progressType = "timed"
end
if state.progressType == "timed" then
if state.expirationTime and state.expirationTime ~= math.huge and state.expirationTime > GetTime() then
return
end
state.progressType = "timed"
state.expirationTime = GetTime() + 7
state.duration = 7
end
if eventData.prototype and eventData.prototype.GetNameAndIcon then
local name, icon = eventData.prototype.GetNameAndIcon(eventData.trigger)
if state.name == nil then
state.name = name
end
if state.icon == nil then
state.icon = icon
end
end
end
---@type fun(id: auraId, triggernum: integer)
function GenericTrigger.CreateFakeStates(id, triggernum)
local data = WeakAuras.GetData(id)
local eventData = events[id][triggernum]
Private.ActivateAuraEnvironment(id);
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
local arg1
if eventData.statesParameter == "unit" then
local unit = eventData.trigger.unit
if Private.multiUnitUnits[unit] then
arg1 = next(Private.multiUnitUnits[unit])
else
arg1 = unit
end
end
RunTriggerFunc(allStates, eventData, id, triggernum, "OPTIONS", arg1)
local shown = 0
for id, state in pairs(allStates) do
if state.show then
shown = shown + 1
end
AddFakeInformation(data, triggernum, state, eventData)
end
if shown == 0 then
local state = {}
GenericTrigger.CreateFallbackState(data, triggernum, state)
allStates[""] = state
AddFakeInformation(data, triggernum, state, eventData)
end
Private.ActivateAuraEnvironment(nil);
end
function GenericTrigger.ScanWithFakeEvent(id, fake)
local updateTriggerState = false;
Private.ActivateAuraEnvironment(id);
for triggernum, event in pairs(events[id] or {}) do
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
if (event.force_events) then
if (type(event.force_events) == "string") then
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, event.force_events) or updateTriggerState;
elseif (type(event.force_events) == "table") then
for index, event_args in pairs(event.force_events) do
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, unpack(event_args)) or updateTriggerState;
end
elseif (type(event.force_events) == "boolean" and event.force_events) then
for i, eventName in pairs(event.events) do
if eventName == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM" then
eventName = "COMBAT_LOG_EVENT_UNFILTERED"
end
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, eventName) or updateTriggerState;
end
for unit, unitData in pairs(event.unit_events) do
for _, event in ipairs(unitData) do
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, event, unit) or updateTriggerState
end
end
end
end
end
if (updateTriggerState) then
Private.UpdatedTriggerState(id);
end
Private.ActivateAuraEnvironment(nil);
end
function HandleEvent(frame, event, arg1, arg2, ...)
Private.StartProfileSystem("generictrigger " .. event);
if event == "NAME_PLATE_UNIT_ADDED" then
nameplateExists[arg1] = true
elseif event == "NAME_PLATE_UNIT_REMOVED" then
nameplateExists[arg1] = false
end
if not(WeakAuras.IsPaused()) then
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
WeakAuras.ScanEvents(event);
-- This triggers the scanning of "hacked" COMBAT_LOG_EVENT_UNFILTERED events that were renamed in order to circumvent
-- the "proper" COMBAT_LOG_EVENT_UNFILTERED checks
WeakAuras.ScanEvents("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM");
else
WeakAuras.ScanEvents(event, arg1, arg2, ...);
end
end
if (event == "PLAYER_ENTERING_WORLD") then
timer:ScheduleTimer(function()
HandleEvent(frame, "WA_DELAYED_PLAYER_ENTERING_WORLD", arg1, arg2)
Private.StartProfileSystem("generictrigger WA_DELAYED_PLAYER_ENTERING_WORLD");
Private.CheckCooldownReady();
Private.StopProfileSystem("generictrigger WA_DELAYED_PLAYER_ENTERING_WORLD");
Private.PreShowModels()
if WeakAuras.IsRetail() then
Private.CheckTalentsForLoad("WA_DELAYED_PLAYER_ENTERING_WORLD")
end
end,
0.8); -- Data not available
timer:ScheduleTimer(function()
Private.PreShowModels()
end,
4); -- Data not available
end
Private.StopProfileSystem("generictrigger " .. event);
end
function HandleUnitEvent(frame, event, unit, ...)
Private.StartProfileSystem("generictrigger " .. event .. " " .. unit);
if not(WeakAuras.IsPaused()) then
if (UnitIsUnit(unit, frame.unit)) then
WeakAuras.ScanUnitEvents(event, frame.unit, ...);
end
end
Private.StopProfileSystem("generictrigger " .. event .. " " .. unit);
end
function GenericTrigger.UnloadAll()
wipe(loaded_auras);
wipe(loaded_events);
wipe(loaded_unit_events);
Private.CancelAllDelayedTriggers();
Private.UnregisterAllEveryFrameUpdate();
end
function GenericTrigger.UnloadDisplays(toUnload)
for id in pairs(toUnload) do
loaded_auras[id] = false;
for eventname, events in pairs(loaded_events) do
if(eventname == "COMBAT_LOG_EVENT_UNFILTERED") then
for subeventname, subevents in pairs(events) do
subevents[id] = nil;
end
else
events[id] = nil;
end
end
for unit, events in pairs(loaded_unit_events) do
for eventname, auras in pairs(events) do
auras[id] = nil;
end
end
Private.CancelDelayedTrigger(id);
Private.UnregisterEveryFrameUpdate(id);
end
end
local genericTriggerRegisteredEvents = {};
local genericTriggerRegisteredUnitEvents = {};
---@class WeakAurasGenericTriggerFrame: FrameScriptObject
local frame = CreateFrame("Frame");
frame.unitFrames = {};
Private.frames["WeakAuras Generic Trigger Frame"] = frame;
frame:RegisterEvent("PLAYER_ENTERING_WORLD");
frame:RegisterEvent("NAME_PLATE_UNIT_ADDED")
frame:RegisterEvent("NAME_PLATE_UNIT_REMOVED")
genericTriggerRegisteredEvents["PLAYER_ENTERING_WORLD"] = true;
genericTriggerRegisteredEvents["NAME_PLATE_UNIT_ADDED"] = true;
genericTriggerRegisteredEvents["NAME_PLATE_UNIT_REMOVED"] = true;
frame:SetScript("OnEvent", HandleEvent);
function GenericTrigger.Delete(id)
GenericTrigger.UnloadDisplays({[id] = true});
end
function GenericTrigger.Rename(oldid, newid)
events[newid] = events[oldid];
events[oldid] = nil;
for eventname, events in pairs(loaded_events) do
if(eventname == "COMBAT_LOG_EVENT_UNFILTERED") then
for subeventname, subevents in pairs(events) do
subevents[oldid] = subevents[newid];
subevents[oldid] = nil;
end
else
events[newid] = events[oldid];
events[oldid] = nil;
end
end
for unit, events in pairs(loaded_unit_events) do
for eventname, auras in pairs(events) do
auras[newid] = auras[oldid]
auras[oldid] = nil
end
end
watched_trigger_events[newid] = watched_trigger_events[oldid]
watched_trigger_events[oldid] = nil
Private.EveryFrameUpdateRename(oldid, newid)
end
local function MultiUnitLoop(Func, unit, includePets, ...)
unit = string.lower(unit)
if unit == "boss" then
for i = 1, 10 do
Func(unit..i, ...)
end
elseif unit == "arena" then
for i = 1, 5 do
Func(unit..i, ...)
end
elseif unit == "nameplate" then
for i = 1, 40 do
Func(unit..i, ...)
end
elseif unit == "group" then
if includePets ~= "PetsOnly" then
Func("player", ...)
end
if includePets ~= nil then
Func("pet", ...)
end
for i = 1, 4 do
if includePets ~= "PetsOnly" then
Func("party"..i, ...)
end
if includePets ~= nil then
Func("partypet"..i, ...)
end
end
for i = 1, 40 do
if includePets ~= "PetsOnly" then
Func("raid"..i, ...)
end
if includePets ~= nil then
Func("raidpet"..i, ...)
end
end
elseif unit == "party" then
if includePets ~= "PetsOnly" then
Func("player", ...)
end
if includePets ~= nil then
Func("pet", ...)
end
for i = 1, 4 do
if includePets ~= "PetsOnly" then
Func("party"..i, ...)
end
if includePets ~= nil then
Func("partypet"..i, ...)
end
end
elseif unit == "raid" then
for i = 1, 40 do
if includePets ~= "PetsOnly" then
Func("raid"..i, ...)
end
if includePets ~= nil then
Func("raidpet"..i, ...)
end
end
else
Func(unit, ...)
end
end
function LoadEvent(id, triggernum, data)
if data.events then
for index, event in pairs(data.events) do
loaded_events[event] = loaded_events[event] or {};
if(event == "COMBAT_LOG_EVENT_UNFILTERED" and data.subevents) then
for i, subevent in pairs(data.subevents) do
loaded_events[event][subevent] = loaded_events[event][subevent] or {};
loaded_events[event][subevent][id] = loaded_events[event][subevent][id] or {}
loaded_events[event][subevent][id][triggernum] = data;
end
else
loaded_events[event][id] = loaded_events[event][id] or {};
loaded_events[event][id][triggernum] = data;
end
end
end
if (data.internal_events) then
for index, event in pairs(data.internal_events) do
loaded_events[event] = loaded_events[event] or {};
loaded_events[event][id] = loaded_events[event][id] or {};
loaded_events[event][id][triggernum] = data;
end
end
-- this special internal_events function is run when aura load instead of when it is added
if data.loadInternalEventFunc then
local internal_events = data.loadInternalEventFunc(data.trigger)
for index, event in pairs(internal_events) do
loaded_events[event] = loaded_events[event] or {};
loaded_events[event][id] = loaded_events[event][id] or {};
loaded_events[event][id][triggernum] = data;
end
end
if data.unit_events then
local includePets = data.includePets
for unit, events in pairs(data.unit_events) do
unit = string.lower(unit)
for index, event in pairs(events) do
MultiUnitLoop(
function(u)
loaded_unit_events[u] = loaded_unit_events[u] or {};
loaded_unit_events[u][event] = loaded_unit_events[u][event] or {};
loaded_unit_events[u][event][id] = loaded_unit_events[u][event][id] or {}
loaded_unit_events[u][event][id][triggernum] = data;
end, unit, includePets
)
end
end
end
if (data.loadFunc) then
data.loadFunc(data.trigger);
end
end
local function trueFunction()
return true;
end
local eventsToRegister = {};
local unitEventsToRegister = {};
function GenericTrigger.LoadDisplays(toLoad, loadEvent, ...)
for id in pairs(toLoad) do
local register_for_frame_updates = false;
if(events[id]) then
loaded_auras[id] = true;
for triggernum, data in pairs(events[id]) do
if data.events then
for index, event in pairs(data.events) do
if (event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
if not genericTriggerRegisteredEvents["COMBAT_LOG_EVENT_UNFILTERED"] then
eventsToRegister["COMBAT_LOG_EVENT_UNFILTERED"] = true;
end
elseif (event == "FRAME_UPDATE") then
register_for_frame_updates = true;
else
if (genericTriggerRegisteredEvents[event]) then
-- Already registered event
else
eventsToRegister[event] = true;
end
end
end
end
if data.unit_events then
local includePets = data.includePets
for unit, events in pairs(data.unit_events) do
for index, event in pairs(events) do
MultiUnitLoop(
function (u)
if not (genericTriggerRegisteredUnitEvents[u] and genericTriggerRegisteredUnitEvents[u][event]) then
unitEventsToRegister[u] = unitEventsToRegister[u] or {}
unitEventsToRegister[u][event] = true
end
end, unit, includePets
)
end
end
end
if data.counter then
data.counter:Reset()
end
LoadEvent(id, triggernum, data);
end
end
if(register_for_frame_updates) then
Private.RegisterEveryFrameUpdate(id);
else
Private.UnregisterEveryFrameUpdate(id);
end
end
for event in pairs(eventsToRegister) do
xpcall(frame.RegisterEvent, trueFunction, frame, event)
genericTriggerRegisteredEvents[event] = true;
end
for unit, events in pairs(unitEventsToRegister) do
for event in pairs(events) do
if not frame.unitFrames[unit] then
frame.unitFrames[unit] = CreateFrame("Frame")
frame.unitFrames[unit].unit = unit
frame.unitFrames[unit]:SetScript("OnEvent", HandleUnitEvent);
end
xpcall(frame.unitFrames[unit].RegisterUnitEvent, trueFunction, frame.unitFrames[unit], event, unit)
genericTriggerRegisteredUnitEvents[unit] = genericTriggerRegisteredUnitEvents[unit] or {};
genericTriggerRegisteredUnitEvents[unit][event] = true;
end
end
for id in pairs(toLoad) do
GenericTrigger.ScanWithFakeEvent(id);
end
-- Replay events that lead to loading, if we weren't already registered for them
if (eventsToRegister[loadEvent]) then
WeakAuras.ScanEvents(loadEvent, ...);
end
local loadUnit = ...
if loadUnit and unitEventsToRegister[loadUnit] and unitEventsToRegister[loadUnit][loadEvent] then
WeakAuras.ScanUnitEvents(loadEvent, ...);
end
wipe(eventsToRegister);
wipe(unitEventsToRegister);
end
function GenericTrigger.FinishLoadUnload()
end
do
local function ParseCron(pattern)
local tests = {}
for test in pattern:gmatch("[^ ,]+") do
local startString, endString, intervalString = test:match("(%d*)-?(%d*)/?(%d*)")
local intervalNumber = tonumber(intervalString)
local startNumber = startString == "" and 0 or tonumber(startString) or 0
local endNumber = tonumber(endString)
if not endNumber then
endNumber = intervalNumber and math.huge or startNumber
end
intervalNumber = intervalNumber or 1
tinsert(tests, {
startNumber = startNumber,
endNumber = endNumber,
intervalNumber = intervalNumber,
Match = function(self, count)
return (count >= self.startNumber and count <= self.endNumber and (count - self.startNumber) % self.intervalNumber == 0)
end
})
end
return tests
end
function Private.ExecEnv.CreateTriggerCounter(pattern)
local counter = {
count = 0,
tests = {
},
fastMatches = {
},
Reset = function(self)
self.count = 0
end,
GetNext = function(self)
self.count = self.count + 1
return self.count
end,
SetCount = function(self, count)
self.count = count
end,
}
if pattern then
counter.tests = ParseCron(pattern)
counter.RunTests = function(self, count)
for _, test in ipairs(self.tests) do
if test:Match(count) then
return true
end
end
return false
end
for i = 1, 20 do
counter.fastMatches[i] = counter.RunTests(counter, i)
end
counter.Match = function(self)
if self.count <= 20 then
return counter.fastMatches[self.count]
end
return self:RunTests(self.count)
end
else
counter.Match = function(self)
return true
end
end
return counter
end
end
--- Adds a display, creating all internal data structures for all triggers.
---@param data auraData
---@param region table
function GenericTrigger.Add(data, region)
local id = data.id;
events[id] = nil;
watched_trigger_events[id] = nil
local warnAboutCLEUEvents = false
for triggernum, triggerData in ipairs(data.triggers) do
local trigger, untrigger = triggerData.trigger, triggerData.untrigger
local triggerType;
if(trigger and type(trigger) == "table") then
triggerType = trigger.type;
if(Private.category_event_prototype[triggerType] or triggerType == "custom") then
local triggerFuncStr, triggerFunc, untriggerFunc, statesParameter;
local trigger_events = {};
local internal_events = {};
local trigger_unit_events = {};
local includePets
local trigger_subevents = {};
---@type boolean|string|table
local force_events = false;
local durationFunc, overlayFuncs, nameFunc, iconFunc, textureFunc, stacksFunc, loadFunc, loadInternalEventFunc;
local tsuConditionVariables;
local prototype = nil
local automaticAutoHide
local duration
local counter
if(Private.category_event_prototype[triggerType]) then
if not(trigger.event) then
error("Improper arguments to WeakAuras.Add - trigger type is \"event\" but event is not defined");
elseif not(event_prototypes[trigger.event]) then
if(event_prototypes["Health"]) then
trigger.event = "Health";
else
error("Improper arguments to WeakAuras.Add - no event prototype can be found for event type \""..trigger.event.."\" and default prototype reset failed.");
end
else
if (trigger.event == "Combat Log") then
if (not trigger.subeventPrefix) then
trigger.subeventPrefix = ""
end
if (not trigger.subeventSuffix) then
trigger.subeventSuffix = "";
end
if not(Private.subevent_actual_prefix_types[trigger.subeventPrefix]) then
trigger.subeventSuffix = "";
end
end
prototype = event_prototypes[trigger.event]
triggerFuncStr = ConstructFunction(prototype, trigger);
statesParameter = prototype.statesParameter;
triggerFunc = Private.LoadFunction(triggerFuncStr);
durationFunc = prototype.durationFunc;
nameFunc = prototype.nameFunc;
iconFunc = prototype.iconFunc;
textureFunc = prototype.textureFunc;
stacksFunc = prototype.stacksFunc;
loadFunc = prototype.loadFunc;
loadInternalEventFunc = prototype.loadInternalEventFunc;
if (prototype.overlayFuncs) then
overlayFuncs = {};
local dest = 1;
for i, v in ipairs(prototype.overlayFuncs) do
local enable = true
if type(v.enable) == "function" then
enable = v.enable(trigger)
elseif type(v.enable) == "boolean" then
enable = v.enable
end
if enable then
overlayFuncs[dest] = v.func;
dest = dest + 1;
end
end
end
if (prototype.automaticrequired) then
untriggerFunc = trueFunction
elseif prototype.timedrequired then
automaticAutoHide = true
duration = tonumber(trigger.duration or "1")
else
WeakAuras.prettyPrint("Invalid Prototype found: " .. prototype.name)
end
if prototype.countEvents then
if trigger.use_count and type(trigger.count) == "string" and trigger.count ~= "" then
counter = Private.ExecEnv.CreateTriggerCounter(trigger.count)
else
counter = Private.ExecEnv.CreateTriggerCounter()
end
end
if(prototype) then
local trigger_all_events = prototype.events;
internal_events = prototype.internal_events;
force_events = prototype.force_events;
if prototype.subevents then
trigger_subevents = prototype.subevents
if trigger_subevents and type(trigger_subevents) == "function" then
trigger_subevents = trigger_subevents(trigger, untrigger)
end
end
if trigger.event == "Combat Log" and trigger.subeventPrefix and trigger.subeventSuffix then
tinsert(trigger_subevents, trigger.subeventPrefix .. trigger.subeventSuffix)
end
if (type(trigger_all_events) == "function") then
trigger_all_events = trigger_all_events(trigger, untrigger);
end
trigger_events = trigger_all_events.events
trigger_unit_events = trigger_all_events.unit_events
if (type(internal_events) == "function") then
internal_events = internal_events(trigger, untrigger);
end
if (type(force_events) == "function") then
force_events = force_events(trigger, untrigger)
end
if prototype.includePets then
includePets = trigger.use_includePets == true and trigger.includePets or nil
end
end
end
else -- CUSTOM
triggerFunc = WeakAuras.LoadFunction("return "..(trigger.custom or ""));
if (trigger.custom_type == "stateupdate") then
tsuConditionVariables = WeakAuras.LoadFunction("return function() return \n" .. (trigger.customVariables or "") .. "\n end");
if not tsuConditionVariables then
tsuConditionVariables = function() end
end
end
if(trigger.custom_type == "status" or trigger.custom_type == "event" and trigger.custom_hide == "custom") then
untriggerFunc = WeakAuras.LoadFunction("return "..(untrigger.custom or ""));
if (not untriggerFunc) then
untriggerFunc = trueFunction;
end
end
if(trigger.custom_type ~= "stateupdate" and trigger.customDuration and trigger.customDuration ~= "") then
durationFunc = WeakAuras.LoadFunction("return "..trigger.customDuration);
end
if(trigger.custom_type ~= "stateupdate") then
overlayFuncs = {};
for i = 1, 7 do
local property = "customOverlay" .. i;
if (trigger[property] and trigger[property] ~= "") then
overlayFuncs[i] = WeakAuras.LoadFunction("return ".. trigger[property]);
end
end
end
if(trigger.custom_type ~= "stateupdate" and trigger.customName and trigger.customName ~= "") then
nameFunc = WeakAuras.LoadFunction("return "..trigger.customName);
end
if(trigger.custom_type ~= "stateupdate" and trigger.customIcon and trigger.customIcon ~= "") then
iconFunc = WeakAuras.LoadFunction("return "..trigger.customIcon);
end
if(trigger.custom_type ~= "stateupdate" and trigger.customTexture and trigger.customTexture ~= "") then
textureFunc = WeakAuras.LoadFunction("return "..trigger.customTexture);
end
if(trigger.custom_type ~= "stateupdate" and trigger.customStacks and trigger.customStacks ~= "") then
stacksFunc = WeakAuras.LoadFunction("return "..trigger.customStacks);
end
if((trigger.custom_type == "status" or trigger.custom_type == "stateupdate") and trigger.check == "update") then
trigger_events = {"FRAME_UPDATE"};
else
local rawEvents = WeakAuras.split(trigger.events);
for index, event in pairs(rawEvents) do
-- custom events in the form of event:unit1:unit2:unitX are registered with RegisterUnitEvent
local trueEvent
local hasParam = false
local isCLEU = false
local isTrigger = false
local isUnitEvent = false
if event == "CLEU" or event == "COMBAT_LOG_EVENT_UNFILTERED" then
warnAboutCLEUEvents = true
end
for i in event:gmatch("[^:]+") do
if not trueEvent then
trueEvent = string.upper(i)
isCLEU = trueEvent == "CLEU" or trueEvent == "COMBAT_LOG_EVENT_UNFILTERED"
isTrigger = trueEvent == "TRIGGER"
elseif isCLEU then
local subevent = string.upper(i)
if Private.IsCLEUSubevent(subevent) then
tinsert(trigger_subevents, subevent)
hasParam = true
end
elseif Private.InternalEventByIDList[trueEvent] then
tinsert(trigger_events, trueEvent..":"..i)
elseif trueEvent:match("^UNIT_") or Private.UnitEventList[trueEvent] then
isUnitEvent = true
if string.lower(strsub(i, #i - 3)) == "pets" then
i = strsub(i, 1, #i-4)
includePets = "PlayersAndPets"
elseif string.lower(strsub(i, #i - 7)) == "petsonly" then
includePets = "PetsOnly"
i = strsub(i, 1, #i - 8)
end
trigger_unit_events[i] = trigger_unit_events[i] or {}
tinsert(trigger_unit_events[i], trueEvent)
elseif isTrigger then
local requestedTriggernum = tonumber(i)
if requestedTriggernum then
if watched_trigger_events[id] and watched_trigger_events[id][triggernum] and watched_trigger_events[id][triggernum][requestedTriggernum] then
-- if the request is reciprocal (2 custom triggers request each other which would cause a stack overflow) then prevent the reciprocal one being added.
elseif requestedTriggernum and requestedTriggernum ~= triggernum then
watched_trigger_events[id] = watched_trigger_events[id] or {}
watched_trigger_events[id][requestedTriggernum] = watched_trigger_events[id][requestedTriggernum] or {}
watched_trigger_events[id][requestedTriggernum][triggernum] = true
end
end
end
end
if isCLEU then
if hasParam then
tinsert(trigger_events, "COMBAT_LOG_EVENT_UNFILTERED")
else
-- This is a dirty, lazy, dirty hack. "Proper" COMBAT_LOG_EVENT_UNFILTERED events are indexed by their sub-event types (e.g. SPELL_PERIODIC_DAMAGE),
-- but custom COMBAT_LOG_EVENT_UNFILTERED events are not guaranteed to have sub-event types. Thus, if the user specifies that they want to use
-- COMBAT_LOG_EVENT_UNFILTERED, this hack renames the event to COMBAT_LOG_EVENT_UNFILTERED_CUSTOM to circumvent the COMBAT_LOG_EVENT_UNFILTERED checks
-- that are already in place. Replacing all those checks would be a pain in the ass.
tinsert(trigger_events, "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM")
end
elseif isUnitEvent then
-- not added to trigger_events
elseif isTrigger then
-- not added to trigger_events
else
tinsert(trigger_events, event)
end
end
end
if trigger.custom_type == "status" or trigger.custom_type == "stateupdate" then
force_events = data.information.forceEvents or "STATUS"
end
if (trigger.custom_type == "stateupdate") then
statesParameter = "full";
end
if(trigger.custom_type == "event" and trigger.custom_hide == "timed") then
automaticAutoHide = true;
if (not trigger.dynamicDuration) then
duration = tonumber(trigger.duration);
end
end
end
events[id] = events[id] or {};
events[id][triggernum] = {
trigger = trigger,
triggerFunc = triggerFunc,
untriggerFunc = untriggerFunc,
statesParameter = statesParameter,
event = trigger.event,
events = trigger_events,
internal_events = internal_events,
loadInternalEventFunc = loadInternalEventFunc,
force_events = force_events,
unit_events = trigger_unit_events,
includePets = includePets,
inverse = trigger.use_inverse,
subevents = trigger_subevents,
durationFunc = durationFunc,
overlayFuncs = overlayFuncs,
nameFunc = nameFunc,
iconFunc = iconFunc,
textureFunc = textureFunc,
stacksFunc = stacksFunc,
loadFunc = loadFunc,
duration = duration,
automaticAutoHide = automaticAutoHide,
tsuConditionVariables = tsuConditionVariables,
prototype = prototype,
ignoreOptionsEventErrors = data.information.ignoreOptionsEventErrors,
counter = counter
};
end
end
end
if warnAboutCLEUEvents then
Private.AuraWarnings.UpdateWarning(data.uid, "spammy_event_warning", "warning",
L["COMBAT_LOG_EVENT_UNFILTERED without a filter is generally advised against as it’s very performance costly.\nFind more information:\nhttps://github.com/WeakAuras/WeakAuras2/wiki/Custom-Triggers#events"])
else
Private.AuraWarnings.UpdateWarning(data.uid, "spammy_event_warning")
end
end
do
local update_clients = {};
local update_clients_num = 0;
local update_frame = nil
Private.frames["Custom Trigger Every Frame Updater"] = update_frame;
local updating = false;
---@type fun(id)
function Private.RegisterEveryFrameUpdate(id)
if not(update_clients[id]) then
update_clients[id] = true;
update_clients_num = update_clients_num + 1;
end
if not(update_frame) then
update_frame = CreateFrame("Frame");
end
if not(updating) then
update_frame:SetScript("OnUpdate", function(self, elapsed)
if not(WeakAuras.IsPaused()) then
WeakAuras.ScanEvents("FRAME_UPDATE", elapsed);
end
end);
updating = true;
end
end
---@type fun(oldid, newid)
function Private.EveryFrameUpdateRename(oldid, newid)
update_clients[newid] = update_clients[oldid];
update_clients[oldid] = nil;
end
---@type fun(id)
function Private.UnregisterEveryFrameUpdate(id)
if(update_clients[id]) then
update_clients[id] = nil;
update_clients_num = update_clients_num - 1;
end
if(update_clients_num == 0 and update_frame and updating) then
update_frame:SetScript("OnUpdate", nil);
updating = false;
end
end
---@type fun()
function Private.UnregisterAllEveryFrameUpdate()
if (not update_frame) then
return;
end
wipe(update_clients);
update_clients_num = 0;
update_frame:SetScript("OnUpdate", nil);
updating = false;
end
end
--#############################
--# Support code for triggers #
--#############################
-- Swing timer support code
do
local mh = GetInventorySlotInfo("MainHandSlot")
local oh = GetInventorySlotInfo("SecondaryHandSlot")
local ranged = WeakAuras.IsClassicEra() and GetInventorySlotInfo("RangedSlot")
local swingTimerFrame;
local lastSwingMain, lastSwingOff, lastSwingRange;
local swingDurationMain, swingDurationOff, swingDurationRange, mainSwingOffset;
local mainTimer, offTimer, rangeTimer;
local selfGUID;
local mainSpeed, offSpeed = UnitAttackSpeed("player")
local casting = false
local skipNextAttack, skipNextAttackCount
local isAttacking
---@param hand string
---@return number duration
---@return number expirationTime
---@return string? weaponName
---@return number? icon
function WeakAuras.GetSwingTimerInfo(hand)
if(hand == "main") then
local itemId = GetInventoryItemID("player", mh);
local name, _, _, _, _, _, _, _, _, icon = C_Item.GetItemInfo(itemId or 0);
if(lastSwingMain) then
return swingDurationMain, lastSwingMain + swingDurationMain - mainSwingOffset, name, icon;
elseif WeakAuras.IsRetail() and lastSwingRange then
return swingDurationRange, lastSwingRange + swingDurationRange, name, icon;
else
return 0, math.huge, name, icon;
end
elseif(hand == "off") then
local itemId = GetInventoryItemID("player", oh);
local name, _, _, _, _, _, _, _, _, icon = C_Item.GetItemInfo(itemId or 0);
if(lastSwingOff) then
return swingDurationOff, lastSwingOff + swingDurationOff, name, icon;
else
return 0, math.huge, name, icon;
end
elseif(hand == "ranged") then
local itemId = GetInventoryItemID("player", ranged);
local name, _, _, _, _, _, _, _, _, icon = C_Item.GetItemInfo(itemId or 0);
if (lastSwingRange) then
return swingDurationRange, lastSwingRange + swingDurationRange, name, icon;
else
return 0, math.huge, name, icon;
end
end
return 0, math.huge;
end
local function swingTriggerUpdate()
WeakAuras.ScanEvents("SWING_TIMER_UPDATE")
end
local function swingEnd(hand)
if(hand == "main") then
lastSwingMain, swingDurationMain, mainSwingOffset = nil, nil, nil;
elseif(hand == "off") then
lastSwingOff, swingDurationOff = nil, nil;
elseif(hand == "ranged") then
lastSwingRange, swingDurationRange = nil, nil;
end
swingTriggerUpdate()
end
local function swingStart(hand)
mainSpeed, offSpeed = UnitAttackSpeed("player")
offSpeed = offSpeed or 0
local currentTime = GetTime()
if hand == "main" then
lastSwingMain = currentTime
swingDurationMain = mainSpeed
mainSwingOffset = 0
if mainTimer then
timer:CancelTimer(mainTimer)
end
if mainSpeed and mainSpeed > 0 then
mainTimer = timer:ScheduleTimerFixed(swingEnd, mainSpeed, hand)
else
swingEnd(hand)
end
elseif hand == "off" then
lastSwingOff = currentTime
swingDurationOff = offSpeed
if offTimer then
timer:CancelTimer(offTimer)
end
if offSpeed and offSpeed > 0 then
offTimer = timer:ScheduleTimerFixed(swingEnd, offSpeed, hand)
else
swingEnd(hand)
end
elseif hand == "ranged" then
local rangeSpeed = UnitRangedDamage("player")
lastSwingRange = currentTime
swingDurationRange = rangeSpeed
if rangeTimer then
timer:CancelTimer(rangeTimer)
end
if rangeSpeed and rangeSpeed > 0 then
rangeTimer = timer:ScheduleTimerFixed(swingEnd, rangeSpeed, hand)
else
swingEnd(hand)
end
end
end
local function swingTimerCLEUCheck(ts, event, _, sourceGUID, _, _, _, destGUID, _, _, _, ...)
Private.StartProfileSystem("generictrigger swing");
if(sourceGUID == selfGUID) then
if event == "SPELL_EXTRA_ATTACKS" then
skipNextAttack = ts
skipNextAttackCount = select(4, ...)
elseif(event == "SWING_DAMAGE" or event == "SWING_MISSED") then
if tonumber(skipNextAttack) and (ts - skipNextAttack) < 0.04 and tonumber(skipNextAttackCount) then
if skipNextAttackCount > 0 then
skipNextAttackCount = skipNextAttackCount - 1
return
end
end
local isOffHand = select(event == "SWING_DAMAGE" and 10 or 2, ...);
if not isOffHand then
swingStart("main")
elseif(isOffHand) then
swingStart("off")
end
swingTriggerUpdate()
end
elseif (destGUID == selfGUID and (... == "PARRY" or select(4, ...) == "PARRY")) then
if (lastSwingMain) then
local timeLeft = lastSwingMain + swingDurationMain - GetTime() - (mainSwingOffset or 0);
if (timeLeft > 0.2 * swingDurationMain) then
local offset = 0.4 * swingDurationMain
if (timeLeft - offset < 0.2 * swingDurationMain) then
offset = timeLeft - 0.2 * swingDurationMain
end
timer:CancelTimer(mainTimer);
mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft - offset, "main");
mainSwingOffset = (mainSwingOffset or 0) + offset
swingTriggerUpdate()
end
end
end
Private.StopProfileSystem("generictrigger swing");
end
local function swingTimerCheck(event, unit, guid, spell)
if event ~= "PLAYER_EQUIPMENT_CHANGED" and unit and unit ~= "player" then return end
Private.StartProfileSystem("generictrigger swing");
local now = GetTime()
if event == "UNIT_ATTACK_SPEED" then
local mainSpeedNew, offSpeedNew = UnitAttackSpeed("player")
offSpeedNew = offSpeedNew or 0
if lastSwingMain then
if mainSpeedNew ~= mainSpeed then
timer:CancelTimer(mainTimer)
local multiplier = mainSpeedNew / mainSpeed
local timeLeft = (lastSwingMain + swingDurationMain - now) * multiplier
swingDurationMain = mainSpeedNew
mainSwingOffset = (lastSwingMain + swingDurationMain) - (now + timeLeft)
mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft, "main")
end
end
if lastSwingOff then
if offSpeedNew ~= offSpeed then
timer:CancelTimer(offTimer)
local multiplier = offSpeedNew / mainSpeed
local timeLeft = (lastSwingOff + swingDurationOff - now) * multiplier
swingDurationOff = offSpeedNew
offTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft, "off")
end
end
mainSpeed, offSpeed = mainSpeedNew, offSpeedNew
swingTriggerUpdate()
elseif casting and (event == "UNIT_SPELLCAST_INTERRUPTED" or event == "UNIT_SPELLCAST_FAILED") then
casting = false
elseif event == "PLAYER_EQUIPMENT_CHANGED" and isAttacking then
swingStart("main")
swingStart("off")
swingStart("ranged")
swingTriggerUpdate()
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
if Private.reset_swing_spells[spell] or casting then
if casting then
casting = false
end
-- check next frame
swingTimerFrame:SetScript("OnUpdate", function(self)
if isAttacking then
swingStart("main")
swingTriggerUpdate()
end
self:SetScript("OnUpdate", nil)
end)
end
if Private.reset_ranged_swing_spells[spell] then
if WeakAuras.IsClassicEra() then
swingStart("ranged")
else
swingStart("main")
end
swingTriggerUpdate()
end
elseif event == "UNIT_SPELLCAST_START" then
if not Private.noreset_swing_spells[spell] then
-- pause swing timer
casting = true
lastSwingMain, swingDurationMain, mainSwingOffset = nil, nil, nil
lastSwingOff, swingDurationOff = nil, nil
swingTriggerUpdate()
end
elseif event == "PLAYER_ENTER_COMBAT" then
isAttacking = true
elseif event == "PLAYER_LEAVE_COMBAT" then
isAttacking = nil
end
Private.StopProfileSystem("generictrigger swing");
end
---@private
function WeakAuras.InitSwingTimer()
if not(swingTimerFrame) then
swingTimerFrame = CreateFrame("Frame");
swingTimerFrame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
swingTimerFrame:RegisterEvent("PLAYER_ENTER_COMBAT");
swingTimerFrame:RegisterEvent("PLAYER_LEAVE_COMBAT");
swingTimerFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED");
swingTimerFrame:RegisterUnitEvent("UNIT_ATTACK_SPEED", "player");
swingTimerFrame:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player");
if WeakAuras.IsClassicEra() then
swingTimerFrame:RegisterUnitEvent("UNIT_SPELLCAST_START", "player")
swingTimerFrame:RegisterUnitEvent("UNIT_SPELLCAST_INTERRUPTED", "player")
swingTimerFrame:RegisterUnitEvent("UNIT_SPELLCAST_FAILED", "player")
end
swingTimerFrame:SetScript("OnEvent",
function(_, event, ...)
if event == "COMBAT_LOG_EVENT_UNFILTERED" then
swingTimerCLEUCheck(CombatLogGetCurrentEventInfo())
else
swingTimerCheck(event, ...)
end
end);
selfGUID = UnitGUID("player");
end
end
end
-- CD/Rune/GCD support code
do
local cdReadyFrame;
local items = {};
local itemCdDurs = {};
local itemCdExps = {};
local itemCdHandles = {};
local itemCdEnabled = {};
local itemSlots = {};
local itemSlotsCdDurs = {};
local itemSlotsCdExps = {};
local itemSlotsCdHandles = {};
local itemSlotsEnable = {};
local runes = {};
local runeCdDurs = {};
local runeCdExps = {};
local runeCdHandles = {};
local gcdStart;
local gcdDuration;
local gcdSpellName;
local gcdSpellIcon;
local gcdEndCheck;
local gcdModrate
local shootStart
local shootDuration
local function GetRuneDuration()
local runeDuration = -100;
for id, _ in pairs(runes) do
local _, duration = GetRuneCooldown(id);
duration = duration or 0;
runeDuration = duration > 0 and duration or runeDuration
end
return runeDuration
end
local function CheckGCD()
local event;
local startTime, duration, _, modRate
if WeakAuras.IsClassicEra() then
startTime, duration = GetSpellCooldown(29515);
shootStart, shootDuration = GetSpellCooldown(5019)
elseif GetSpellCooldown then
startTime, duration, _, modRate = GetSpellCooldown(61304);
else
local spellCooldownInfo = C_Spell.GetSpellCooldown(61304);
if spellCooldownInfo then
startTime = spellCooldownInfo.startTime
duration = spellCooldownInfo.duration
modRate = spellCooldownInfo.modRate
end
end
if(duration and duration > 0) then
if not(gcdStart) then
event = "GCD_START";
elseif(gcdStart ~= startTime or gcdDuration ~= duration or gcdModrate ~= modRate) then
event = "GCD_CHANGE";
end
gcdStart, gcdDuration, gcdModrate = startTime, duration, modRate
local endCheck = startTime + duration + 0.1;
if(gcdEndCheck ~= endCheck) then
gcdEndCheck = endCheck;
timer:ScheduleTimerFixed(CheckGCD, duration + 0.1);
end
else
if(gcdStart) then
event = "GCD_END"
end
gcdStart, gcdDuration, gcdModrate = nil, nil, nil;
gcdSpellName, gcdSpellIcon = nil, nil;
gcdEndCheck = 0;
end
if(event and not WeakAuras.IsPaused()) then
WeakAuras.ScanEvents(event);
end
end
local RecheckHandles = {
expirationTime = {},
handles = {},
Recheck = function(self, id)
self.handles[id] = nil
self.expirationTime[id] = nil
CheckGCD();
Private.CheckSpellCooldown(id, GetRuneDuration())
end,
Schedule = function(self, expirationTime, id)
if (not self.expirationTime[id] or expirationTime < self.expirationTime[id]) and expirationTime > 0 then
if self.handles[id] then
timer:CancelTimer(self.handles[id])
self.handles[id] = nil
self.expirationTime[id] = nil
end
local duration = expirationTime - GetTime()
if duration > 0 then
self.handles[id] = timer:ScheduleTimerFixed(self.Recheck, duration, self, id)
self.expirationTime[id] = expirationTime
end
end
end
}
local function FetchSpellCooldown(self, id)
if self.duration[id] and self.expirationTime[id] then
return self.expirationTime[id] - self.duration[id], self.duration[id], false, self.readyTime[id], self.modRate[id] or 1.0
elseif self.remainingTime[id] then
return self.remainingTime[id], self.duration[id], true, self.readyTime[id], self.modRate[id] or 1.0
end
return 0, 0, nil, nil, 1.0
end
local function HandleSpell(self, id, startTime, duration, modRate, paused)
local changed = false
local nowReady = false
local time = GetTime()
if self.expirationTime[id] and self.expirationTime[id] <= time and self.expirationTime[id] ~= 0 then
self.duration[id] = 0
self.expirationTime[id] = 0
changed = true
nowReady = true
end
local endTime = startTime + duration;
if endTime <= time then
startTime = 0
duration = 0
endTime = 0
end
if paused then
if self.duration[id] ~= duration then
self.duration[id] = duration
changed = true
end
if self.expirationTime[id] then
self.expirationTime[id] = nil
changed = true
end
if self.modRate[id] ~= modRate then
self.modRate[id] = modRate
changed = true
end
local remaining = startTime + duration - GetTime()
if self.remainingTime[id] ~= remaining then
self.remainingTime[id] = remaining
changed = true
end
return changed, false
end
if duration > 0 then
if (startTime == gcdStart and duration == gcdDuration)
or (WeakAuras.IsClassicEra() and duration == shootDuration and startTime == shootStart)
then
-- GCD cooldown, this could mean that the spell reset!
if self.expirationTime[id] and self.expirationTime[id] > endTime and self.expirationTime[id] ~= 0 then
self.duration[id] = 0
self.expirationTime[id] = 0
if not self.readyTime[id] then
self.readyTime[id] = time
end
changed = true
nowReady = true
end
RecheckHandles:Schedule(endTime, id)
return changed, nowReady
end
end
if self.remainingTime[id] then
self.remainingTime[id] = nil
changed = true
end
if self.duration[id] ~= duration then
self.duration[id] = duration
changed = true
end
if self.expirationTime[id] ~= endTime then
self.expirationTime[id] = endTime
changed = true
nowReady = endTime == 0
end
if duration == 0 then
if not self.readyTime[id] then
self.readyTime[id] = time
end
else
self.readyTime[id] = nil
end
if self.modRate[id] ~= modRate then
self.modRate[id] = modRate
changed = true
end
RecheckHandles:Schedule(endTime, id)
return changed, nowReady
end
---@class SpellCDHandler
---@field duration table<number, number>
---@field expirationTime table<number, number>
---@field remainingTime table<number, number>
---@field readyTime table<number, number>
---@field modRate table<number, number>
---@field handles table<number, any>
---@field HandleSpell fun(self: SpellCDHandler, id: number, startTime: number?, duration: number?, modRate: number?, paused: boolean?)
---@field FetchSpellCooldown fun(self: SpellCDHandler, id: number): number, number, boolean, number, number
local function CreateSpellCDHandler()
local cd = {
duration = {},
expirationTime = {},
remainingTime = {},
readyTime = {},
modRate = {},
handles = {}, -- Share handles, and use lowest time to schedule
HandleSpell = HandleSpell,
FetchSpellCooldown = FetchSpellCooldown
}
return cd
end
--- @class PerSpellDetails
--- @field known boolean? whether the spell is known by the player or not
--- @field charges number? the number of charges as returned by GetSpellCharges
--- @field chargesMax number? the number of max charges as returned by GetSpellCharges
--- @field chargeGainTime number?
--- @field chargeLostTime number?
--- @field count number?
--- @field name string
--- @field icon number
--- @field id number
--- @field watched number[]
-- Basic details like name, icon, charges, times per effective spell id
-- Also contains the mapping from effective spell id to watched
--- @class SpellDetails
--- @field private data table<number, PerSpellDetails>
--- @field private watchedSpellIds table<number, table<boolean, table<boolean, number>>> --- Maps user spell id to effective spell id via useExact and followoverride
--- @field private spellCds SpellCDHandler
--- @field private spellCdsRune SpellCDHandler
--- @field private spellCdsOnlyCooldown SpellCDHandler
--- @field private spellCdsOnlyCooldownRune SpellCDHandler
--- @field private spellCdsCharges SpellCDHandler
--- @field private AddEffectiveSpellId fun(self: SpellDetails, effectiveSpellId: number, userSpellId: number)
--- @field CheckSpellKnown fun(self: SpellDetails) Handles the SPELLS_CHANGED event (and intial setup)
--- @field CheckSpellCooldowns fun(self: SpellDetails, runeDuration: number?)
--- @field CheckSpellCooldown fun(self: SpellDetails, effectiveSpelLId: number, runeDuration: number?)
--- @field SendEventsForSpell fun(self: SpellDetails, effectiveSpellId: number, event: string, ...: any[])
--- @field GetSpellCharges fun(self: SpellDetails, effectiveSpellId: number, ignoreSpellKnown: boolean): number?, number?, number?, number?, number?
local SpellDetails = {
-- The data per effective spellId
data = {
},
-- The SpellDetails uses internally effective spell ids,
-- But the api uses user spell ids, so we need to map in three places
-- In the API, when SPELLS_CHANGED and when sending the events
-- Contains the list of user spell ids we watch
watchedSpellIds = {
},
-- Interprets the basic information to figure out whether an ability is on cd or not
-- for th various different api variants we have
-- This can probably be simplfied
spellCds = CreateSpellCDHandler(),
spellCdsRune = CreateSpellCDHandler(),
spellCdsOnlyCooldown = CreateSpellCDHandler(),
spellCdsOnlyCooldownRune = CreateSpellCDHandler(),
spellCdsCharges = CreateSpellCDHandler(),
-- Helper functions
AddEffectiveSpellId = function(self, effectiveSpellId, userSpellId)
local name, _, icon, _, _, _, spellId = Private.ExecEnv.GetSpellInfo(effectiveSpellId)
self.data[effectiveSpellId] = {
name = name,
icon = icon,
id = spellId,
watched = { effectiveSpellId }
}
if effectiveSpellId ~= userSpellId then
tinsert(self.data[effectiveSpellId].watched, userSpellId)
end
local spellDetail = self.data[effectiveSpellId]
spellDetail.known = WeakAuras.IsSpellKnownIncludingPet(effectiveSpellId)
local charges, maxCharges, startTime, duration, unifiedCooldownBecauseRune,
startTimeCooldown, durationCooldown, cooldownBecauseRune, startTimeCharges, durationCharges,
spellCount, unifiedModRate, modRate, modRateCharges, paused
= WeakAuras.GetSpellCooldownUnified(effectiveSpellId, GetRuneDuration());
spellDetail.charges = charges
spellDetail.chargesMax = maxCharges
spellDetail.count = spellCount
self.spellCds:HandleSpell(effectiveSpellId, startTime, duration, unifiedModRate, paused)
if not unifiedCooldownBecauseRune then
self.spellCdsRune:HandleSpell(effectiveSpellId, startTime, duration, unifiedModRate, paused)
end
self.spellCdsOnlyCooldown:HandleSpell(effectiveSpellId, startTimeCooldown, durationCooldown, modRate, paused)
if not cooldownBecauseRune then
self.spellCdsOnlyCooldownRune:HandleSpell(effectiveSpellId, startTimeCooldown, durationCooldown, modRate, paused)
end
self.spellCdsCharges:HandleSpell(effectiveSpellId, startTimeCharges, durationCharges, modRateCharges, paused)
end,
-- Actual api
CheckSpellKnown = function(self)
-- Check for spells whose effective spell id changed
for userSpellId, watchedData in pairs(self.watchedSpellIds) do
for useExact, useExactData in pairs(watchedData) do
for followoverride, oldEffectiveSpellId in pairs(useExactData) do
local newEffectiveSpellId = Private.ExecEnv.GetEffectiveSpellId(userSpellId, useExact, followoverride)
if oldEffectiveSpellId ~= newEffectiveSpellId then
-- The effective spell id has changed
-- There are lots of cases to consider here:
-- For the new effective spell id
-- a) We are already tracking it, only add the wathed spell ids
-- b) We aren't tracking it yet add it
if self.data[newEffectiveSpellId] then
tinsert(self.data[newEffectiveSpellId].watched, userSpellId)
else
self:AddEffectiveSpellId(newEffectiveSpellId, userSpellId)
end
local oldSpellDetail = self.data[oldEffectiveSpellId]
local newSpellDetail = self.data[newEffectiveSpellId]
-- Check whether we need to emit the SPEL_CHARGES_CHANGED or SPELL_COOLDOWN_READY events
local chargesChanged = oldSpellDetail.charges ~= newSpellDetail.charges or oldSpellDetail.count ~= newSpellDetail.count
or oldSpellDetail.chargesMax ~= newSpellDetail.maxCharges
local oldCharge = oldSpellDetail.charges or oldSpellDetail.count or 0
local newCharge = newSpellDetail.charges or newSpellDetail.count or 0
local chargesDifference = newCharge - oldCharge
local nowReady = not self.spellCdsOnlyCooldown.readyTime[oldEffectiveSpellId]
and self.spellCdsOnlyCooldown.readyTime[newEffectiveSpellId]
-- For the old effective spell id
-- * Remove the spell from watched
-- * If we removed the last mapping, remove the spell details of the effective spell id
tremove(oldSpellDetail.watched, userSpellId)
if #oldSpellDetail.watched == 0 then
self.data[oldEffectiveSpellId] = nil
end
-- Finally update the watchedSpellIds mapping
self.watchedSpellIds[userSpellId][useExact][followoverride] = newEffectiveSpellId
-- We only send events for the userSpellId, since only those get remapped
Private.ScanEventsByID("SPELL_COOLDOWN_CHANGED", userSpellId, newEffectiveSpellId)
if nowReady then
Private.ScanEventsByID("SPELL_COOLDOWN_READY", userSpellId, newEffectiveSpellId)
end
if chargesChanged ~= 0 then
Private.ScanEventsByID("SPELL_CHARGES_CHANGED", userSpellId, newEffectiveSpellId, chargesDifference, newCharge)
end
end
end
end
end
-- Check for changes in the effective spells
local changed = {}
for effectiveSpellId, spellDetailsData in pairs(self.data) do
local known = WeakAuras.IsSpellKnownIncludingPet(effectiveSpellId)
if (known ~= spellDetailsData.known) then
spellDetailsData.known = known
changed[effectiveSpellId] = true
end
local name, _, icon, _, _, _, spellId = Private.ExecEnv.GetSpellInfo(effectiveSpellId)
if self.data[effectiveSpellId].name ~= name then
self.data[effectiveSpellId].name = name
changed[effectiveSpellId] = true
end
if self.data[effectiveSpellId].icon ~= icon then
self.data[effectiveSpellId].icon = icon
changed[effectiveSpellId] = true
end
end
if not WeakAuras.IsPaused() then
for id in pairs(changed) do
self:SendEventsForSpell(id, "SPELL_COOLDOWN_CHANGED", id)
end
end
end,
CheckSpellCooldowns = function(self, runeDuration)
for id, _ in pairs(self.data) do
self:CheckSpellCooldown(id, runeDuration)
end
end,
CheckSpellCooldown = function(self, effectiveSpelLId, runeDuration)
local charges, maxCharges, startTime, duration, unifiedCooldownBecauseRune,
startTimeCooldown, durationCooldown, cooldownBecauseRune, startTimeCharges, durationCharges,
spellCount, unifiedModRate, modRate, modRateCharges, paused
= WeakAuras.GetSpellCooldownUnified(effectiveSpelLId, runeDuration);
local time = GetTime();
local spellDetail = self.data[effectiveSpelLId]
local chargesChanged = spellDetail.charges ~= charges or spellDetail.count ~= spellCount
or spellDetail.chargesMax ~= maxCharges
local chargesDifference = (charges or spellCount or 0) - (spellDetail.charges or spellDetail.count or 0)
spellDetail.charges = charges
spellDetail.chargesMax = maxCharges
spellDetail.count = spellCount
if chargesDifference ~= 0 then
if chargesDifference > 0 then
spellDetail.chargeGainTime = time
spellDetail.chargeLostTime = nil
else
spellDetail.chargeGainTime = nil
spellDetail.chargeLostTime = time
end
end
local changed = false
changed = self.spellCds:HandleSpell(effectiveSpelLId, startTime, duration, unifiedModRate, paused) or changed
if not unifiedCooldownBecauseRune then
changed = self.spellCdsRune:HandleSpell(effectiveSpelLId, startTime, duration, unifiedModRate, paused) or changed
end
local cdChanged, nowReady = self.spellCdsOnlyCooldown:HandleSpell(effectiveSpelLId, startTimeCooldown, durationCooldown, modRate, paused)
changed = cdChanged or changed
if not cooldownBecauseRune then
changed = self.spellCdsOnlyCooldownRune:HandleSpell(effectiveSpelLId, startTimeCooldown, durationCooldown, modRate, paused) or changed
end
local chargeChanged = self.spellCdsCharges:HandleSpell(effectiveSpelLId, startTimeCharges, durationCharges, modRateCharges)
changed = chargeChanged or changed
if not WeakAuras.IsPaused() then
if nowReady then
self:SendEventsForSpell(effectiveSpelLId, "SPELL_COOLDOWN_READY", effectiveSpelLId)
end
if changed or chargesChanged then
self:SendEventsForSpell(effectiveSpelLId, "SPELL_COOLDOWN_CHANGED", effectiveSpelLId)
end
if (chargesDifference ~= 0 ) then
self:SendEventsForSpell(effectiveSpelLId, "SPELL_CHARGES_CHANGED", effectiveSpelLId, chargesDifference, charges or spellCount or 0)
end
end
end,
WatchSpellCooldown = function(self, userSpellId, ignoreRunes, useExact, followoverride)
if not(cdReadyFrame) then
Private.InitCooldownReady();
end
if not userSpellId or userSpellId == 0 then
return
end
useExact = useExact and true or false
followoverride = followoverride and true or false
if ignoreRunes and WeakAuras.IsCataOrRetail() then
for i = 1, 6 do
WeakAuras.WatchRuneCooldown(i)
end
end
local effectiveSpellId = Private.ExecEnv.GetEffectiveSpellId(userSpellId, useExact, followoverride)
self.watchedSpellIds[userSpellId] = self. watchedSpellIds[userSpellId] or {}
self.watchedSpellIds[userSpellId][useExact] = self.watchedSpellIds[userSpellId][useExact] or {}
if self.watchedSpellIds[userSpellId][useExact][followoverride] == effectiveSpellId then
-- We are already watching userSpellId and have the mapping to effectiveSpellId
-- Nothing t odo then
return
end
-- We aren't watching userSpellId yet
self.watchedSpellIds[userSpellId][useExact][followoverride] = effectiveSpellId
if self.data[effectiveSpellId] then
-- But we are already tracking the effectiveSpellId, so only add the mapping
if not tContains(self.data[effectiveSpellId].watched, userSpellId) then
tinsert(self.data[effectiveSpellId].watched, userSpellId)
end
return
end
self:AddEffectiveSpellId(effectiveSpellId, userSpellId)
end,
SendEventsForSpell = function(self, effectiveSpellId, event, ...)
local watchedSpells = self.data[effectiveSpellId] and self.data[effectiveSpellId].watched
if watchedSpells then
for _, userSpellId in ipairs(watchedSpells) do
Private.ScanEventsByID(event, userSpellId, ...)
end
end
end,
GetSpellCharges = function(self, effectiveSpellId, ignoreSpellKnown)
local spellDetail = self.data[effectiveSpellId]
if not spellDetail then
return
end
if not spellDetail.known and not ignoreSpellKnown then
return
end
return spellDetail.charges, spellDetail.chargesMax, spellDetail.count, spellDetail.chargeGainTime, spellDetail.chargeLostTime
end,
GetSpellCooldown = function(self, effectiveSpellId, ignoreRuneCD, showgcd, ignoreSpellKnown, track)
if (not (self.data[effectiveSpellId] and self.data[effectiveSpellId].known) and not ignoreSpellKnown) then
return;
end
local startTime, duration, paused, gcdCooldown, readyTime, modRate
if track == "charges" then
startTime, duration, paused, readyTime, modRate = self.spellCdsCharges:FetchSpellCooldown(effectiveSpellId)
elseif track == "cooldown" then
if ignoreRuneCD then
startTime, duration, paused, readyTime, modRate = self.spellCdsOnlyCooldownRune:FetchSpellCooldown(effectiveSpellId)
else
startTime, duration, paused, readyTime, modRate = self.spellCdsOnlyCooldown:FetchSpellCooldown(effectiveSpellId)
end
elseif (ignoreRuneCD) then
startTime, duration, paused, readyTime, modRate = self.spellCdsRune:FetchSpellCooldown(effectiveSpellId)
else
startTime, duration, paused, readyTime, modRate = self.spellCds:FetchSpellCooldown(effectiveSpellId)
end
if paused then
return startTime, duration, false, readyTime, modRate, true
end
if (showgcd) then
if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
if startTime == 0 then
gcdCooldown = true
end
startTime = gcdStart;
duration = gcdDuration;
modRate = gcdModrate
end
end
return startTime, duration, gcdCooldown, readyTime, modRate, false
end
}
local mark_ACTIONBAR_UPDATE_COOLDOWN, mark_PLAYER_ENTERING_WORLD
---@type fun()
function Private.InitCooldownReady()
---@class CooldownReadyFrame : FrameScriptObject
cdReadyFrame = CreateFrame("Frame");
cdReadyFrame.inWorld = 0
Private.frames["Cooldown Trigger Handler"] = cdReadyFrame
if WeakAuras.IsRetail() then
cdReadyFrame:RegisterEvent("RUNE_POWER_UPDATE");
cdReadyFrame:RegisterEvent("PLAYER_TALENT_UPDATE");
cdReadyFrame:RegisterEvent("PLAYER_PVP_TALENT_UPDATE");
else
cdReadyFrame:RegisterEvent("CHARACTER_POINTS_CHANGED");
end
cdReadyFrame:RegisterEvent("SPELL_UPDATE_COOLDOWN");
cdReadyFrame:RegisterEvent("SPELL_UPDATE_USABLE")
cdReadyFrame:RegisterEvent("UNIT_SPELLCAST_SENT");
cdReadyFrame:RegisterEvent("BAG_UPDATE_DELAYED");
cdReadyFrame:RegisterUnitEvent("UNIT_INVENTORY_CHANGED", "player")
cdReadyFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED");
cdReadyFrame:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN");
cdReadyFrame:RegisterEvent("SPELLS_CHANGED");
cdReadyFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
cdReadyFrame:RegisterEvent("PLAYER_LEAVING_WORLD")
if WeakAuras.IsCataClassic() then
cdReadyFrame:RegisterEvent("RUNE_POWER_UPDATE");
cdReadyFrame:RegisterEvent("RUNE_TYPE_UPDATE");
end
cdReadyFrame.HandleEvent = function(self, event, ...)
if (event == "PLAYER_ENTERING_WORLD") then
cdReadyFrame.inWorld = GetTime()
end
if (event == "PLAYER_LEAVING_WORLD") then
cdReadyFrame.inWorld = nil
end
if not cdReadyFrame.inWorld then
return
end
if GetTime() - cdReadyFrame.inWorld < 2 then
mark_PLAYER_ENTERING_WORLD = true
cdReadyFrame:Show()
return
end
if (event == "ACTIONBAR_UPDATE_COOLDOWN") then
mark_ACTIONBAR_UPDATE_COOLDOWN = true
cdReadyFrame:Show()
return
end
Private.StartProfileSystem("generictrigger cd tracking");
if type(event) == "number" then-- Called from OnUpdate!
if mark_PLAYER_ENTERING_WORLD then
SpellDetails:CheckSpellKnown()
Private.CheckCooldownReady()
Private.CheckItemSlotCooldowns()
mark_PLAYER_ENTERING_WORLD = nil
mark_ACTIONBAR_UPDATE_COOLDOWN = nil
elseif mark_ACTIONBAR_UPDATE_COOLDOWN then
Private.CheckCooldownReady()
mark_ACTIONBAR_UPDATE_COOLDOWN = nil
end
elseif(event == "SPELL_UPDATE_COOLDOWN" or event == "RUNE_POWER_UPDATE"
or event == "PLAYER_TALENT_UPDATE" or event == "PLAYER_PVP_TALENT_UPDATE"
or event == "CHARACTER_POINTS_CHANGED" or event == "RUNE_TYPE_UPDATE")
or event == "SPELL_UPDATE_USABLE"
then
if event == "SPELL_UPDATE_COOLDOWN" then
mark_ACTIONBAR_UPDATE_COOLDOWN = nil
end
Private.CheckCooldownReady();
elseif(event == "SPELLS_CHANGED") then
SpellDetails:CheckSpellKnown()
Private.CheckCooldownReady()
elseif(event == "UNIT_SPELLCAST_SENT") then
local unit, guid, castGUID, name = ...;
if(unit == "player") then
name = Private.ExecEnv.GetSpellName(name);
if(gcdSpellName ~= name) then
local icon = Private.ExecEnv.GetSpellIcon(name);
gcdSpellName = name;
gcdSpellIcon = icon;
if not WeakAuras.IsPaused() then
WeakAuras.ScanEvents("GCD_UPDATE")
end
end
end
elseif(event == "UNIT_INVENTORY_CHANGED" or event == "BAG_UPDATE_DELAYED" or event == "PLAYER_EQUIPMENT_CHANGED") then
Private.CheckItemSlotCooldowns();
end
Private.StopProfileSystem("generictrigger cd tracking");
if mark_PLAYER_ENTERING_WORLD == nil and mark_ACTIONBAR_UPDATE_COOLDOWN == nil then
cdReadyFrame:Hide()
else
cdReadyFrame:Show()
end
end
cdReadyFrame:Hide()
cdReadyFrame:SetScript("OnEvent", cdReadyFrame.HandleEvent)
cdReadyFrame:SetScript("OnUpdate", cdReadyFrame.HandleEvent)
end
---@param id number
---@return number cooldownStart
---@return number cooldownDuration
function WeakAuras.GetRuneCooldown(id)
if(runes[id] and runeCdExps[id] and runeCdDurs[id]) then
return runeCdExps[id] - runeCdDurs[id], runeCdDurs[id];
else
return 0, 0;
end
end
local initEssenceCooldown = false
local essenceCache = {{},{},{},{},{},{}}
---@private
function WeakAuras.InitEssenceCooldown()
if initEssenceCooldown then
return true
end
local EssenceEnum = Enum.PowerType.Essence
local lastFullValue = 0
local lastTime = 0
local essenceEventFrame = CreateFrame("Frame")
essenceEventFrame:RegisterUnitEvent("UNIT_POWER_FREQUENT", "player")
essenceEventFrame:RegisterUnitEvent("UNIT_MAXPOWER", "player")
essenceEventFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
essenceEventFrame:RegisterEvent("PLAYER_LEAVING_WORLD")
local essenceEventHandler = function(self, event, unitTarget, powerType)
if powerType and powerType ~= "ESSENCE" then
return
end
local now = GetTime()
if lastTime == now then
return
end
Private.StartProfileSystem("generictrigger essence")
local power = UnitPower("player", EssenceEnum)
local total = UnitPowerMax("player", EssenceEnum)
local peace = GetPowerRegenForPowerType(EssenceEnum)
if peace == nil or peace == 0 then
peace = 0.2
end
local duration = 1 / peace
local partial = UnitPartialPower("player", EssenceEnum) / 1000
if (partial == 0) then
lastFullValue = now
elseif power ~= total then
-- UnitPartialPower is a rather poor api, which returns incorrect values
-- This almost mirrors what the default ui does, in that the default ui
-- starts an animation and only uses UnitPartialPower when that animation's
-- progress differs from UnitPartialPower by 0.1
-- This here uses a similar logic. We sync whenever partial is 0
-- and then estimate based on that. And as long as that
-- estimate is within 0.1 of UnitPartialPower we prefer the estimate
local estimatedPartial = (now - lastFullValue) / duration
estimatedPartial = estimatedPartial - floor(estimatedPartial)
if abs(estimatedPartial - partial) < 0.1 then
partial = estimatedPartial
end
end
for i = 1, 6 do
local essence = essenceCache[i]
if i > total then
essence.duration = nil
essence.expirationTime = nil
essence.remaining = nil
essence.paused = nil
elseif power >= i then
essence.duration = duration
essence.expirationTime = math.huge
essence.remaining = 0
essence.paused = true
elseif power + 1 == i then
essence.duration = duration
essence.expirationTime = GetTime() + (1 - partial) * duration
essence.paused = false
else
essence.duration = duration
essence.expirationTime = GetTime() + (1 - partial) * duration + (i - 1 - power) * duration
essence.remaining = duration
essence.paused = false
end
end
lastTime = now
Private.StopProfileSystem("generictrigger essence")
WeakAuras.ScanEvents("ESSENCE_UPDATE")
end
essenceEventFrame:SetScript("OnEvent", essenceEventHandler)
essenceEventFrame:Show()
essenceEventHandler()
initEssenceCooldown = true
end
---@param essence? number
---@return number|nil duration
---@return number|nil expirationTime
---@return number|nil remaining
---@return boolean|nil paused
---@return number|nil power
---@return number|nil total
function WeakAuras.GetEssenceCooldown(essence)
local power = UnitPower("player", Enum.PowerType.Essence)
local total = UnitPowerMax("player", Enum.PowerType.Essence)
if essence then
local cache = essenceCache[essence]
if cache and essence <= total then
return cache.duration, cache.expirationTime, cache.remaining, cache.paused, power, total
else
return nil, nil, nil, nil, essence, total
end
else
local cache = essenceCache[total]
if cache and cache.duration then
return total * cache.duration, cache.expirationTime, cache.remaining, cache.paused, power, total
else
return nil, nil, nil, nil, power, total
end
end
end
---@param identifier string | number
---@return number? startTime, number? duration
function WeakAuras.GetSpellLossOfControlCooldown(identifier)
if WeakAuras.IsTWW() then
return C_Spell.GetSpellLossOfControlCooldown(identifier)
else
return GetSpellLossOfControlCooldown(identifier)
end
end
---@param id string
---@param ignoreRuneCD boolean
---@param showgcd boolean
---@param ignoreSpellKnown boolean
---@param track boolean
---@return number? startTime
---@return number? duration
---@return number? gcdCooldown
---@return number? readyTime
---@return number? modRate
---@return boolean? paused
function WeakAuras.GetSpellCooldown(id, ignoreRuneCD, showgcd, ignoreSpellKnown, track)
return SpellDetails:GetSpellCooldown(id, ignoreRuneCD, showgcd, ignoreSpellKnown, track)
end
---@param id string
---@param ignoreSpellKnown? boolean
---@return integer? charges
---@return integer? chargesMax
---@return integer? count
---@return number? chargeGainTime
---@return number? chargeLostTime
function WeakAuras.GetSpellCharges(id, ignoreSpellKnown)
return SpellDetails:GetSpellCharges(id, ignoreSpellKnown)
end
---@param id string
---@param showgcd boolean
---@return number startTime
---@return number duration
---@return boolean enabled
---@return number gcdCooldown
function WeakAuras.GetItemCooldown(id, showgcd)
local startTime, duration, enabled, gcdCooldown;
if(items[id] and itemCdExps[id] and itemCdDurs[id]) then
startTime, duration, enabled = itemCdExps[id] - itemCdDurs[id], itemCdDurs[id], itemCdEnabled[id];
else
startTime, duration, enabled = 0, 0, itemCdEnabled[id] or 1;
end
if (showgcd) then
if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
if startTime == 0 then
gcdCooldown = true
end
startTime = gcdStart;
duration = gcdDuration;
end
end
return startTime, duration, enabled, gcdCooldown;
end
---@return number duration
---@return number expirationTime
---@return string name
---@return number|string icon
---@return number modrate
function WeakAuras.GetGCDInfo()
if(gcdStart) then
return gcdDuration, gcdStart + gcdDuration, gcdSpellName or "Invalid", gcdSpellIcon or "Interface\\Icons\\INV_Misc_QuestionMark", gcdModrate;
else
return 0, math.huge, gcdSpellName or "Invalid", gcdSpellIcon or "Interface\\Icons\\INV_Misc_QuestionMark", 1.0;
end
end
---@return number duration
function WeakAuras.gcdDuration()
return gcdDuration or 0;
end
---@return string name
function WeakAuras.GcdSpellName()
return gcdSpellName;
end
---@param id string
---@param showgcd boolean
---@return number startTime
---@return number duration
---@return boolean enabled
---@return number gcdCooldown
function WeakAuras.GetItemSlotCooldown(id, showgcd)
local startTime, duration, enabled, gcdCooldown;
if(itemSlots[id] and itemSlotsCdExps[id] and itemSlotsCdDurs[id]) then
startTime, duration, enabled = itemSlotsCdExps[id] - itemSlotsCdDurs[id], itemSlotsCdDurs[id], itemSlotsEnable[id];
else
startTime, duration, enabled = 0, 0, itemSlotsEnable[id];
end
if (showgcd) then
if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
if startTime == 0 then
gcdCooldown = true
end
startTime = gcdStart;
duration = gcdDuration;
end
end
return startTime, duration, enabled, gcdCooldown;
end
local function RuneCooldownFinished(id)
runeCdHandles[id] = nil;
runeCdDurs[id] = nil;
runeCdExps[id] = nil;
WeakAuras.ScanEvents("RUNE_COOLDOWN_READY", id);
end
local function ItemCooldownFinished(id)
itemCdHandles[id] = nil;
itemCdDurs[id] = nil;
itemCdExps[id] = nil;
itemCdEnabled[id] = 1;
Private.ScanEventsByID("ITEM_COOLDOWN_READY", id);
end
local function ItemSlotCooldownFinished(id)
itemSlotsCdHandles[id] = nil;
itemSlotsCdDurs[id] = nil;
itemSlotsCdExps[id] = nil;
Private.ScanEventsByID("ITEM_SLOT_COOLDOWN_READY", id);
end
---@type fun()
---@return number
function Private.CheckRuneCooldown()
local runeDuration = -100;
for id, _ in pairs(runes) do
local startTime, duration = GetRuneCooldown(id);
startTime = startTime or 0;
duration = duration or 0;
runeDuration = duration > 0 and duration or runeDuration
local time = GetTime();
if(not startTime or startTime == 0) then
startTime = 0
duration = 0
end
if(duration > 0 and duration ~= WeakAuras.gcdDuration()) then
-- On non-GCD cooldown
local endTime = startTime + duration;
if not(runeCdExps[id]) then
-- New cooldown
runeCdDurs[id] = duration;
runeCdExps[id] = endTime;
runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("RUNE_COOLDOWN_STARTED", id);
elseif(runeCdExps[id] ~= endTime) then
-- Cooldown is now different
if(runeCdHandles[id]) then
timer:CancelTimer(runeCdHandles[id]);
end
runeCdDurs[id] = duration;
runeCdExps[id] = endTime;
runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("RUNE_COOLDOWN_CHANGED", id);
end
elseif(duration > 0) then
-- GCD, do nothing
else
if(runeCdExps[id]) then
-- Somehow CheckCooldownReady caught the rune cooldown before the timer callback
-- This shouldn't happen, but if it does, no problem
if(runeCdHandles[id]) then
timer:CancelTimer(runeCdHandles[id]);
end
RuneCooldownFinished(id);
end
end
end
return runeDuration;
end
local GetSpellCharges = GetSpellCharges or function(id)
local chargeInfo = C_Spell.GetSpellCharges(id)
if not chargeInfo then return end
return chargeInfo.currentCharges, chargeInfo.maxCharges, chargeInfo.cooldownStartTime, chargeInfo.cooldownDuration, chargeInfo.chargeModRate
end
local GetSpellCount = GetSpellCount or C_Spell.GetSpellCastCount
---@param id string
---@param runeDuration? number
function WeakAuras.GetSpellCooldownUnified(id, runeDuration)
local startTimeCooldown, durationCooldown, enabled, modRate
if GetSpellCooldown then
startTimeCooldown, durationCooldown, enabled, modRate = GetSpellCooldown(id)
if type(enabled) == "number" then
enabled = enabled == 1 and true or false
end
else
local spellCooldownInfo = C_Spell.GetSpellCooldown(id);
if spellCooldownInfo then
startTimeCooldown = spellCooldownInfo.startTime
durationCooldown = spellCooldownInfo.duration
enabled = spellCooldownInfo.isEnabled
modRate = spellCooldownInfo.modRate
end
end
local charges, maxCharges, startTimeCharges, durationCharges, modRateCharges = GetSpellCharges(id);
startTimeCooldown = startTimeCooldown or 0;
durationCooldown = durationCooldown or 0;
startTimeCharges = startTimeCharges or 0;
durationCharges = durationCharges or 0;
modRate = modRate or 1.0;
modRateCharges = modRateCharges or 1.0;
-- WORKAROUND: Sometimes the API returns very high bogus numbers causing client freezes, discard them here. CurseForge issue #1008
if (durationCooldown > 604800) then
durationCooldown = 0;
startTimeCooldown = 0;
end
if (startTimeCooldown > GetTime() + 2^31 / 1000) then
-- WORKAROUND: WoW wraps around negative values with 2^32/1000
-- So if we find a cooldown in the far future, then undo the wrapping
startTimeCooldown = startTimeCooldown - 2^32 / 1000
end
-- Default to
---@type boolean?
local unifiedCooldownBecauseRune = false
---@type boolean?
local cooldownBecauseRune = false
-- Paused cooldowns are:
-- Spells like Presence of Mind/Nature's Swiftness that start their cooldown after the effect is consumed
-- But also oddly some Evoker spells
-- Presence of Might is on 0.0001 enabled == 0 cooldown while prepared
-- For Evoker, using an empowered spell puts spells on pause. Some spells are put on an entirely bogus 0.5 paused cd
-- Others the real cd (that continues ticking) is paused.
-- We treat anything with less than 0.5 as not on cd, and hope for the best.
if not enabled and durationCooldown <= 0.5 then
startTimeCooldown, durationCooldown, enabled = 0, 0, true
end
local onNonGCDCD = durationCooldown and startTimeCooldown and durationCooldown > 0 and (durationCooldown ~= gcdDuration or startTimeCooldown ~= gcdStart);
if (onNonGCDCD) then
cooldownBecauseRune = runeDuration and durationCooldown and abs(durationCooldown - runeDuration) < 0.001;
unifiedCooldownBecauseRune = cooldownBecauseRune
end
local startTime, duration, unifiedModRate = startTimeCooldown, durationCooldown, modRate
if (charges == nil) then
-- charges is nil if the spell has no charges.
-- Nothing to do in that case
elseif (charges == maxCharges) then
-- At max charges,
startTime, duration = 0, 0;
startTimeCharges, durationCharges = 0, 0
else
-- Spells can return both information via GetSpellCooldown and GetSpellCharges
-- E.g. Rune of Power see Github-Issue: #1060
-- So if GetSpellCooldown returned a cooldown, use that one, if it's a "significant" cooldown
-- Otherwise check GetSpellCharges
-- A few abilities have a minor cooldown just to prevent the user from triggering it multiple times,
-- ignore them since practically no one wants to see them
if duration and duration <= 1.5 or (duration == gcdDuration and startTime == gcdStart) then
startTime, duration, unifiedModRate = startTimeCharges, durationCharges, modRateCharges
unifiedCooldownBecauseRune = false
end
end
local count = GetSpellCount(id)
return charges, maxCharges, startTime, duration, unifiedCooldownBecauseRune,
startTimeCooldown, durationCooldown, cooldownBecauseRune, startTimeCharges, durationCharges,
count, unifiedModRate, modRate, modRateCharges, not enabled
end
---@type fun(id, runeDuration)
function Private.CheckSpellCooldown(id, runeDuration)
SpellDetails:CheckSpellCooldown(id, runeDuration)
end
---@type fun()
function Private.CheckItemCooldowns()
for id, _ in pairs(items) do
local startTime, duration, enabled = C_Container.GetItemCooldown(id);
-- TODO: In 10.2.6 the apis return values changed from 1,0 for enabled to true, false
-- We should adjust once its on all versions
if enabled == false then
enabled = 0
elseif enabled == true then
enabled = 1
end
if (duration == 0) then
enabled = 1;
end
if (enabled == 0) then
startTime, duration = 0, 0
end
local itemCdEnabledChanged = (itemCdEnabled[id] ~= enabled);
itemCdEnabled[id] = enabled;
startTime = startTime or 0;
duration = duration or 0;
local time = GetTime();
-- We check against 1.5 and gcdDuration, as apparently the durations might not match exactly.
-- But there shouldn't be any trinket with a actual cd of less than 1.5 anyway
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
-- On non-GCD cooldown
local endTime = startTime + duration;
if not(itemCdExps[id]) then
-- New cooldown
itemCdDurs[id] = duration;
itemCdExps[id] = endTime;
itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
if not WeakAuras.IsPaused() then
Private.ScanEventsByID("ITEM_COOLDOWN_STARTED", id)
end
itemCdEnabledChanged = false;
elseif(itemCdExps[id] ~= endTime) then
-- Cooldown is now different
if(itemCdHandles[id]) then
timer:CancelTimer(itemCdHandles[id]);
end
itemCdDurs[id] = duration;
itemCdExps[id] = endTime;
itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
if not WeakAuras.IsPaused() then
Private.ScanEventsByID("ITEM_COOLDOWN_CHANGED", id)
end
itemCdEnabledChanged = false;
end
elseif(duration > 0) then
-- GCD, do nothing
else
if(itemCdExps[id]) then
-- Somehow CheckCooldownReady caught the item cooldown before the timer callback
-- This shouldn't happen, but if it does, no problem
if(itemCdHandles[id]) then
timer:CancelTimer(itemCdHandles[id]);
end
ItemCooldownFinished(id);
itemCdEnabledChanged = false;
end
end
if (itemCdEnabledChanged and not WeakAuras.IsPaused()) then
Private.ScanEventsByID("ITEM_COOLDOWN_CHANGED", id);
end
end
end
---@type fun()
function Private.CheckItemSlotCooldowns()
for id, itemId in pairs(itemSlots) do
local startTime, duration, enable = GetInventoryItemCooldown("player", id);
itemSlotsEnable[id] = enable;
startTime = startTime or 0;
duration = duration or 0;
local time = GetTime();
-- We check against 1.5 and gcdDuration, as apparently the durations might not match exactly.
-- But there shouldn't be any trinket with a actual cd of less than 1.5 anyway
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
-- On non-GCD cooldown
local endTime = startTime + duration;
if not(itemSlotsCdExps[id]) then
-- New cooldown
itemSlotsCdDurs[id] = duration;
itemSlotsCdExps[id] = endTime;
itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
if not WeakAuras.IsPaused() then
Private.ScanEventsByID("ITEM_SLOT_COOLDOWN_STARTED", id)
end
elseif(itemSlotsCdExps[id] ~= endTime) then
-- Cooldown is now different
if(itemSlotsCdHandles[id]) then
timer:CancelTimer(itemSlotsCdHandles[id]);
end
itemSlotsCdDurs[id] = duration;
itemSlotsCdExps[id] = endTime;
itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
if not WeakAuras.IsPaused() then
Private.ScanEventsByID("ITEM_SLOT_COOLDOWN_CHANGED", id)
end
end
elseif(duration > 0) then
-- GCD, do nothing
else
if(itemSlotsCdExps[id]) then
-- Somehow CheckCooldownReady caught the item cooldown before the timer callback
-- This shouldn't happen, but if it does, no problem
if(itemSlotsCdHandles[id]) then
timer:CancelTimer(itemSlotsCdHandles[id]);
end
ItemSlotCooldownFinished(id);
end
end
local newItemId = GetInventoryItemID("player", id);
if (itemId ~= newItemId) then
if not WeakAuras.IsPaused() then
Private.ScanEventsByID("ITEM_SLOT_COOLDOWN_ITEM_CHANGED", id)
end
itemSlots[id] = newItemId or 0;
end
end
end
---@type fun()
function Private.CheckCooldownReady()
CheckGCD();
local runeDuration = Private.CheckRuneCooldown();
SpellDetails:CheckSpellCooldowns(runeDuration);
Private.CheckItemCooldowns();
Private.CheckItemSlotCooldowns();
end
---@private
function WeakAuras.WatchGCD()
if not(cdReadyFrame) then
Private.InitCooldownReady();
end
end
---@private
function WeakAuras.WatchRuneCooldown(id)
if not(cdReadyFrame) then
Private.InitCooldownReady();
end
if not id or id == 0 then return end
if not(runes[id]) then
runes[id] = true;
local startTime, duration = GetRuneCooldown(id);
if(not startTime or startTime == 0) then
startTime = 0
duration = 0
end
if(duration > 0 and duration ~= WeakAuras.gcdDuration()) then
local time = GetTime();
local endTime = startTime + duration;
runeCdDurs[id] = duration;
runeCdExps[id] = endTime;
if not(runeCdHandles[id]) then
runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
end
end
end
end
local GetOverrideSpell
if WeakAuras.IsTWW() then
GetOverrideSpell = C_Spell.GetOverrideSpell
else
GetOverrideSpell = FindSpellOverrideByID
end
function Private.ExecEnv.GetEffectiveSpellId(spellId, exactMatch, followoverride)
if not exactMatch then
local spellName = Private.ExecEnv.GetSpellName(spellId or "")
if spellName then
local spellIdForName = select(7, Private.ExecEnv.GetSpellInfo(spellName))
if spellIdForName then
spellId = spellIdForName
end
end
end
if followoverride then
local override = spellId and GetOverrideSpell(spellId)
if override then
spellId = override
end
end
return spellId
end
---@private
function WeakAuras.WatchSpellCooldown(id, ignoreRunes, useExact, followoverride)
SpellDetails:WatchSpellCooldown(id, ignoreRunes, useExact, followoverride)
end
---@private
function WeakAuras.WatchItemCooldown(id)
if not(cdReadyFrame) then
Private.InitCooldownReady();
end
if not id or id == 0 then return end
if not(items[id]) then
items[id] = true;
-- TODO: In 10.2.6 the apis return values changed from 1,0 for enabled to true, false
-- We should adjust once its on all versions
local startTime, duration, enabled = C_Container.GetItemCooldown(id);
if (duration == 0) then
enabled = 1;
end
if (enabled == 0) then
startTime, duration = 0, 0
end
itemCdEnabled[id] = enabled;
if(duration and duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
local time = GetTime();
local endTime = startTime + duration;
itemCdDurs[id] = duration;
itemCdExps[id] = endTime;
if not(itemCdHandles[id]) then
itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
end
end
end
end
---@private
function WeakAuras.WatchItemSlotCooldown(id)
if not(cdReadyFrame) then
Private.InitCooldownReady();
end
if not id or id == 0 then return end
if not(itemSlots[id]) then
itemSlots[id] = GetInventoryItemID("player", id);
local startTime, duration, enable = GetInventoryItemCooldown("player", id);
itemSlotsEnable[id] = enable;
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
local time = GetTime();
local endTime = startTime + duration;
itemSlotsCdDurs[id] = duration;
itemSlotsCdExps[id] = endTime;
if not(itemSlotsCdHandles[id]) then
itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
end
end
end
end
end
do
local spellActivationSpells = {};
local spellActivationSpellsCurrent = {};
local spellActivationFrame;
local function InitSpellActivation()
spellActivationFrame = CreateFrame("Frame");
Private.frames["Spell Activation"] = spellActivationFrame;
spellActivationFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_SHOW");
spellActivationFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_HIDE");
spellActivationFrame:SetScript("OnEvent", function(self, event, spell)
Private.StartProfileSystem("generictrigger spell activation");
local spellName = Private.ExecEnv.GetSpellName(spell)
if (spellActivationSpells[spell] or spellActivationSpells[spellName]) then
local active = (event == "SPELL_ACTIVATION_OVERLAY_GLOW_SHOW")
spellActivationSpellsCurrent[spell] = active
spellActivationSpellsCurrent[spellName] = active
if not WeakAuras.IsPaused() then
Private.ScanEventsByID("WA_UPDATE_OVERLAY_GLOW", spell)
Private.ScanEventsByID("WA_UPDATE_OVERLAY_GLOW", spellName)
end
end
Private.StopProfileSystem("generictrigger spell activation");
end);
end
---@private
function WeakAuras.WatchSpellActivation(id)
if (not id) then
return;
end
if (not spellActivationFrame) then
InitSpellActivation();
end
spellActivationSpells[id] = true;
end
---@param id string
---@return boolean overlayGlowActive
function WeakAuras.SpellActivationActive(id)
return spellActivationSpellsCurrent[id];
end
end
local watchUnitChange
-- Nameplates only distinguish between friends and everyone else
---@param unit UnitToken
---@return string? reaction
function WeakAuras.GetPlayerReaction(unit)
local r = UnitReaction("player", unit)
if r then
return r < 5 and "hostile" or "friendly"
end
end
---@param unit UnitToken
function WeakAuras.WatchUnitChange(unit)
unit = string.lower(unit)
if not watchUnitChange then
---@class UnitChangeFrame: FrameScriptObject
watchUnitChange = CreateFrame("Frame");
watchUnitChange.trackedUnits = {}
watchUnitChange.unitIdToGUID = {}
watchUnitChange.GUIDToUnitIds = {}
watchUnitChange.unitRoles = {}
watchUnitChange.unitRaidRole = {}
watchUnitChange.inRaid = IsInRaid()
watchUnitChange.nameplateFaction = {}
watchUnitChange.raidmark = {}
watchUnitChange.unitIsUnit = {}
Private.frames["Unit Change Frame"] = watchUnitChange;
watchUnitChange:RegisterEvent("PLAYER_TARGET_CHANGED")
if not WeakAuras.IsClassicEra() then
watchUnitChange:RegisterEvent("PLAYER_FOCUS_CHANGED")
watchUnitChange:RegisterEvent("ARENA_OPPONENT_UPDATE")
end
watchUnitChange:RegisterEvent("PLAYER_ROLES_ASSIGNED")
watchUnitChange:RegisterEvent("PLAYER_SOFT_ENEMY_CHANGED")
watchUnitChange:RegisterEvent("PLAYER_SOFT_FRIEND_CHANGED")
watchUnitChange:RegisterEvent("UNIT_TARGET");
watchUnitChange:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT");
watchUnitChange:RegisterEvent("GROUP_ROSTER_UPDATE");
watchUnitChange:RegisterEvent("NAME_PLATE_UNIT_ADDED")
watchUnitChange:RegisterEvent("NAME_PLATE_UNIT_REMOVED")
watchUnitChange:RegisterEvent("UNIT_FACTION")
watchUnitChange:RegisterEvent("PLAYER_ENTERING_WORLD")
watchUnitChange:RegisterEvent("UNIT_PET")
watchUnitChange:RegisterEvent("RAID_TARGET_UPDATE")
local function unitUpdate(unitA, eventsToSend)
local oldGUID = watchUnitChange.unitIdToGUID[unitA]
local newGUID = WeakAuras.UnitExistsFixed(unitA) and UnitGUID(unitA)
if oldGUID ~= newGUID then
eventsToSend["UNIT_CHANGED_" .. unitA] = unitA
if watchUnitChange.GUIDToUnitIds[oldGUID] then
for unitB in pairs(watchUnitChange.GUIDToUnitIds[oldGUID]) do
if unitA ~= unitB then
eventsToSend["UNIT_IS_UNIT_CHANGED_" .. unitA .. "_" .. unitB] = unitA
eventsToSend["UNIT_IS_UNIT_CHANGED_" .. unitB .. "_" .. unitA] = unitB
end
end
end
if watchUnitChange.GUIDToUnitIds[newGUID] then
for unitB in pairs(watchUnitChange.GUIDToUnitIds[newGUID]) do
if unitA ~= unitB then
eventsToSend["UNIT_IS_UNIT_CHANGED_" .. unitA .. "_" .. unitB] = unitA
eventsToSend["UNIT_IS_UNIT_CHANGED_" .. unitB .. "_" .. unitA] = unitB
end
end
end
end
-- update data
if oldGUID and watchUnitChange.GUIDToUnitIds[oldGUID] then
watchUnitChange.GUIDToUnitIds[oldGUID][unitA] = nil
if next(watchUnitChange.GUIDToUnitIds[oldGUID]) == nil then
watchUnitChange.GUIDToUnitIds[oldGUID] = nil
end
end
if newGUID then
watchUnitChange.GUIDToUnitIds[newGUID] = watchUnitChange.GUIDToUnitIds[newGUID] or {}
watchUnitChange.GUIDToUnitIds[newGUID][unitA] = true
end
watchUnitChange.unitIdToGUID[unitA] = newGUID
end
local function markerUpdate(unit, eventsToSend)
local oldMarker = watchUnitChange.raidmark[unit]
local newMarker = GetRaidTargetIndex(unit) or 0
if newMarker ~= oldMarker then
eventsToSend["UNIT_CHANGED_" .. unit] = unit
watchUnitChange.raidmark[unit] = newMarker
end
end
local function markerInit(unit)
watchUnitChange.raidmark[unit] = GetRaidTargetIndex(unit) or 0
end
local function markerClear(unit)
watchUnitChange.raidmark[unit] = nil
end
local function reactionUpdate(unit, eventsToSend)
local oldReaction = watchUnitChange.nameplateFaction[unit]
local newReaction = WeakAuras.GetPlayerReaction(unit)
if oldReaction ~= newReaction then
eventsToSend["UNIT_CHANGED_" .. unit] = unit
watchUnitChange.nameplateFaction[unit] = newReaction
end
end
local function reactionInit(unit)
watchUnitChange.nameplateFaction[unit] = WeakAuras.GetPlayerReaction(unit)
end
local function reactionClear(unit)
watchUnitChange.nameplateFaction[unit] = nil
end
local roleUpdate
if WeakAuras.IsClassicEra() then
function roleUpdate(unit, eventsToSend)
local oldRaidRole = watchUnitChange.unitRaidRole[unit]
local newRaidRole = WeakAuras.UnitRaidRole(unit)
if oldRaidRole ~= newRaidRole then
eventsToSend["UNIT_ROLE_CHANGED_" .. unit] = unit
watchUnitChange.unitRaidRole[unit] = newRaidRole
end
end
end
if WeakAuras.IsCataOrRetail() then
function roleUpdate(unit, eventsToSend)
local oldRole = watchUnitChange.unitRoles[unit]
local newRole = UnitGroupRolesAssigned(unit)
if oldRole ~= newRole then
eventsToSend["UNIT_ROLE_CHANGED_" .. unit] = unit
watchUnitChange.unitRoles[unit] = newRole
end
end
end
local function handleUnit(unit, eventsToSend, ...)
if watchUnitChange.trackedUnits[unit] then
local fn
for i = 1, select("#", ...) do
fn = select(i, ...)
fn(unit, eventsToSend)
end
end
end
local handleEvent = {
PLAYER_ENTERING_WORLD = function(_, eventsToSend)
for unit in pairs(watchUnitChange.unitIdToGUID) do
handleUnit(unit, eventsToSend, unitUpdate, markerUpdate, reactionUpdate)
end
end,
NAME_PLATE_UNIT_ADDED = function(unit, eventsToSend)
handleUnit(unit, eventsToSend, unitUpdate, markerInit, reactionInit)
end,
NAME_PLATE_UNIT_REMOVED = function(unit, eventsToSend)
handleUnit(unit, eventsToSend, unitUpdate, markerClear, reactionClear)
end,
INSTANCE_ENCOUNTER_ENGAGE_UNIT = function(_, eventsToSend)
for i = 1, 5 do
handleUnit("boss" .. i, eventsToSend, unitUpdate, markerInit, reactionInit)
handleUnit("boss" .. i .. "target", eventsToSend, unitUpdate, markerInit, reactionInit)
end
end,
ARENA_OPPONENT_UPDATE = function(unit, eventsToSend)
handleUnit(unit, eventsToSend, unitUpdate, markerInit, reactionInit)
handleUnit(unit .. "target", eventsToSend, unitUpdate, markerInit, reactionInit)
end,
PLAYER_TARGET_CHANGED = function(_, eventsToSend)
handleUnit("target", eventsToSend, unitUpdate, markerInit, reactionInit)
handleUnit("targettarget", eventsToSend, unitUpdate, markerInit, reactionInit)
end,
PLAYER_FOCUS_CHANGED = function(_, eventsToSend)
handleUnit("focus", eventsToSend, unitUpdate, markerInit, reactionInit)
handleUnit("focustarget", eventsToSend, unitUpdate, markerInit, reactionInit)
end,
PLAYER_SOFT_ENEMY_CHANGED = function(_, eventsToSend)
handleUnit("softenemy", eventsToSend, unitUpdate, markerInit, reactionInit)
handleUnit("softenemytarget", eventsToSend, unitUpdate, markerInit, reactionInit)
end,
PLAYER_SOFT_FRIEND_CHANGED = function(_, eventsToSend)
handleUnit("softfriend", eventsToSend, unitUpdate, markerInit, reactionInit)
handleUnit("softfriendtarget", eventsToSend, unitUpdate, markerInit, reactionInit)
end,
RAID_TARGET_UPDATE = function(_, eventsToSend)
for unit in pairs(watchUnitChange.raidmark) do
handleUnit(unit, eventsToSend, markerUpdate)
end
end,
UNIT_FACTION = function(unit, eventsToSend)
handleUnit(unit, eventsToSend, reactionUpdate)
end,
UNIT_PET = function(unit, eventsToSend)
local pet = WeakAuras.unitToPetUnit[unit]
if pet and watchUnitChange.trackedUnits[pet] then
eventsToSend["UNIT_CHANGED_" .. pet] = pet
end
end,
PLAYER_ROLES_ASSIGNED = function(_, eventsToSend)
for unit in pairs(Private.multiUnitUnits.group) do
handleUnit(unit, eventsToSend, roleUpdate)
end
end,
UNIT_TARGET = function(unit, eventsToSend)
handleUnit(unit .. "target", eventsToSend, unitUpdate, markerInit, reactionInit)
end,
GROUP_ROSTER_UPDATE = function(_, eventsToSend)
for unit in pairs(Private.multiUnitUnits.group) do
handleUnit(unit, eventsToSend, unitUpdate, markerInit, reactionInit)
end
local inRaid = IsInRaid()
local inRaidChanged = inRaid ~= watchUnitChange.inRaid
if inRaidChanged then
for unit in pairs(Private.multiUnitUnits.group) do
if watchUnitChange.trackedUnits[unit] and watchUnitChange.unitIdToGUID[unit] then
eventsToSend["UNIT_CHANGED_" .. unit] = unit
end
end
watchUnitChange.inRaid = inRaid
end
end
}
watchUnitChange:SetScript("OnEvent", function(self, event, unit)
Private.StartProfileSystem("generictrigger unit change");
local eventsToSend = {}
handleEvent[event](unit, eventsToSend)
-- send events
for event, unit in pairs(eventsToSend) do
WeakAuras.ScanEvents(event, unit)
end
Private.StopProfileSystem("generictrigger unit change");
end)
end
if watchUnitChange.trackedUnits[unit] then
return
end
local guid = UnitGUID(unit)
watchUnitChange.trackedUnits[unit] = true
watchUnitChange.unitIdToGUID[unit] = guid
if guid then
watchUnitChange.GUIDToUnitIds[guid] = watchUnitChange.GUIDToUnitIds[guid] or {}
watchUnitChange.GUIDToUnitIds[guid][unit] = true
end
watchUnitChange.raidmark = watchUnitChange.raidmark or {}
watchUnitChange.raidmark[unit] = GetRaidTargetIndex(unit) or 0
watchUnitChange.inRaid = IsInRaid()
end
function WeakAuras.GetEquipmentSetInfo(itemSetName, partial)
local bestMatchNumItems = 0;
local bestMatchNumEquipped = 0;
local bestMatchName = nil;
local bestMatchIcon = nil;
local equipmentSetIds = C_EquipmentSet.GetEquipmentSetIDs();
for index, id in pairs(equipmentSetIds) do
local name, icon, _, _, numItems, numEquipped = C_EquipmentSet.GetEquipmentSetInfo(id);
if (itemSetName == nil or (name and itemSetName == name)) then
if (name ~= nil) then
local match = (not partial and numItems == numEquipped)
or (partial and (numEquipped or 0) > bestMatchNumEquipped);
if (match) then
bestMatchNumEquipped = numEquipped;
bestMatchNumItems = numItems;
bestMatchName = name;
bestMatchIcon = icon;
end
end
end
end
return bestMatchName, bestMatchIcon, bestMatchNumEquipped, bestMatchNumItems;
end
function Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemOperator)
if not totemName or totemName == "" then
return false
end
if triggerTotemName and #triggerTotemName > 0 and triggerTotemName ~= totemName then
return false
end
if triggerTotemPattern and #triggerTotemPattern > 0 then
if triggerTotemOperator == "==" then
if totemName ~= triggerTotemPattern then
return false
end
elseif triggerTotemOperator == "find('%s')" then
if not totemName:find(triggerTotemPattern, 1, true) then
return false
end
elseif triggerTotemOperator == "match('%s')" then
if not totemName:match(triggerTotemPattern) then
return false
end
end
end
return true
end
function Private.ExecEnv.CheckTotemIcon(totemIcon, triggerTotemIcon, operator)
if not triggerTotemIcon then
return true
end
return (totemIcon == triggerTotemIcon) == (operator == "==")
end
-- Queueable Spells
if WeakAuras.IsClassicEra() then
local queueableSpells
local classQueueableSpells = {
["WARRIOR"] = {
78, -- Heroic Strike
845, -- Cleave
},
["HUNTER"] = {
2973, -- Raptor Strike
},
["DRUID"] = {
6807, -- Maul
},
["DEATHKNIGHT"] = {
56815, -- Rune Strike
},
}
local class = select(2, UnitClass("player"))
queueableSpells = classQueueableSpells[class]
local queuedSpellFrame
function WeakAuras.WatchForQueuedSpell()
if not queuedSpellFrame then
queuedSpellFrame = CreateFrame("Frame")
Private.frames["Queued Spell Handler"] = queuedSpellFrame
queuedSpellFrame:RegisterEvent("CURRENT_SPELL_CAST_CHANGED")
queuedSpellFrame:SetScript("OnEvent", function(self, event)
local newQueuedSpell
if queueableSpells then
for _, spellID in ipairs(queueableSpells) do
-- Check the highest known rank
local maxRank = select(7, Private.ExecEnv.GetSpellInfo(Private.ExecEnv.GetSpellName(spellID)))
if IsCurrentSpell(maxRank) then
newQueuedSpell = maxRank
break
end
end
end
if newQueuedSpell ~= self.queuedSpell then
self.queuedSpell = newQueuedSpell
WeakAuras.ScanEvents("WA_UNIT_QUEUED_SPELL_CHANGED", "player")
end
end)
end
end
---@return integer? spellID
function WeakAuras.GetQueuedSpell()
return queuedSpellFrame and queuedSpellFrame.queuedSpell
end
end
local GetSpellPowerCost = GetSpellPowerCost or C_Spell and C_Spell.GetSpellPowerCost
---@param powerTypeToCheck integer
---@return number? cost
function WeakAuras.GetSpellCost(powerTypeToCheck)
local spellID = select(9, WeakAuras.UnitCastingInfo("player"))
if WeakAuras.IsClassicEra() and not spellID then
spellID = WeakAuras.GetQueuedSpell()
end
if spellID then
local costTable = GetSpellPowerCost(spellID);
if costTable then
for _, costInfo in pairs(costTable) do
-- When there is no required aura for a power cost, the API returns an aura ID of 0 and false for hasRequiredAura despite being valid.
if costInfo.type == powerTypeToCheck and (costInfo.requiredAuraID == 0 or costInfo.hasRequiredAura) then
return costInfo.cost;
end
end
end
end
end
-- Weapon Enchants
do
local isCata = WeakAuras.IsCataClassic()
local mh = GetInventorySlotInfo("MainHandSlot")
local oh = GetInventorySlotInfo("SecondaryHandSlot")
local mh_name, mh_shortenedName, mh_exp, mh_dur, mh_charges, mh_EnchantID;
---@type string?
local mh_icon = GetInventoryItemTexture("player", mh) or "Interface\\Icons\\INV_Misc_QuestionMark"
local oh_name, oh_shortenedName, oh_exp, oh_dur, oh_charges, oh_EnchantID;
---@type string?
local oh_icon = GetInventoryItemTexture("player", oh) or "Interface\\Icons\\INV_Misc_QuestionMark"
local rw, rw_icon, rw_exp, rw_dur, rw_name, rw_shortenedName, rw_charges, rw_EnchantID;
---@type string?
if isCata then
rw = GetInventorySlotInfo("RANGEDSLOT")
rw_icon = GetInventoryItemTexture("player", rw) or "Interface\\Icons\\INV_Misc_QuestionMark"
end
local tenchFrame = nil
Private.frames["Temporary Enchant Handler"] = tenchFrame;
local tenchTip;
---@private
function WeakAuras.TenchInit()
if not(tenchFrame) then
tenchFrame = CreateFrame("Frame");
tenchFrame:RegisterUnitEvent("UNIT_INVENTORY_CHANGED", "player");
tenchFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
if WeakAuras.IsClassicEra() then
tenchFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED");
end
local getTenchName
if WeakAuras.IsRetail() then
getTenchName = function(id)
local tooltipData = C_TooltipInfo.GetInventoryItem("player", id)
if tooltipData and tooltipData.lines then
for _, line in ipairs(tooltipData.lines) do
if line.leftText then
-- Format based on ITEM_ENCHANT_TIME_LEFT_MIN, ITEM_ENCHANT_TIME_LEFT_SEC
local _, _, name, shortenedName = line.leftText:find("^((.-) ?+?[VI%d]*) ?%(%d+%D.+%)$");
if(name and name ~= "") then
return name, shortenedName;
end
_, _, name, shortenedName = line.leftText:find("^((.-) ?+?[VI%d]*)%(%d+%D.+%)$");
if(name and name ~= "") then
return name, shortenedName;
end
end
end
end
end
else
getTenchName = function(id)
tenchTip = WeakAuras.GetHiddenTooltip();
tenchTip:SetInventoryItem("player", id);
local lines = { tenchTip:GetRegions() };
for i,v in ipairs(lines) do
if(v:GetObjectType() == "FontString") then
local text = v:GetText();
if(text) then
local _, _, name, shortenedName = text:find("^((.-) ?+?[VI%d]*) ?%(%d+%D+%)$");
if(name and name ~= "") then
return name, shortenedName;
end
_, _, name, shortenedName = text:find("^((.-) ?+?[VI%d]*)%(%d+.%D%)$");
if(name and name ~= "") then
return name, shortenedName;
end
end
end
end
return "Unknown", "Unknown";
end
end
local function tenchUpdate()
Private.StartProfileSystem("generictrigger temporary enchant");
local _, mh_rem, oh_rem, rw_rem
_, mh_rem, mh_charges, mh_EnchantID, _, oh_rem, oh_charges, oh_EnchantID, _, rw_rem, rw_charges, rw_EnchantID = GetWeaponEnchantInfo();
local time = GetTime();
local mh_exp_new = mh_rem and (time + (mh_rem / 1000));
local oh_exp_new = oh_rem and (time + (oh_rem / 1000));
local rw_exp_new = rw_rem and (time + (rw_rem / 1000));
if(math.abs((mh_exp or 0) - (mh_exp_new or 0)) > 1) then
mh_exp = mh_exp_new;
mh_dur = mh_rem and mh_rem / 1000;
if mh_exp then
mh_name, mh_shortenedName = getTenchName(mh)
else
mh_name, mh_shortenedName = "None", "None"
end
mh_icon = GetInventoryItemTexture("player", mh)
end
if(math.abs((oh_exp or 0) - (oh_exp_new or 0)) > 1) then
oh_exp = oh_exp_new;
oh_dur = oh_rem and oh_rem / 1000;
if oh_exp then
oh_name, oh_shortenedName = getTenchName(oh)
else
oh_name, oh_shortenedName = "None", "None"
end
oh_icon = GetInventoryItemTexture("player", oh)
end
if isCata then
if(math.abs((rw_exp or 0) - (rw_exp_new or 0)) > 1) then
rw_exp = rw_exp_new;
rw_dur = rw_rem and rw_rem / 1000;
if rw_exp then
rw_name, rw_shortenedName = getTenchName(rw)
else
rw_name, rw_shortenedName = "None", "None"
end
rw_icon = GetInventoryItemTexture("player", rw)
end
end
WeakAuras.ScanEvents("TENCH_UPDATE");
Private.StopProfileSystem("generictrigger temporary enchant");
end
tenchFrame:SetScript("OnEvent", function()
Private.StartProfileSystem("generictrigger temporary enchant");
timer:ScheduleTimer(tenchUpdate, 0.1);
Private.StopProfileSystem("generictrigger temporary enchant");
end);
tenchUpdate();
end
end
function WeakAuras.GetMHTenchInfo()
return mh_exp, mh_dur, mh_name, mh_shortenedName, mh_icon, mh_charges, mh_EnchantID;
end
function WeakAuras.GetOHTenchInfo()
return oh_exp, oh_dur, oh_name, oh_shortenedName, oh_icon, oh_charges, oh_EnchantID;
end
function WeakAuras.GetRangeTenchInfo()
return rw_exp, rw_dur, rw_name, rw_shortenedName, rw_icon, rw_charges, rw_EnchantID;
end
end
-- Pets
do
local petFrame = nil
Private.frames["Pet Use Handler"] = petFrame;
---@private
function WeakAuras.WatchForPetDeath()
if not(petFrame) then
petFrame = CreateFrame("Frame");
petFrame:RegisterUnitEvent("UNIT_PET", "player")
petFrame:SetScript("OnEvent", function(event, unit)
Private.StartProfileSystem("generictrigger pet update")
WeakAuras.ScanEvents("PET_UPDATE", "pet")
Private.StopProfileSystem("generictrigger pet update")
end)
end
end
end
do
local watchFrame
function Private.WatchCOMBO_TARGET_CHANGED()
if not watchFrame then
watchFrame = CreateFrame("Frame")
watchFrame:RegisterEvent("COMBO_TARGET_CHANGED")
watchFrame:SetScript("OnEvent", function()
Private.StartProfileSystem("generictrigger COMBO_TARGET_CHANGED")
WeakAuras.ScanEvents("WA_COMBO_TARGET_CHANGED", "player")
Private.StopProfileSystem("generictrigger COMBO_TARGET_CHANGED")
end)
end
end
end
-- Cast Latency
do
local castLatencyFrame
---@private
function WeakAuras.WatchForCastLatency()
if not castLatencyFrame then
---@class CastLatencyFrame: FrameScriptObject
castLatencyFrame = CreateFrame("Frame")
Private.frames["Cast Latency Handler"] = castLatencyFrame
castLatencyFrame:RegisterEvent("CURRENT_SPELL_CAST_CHANGED")
castLatencyFrame:RegisterUnitEvent("UNIT_SPELLCAST_START", "player")
castLatencyFrame:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_START", "player")
castLatencyFrame:RegisterUnitEvent("UNIT_SPELLCAST_STOP", "player")
castLatencyFrame:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_STOP", "player")
castLatencyFrame:RegisterUnitEvent("UNIT_SPELLCAST_INTERRUPTED", "player")
castLatencyFrame:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
-- on dragonflight UNIT_SPELLCAST_EMPOWER_START and UNIT_SPELLCAST_EMPOWER_STOP OnEvent are
-- triggered from cacheEmpoweredFrame after updating cache use by WeakAuras.UnitChannelInfo
castLatencyFrame:SetScript("OnEvent", function(self, event, ...)
if event == "CURRENT_SPELL_CAST_CHANGED" then
castLatencyFrame.sendTime = GetTime()
return
end
if event == "UNIT_SPELLCAST_SUCCEEDED" or event == "UNIT_SPELLCAST_STOP" or event == "UNIT_SPELLCAST_CHANNEL_STOP" or event == "UNIT_SPELLCAST_INTERRUPTED" then
castLatencyFrame.sendTime = nil
return
end
if castLatencyFrame.sendTime then
castLatencyFrame.timeDiff = (GetTime() - castLatencyFrame.sendTime)
else
castLatencyFrame.timeDiff = nil
end
end)
end
end
---@return number castLatencyF
function WeakAuras.GetCastLatency()
return castLatencyFrame and castLatencyFrame.timeDiff or 0
end
end
do
local nameplateTargetFrame = nil
local nameplateTargets = {}
local function nameplateTargetOnEvent(self, event, unit)
if event == "NAME_PLATE_UNIT_ADDED" then
nameplateTargets[unit] = UnitGUID(unit.."-target") or true
elseif event == "NAME_PLATE_UNIT_REMOVED" then
nameplateTargets[unit] = nil
end
end
local tick_throttle = 0.2
local throttle_update = tick_throttle
local function nameplateTargetOnUpdate(self, delta)
throttle_update = throttle_update - delta
if throttle_update < 0 then
for unit, targetGUID in pairs(nameplateTargets) do
local newTargetGUID = UnitGUID(unit.."-target")
if (newTargetGUID == nil and targetGUID ~= true)
or (newTargetGUID ~= nil and targetGUID ~= newTargetGUID)
then
nameplateTargets[unit] = newTargetGUID or true
WeakAuras.ScanEvents("WA_UNIT_TARGET_NAME_PLATE", unit)
end
end
throttle_update = tick_throttle
end
end
Private.frames["Nameplate Target Handler"] = nameplateTargetFrame
---@private
function WeakAuras.WatchForNameplateTargetChange()
if not nameplateTargetFrame then
nameplateTargetFrame = CreateFrame("Frame")
nameplateTargetFrame:SetScript("OnUpdate", nameplateTargetOnUpdate)
nameplateTargetFrame:RegisterEvent("NAME_PLATE_UNIT_ADDED")
nameplateTargetFrame:RegisterEvent("NAME_PLATE_UNIT_REMOVED")
nameplateTargetFrame:SetScript("OnEvent", nameplateTargetOnEvent)
end
end
end
-- Player Moving
do
--- @class PlayerMovingFrame
--- @field moving integer|nil
--- @field speed integer|nil
---@type PlayerMovingFrame|Frame|nil
local playerMovingFrame = nil
local function PlayerMoveUpdate()
Private.StartProfileSystem("generictrigger player moving");
local moving = IsPlayerMoving()
if (playerMovingFrame.moving ~= moving or playerMovingFrame.moving == nil) then
playerMovingFrame.moving = moving
WeakAuras.ScanEvents("PLAYER_MOVING_UPDATE")
end
local speed = GetUnitSpeed("player")
if playerMovingFrame.speed ~= speed then
playerMovingFrame.speed = speed
WeakAuras.ScanEvents("PLAYER_MOVE_SPEED_UPDATE")
end
Private.StopProfileSystem("generictrigger player moving");
end
---@private
function WeakAuras.WatchForPlayerMoving()
if not(playerMovingFrame) then
playerMovingFrame = CreateFrame("Frame");
--- @cast playerMovingFrame PlayerMovingFrame
Private.frames["Player Moving Frame"] = playerMovingFrame;
playerMovingFrame.speed = GetUnitSpeed("player")
end
playerMovingFrame:SetScript("OnUpdate", PlayerMoveUpdate)
end
end
-- Item Count
local itemCountWatchFrame
---@private
function WeakAuras.RegisterItemCountWatch()
if not itemCountWatchFrame then
itemCountWatchFrame = CreateFrame("Frame")
itemCountWatchFrame:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN")
itemCountWatchFrame:RegisterEvent("BAG_UPDATE_DELAYED")
local batchUpdateCount = function()
itemCountWatchFrame:SetScript("OnUpdate", nil)
Private.StartProfileSystem("generictrigger ITEM_COUNT_UPDATE")
WeakAuras.ScanEvents("ITEM_COUNT_UPDATE")
Private.StopProfileSystem("generictrigger ITEM_COUNT_UPDATE")
end
itemCountWatchFrame:SetScript("OnEvent", function(self, event)
Private.StartProfileSystem("generictrigger itemCountFrame")
if event == "ACTIONBAR_UPDATE_COOLDOWN" then
-- WORKAROUND: Blizzard bug: refreshing healthstones from soulwell don't trigger BAG_UPDATE_DELAYED
-- so, we fake it by listening to A_U_C and checking on next frame
itemCountWatchFrame:SetScript("OnUpdate", batchUpdateCount)
else
-- if we *do* get a B_U_D, then cancel our fake one
-- item count prototype already subscribes to this event so no need to also send an internal event
itemCountWatchFrame:SetScript("OnUpdate", nil)
end
Private.StopProfileSystem("generictrigger itemCountFrame")
end)
end
end
-- LibSpecWrapper
-- We always register, because it's probably not that often called, and ScanEvents checks
-- early if anyone wants the event
if WeakAuras.IsCataOrRetail() then
Private.LibSpecWrapper.Register(function(unit)
WeakAuras.ScanEvents("UNIT_SPEC_CHANGED_" .. unit, unit)
end)
end
do
local scheduled_scans = {};
local function doScan(fireTime, event)
scheduled_scans[event][fireTime] = nil;
WeakAuras.ScanEvents(event);
end
function Private.ExecEnv.ScheduleScan(fireTime, event)
event = event or "COOLDOWN_REMAINING_CHECK"
scheduled_scans[event] = scheduled_scans[event] or {}
if not(scheduled_scans[event][fireTime]) then
scheduled_scans[event][fireTime] = timer:ScheduleTimerFixed(doScan, fireTime - GetTime() + 0.1, fireTime, event);
end
end
end
do
local scheduled_scans = {};
local function doCastScan(firetime, unit)
scheduled_scans[unit][firetime] = nil;
WeakAuras.ScanEvents("CAST_REMAINING_CHECK_" .. string.lower(unit), unit);
end
function Private.ExecEnv.ScheduleCastCheck(fireTime, unit)
scheduled_scans[unit] = scheduled_scans[unit] or {}
if not(scheduled_scans[unit][fireTime]) then
scheduled_scans[unit][fireTime] = timer:ScheduleTimerFixed(doCastScan, fireTime - GetTime() + 0.1, fireTime, unit);
end
end
end
local uniqueId = 0;
---@return integer cloneId
function WeakAuras.GetUniqueCloneId()
uniqueId = (uniqueId + 1) % 1000000;
return uniqueId;
end
---@type fun(trigger: triggerData) : prototypeData?
function GenericTrigger.GetPrototype(trigger)
if trigger.type and trigger.event then
if Private.category_event_prototype[trigger.type] then
return Private.event_prototypes[trigger.event]
end
end
end
---@type fun(data: auraData): number?
function GenericTrigger.GetDelay(data)
if data.event then
local prototype = GenericTrigger.GetPrototype(data.trigger)
if prototype and prototype.delayEvents then
local trigger = data.trigger
if trigger.use_delay and type(trigger.delay) == "number" and trigger.delay > 0 then
return trigger.delay
end
end
end
return 0
end
function GenericTrigger.GetTsuConditionVariables(id, triggernum)
local ok, variables = xpcall(events[id][triggernum].tsuConditionVariables, Private.GetErrorHandlerId(id, L["Custom Variables"]));
if ok then
return variables
end
end
---Returns a table containing the names of all overlays
---@param data auraData
---@param triggernum number
function GenericTrigger.GetOverlayInfo(data, triggernum)
local result;
local trigger = data.triggers[triggernum].trigger
local prototype = GenericTrigger.GetPrototype(trigger)
if (prototype and prototype.overlayFuncs) then
result = {};
local dest = 1;
for i, v in ipairs(prototype.overlayFuncs) do
local enable = true
if type(v.enable) == "function" then
enable = v.enable(trigger)
elseif type(v.enable) == "boolean" then
enable = v.enable
end
if enable then
result[dest] = v.name;
dest = dest + 1;
end
end
end
if (trigger.type == "custom") then
if (trigger.custom_type == "stateupdate") then
local count = 0;
local variables = GenericTrigger.GetTsuConditionVariables(data.id, triggernum)
if (type(variables) == "table") then
if (type(variables.additionalProgress) == "table") then
count = #variables.additionalProgress;
elseif (type(variables.additionalProgress) == "number") then
count = variables.additionalProgress;
end
else
local allStates = {};
Private.ActivateAuraEnvironment(data.id);
RunTriggerFunc(allStates, events[data.id][triggernum], data.id, triggernum, "OPTIONS");
Private.ActivateAuraEnvironment(nil);
local count = 0;
for id, state in pairs(allStates) do
if (type(state.additionalProgress) == "table") then
count = max(count, #state.additionalProgress);
end
end
end
count = min(count, 7);
for i = 1, count do
result = result or {};
result[i] = string.format(L["Overlay %s"], i);
end
else
for i = 1, 7 do
local property = "customOverlay" .. i;
if (trigger[property] and trigger[property] ~= "") then
result = result or {};
result[i] = string.format(L["Overlay %s"], i);
end
end
end
end
return result;
end
---@type fun(data: auraData, triggernum: number): string?, string?
function GenericTrigger.GetNameAndIcon(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local icon, name
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
if prototype.GetNameAndIcon then
return prototype.GetNameAndIcon(trigger)
else
if prototype.iconFunc then
icon = prototype.iconFunc(trigger)
end
if prototype.nameFunc then
name = prototype.nameFunc(trigger)
end
end
end
return name, icon
end
---Returns the type of tooltip to show for the trigger.
---@param data auraData
---@param triggernum number
---@return boolean|string
function GenericTrigger.CanHaveTooltip(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
if prototype.hasSpellID then
return "spell";
elseif prototype.hasItemID then
return "item";
end
end
if (trigger.type == "custom") then
if (trigger.custom_type == "stateupdate") then
return true;
end
end
return false;
end
function GenericTrigger.SetToolTip(trigger, state)
if (trigger.type == "custom" and trigger.custom_type == "stateupdate") then
if (state.tooltip) then
local lines = { strsplit("\n", state.tooltip) };
GameTooltip:ClearLines();
for i, line in ipairs(lines) do
GameTooltip:AddLine(line, nil, nil, nil, state.tooltipWrap);
end
return true
elseif (state.spellId) then
GameTooltip:SetSpellByID(state.spellId);
return true
elseif (state.link) then
GameTooltip:SetHyperlink(state.link);
return true
elseif (state.itemId) then
GameTooltip:SetHyperlink("item:"..state.itemId..":0:0:0:0:0:0:0");
return true
elseif (state.unit and state.unitBuffIndex) then
GameTooltip:SetUnitBuff(state.unit, state.unitBuffIndex, state.unitBuffFilter);
return true
elseif (state.unit and state.unitDebuffIndex) then
GameTooltip:SetUnitDebuff(state.unit, state.unitDebuffIndex, state.unitDebuffFilter);
return true
elseif (state.unit and state.unitAuraIndex) then
GameTooltip:SetUnitAura(state.unit, state.unitAuraIndex, state.unitAuraFilter)
return true
elseif (state.unit and state.unitAuraInstanceID and state.unitAuraFilter) then
if state.unitAuraFilter == "HELPFUL" then
GameTooltip:SetUnitBuffByAuraInstanceID(state.unit, state.auraInstanceID, state.unitAuraFilter)
return true
elseif state.unitAuraFilter == "HARMFUL" then
GameTooltip:SetUnitDebuffByAuraInstanceID(state.unit, state.auraInstanceID, state.unitAuraFilter)
return true
end
end
end
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
if prototype.hasSpellID then
GameTooltip:SetSpellByID(trigger.spellName);
return true
elseif prototype.hasItemID then
GameTooltip:SetHyperlink("item:"..trigger.itemName..":0:0:0:0:0:0:0")
return true
end
end
return false
end
---@type fun(data: auraData, triggernum: number): table
function GenericTrigger.GetAdditionalProperties(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local props = {}
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
for _, v in pairs(prototype.args) do
local enable = true
if(type(v.enable) == "function") then
enable = v.enable(trigger)
elseif type(v.enable) == "boolean" then
enable = v.enable
end
if (enable and v.store and v.name and v.display and v.conditionType ~= "bool") then
props[v.name] = v.display
end
end
if prototype.countEvents then
props.count = L["Count"]
end
else
if (trigger.custom_type == "stateupdate") then
local variables = GenericTrigger.GetTsuConditionVariables(data.id, triggernum)
if (type(variables) == "table") then
for var, varData in pairs(variables) do
if (type(varData) == "table") then
props[var] = varData.display or var
end
end
end
end
end
return props;
end
function GenericTrigger.GetProgressSources(data, triggernum, values)
local variables = GenericTrigger.GetTriggerConditions(data, triggernum)
if (type(variables) == "table") then
for var, varData in pairs(variables) do
if (type(varData) == "table") then
if (varData.type == "number" or varData.type == "timer" or varData.type == "elapsedTimer")
and not varData.noProgressSource
then
local modRateProperty = varData.modRate
if not modRateProperty and varData.useModRate then
modRateProperty = "modRate"
end
tinsert(values, {
trigger = triggernum,
property = var,
type = varData.type,
display = varData.display,
total = varData.total,
modRate = varData.modRate,
inverse = varData.inverse,
paused = varData.paused,
remaining = varData.remaining
})
end
end
end
end
end
local commonConditions = {
expirationTime = {
display = L["Remaining Duration"],
type = "timer",
total = "duration",
inverse = "inverse",
paused = "paused",
remaining = "remaining",
},
expirationTimeModRate = {
display = L["Remaining Duration"],
type = "timer",
total = "duration",
modRate = "modRate",
inverse = "inverse",
paused = "paused",
remaining = "remaining",
useModRate = true
},
duration = {
display = L["Total Duration"],
type = "number",
},
durationModRate = {
display = L["Total Duration"],
type = "number",
useModRate = true
},
paused = {
display =L["Is Paused"],
type = "bool",
test = function(state, needle)
return (state.paused and 1 or 0) == needle
end
},
value = {
display = L["Progress Value"],
type = "number",
total = "total"
},
total = {
display = L["Progress Total"],
type = "number",
},
stacks = {
display = L["Stacks"],
type = "number"
},
name = {
display = L["Name"],
type = "string"
}
}
---@type fun(variables: table)
function Private.ExpandCustomVariables(variables)
-- Make the life of tsu authors easier, by automatically filling in the details for
-- expirationTime, duration, value, total, stacks, if those exists but aren't a table value
-- By allowing a short-hand notation of just variable = type
-- In addition to the long form of variable = { type = xyz, display = "desc"}
for k, v in pairs(commonConditions) do
if (variables[k] and type(variables[k]) ~= "table") then
variables[k] = v;
end
end
for k, v in pairs(variables) do
if (type(v) == "string") then
variables[k] = {
display = k,
type = v,
};
end
end
end
function Private.GetTsuConditionVariablesExpanded(id, triggernum)
if events[id][triggernum] and events[id][triggernum].tsuConditionVariables then
Private.ActivateAuraEnvironment(id, nil, nil, nil, true)
local result = GenericTrigger.GetTsuConditionVariables(id, triggernum)
Private.ActivateAuraEnvironment(nil)
if type(result) ~= "table" then
return nil
end
Private.ExpandCustomVariables(result)
-- Clean up, remove non table entries and check for a valid display name
for k, v in pairs(result) do
if type(v) ~= "table" then
result[k] = nil
elseif (v.display == nil or type(v.display) ~= "string") then
if type(k) == "string" then
v.display = k
else
result[k] = nil
end
end
end
return result
end
end
function GenericTrigger.GetTriggerConditions(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
local result = {};
local progressType, modRated = ProgressType(data, triggernum);
if progressType == "timed" then
if modRated then
result.expirationTime = commonConditions.expirationTimeModRate;
result.duration = commonConditions.durationModRate;
else
result.expirationTime = commonConditions.expirationTime;
result.duration = commonConditions.duration;
end
result.paused = commonConditions.paused
end
if progressType == "static" then
result.value = commonConditions.value;
result.total = commonConditions.total;
end
if prototype.stacksFunc then
result.stacks = commonConditions.stacks;
end
if prototype.nameFunc then
result.name = commonConditions.name;
end
for _, v in pairs(prototype.args) do
if (v.conditionType and v.name and v.display) then
local enable = true;
if (v.enable ~= nil) then
if type(v.enable) == "function" then
enable = v.enable(trigger);
elseif type(v.enable) == "boolean" then
enable = v.enable
end
end
if (enable) then
result[v.name] = {
display = v.display,
type = v.conditionType
}
if (result[v.name].type == "select" or result[v.name].type == "unit") then
if (v.conditionValues) then
result[v.name].values = Private[v.conditionValues] or WeakAuras[v.conditionValues];
else
if type(v.values) == "function" then
result[v.name].values = v.values()
else
result[v.name].values = Private[v.values] or WeakAuras[v.values];
end
end
end
if (v.conditionPreamble) then
result[v.name].preamble = v.conditionPreamble;
end
if (v.conditionTest) then
result[v.name].test = v.conditionTest;
end
if (v.conditionEvents) then
result[v.name].events = v.conditionEvents;
end
if (v.operator_types) then
result[v.name].operator_types = v.operator_types;
end
-- for ProgressSource
if v.noProgressSource then
result[v.name].noProgressSource = true
end
if v.progressTotal then
result[v.name].total = v.progressTotal
end
if v.progressModRate then
result[v.name].modRate = v.progressModRate
end
if v.progressInverse then
result[v.name].inverse = v.progressInverse
end
if v.progressPaused then
result[v.name].paused = v.progressPaused
end
if v.progressRemaining then
result[v.name].remaining = v.progressRemaining
end
end
end
end
if prototype.countEvents then
result.count = {
display = L["Count"],
type = "number"
}
end
return result;
elseif(trigger.type == "custom") then
if (trigger.custom_type == "status" or trigger.custom_type == "event") then
local result = {};
local canHaveDurationFunc = trigger.custom_type == "status" or (trigger.custom_type == "event" and (trigger.custom_hide ~= "timed" or trigger.dynamicDuration));
if (canHaveDurationFunc and trigger.customDuration and trigger.customDuration ~= "") then
result.expirationTime = commonConditions.expirationTime;
result.duration = commonConditions.duration;
result.value = commonConditions.value;
result.total = commonConditions.total;
end
if (trigger.custom_type == "event" and trigger.custom_hide ~= "custom" and trigger.dynamicDuration ~= true) then
-- This is the static duration of a event/timed trigger
result.expirationTime = commonConditions.expirationTime;
result.duration = commonConditions.duration;
end
if (trigger.customStacks and trigger.customStacks ~= "") then
result.stacks = commonConditions.stacks;
end
if (trigger.customName and trigger.customName ~= "") then
result.name = commonConditions.name;
end
return result;
elseif (trigger.custom_type == "stateupdate") then
return Private.GetTsuConditionVariablesExpanded(data.id, triggernum)
end
end
return nil;
end
function GenericTrigger.CreateFallbackState(data, triggernum, state)
state.show = true;
state.changed = true;
local event = events[data.id][triggernum];
Private.ActivateAuraEnvironment(data.id, "", state);
local trigger = data.triggers[triggernum].trigger
if event.GetNameAndIcon then
local ok, name, icon = xpcall(event.GetNameAndIcon, Private.GetErrorHandlerUid(data.uid, L["GetNameAndIcon Function (fallback state)"]), trigger);
state.name = ok and name or nil;
state.icon = ok and icon or nil;
else
if (event.nameFunc) then
local ok, name = xpcall(event.nameFunc, Private.GetErrorHandlerUid(data.uid, L["Name Function (fallback state)"]), trigger);
state.name = ok and name or nil;
end
if (event.iconFunc) then
local ok, icon = xpcall(event.iconFunc, Private.GetErrorHandlerUid(data.uid, L["Icon Function (fallback state)"]), trigger);
state.icon = ok and icon or nil;
end
end
if (event.textureFunc ) then
local ok, texture = xpcall(event.textureFunc, Private.GetErrorHandlerUid(data.uid, L["Texture Function (fallback state)"]), trigger);
state.texture = ok and texture or nil;
end
if (event.stacksFunc) then
local ok, stacks = xpcall(event.stacksFunc, Private.GetErrorHandlerUid(data.uid, L["Stacks Function (fallback state)"]), trigger);
state.stacks = ok and stacks or nil;
end
if (event.durationFunc) then
local ok, arg1, arg2, arg3, inverse = xpcall(event.durationFunc, Private.GetErrorHandlerUid(data.uid, L["Duration Function (fallback state)"]), trigger);
if (not ok) then
state.progressType = "timed";
state.duration = 0;
state.expirationTime = math.huge;
state.value = nil;
state.total = nil;
Private.ActivateAuraEnvironment(nil)
return;
end
arg1 = type(arg1) == "number" and arg1 or 0;
arg2 = type(arg2) == "number" and arg2 or 0;
if(type(arg3) == "string") then
state.durationFunc = event.durationFunc;
elseif (type(arg3) == "function") then
state.durationFunc = arg3;
else
state.durationFunc = nil;
end
if (arg3) then
state.progressType = "static";
state.duration = nil;
state.expirationTime = nil;
state.value = arg1;
state.total = arg2;
state.inverse = inverse;
else
state.progressType = "timed";
state.duration = arg1;
state.expirationTime = arg2;
state.autoHide = nil;
state.value = nil;
state.total = nil;
state.inverse = inverse;
end
else
state.progressType = "timed";
state.duration = 0;
state.expirationTime = math.huge;
state.value = nil;
state.total = nil;
end
if (event.overlayFuncs) then
RunOverlayFuncs(event, state, data.id);
end
Private.ActivateAuraEnvironment(nil);
end
function GenericTrigger.GetName(triggerType)
return Private.event_categories[triggerType].name
end
function GenericTrigger.GetTriggerDescription(data, triggernum, namestable)
local trigger = data.triggers[triggernum].trigger
local prototype = GenericTrigger.GetPrototype(trigger)
if prototype then
tinsert(namestable, {L["Trigger:"], (prototype.name or L["Undefined"])});
if(trigger.event == "Combat Log" and trigger.subeventPrefix and trigger.subeventSuffix) then
tinsert(namestable, {L["Message type:"], (Private.subevent_prefix_types[trigger.subeventPrefix] or L["Undefined"]).." "..(Private.subevent_suffix_types[trigger.subeventSuffix] or L["Undefined"])});
end
else
tinsert(namestable, {L["Trigger:"], L["Custom"]});
end
end
do
-- Based on Code by DejaCharacterStats. Ugly code to figure out the GCD
local class = select(2, UnitClass("player"))
if class == "DEMONHUNTER"
or class == "HUNTER" or class == "SHAMAN"
or class == "MAGE" or class == "PRIEST" or class == "WARLOCK"
or class == "DEATHKNIGHT" or class == "PALADIN" or class == "WARRIOR"
or class == "EVOKER"
then
function WeakAuras.CalculatedGcdDuration()
local haste = GetHaste()
return max(0.75, 1.5 * 100 / (100+haste))
end
elseif class == "DRUID" then
function WeakAuras.CalculatedGcdDuration()
local id = GetShapeshiftFormID()
local haste = GetHaste()
return id == 1 and 1 or max(0.75, 1.5 * 100 / (100+haste))
end
elseif class == "MONK" then
function WeakAuras.CalculatedGcdDuration()
local spec = GetSpecialization()
local primaryStat = select(6, GetSpecializationInfo(spec))
if primaryStat == LE_UNIT_STAT_AGILITY then
return 1
end
local haste = GetHaste()
return max(0.75, 1.5 * 100 / (100+haste))
end
elseif class == "ROGUE" then
function WeakAuras.CalculatedGcdDuration()
return 1
end
end
end
local findIdInLink = function(id, itemLink, startPos)
local findID = ":" .. tostring(id:trim())
return itemLink:find(findID .. ":", startPos, true) or itemLink:find(findID .. "|", startPos, true)
end
---@param ids string
---@return boolean isItemBonusId
WeakAuras.CheckForItemBonusId = function(ids)
for id in tostring(ids):gmatch('([^,]+)') do
for slot in pairs(Private.item_slot_types) do
local itemLink = GetInventoryItemLink('player', slot)
if itemLink then
local startPos = itemLink:find(":", 1, true)
startPos = itemLink:find(":", startPos + 1 , true)
if findIdInLink(id, itemLink, startPos) then
return true
end
end
end
end
return false
end
---@param ids string
---@param specificSlot? number
---@return string|nil id
---@return string|nil itemID
---@return string|nil itemName
---@return number|nil icon
---@return number|nil slot
---@return number|nil itemSlot
WeakAuras.GetBonusIdInfo = function(ids, specificSlot)
local checkSlots = specificSlot and {[specificSlot] = true} or Private.item_slot_types
for id in tostring(ids):gmatch('([^,]+)') do
for slot in pairs(checkSlots) do
local itemLink = GetInventoryItemLink('player', slot)
if itemLink and findIdInLink(id, itemLink, 1) then
local itemID, _, _, _, icon = C_Item.GetItemInfoInstant(itemLink)
local itemName = itemLink:match("%[(.*)%]")
return id, itemID, itemName, icon, slot, Private.item_slot_types[slot]
end
end
end
end
---@param itemName string
---@param specificSlot? number
---@return boolean|nil isItemEquipped
WeakAuras.CheckForItemEquipped = function(itemName, specificSlot)
if not specificSlot then
return C_Item.IsEquippedItem(itemName or '')
else
local item = Item:CreateFromEquipmentSlot(specificSlot)
if item and not item:IsItemEmpty() then
return itemName == item:GetItemName()
end
end
end
Private.ExecEnv.GetItemSubClassInfo = function(i)
local subClassId = i % 256
local classId = (i - subClassId) / 256
return C_Item.GetItemSubClassInfo(classId, subClassId)
end
Private.ExecEnv.IsEquippedItemType = function(itemType, itemSlot)
if itemSlot then
local itemId = GetInventoryItemID("player", itemSlot)
if itemId then
local triggerSubClassId = itemType % 256
local triggerClassId = (itemType - triggerSubClassId) / 256
local _, _, _, _, _, classId, subclassId = C_Item.GetItemInfoInstant(itemId)
return classId == triggerClassId and subclassId == triggerSubClassId
end
else
return C_Item.IsEquippedItemType(Private.ExecEnv.GetItemSubClassInfo(itemType) or '')
end
end
---@return integer critChance
WeakAuras.GetCritChance = function()
-- Based on what the wow paper doll does
local spellCrit = 0
for i = 2, MAX_SPELL_SCHOOLS or 7 do -- WORKAROUND: MAX_SPELL_SCHOOLS is nil on classic_era
spellCrit = max(spellCrit, GetSpellCritChance(i))
end
return max(spellCrit, GetRangedCritChance(), GetCritChance())
end
---@return number hitChance
WeakAuras.GetHitChance = function()
local melee = (GetCombatRatingBonus(CR_HIT_MELEE) or 0) + (GetHitModifier() or 0)
local ranged = (GetCombatRatingBonus(CR_HIT_RANGED) or 0) + (GetHitModifier() or 0)
local spell = (GetCombatRatingBonus(CR_HIT_SPELL) or 0) + (GetSpellHitModifier() or 0)
return max(melee, ranged, spell)
end
---@type fun(trigger: triggerData)
---@return CurrencyInfo|nil
Private.GetCurrencyInfoForTrigger = function(trigger)
if trigger.currencyId then
local currencyId = tonumber(trigger.currencyId)
if currencyId then
return C_CurrencyInfo.GetCurrencyInfo(currencyId)
end
end
end
local types = {}
tinsert(types, "custom")
for type in pairs(Private.category_event_prototype) do
tinsert(types, type)
end
-- The Options/GenericTrigger.lua needs this table, since at the time
-- of registering the types the options code doesn't yet have access
-- to the Private table.
-- So for now make it simply a member of WeakAuras
WeakAuras.genericTriggerTypes = types
WeakAuras.RegisterTriggerSystem(types, GenericTrigger);