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