You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

299 lines
8.4 KiB

-- This file uses models and textures taken from TomTom. The 3D arrow model was created by Guillotine (curse.guillotine@gmail.com) and 2D minimap textures by Cladhaire.
local L = DBM_CORE_L
---------------
-- Globals --
---------------
DBM.Arrow = {}
--------------
-- Locals --
--------------
local arrowFrame = DBM.Arrow
local frame, runAwayArrow, targetType, targetPlayer, targetX, targetY, targetMapId, hideTime, hideDistance
--------------------------------------------------------
-- Cache frequently used global variables in locals --
--------------------------------------------------------
local pi, pi2 = math.pi, math.pi * 2
local floor, sin, cos, atan2, sqrt, min = math.floor, math.sin, math.cos, math.atan2, math.sqrt, math.min
local UnitPosition, GetTime = UnitPosition, GetTime
--------------------
-- Create Frame --
--------------------
frame = CreateFrame("Button", "DBMArrow", UIParent)
frame:Hide()
frame:SetFrameStrata("HIGH")
frame:SetSize(56, 42)
frame:SetMovable(true)
frame:EnableMouse(false)
frame:RegisterForDrag("LeftButton", "RightButton")
frame:SetScript("OnDragStart", function(self)
self:StartMoving()
end)
frame:SetScript("OnDragStop", function(self)
self:StopMovingOrSizing()
local point, _, _, x, y = self:GetPoint(1)
DBM.Options.ArrowPoint = point
DBM.Options.ArrowPosX = x
DBM.Options.ArrowPosY = y
end)
local textframe = CreateFrame("Frame", nil, frame)
frame.distance = textframe:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.title = textframe:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
frame.title:SetPoint("TOP", frame, "BOTTOM")
frame.distance:SetPoint("TOP", frame.title, "BOTTOM")
textframe:Hide()
local arrow = frame:CreateTexture(nil, "OVERLAY")
arrow:SetTexture("Interface\\AddOns\\DBM-Core\\textures\\arrows\\Arrow.blp")
arrow:SetAllPoints(frame)
---------------------
-- Map Utilities --
---------------------
local calculateDistance
do
function calculateDistance(x1, y1, x2, y2)
local dX = x1 - x2
local dY = y1 - y2
return sqrt(dX * dX + dY * dY)
end
end
-- GetPlayerFacing seems to return values between -pi and pi instead of 0 - 2pi sometimes since 3.3.3
local GetPlayerFacing = function(...)
local result = GetPlayerFacing(...) or 0
if result < 0 then
result = result + pi2
end
return result
end
------------------------
-- Update the arrow --
------------------------
local updateArrow
do
local currentCell
local formatText = "%dy"
function updateArrow(direction, distance)
local cell = floor(direction / pi2 * 108 + 0.5) % 108
if cell ~= currentCell then
currentCell = cell
local column = cell % 9
local row = floor(cell / 9)
local xStart = (column * 56) / 512
local yStart = (row * 42) / 512
local xEnd = ((column + 1) * 56) / 512
local yEnd = ((row + 1) * 42) / 512
arrow:SetTexCoord(xStart, xEnd, yStart, yEnd)
end
if distance then
if runAwayArrow then
local perc = distance / hideDistance
arrow:SetVertexColor(1 - perc, perc, 0)
if distance >= hideDistance then
frame:Hide()
end
else
local perc = min(distance, 100) / 100
arrow:SetVertexColor(1, 1 - perc, 0)
if distance <= hideDistance then
frame:Hide()
else
frame.distance:SetText(formatText:format(distance))
end
end
else
if runAwayArrow then
arrow:SetVertexColor(1, 0.3, 0)
else
arrow:SetVertexColor(1, 1, 0)
end
end
end
end
------------------------
-- OnUpdate Handler --
------------------------
do
local rotateState = 0
frame:SetScript("OnUpdate", function(self, elapsed)
if hideTime and GetTime() > hideTime then
frame:Hide()
end
arrow:Show()
-- the static arrow type is special because it doesn't depend on the player's orientation or position
if targetType == "static" then
return updateArrow(targetX) -- targetX contains the static angle to show
end
local x, y, _, mapId = UnitPosition("player")
--New bug in 8.2.5, unit position returns nil for position in areas there aren't restrictions for first few frames in that new area
--this just has the arrow skip some onupdates during that
if not x or not y then
if IsInInstance() then--Somehow x and y returned on entering an instance, before restrictions kicked in?
frame:Hide()--Hide, if in an instance, disable arrow entirely
end
return--Not in instance, but x and y nil, just skip updates until x and y start returning
end
if targetType == "player" then
targetX, targetY, _, targetMapId = UnitPosition(targetPlayer)
if not targetX or not targetY or mapId ~= targetMapId then
self:Hide() -- hide the arrow if the target doesn't exist. TODO: just hide the texture and add a timeout
end
elseif targetType == "rotate" then
rotateState = rotateState + elapsed
targetX = x + cos(rotateState)
targetY = y + sin(rotateState)
end
if not targetX or not targetY then
return
end
local angle = atan2(targetY - y, x - targetX)
if angle <= 0 then -- -pi < angle < pi but we need/want a value between 0 and 2 pi
if runAwayArrow then
angle = -angle -- 0 < angle < pi
else
angle = pi - angle -- pi < angle < 2pi
end
else
if runAwayArrow then
angle = pi2 - angle -- pi < angle < 2pi
else
angle = pi - angle -- 0 < angle < pi
end
end
updateArrow(angle - GetPlayerFacing(), calculateDistance(x, y, targetX, targetY))
end)
end
----------------------
-- Public Methods --
----------------------
--/run DBM.Arrow:ShowRunTo(50, 50, 1, nil, true, true, "Waypoint", custom local mapID)
local function show(runAway, x, y, distance, time, legacy, _, title, customAreaID)
if DBM:HasMapRestrictions() then return end
local player
if type(x) == "string" then
player, hideDistance, hideTime = x, y, hideDistance
end
frame:Show()
textframe:Show()
if title then
frame.title:Show()
frame.title:SetText(title)
else
frame.title:Hide()
end
if runAway then
frame.distance:Hide()
else
frame.distance:Show()
end
runAwayArrow = runAway
hideDistance = distance or runAway and 100 or 3
if time then
hideTime = time + GetTime()
else
hideTime = nil
end
if player then
targetType = "player"
targetPlayer = player
else
targetType = "fixed"
if legacy and x >= 0 and x <= 100 and y >= 0 and y <= 100 then
local _, temptable = C_Map.GetWorldPosFromMapPos(tonumber(customAreaID) or C_Map.GetBestMapForUnit("player"), CreateVector2D(x / 100, y / 100))
x, y = temptable.x, temptable.y
end
targetX, targetY = x, y
end
end
function arrowFrame:ShowRunTo(...)
return show(false, ...)
end
function arrowFrame:ShowRunAway(...)
return show(true, ...)
end
-- shows a static arrow
function arrowFrame:ShowStatic(angle, time)
--Static arrows do not need restrictions, and are still permitted even in 7.1
runAwayArrow = false
hideDistance = 0
targetType = "static"
targetX = angle * pi2 / 360
if time then
hideTime = time + GetTime()
else
hideTime = nil
end
frame:Show()
textframe:Hide()--just in case they call static while a non static was already showing
end
function arrowFrame:IsShown()
return frame and frame:IsShown()
end
function arrowFrame:Hide()
textframe:Hide()
frame:Hide()
end
local function endMove()
frame:EnableMouse(false)
arrowFrame:Hide()
end
function arrowFrame:Move()
targetType = "rotate"
runAwayArrow = false
hideDistance = 0
frame:EnableMouse(true)
frame:Show()
DBT:CreateBar(25, L.ARROW_MOVABLE, 237538)
DBM:Unschedule(endMove)
DBM:Schedule(25, endMove)
end
function arrowFrame:LoadPosition()
frame:SetPoint(DBM.Options.ArrowPoint, DBM.Options.ArrowPosX, DBM.Options.ArrowPosY)
end
do
SLASH_DEADLYBOSSMODSDWAY1 = "/dway"--/way not used because DBM would load before TomTom and can't check
SlashCmdList["DEADLYBOSSMODSDWAY"] = function(msg)
if DBM:HasMapRestrictions() then
DBM:AddMsg(L.NO_ARROW)
return
end
msg = msg:sub(1):trim()
local x, y = strsplit(" ", msg) -- Try splitting by space
local xNum, yNum = tonumber(x or ""), tonumber(y or "")
if not xNum or not yNum then
x, y = strsplit(",", msg) -- And then by comma
xNum, yNum = tonumber(x or ""), tonumber(y or "")
end
if xNum and yNum then
DBM.Arrow:ShowRunTo(xNum, yNum, 1, nil, true)
return
end
if DBM.Arrow:IsShown() then
DBM.Arrow:Hide()
else
DBM:AddMsg(L.ARROW_WAY_USAGE)
end
end
end