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--[[ BuffTrigger.lua
This used to contains the "aura" trigger for buffs and debuffs. Nowadays all functions do essentially nothing
]]--
if not WeakAuras.IsCorrectVersion() then return end
local AddonName, Private = ...
local L = WeakAuras.L
local BuffTrigger = {}
function BuffTrigger.UnloadAll() end
function BuffTrigger.LoadDisplays(toLoad) end
function BuffTrigger.UnloadDisplays(toUnload) end
function BuffTrigger.FinishLoadUnload() end
function BuffTrigger.Delete(id) end
function BuffTrigger.Rename(oldid, newid) end
function BuffTrigger.Add(data)
if data.triggers then
local hasLegacyAuraTrigger = false
for index, t in ipairs(data.triggers) do
if t.trigger.type == "aura" then
hasLegacyAuraTrigger = true
break
end
end
if hasLegacyAuraTrigger then
Private.AuraWarnings.UpdateWarning(data.uid, "legacy", "warning", L["This aura has legacy aura trigger(s), which are no longer supported."])
else
Private.AuraWarnings.UpdateWarning(data.uid, "legacy")
end
end
end
function BuffTrigger.CanHaveDuration(data, triggernum)
return false
end
function BuffTrigger.GetOverlayInfo(data, triggernum) return {} end
function BuffTrigger.CanHaveClones(data, triggernum) return false end
function BuffTrigger.CanHaveTooltip(data, triggernum) end
function BuffTrigger.SetToolTip(trigger, state) end
function BuffTrigger.GetNameAndIcon(data, triggernum) end
function BuffTrigger.GetAdditionalProperties(data, triggernum)
return ""
end
function BuffTrigger.GetTriggerConditions(data, triggernum)
return {}
end
function BuffTrigger.CreateFallbackState(data, triggernum, state)
state.show = true;
state.changed = true;
state.progressType = "timed";
state.duration = 0;
state.expirationTime = math.huge;
end
function BuffTrigger.GetName(triggerType)
if (triggerType == "aura") then
return L["Legacy Aura (disabled)"];
end
end
function BuffTrigger.GetTriggerDescription(data, triggernum, namestable)
tinsert(namestable, {L["Legacy Aura (disabled):"], L[""]});
end
function BuffTrigger.CreateFakeStates(id, triggernum)
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
local data = WeakAuras.GetData(id)
local state = {}
BuffTrigger.CreateFallbackState(data, triggernum, state)
allStates[""] = state
end
WeakAuras.RegisterTriggerSystem({"aura"}, BuffTrigger);