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.

704 lines
22 KiB

local _, Cell = ...
local L = Cell.L
local F = Cell.funcs
local I = Cell.iFuncs
local P = Cell.pixelPerfectFuncs
local LCG = LibStub("LibCustomGlow-1.0")
local LGI = LibStub:GetLibrary("LibGroupInfo")
local A = Cell.animations
local UnitIsConnected = UnitIsConnected
local UnitIsVisible = UnitIsVisible
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local UnitIsUnit = UnitIsUnit
local UnitIsPlayer = UnitIsPlayer
local UnitGUID = UnitGUID
local UnitClassBase = UnitClassBase
local IsInGroup = IsInGroup
local IsInRaid = IsInRaid
-------------------------------------------------
-- buffs
-------------------------------------------------
local buffs = {
["PWF"] = {id=21562, glowColor={F:GetClassColor("PRIEST")}, provider="PRIEST", level=6}, -- Power Word: Fortitude
["MotW"] = {id=1126, glowColor={F:GetClassColor("DRUID")}, provider="DRUID", level=9}, -- Mark of the Wild
["AB"] = {id=1459, glowColor={F:GetClassColor("MAGE")}, provider="MAGE", level=8}, -- Arcane Brilliance
["BS"] = {id=6673, glowColor={F:GetClassColor("WARRIOR")}, provider="WARRIOR", level=10}, -- Battle Shout
["BotB"] = {id=364342, glowColor={F:GetClassColor("EVOKER")}, provider="EVOKER", level=60}, -- Blessing of the Bronze
}
do
for _, t in pairs(buffs) do
local name, icon = F:GetSpellInfo(t["id"])
t["name"] = name
t["icon"] = icon
end
end
local order = {"PWF", "MotW", "AB", "BS", "BotB"}
-------------------------------------------------
-- required buffs
-------------------------------------------------
local requiredBuffs = {
[250] = "BS", -- Blood
[251] = "BS", -- Frost
[252] = "BS", -- Unholy
[577] = "BS", -- Havoc
[581] = "BS", -- Vengeance
[102] = "AB", -- Balance
[103] = "BS", -- Feral
[104] = "BS", -- Guardian
[105] = "AB", -- Restoration
[1467] = "AB", -- Devastation
[1468] = "AB", -- Preservation
[253] = "BS", -- Beast Mastery
[254] = "BS", -- Marksmanship
[255] = "BS", -- Survival
[62] = "AB", -- Arcane
[63] = "AB", -- Fire
[64] = "AB", -- Frost
[268] = "BS", -- Brewmaster
[269] = "BS", -- Windwalker
[270] = "AB", -- Mistweaver
[65] = "AB", -- Holy
[66] = "BS", -- Protection
[70] = "BS", -- Retribution
[256] = "AB", -- Discipline
[257] = "AB", -- Holy
[258] = "AB", -- Shadow
[259] = "BS", -- Assassination
[260] = "BS", -- Outlaw
[261] = "BS", -- Subtlety
[262] = "AB", -- Elemental
[263] = "BS", -- Enhancement
[264] = "AB", -- Restoration
[265] = "AB", -- Affliction
[266] = "AB", -- Demonology
[267] = "AB", -- Destruction
[71] = "BS", -- Arms
[72] = "BS", -- Fury
[73] = "BS", -- Protection
}
-------------------------------------------------
-- vars
-------------------------------------------------
local enabled
local myUnit = ""
local hasBuffProvider
local available = {
["PWF"] = false,
["MotW"] = false,
["AB"] = false,
["BS"] = false,
["BotB"] = false,
}
local unaffected = {
["PWF"] = {},
["MotW"] = {},
["AB"] = {},
["BS"] = {},
["BotB"] = {},
}
local function Reset(which)
if not which or which == "available" then
for k, v in pairs(available) do
available[k] = false
end
hasBuffProvider = false
end
if not which or which == "unaffected" then
for k, v in pairs(unaffected) do
wipe(unaffected[k])
end
end
end
function F:GetUnaffectedString(spell)
local list = unaffected[spell]
local buff = buffs[spell]["name"]
local players = {}
for unit in pairs(list) do
local name = UnitName(unit)
tinsert(players, name)
end
if #players == 0 then
return
elseif #players <= 10 then
return L["Missing Buff"].." ("..buff.."): "..table.concat(players, ", ")
else
return L["Missing Buff"].." ("..buff.."): "..L["many"]
end
end
-------------------------------------------------
-- frame
-------------------------------------------------
local buffTrackerFrame = CreateFrame("Frame", "CellBuffTrackerFrame", Cell.frames.mainFrame, "BackdropTemplate")
Cell.frames.buffTrackerFrame = buffTrackerFrame
P:Size(buffTrackerFrame, 102, 50)
PixelUtil.SetPoint(buffTrackerFrame, "BOTTOMLEFT", UIParent, "CENTER", 1, 1)
buffTrackerFrame:SetClampedToScreen(true)
buffTrackerFrame:SetMovable(true)
buffTrackerFrame:RegisterForDrag("LeftButton")
buffTrackerFrame:SetScript("OnDragStart", function()
buffTrackerFrame:StartMoving()
buffTrackerFrame:SetUserPlaced(false)
end)
buffTrackerFrame:SetScript("OnDragStop", function()
buffTrackerFrame:StopMovingOrSizing()
P:SavePosition(buffTrackerFrame, CellDB["tools"]["buffTracker"][4])
end)
-------------------------------------------------
-- mover
-------------------------------------------------
buffTrackerFrame.moverText = buffTrackerFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET")
buffTrackerFrame.moverText:SetPoint("TOP", 0, -3)
buffTrackerFrame.moverText:SetText(L["Mover"])
buffTrackerFrame.moverText:Hide()
local fakeIconsFrame = CreateFrame("Frame", nil, buffTrackerFrame)
P:Point(fakeIconsFrame, "BOTTOMRIGHT", buffTrackerFrame)
P:Point(fakeIconsFrame, "TOPLEFT", buffTrackerFrame, "TOPLEFT", 0, -18)
fakeIconsFrame:EnableMouse(true)
fakeIconsFrame:SetFrameLevel(buffTrackerFrame:GetFrameLevel()+10)
fakeIconsFrame:Hide()
local fakeIcons = {}
local function CreateFakeIcon(spellIcon)
local bg = fakeIconsFrame:CreateTexture(nil, "BORDER")
bg:SetColorTexture(0, 0, 0, 1)
P:Size(bg, 32, 32)
local icon = fakeIconsFrame:CreateTexture(nil, "ARTWORK")
icon:SetTexture(spellIcon)
icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
P:Point(icon, "TOPLEFT", bg, "TOPLEFT", 1, -1)
P:Point(icon, "BOTTOMRIGHT", bg, "BOTTOMRIGHT", -1, 1)
function bg:UpdatePixelPerfect()
P:Resize(bg)
P:Repoint(bg)
P:Repoint(icon)
end
return bg
end
do
for _, k in ipairs(order) do
tinsert(fakeIcons, CreateFakeIcon(buffs[k]["icon"]))
end
end
local function ShowMover(show)
if show then
if not CellDB["tools"]["buffTracker"][1] then return end
buffTrackerFrame:EnableMouse(true)
buffTrackerFrame.moverText:Show()
Cell:StylizeFrame(buffTrackerFrame, {0, 1, 0, 0.4}, {0, 0, 0, 0})
fakeIconsFrame:Show()
buffTrackerFrame:SetAlpha(1)
else
buffTrackerFrame:EnableMouse(false)
buffTrackerFrame.moverText:Hide()
Cell:StylizeFrame(buffTrackerFrame, {0, 0, 0, 0}, {0, 0, 0, 0})
fakeIconsFrame:Hide()
buffTrackerFrame:SetAlpha(CellDB["tools"]["fadeOut"] and 0 or 1)
end
end
Cell:RegisterCallback("ShowMover", "BuffTracker_ShowMover", ShowMover)
-------------------------------------------------
-- buttons
-------------------------------------------------
local sendChannel
local function UpdateSendChannel()
if IsInGroup(LE_PARTY_CATEGORY_INSTANCE) then
sendChannel = "INSTANCE_CHAT"
elseif IsInRaid() then
sendChannel = "RAID"
else
sendChannel = "PARTY"
end
end
local function CreateBuffButton(parent, size, spell, icon, index)
local b = CreateFrame("Button", nil, parent, "SecureActionButtonTemplate,BackdropTemplate")
if parent then b:SetFrameLevel(parent:GetFrameLevel()+1) end
P:Size(b, size[1], size[2])
b:SetBackdrop({edgeFile = Cell.vars.whiteTexture, edgeSize = P:Scale(1)})
b:SetBackdropBorderColor(0, 0, 0, 1)
b:RegisterForClicks("LeftButtonUp", "RightButtonUp", "LeftButtonDown", "RightButtonDown") -- NOTE: ActionButtonUseKeyDown will affect this
b:SetAttribute("type1", "macro")
b:SetAttribute("macrotext1", "/cast [@player] "..spell)
b:HookScript("OnClick", function(self, button, down)
if button == "RightButton" and (down == GetCVarBool("ActionButtonUseKeyDown")) then
local msg = F:GetUnaffectedString(index)
if msg then
UpdateSendChannel()
SendChatMessage(msg, sendChannel)
end
end
end)
b.texture = b:CreateTexture(nil, "OVERLAY")
P:Point(b.texture, "TOPLEFT", b, "TOPLEFT", 1, -1)
P:Point(b.texture, "BOTTOMRIGHT", b, "BOTTOMRIGHT", -1, 1)
b.texture:SetTexture(icon)
b.texture:SetTexCoord(0.08, 0.92, 0.08, 0.92)
b.count = b:CreateFontString(nil, "OVERLAY")
P:Point(b.count, "TOPLEFT", b.texture, "TOPLEFT", 2, -2)
b.count:SetFont(GameFontNormal:GetFont(), 14, "OUTLINE")
b.count:SetShadowColor(0, 0, 0)
b.count:SetShadowOffset(0, 0)
b.count:SetTextColor(1, 0, 0)
b:SetScript("OnLeave", function()
CellTooltip:Hide()
end)
function b:SetTooltips(list)
b:SetScript("OnEnter", function()
if F:Getn(list) ~= 0 then
CellTooltip:SetOwner(b, "ANCHOR_TOPLEFT", 0, 3)
CellTooltip:AddLine(L["Unaffected"])
for unit in pairs(list) do
local class = UnitClassBase(unit)
local name = UnitName(unit)
if class and name then
CellTooltip:AddLine(F:GetClassColorStr(class)..name.."|r")
end
end
CellTooltip:Show()
end
end)
end
function b:SetDesaturated(flag)
b.texture:SetDesaturated(flag)
end
function b:StartGlow(glowType, ...)
if glowType == "Normal" then
LCG.PixelGlow_Stop(b)
LCG.AutoCastGlow_Stop(b)
LCG.ButtonGlow_Start(b, ...)
elseif glowType == "Pixel" then
LCG.ButtonGlow_Stop(b)
LCG.AutoCastGlow_Stop(b)
-- color, N, frequency, length, thickness
LCG.PixelGlow_Start(b, ...)
elseif glowType == "Shine" then
LCG.ButtonGlow_Stop(b)
LCG.PixelGlow_Stop(b)
LCG.AutoCastGlow_Stop(b)
-- color, N, frequency, scale
LCG.AutoCastGlow_Start(b, ...)
end
end
function b:StopGlow()
LCG.ButtonGlow_Stop(b)
LCG.PixelGlow_Stop(b)
LCG.AutoCastGlow_Stop(b)
end
function b:Reset()
b.texture:SetDesaturated(false)
b.count:SetText("")
b:SetAlpha(1)
b:StopGlow()
end
function b:UpdatePixelPerfect()
P:Resize(b)
P:Repoint(b)
b:SetBackdrop({edgeFile = Cell.vars.whiteTexture, edgeSize = P:Scale(1)})
b:SetBackdropBorderColor(0, 0, 0, 1)
P:Repoint(b.texture)
P:Repoint(b.count)
end
return b
end
local buttons = {}
do
for _, k in ipairs(order) do
buttons[k] = CreateBuffButton(buffTrackerFrame, {32, 32}, buffs[k]["name"], buffs[k]["icon"], k)
buttons[k]:Hide()
buttons[k]:SetTooltips(unaffected[k])
end
end
local function UpdateButtons()
for _, k in pairs(order) do
if available[k] then
local n = F:Getn(unaffected[k])
if n == 0 then
buttons[k].count:SetText("")
buttons[k]:SetAlpha(0.5)
buttons[k]:StopGlow()
else
buttons[k].count:SetText(n)
buttons[k]:SetAlpha(1)
if unaffected[k][myUnit] then
-- color, N, frequency, length, thickness
buttons[k]:StartGlow("Pixel", buffs[k]["glowColor"], 8, 0.25, P:Scale(8), P:Scale(2))
else
buttons[k]:StopGlow()
end
end
end
end
end
local function RepointButtons()
if InCombatLockdown() then
buffTrackerFrame:RegisterEvent("PLAYER_REGEN_ENABLED")
else
local point, relativePoint, offsetX, offsetY, firstX, firstY
if CellDB["tools"]["buffTracker"][2] == "left-to-right" then
point, relativePoint = "BOTTOMLEFT", "BOTTOMRIGHT"
offsetX, offsetY = 3, 0
firstX, firstY = 0, 0
elseif CellDB["tools"]["buffTracker"][2] == "right-to-left" then
point, relativePoint = "BOTTOMRIGHT", "BOTTOMLEFT"
offsetX, offsetY = -3, 0
firstX, firstY = 0, 0
elseif CellDB["tools"]["buffTracker"][2] == "top-to-bottom" then
point, relativePoint = "TOPLEFT", "BOTTOMLEFT"
offsetX, offsetY = 0, -3
firstX, firstY = 0, -18
elseif CellDB["tools"]["buffTracker"][2] == "bottom-to-top" then
point, relativePoint = "BOTTOMLEFT", "TOPLEFT"
offsetX, offsetY = 0, 3
firstX, firstY = 0, 0
end
local last
for _, k in pairs(order) do
P:ClearPoints(buttons[k])
if available[k] then
buttons[k]:Show()
if last then
P:Point(buttons[k], point, last, relativePoint, offsetX, offsetY)
else
P:Point(buttons[k], point, firstX, firstY)
end
last = buttons[k]
else
buttons[k]:Hide()
buttons[k]:Reset()
end
end
last = nil
for _, icon in pairs(fakeIcons) do
P:ClearPoints(icon)
if last then
P:Point(icon, point, last, relativePoint, offsetX, offsetY)
else
P:Point(icon, point, buffTrackerFrame, point, firstX, firstY)
end
last = icon
end
end
end
local function ResizeButtons()
if InCombatLockdown() then
buffTrackerFrame:RegisterEvent("PLAYER_REGEN_ENABLED")
else
local size = CellDB["tools"]["buffTracker"][3]
for _, i in pairs(fakeIcons) do
P:Size(i, size, size)
end
for _, b in pairs(buttons) do
P:Size(b, size, size)
end
local n = F:Getn(buttons)
if strfind(CellDB["tools"]["buffTracker"][2], "left") then
buffTrackerFrame:SetSize(n * P:Scale(size) + (n - 1) * P:Scale(3), P:Scale(size + 18))
else
buffTrackerFrame:SetSize(P:Scale(size), n * P:Scale(size) + (n - 1) * P:Scale(3) + P:Scale(18))
end
end
end
-------------------------------------------------
-- fade out
-------------------------------------------------
local fadeOuts = {}
for _, b in pairs(buttons) do
tinsert(fadeOuts, b)
end
A:ApplyFadeInOutToParent(buffTrackerFrame, function()
return CellDB["tools"]["fadeOut"] and not buffTrackerFrame.moverText:IsShown()
end, unpack(fadeOuts))
-------------------------------------------------
-- check
-------------------------------------------------
local function CheckUnit(unit, updateBtn)
I.HideMissingBuffs(unit)
-- print("CheckUnit", unit)
if not hasBuffProvider then return end
if UnitIsConnected(unit) and UnitIsVisible(unit) and not UnitIsDeadOrGhost(unit) then
local info = LGI:GetCachedInfo(UnitGUID(unit))
local spec = info and info.specId or ""
local required = requiredBuffs[spec]
for k, v in pairs(available) do
if v then
if required == k or k == "PWF" or k == "MotW" then
if not F:FindAuraById(unit, "BUFF", buffs[k]["id"]) then
unaffected[k][unit] = true
I.ShowMissingBuff(unit, k, buffs[k]["icon"], Cell.vars.playerClass == buffs[k]["provider"])
else
unaffected[k][unit] = nil
end
elseif k == "BotB" then
if not AuraUtil.FindAuraByName(buffs[k]["name"], unit, "HELPFUL") then
unaffected[k][unit] = true
I.ShowMissingBuff(unit, k, buffs[k]["icon"], Cell.vars.playerClass == buffs[k]["provider"])
else
unaffected[k][unit] = nil
end
end
else
unaffected[k][unit] = nil
end
end
else
for k, t in pairs(unaffected) do
t[unit] = nil
end
end
if updateBtn then UpdateButtons() end
end
local function IterateAllUnits()
Reset("available")
myUnit = ""
for unit in F:IterateGroupMembers() do
if UnitIsConnected(unit) and UnitIsVisible(unit) then
if UnitClassBase(unit) == "PRIEST" then
if UnitLevel(unit) >= buffs["PWF"]["level"] then
available["PWF"] = true
hasBuffProvider = true
end
elseif UnitClassBase(unit) == "DRUID" then
if UnitLevel(unit) >= buffs["MotW"]["level"] then
available["MotW"] = true
hasBuffProvider = true
end
elseif UnitClassBase(unit) == "MAGE" then
if UnitLevel(unit) >= buffs["AB"]["level"] then
available["AB"] = true
hasBuffProvider = true
end
elseif UnitClassBase(unit) == "WARRIOR" then
if UnitLevel(unit) >= buffs["BS"]["level"] then
available["BS"] = true
hasBuffProvider = true
end
elseif UnitClassBase(unit) == "EVOKER" then
if UnitLevel(unit) >= buffs["BotB"]["level"] then
available["BotB"] = true
hasBuffProvider = true
end
end
if UnitIsUnit("player", unit) then
myUnit = unit
end
end
end
RepointButtons()
Reset("unaffected")
for unit in F:IterateGroupMembers() do
CheckUnit(unit)
end
UpdateButtons()
end
-------------------------------------------------
-- events
-------------------------------------------------
function buffTrackerFrame:UnitUpdated(event, guid, unit, info)
-- print(event, guid, unit, info.specId)
if unit == "player" then
if UnitIsUnit("player", myUnit) then CheckUnit(myUnit, true) end
elseif UnitIsPlayer(unit) then -- ignore pets
CheckUnit(unit, true)
end
end
function buffTrackerFrame:PLAYER_ENTERING_WORLD()
buffTrackerFrame:UnregisterEvent("PLAYER_ENTERING_WORLD")
buffTrackerFrame:GROUP_ROSTER_UPDATE()
end
local timer
function buffTrackerFrame:GROUP_ROSTER_UPDATE(immediate)
if timer then timer:Cancel() end
if IsInGroup() then
buffTrackerFrame:RegisterEvent("READY_CHECK")
buffTrackerFrame:RegisterEvent("UNIT_FLAGS")
buffTrackerFrame:RegisterEvent("PLAYER_UNGHOST")
buffTrackerFrame:RegisterEvent("UNIT_AURA")
else
buffTrackerFrame:UnregisterEvent("READY_CHECK")
buffTrackerFrame:UnregisterEvent("UNIT_FLAGS")
buffTrackerFrame:UnregisterEvent("PLAYER_UNGHOST")
buffTrackerFrame:UnregisterEvent("UNIT_AURA")
Reset()
RepointButtons()
return
end
if immediate then
IterateAllUnits()
else
timer = C_Timer.NewTimer(3, IterateAllUnits)
end
end
function buffTrackerFrame:READY_CHECK()
buffTrackerFrame:GROUP_ROSTER_UPDATE(true)
end
function buffTrackerFrame:UNIT_FLAGS()
buffTrackerFrame:GROUP_ROSTER_UPDATE()
end
function buffTrackerFrame:PLAYER_UNGHOST()
buffTrackerFrame:GROUP_ROSTER_UPDATE()
end
function buffTrackerFrame:UNIT_AURA(unit)
if IsInRaid() then
if string.match(unit, "raid%d") then
CheckUnit(unit, true)
end
else
if string.match(unit, "party%d") or unit=="player" then
CheckUnit(unit, true)
end
end
end
function buffTrackerFrame:PLAYER_REGEN_ENABLED()
buffTrackerFrame:UnregisterEvent("PLAYER_REGEN_ENABLED")
RepointButtons()
ResizeButtons()
end
buffTrackerFrame:SetScript("OnEvent", function(self, event, ...)
self[event](self, ...)
end)
-------------------------------------------------
-- functions
-------------------------------------------------
local function UpdateTools(which)
if not which or which == "buffTracker" then
if CellDB["tools"]["buffTracker"][1] then
buffTrackerFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
buffTrackerFrame:RegisterEvent("GROUP_ROSTER_UPDATE")
LGI.RegisterCallback(buffTrackerFrame, "GroupInfo_Update", "UnitUpdated")
if not enabled and which == "buffTracker" then -- already in world, manually enabled
buffTrackerFrame:GROUP_ROSTER_UPDATE(true)
end
enabled = true
if Cell.vars.showMover then
ShowMover(true)
end
else
buffTrackerFrame:UnregisterAllEvents()
LGI.UnregisterCallback(buffTrackerFrame, "GroupInfo_Update")
Reset()
myUnit = ""
enabled = false
ShowMover(false)
-- missingBuffs indicator
for unit in F:IterateGroupMembers() do
I.HideMissingBuffs(unit, true)
end
end
RepointButtons()
ResizeButtons()
end
if not which or which == "fadeOut" then
if CellDB["tools"]["fadeOut"] and not buffTrackerFrame.moverText:IsShown() then
buffTrackerFrame:SetAlpha(0)
else
buffTrackerFrame:SetAlpha(1)
end
end
if not which then -- position
P:LoadPosition(buffTrackerFrame, CellDB["tools"]["buffTracker"][4])
end
end
Cell:RegisterCallback("UpdateTools", "BuffTracker_UpdateTools", UpdateTools)
local function UpdatePixelPerfect()
-- P:Resize(buffTrackerFrame)
for _, i in pairs(fakeIcons) do
i:UpdatePixelPerfect()
end
for _, b in pairs(buttons) do
b:UpdatePixelPerfect()
end
end
Cell:RegisterCallback("UpdatePixelPerfect", "BuffTracker_UpdatePixelPerfect", UpdatePixelPerfect)