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PAB.lua
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PAB.lua
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local lower = string.lower
local match = string.match
local remove = table.remove
local GetSpellInfo = GetSpellInfo
local UnitClass = UnitClass
local UnitGUID = UnitGUID
local UnitName = UnitName
local IsInInstance = IsInInstance
local SendAddonMessage = SendAddonMessage
local GetNumPartyMembers = GetNumPartyMembers
local CooldownFrame_SetTimer = CooldownFrame_SetTimer
local SPELLIDUPPER = 60000
local db
local pGUID
local pName
local PAB = CreateFrame("Frame","PAB",UIParent)
local PABIcons = CreateFrame("Frame",nil,UIParent)
local PABAnchor = CreateFrame("Frame",nil,UIParent)
local iconlist = {}
local anchors = {}
local activeGUIDS = {}
local Masque = LibStub("Masque", true)
local function print(...)
for i=1,select('#',...) do
ChatFrame1:AddMessage("|cff33ff99 PAB|r: " .. select(i,...))
end
end
local InArena = function() return (select(2,IsInInstance()) == "arena") end
local specAbilities = {
["ROGUE"] = {
[14185] = { -- Preparation
talentGroup = 3,
index = 14,
},
[51713] = { -- Shadow Dance
talentGroup = 3,
index = 28,
},
[36554] = { -- Shadow Step
talentGroup = 3,
index = 25,
},
[51690] = { -- Killing Spree
talentGroup = 2,
index = 28,
},
[14177] = { -- Cold Blood
talentGroup = 1,
index = 13,
},
},
["PRIEST"] = {
[47585] = { -- Dispersion
talentGroup = 3,
index = 27,
},
[33206] = { -- Pain Suppression
talentGroup = 1,
index = 25,
},
[15487] = { -- Silence
talentGroup = 3,
index = 13,
},
[64044] = { -- Psychic Horror
talentGroup = 3,
index = 23,
},
},
["DRUID"] = {
[53201] = { -- Starfall
talentGroup = 1,
index = 28,
},
[61336] = { -- Survival Instincts
talentGroup = 2,
index = 7,
},
[16979] = { -- Feral Charge - Bear
talentGroup = 2,
index = 14,
},
[50334] = { -- Berserk
talentGroup = 2,
index = 30,
},
[17116] = { -- Nature's Swiftness
talentGroup = 3,
index = 12,
},
[18562] = { -- Swiftmend
talentGroup = 3,
index = 18,
},
},
["HUNTER"] = {
[19574] = { -- Bestial Wrath
talentGroup = 1,
index = 18,
},
[23989] = { -- Readiness
talentGroup = 2,
index = 14,
},
[34490] = { -- Silencing Shot
talentGroup = 2,
index = 24,
},
[19503] = { -- Scatter Shot
talentGroup = 3,
index = 9,
},
[49012] = { -- Wyvern Sting
talentGroup = 3,
index = 20,
},
},
["MAGE"] = {
[12043] = { -- Presence of Mind
talentGroup = 1,
index = 16,
},
[11129] = { -- Combustion
talentGroup = 2,
index = 20,
},
[42950] = { -- Dragon's Breath
talentGroup = 2,
index = 25,
},
[11958] = { -- Cold Snap
talentGroup = 3,
index = 14,
},
[44572] = { -- Deep Freeze
talentGroup = 3,
index = 28,
},
},
["PALADIN"] = {
[31821] = { -- Aura Mastery
talentGroup = 1,
index = 6,
},
[48825] = { -- Holy Shock
talentGroup = 1,
index = 18,
},
[64205] = { -- Divine Sacrifice
talentGroup = 2,
index = 6,
},
[48827] = { -- Avenger's Shield
talentGroup = 2,
index = 22,
},
[66008] = { -- Repentance
talentGroup = 3,
index = 18,
},
},
["SHAMAN"] = {
[16188] = { -- Nature's Swiftness
talentGroup = 3,
index = 13,
},
[16166] = { -- Elemental Mastery
talentGroup = 1,
index = 16
},
[51490] = { -- Thunderstorm
talentGroup = 1,
index = 25,
},
[30823] = { -- Shamanistic Rage
talentGroup = 2,
index = 26
},
},
["WARLOCK"] = {
[47847] = { -- Shadowfury
talentGroup = 3,
index = 23,
},
[18708] = { -- Fel Domination
talentGroup = 2,
index = 10,
},
},
["WARRIOR"] = {
[46924] = { -- Bladestorm
talentGroup = 1,
index = 31,
},
[12809] = { -- Concussion Blow
talentGroup = 3,
index = 14,
},
[46968] = { -- Shockwave
talentGroup = 3,
index = 27,
},
},
["DEATHKNIGHT"] = {
[49039] = { -- Lichborne
talentGroup = 2,
index = 8,
},
[49203] = { -- Hungering Cold
talentGroup = 2,
index = 20,
},
[51271] = { -- Unbreakable Armor
talentGroup = 2,
index = 24,
},
[51052] = { -- Anti-Magic Zone
talentGroup = 3,
index = 22,
},
[49206] = { -- Summon Gargoyle
talentGroup = 3,
index = 31,
},
},
}
local defaultAbilities = {
["DRUID"] = {
[29166] = 180, -- Innervate
[22812] = 60, -- Barkskin
[8983] = 60, -- Bash
[53201] = 60, -- Starfall
[50334] = 180, -- Berserk
[61336] = 180, -- Survival Instincts
[16979] = 15, -- Feral Charge - Bear
[18562] = 13, -- Swiftmend
[17116] = 180, -- Nature's Swiftness
},
["HUNTER"] = {
[19503] = 30, -- Scatter Shot
[60192] = 28, -- Freezing Arrow
[13809] = 28, -- Frost Trap
[14311] = 28, -- Freezing Trap
[19574] = 120, -- Bestial Wrath
[34490] = 20, -- Silencing Shot
[23989] = 180, -- Readiness
[19263] = 90, -- Deterrence
[67481] = 60, -- Roar of Sacrifice
[53271] = 60, -- Master's Call
[49012] = 30, -- Wyvern Sting
},
["MAGE"] = {
[1953] = 15, -- Blink
[2139] = 24, -- Counterspell
[44572] = 30, -- Deep Freeze
[12051] = 240, -- Evocation
[45438] = 300, -- Ice Block
[11958] = 384, -- Cold Snap
[12043] = 60, -- Presence of Mind
[11129] = 120, -- Combustion
[42950] = 20, -- Dragon's Breath
},
["PALADIN"] = {
[10308] = 40, -- Hammer of Justice
[1044] = 25, -- Hand of Freedom
[54428] = 60, -- Divine Plea
[6940] = 120, -- Hand of Sacrifice
[10278] = 180, -- Hand of Protection
[642] = 300, -- Divine Shield
[31821] = 120, -- Aura Mastery
[66008] = 60, -- Repentance
[64205] = 120, -- Divine Sacrifice
[48825] = 5, -- Holy Shock
[48827] = 30, -- Avenger's Shield
},
["PRIEST"] = {
[10890] = 27, -- Psychic Scream
[48158] = 12, -- Shadow World: Death
[47585] = 75, -- Dispersion
[33206] = 144, -- Pain Suppression
[15487] = 45, -- Silence
[64044] = 120, -- Psychic Horror
[34433] = 300, -- Shadowfiend
[6346] = 180, -- Fear Ward
},
["ROGUE"] = {
[1766] = 10, -- Kick
[8643] = 20, -- Kidney Shot
[31224] = 60, -- Cloak of Shadows
[51722] = 60, -- Dismantle
[2094] = 120, -- Blind
[26889] = 120, -- Vanish
[14185] = 300, -- Preparation
[51713] = 60, -- Shadow Dance
[51690] = 120, -- Killing Spree
[14177] = 180, -- Cold Blood
[36554] = 20, -- Shadowstep
},
["SHAMAN"] = {
[57994] = 6, -- Wind Shear
[51514] = 45, -- Hex
[16188] = 120, -- Nature's Swiftness
[8177] = 15, -- Grounding Totem
[51490] = 35, -- Thunderstorm (45s - 10s glyph)
[30823] = 60, -- Shamanistic Rage
[16166] = 180, -- Elemental Mastery
},
["WARLOCK"] = {
[19647] = 24, -- Spell Lock
[17925] = 120, -- Death Coil
[18708] = 180, -- Fel Domination
[48011] = 8, -- Devour Magic
[48020] = 30, -- Demonic Circle: Teleport
[47847] = 20, -- Shadowfury
[18708] = 180, -- Fel Domination
},
["WARRIOR"] = {
[6552] = 10, -- Pummel
[72] = 12, -- Shield Bash
[11578] = 13, -- Charge
[47996] = 15, -- Intercept
[46924] = 90, -- Bladestorm
[871] = 300, -- Shield Wall
[2565] = 60, -- Shield Block
[676] = 60, -- Disarm
[12809] = 30, -- Concussion Blow
[46968] = 17, -- Shockwave
},
["DEATHKNIGHT"] = {
[47528] = 10, -- Mind Freeze
[47481] = 20, -- Gnaw
[48743] = 120, -- Death Pact
[49206] = 180, -- Summon Gargoyle
[51052] = 120, -- Anti-Magic Zone
[49576] = 35, -- Death Grip
[48707] = 45, -- Anti-Magic Shell
[47476] = 120, -- Strangulate
[49039] = 120, -- Lichborne
[49203] = 60, -- Hungering Cold
[51271] = 60, -- Unbreakable Armor
[48792] = 120, -- Icebound Fortitude
},
["Scourge"] = {
[7744] = 120, -- Will of the Forsaken
[42292] = 120, -- PvP Trinket
},
["BloodElf"] = {
[28730] = 120, -- Arcane Torrent
[42292] = 120, -- PvP Trinket
},
["Tauren"] = {
[20549] = 120, -- War Stomp
[42292] = 120, -- PvP Trinket
},
["Orc"] = {
[42292] = 120, -- PvP Trinket
},
["Troll"] = {
[42292] = 120, -- PvP Trinket
},
["NightElf"] = {
[42292] = 120, -- PvP Trinket
},
["Draenei"] = {
[42292] = 120, -- PvP Trinket
},
["Human"] = {
[59752] = 120, -- Every Man for Himself
},
["Gnome"] = {
[42292] = 120, -- PvP Trinket
},
["Dwarf"] = {
[20594] = 120, -- Stoneform
[42292] = 120, -- PvP Trinket
},
["Items"] = {
[71607] = 120, -- Release of Light (Bauble)
}
}
local itemForSpell = {
[GetSpellInfo(71607)] = GetItemInfo(50354), -- Bauble of True Blood
}
local iconPaths = {}
for k in pairs(iconPaths) do _iconPaths[GetSpellInfo(k)] = select(3,GetSpellInfo(k)) end
iconPaths[GetSpellInfo(71607)] = "Interface\\Icons\\inv_jewelcrafting_gem_28"
iconPaths[GetSpellInfo(42292)] = "Interface\\Icons\\Inv_jewelry_trinketpvp_02"
-- V: added a "fillwith" parameter to fill the generated tables with a single value.
-- "not pretty, but it works"
local function convertspellids(t, fillwith)
local temp = {}
for class,table in pairs(t) do
temp[class] = {}
for k,v in pairs(table) do
local spellName, _, spellIcon = GetSpellInfo(k)
if not iconPaths[spellName] then
iconPaths[spellName] = spellIcon
end
temp[class][GetSpellInfo(k)] = fillwith or v
end
end
return temp
end
-- V: generate allCooldownIds before destructively convertign defaultAbilities
local allCooldownIds = convertspellids(defaultAbilities, true)
defaultAbilities = convertspellids(defaultAbilities)
specAbilities = convertspellids(specAbilities)
local groupedCooldowns = {
["DRUID"] = {
[16979] = 1, -- Feral Charge - Bear
[49376] = 1, -- Feral Charge - Cat
},
["SHAMAN"] = {
[49231] = 1, -- Earth Shock
[49233] = 1, -- Flame Shock
[49236] = 1, -- Frost Shock
},
["HUNTER"] = {
[60192] = 1, -- Freezing Arrow
[14311] = 1, -- Freezing Trap
[13809] = 1, -- Frost Trap
[49067] = 2, -- Explosive Trap
[49056] = 2, -- Immolation Trap
[34600] = 3, -- Snake Trap
},
["MAGE"] = {
[43010] = 1, -- Fire Ward
[43012] = 1, -- Frost Ward
},
}
groupedCooldowns = convertspellids(groupedCooldowns)
local cooldownResetters = {
[11958] = { -- Cold Snap
[42931] = 1, -- Cone of Cold
[42917] = 1, -- Frost Nova
[43012] = 1, -- Frost Ward
[43039] = 1, -- Ice Barrier
[45438] = 1, -- Ice Block
[31687] = 1, -- Summon Water Elemental
[44572] = 1, -- Deep Freeze
[44545] = 1, -- Fingers of Frost
[12472] = 1, -- Icy Veins
},
[14185] = { -- Preparation
[14177] = 1, -- Cold Blood
[26669] = 1, -- Evasion
[11305] = 1, -- Sprint
[26889] = 1, -- Vanish
[36554] = 1, -- Shadowstep
[1766] = 10, -- Kick
[51722] = 60,-- Dismantle
},
[23989] = { -- Readiness
[19503] = 1, -- Scatter Shot
[60192] = 1, -- Freezing Arrow
[13809] = 1, -- Frost Trap
[14311] = 1, -- Freezing Trap
[19574] = 1, -- Bestial Wrath
[34490] = 1, -- Silencing Shot
[19263] = 1, -- Deterrence
[53271] = 1, -- Master's Call
[49012] = 1, -- Wyvern Sting
},
}
local temp = {}
for k,v in pairs(cooldownResetters) do
temp[GetSpellInfo(k)] = {}
if type(v) == "table" then
for id in pairs(v) do
temp[GetSpellInfo(k)][GetSpellInfo(id)] = 1
end
else
temp[GetSpellInfo(k)] = v
end
end
cooldownResetters = temp
temp = nil
convertspellids = nil
function PAB:SavePositions()
for k,anchor in ipairs(anchors) do
local scale = anchor:GetEffectiveScale()
local worldscale = UIParent:GetEffectiveScale()
local x = anchor:GetLeft() * scale
local y = (anchor:GetTop() * scale) - (UIParent:GetTop() * worldscale)
if not db.positions[k] then
db.positions[k] = {}
end
db.positions[k].x = x
db.positions[k].y = y
end
end
function PAB:LoadPositions()
db.positions = db.positions or {}
for k,anchor in ipairs(anchors) do
if db.positions[k] then
local x = db.positions[k].x
local y = db.positions[k].y
local scale = anchors[k]:GetEffectiveScale()
if db.movable then
anchors[k]:SetPoint("TOPLEFT", UIParent,"TOPLEFT", x/scale, y/scale)
else
anchors[k]:SetPoint("TOPLEFT", "PartyMemberFrame"..k,"TOPLEFT", db.xanchor, db.yanchor)
end
else
anchors[k]:SetPoint("CENTER", UIParent, "CENTER")
end
end
end
local backdrop = {bgFile="Interface\\Tooltips\\UI-Tooltip-Background", edgeFile="", tile=false,}
function PAB:CreateAnchors()
for i=1,4 do
local anchor = CreateFrame("Frame","PABAnchor"..i ,PABAnchor)
anchor:SetBackdrop(backdrop)
anchor:SetHeight(15)
anchor:SetWidth(15)
anchor:SetBackdropColor(1,0,0,1)
anchor:EnableMouse(true)
anchor:SetMovable(true)
anchor:Show()
anchor.icons = {}
anchor.HideIcons = function() for k,icon in ipairs(anchor.icons) do icon:Hide(); icon.shouldShow = nil end end
anchor:SetScript("OnMouseDown",function(self,button) if button == "LeftButton" then self:StartMoving() end end)
anchor:SetScript("OnMouseUp",function(self,button) if button == "LeftButton" then self:StopMovingOrSizing(); PAB:SavePositions() end end)
anchors[i] = anchor
local index = anchor:CreateFontString(nil,"ARTWORK","GameFontNormal")
index:SetPoint("CENTER")
index:SetText(i)
if Masque then
if not anchor.masqueGroup then
local group = Masque:Group("PAB", "Icons")
anchor.masqueGroup = group
end
end
end
end
local function CreateIcon(anchor)
local icon = CreateFrame("Frame",anchor:GetName().."Icon".. (#anchor.icons+1),PABIcons)
icon:SetHeight(30)
icon:SetWidth(30)
local cd = CreateFrame("Cooldown",icon:GetName().."Cooldown",icon,"CooldownFrameTemplate")
icon.cd = cd
icon.Start = function(sentCD)
icon.cooldown = tonumber(sentCD);
CooldownFrame_SetTimer(cd,GetTime(),icon.cooldown,1);
icon:Show();
icon.active = true;
icon.starttime = GetTime()+0.4
activeGUIDS[icon.GUID][icon.ability] = activeGUIDS[icon.GUID][icon.ability] or {}
activeGUIDS[icon.GUID][icon.ability].starttime = icon.starttime
activeGUIDS[icon.GUID][icon.ability].cooldown = icon.cooldown
end
icon.Stop = function()
CooldownFrame_SetTimer(cd,0,0,0);
icon.starttime = 0
end
icon.SetTimer = function(starttime,cooldown)
CooldownFrame_SetTimer(cd,starttime,cooldown,1)
icon.active = true
icon.starttime = starttime
icon.cooldown = cooldown
end
local texture = icon:CreateTexture(nil,"ARTWORK")
texture:SetAllPoints(true)
texture:SetTexCoord(0.07,0.9,0.07,0.90)
icon.texture = texture
if Masque then
anchor.masqueGroup:AddButton(icon,
{
Cooldown = icon.cd,
Gloss = icon.texture,
Icon = icon.texture,
},
nil, true)
end
return icon
end
function PAB:AppendIcon(icons,anchor)
local newicon = CreateIcon(anchor)
iconlist[#iconlist+1] = newicon
local mainpos = db.growRight and "TOPLEFT" or "TOPRIGHT"
local secondpos = db.growRight and "BOTTOMLEFT" or "BOTTOMRIGHT"
local thirdpos = db.growRight and "LEFT" or "RIGHT"
local fourthpos = db.growRight and "RIGHT" or "LEFT"
if #icons == 0 then
newicon:SetPoint(mainpos,anchor,secondpos)
elseif db.iconsperline ~= 0 and (#icons % db.iconsperline) == 0 then
newicon:SetPoint(mainpos,icons[#icons - db.iconsperline + 1],secondpos, 0, -db.ymargin)
else
newicon:SetPoint(thirdpos,icons[#icons], fourthpos, db.xmargin, 0)
end
icons[#icons+1] = newicon
return newicon
end
function PAB:ShowUsedAnchors()
for i=1,GetNumPartyMembers() do anchors[i]:Show() end
end
function PAB:HideUnusedAnchors()
for k=GetNumPartyMembers()+1,#anchors do
anchors[k]:Hide()
anchors[k].HideIcons()
end
end
function PAB:HideUnusedIcons(numIcons,icons)
for j=numIcons,#icons do
icons[j]:Hide()
icons[j].shouldShow = nil
end
end
function PAB:ResetAnchorsSpecAndItems()
for i = 1, #anchors do
anchors[i].spec = nil
anchors[i].items = nil
end
end
-- Utils
local function array_contains(tab, val)
-- V: no value given
if not tab then return false end
for index, value in pairs(tab) do
if value == val then
return true
end
end
return false
end
function PAB:UpdateAnchors(updateIcons)
for i=1,GetNumPartyMembers() do
local unitName = "party"..i
local _,class = UnitClass(unitName)
if not class then return end
local anchor = anchors[i]
anchor.GUID = UnitGUID(unitName)
anchor.class = select(2,UnitClass(unitName))
-- uses races as well as classes, no unique combinations of class+race like "Nightelf Priest" possible tho
anchor.race = select(2,UnitRace(unitName))
if updateIcons then
for i = 1, #anchor.icons do
anchor.icons[i]:Hide()
anchor.icons[i]:SetParent(nim)
anchor.icons[i]:ClearAllPoints()
end
anchor.icons = {}
end
local numIcons = 1
for ability,cooldown in pairs(db.abilities[anchor.race]) do
local enabled = db.enabledCooldowns[anchor.race]
if enabled then
self:UpdateAnchorIcon(anchor, numIcons, ability, cooldown)
numIcons = numIcons + 1
end
end
if anchor.items then
for ability,cooldown in pairs(db.abilities["Items"]) do
local itemName = itemForSpell[ability]
local enabled = db.enabledCooldowns["Items"][ability]
if enabled and array_contains(anchor.items, itemName) then
self:UpdateAnchorIcon(anchor, numIcons, ability, cooldown)
numIcons = numIcons + 1
end
end
end
local specSpells = specAbilities[anchor.class]
for ability,cooldown in pairs(db.abilities[class]) do
-- if it's not a talent, or we have the talent
local enabled = db.enabledCooldowns[class][ability]
if enabled and (not specSpells[ability] or anchor.spec and anchor.spec[ability]) then
self:UpdateAnchorIcon(anchor, numIcons, ability, cooldown)
numIcons = numIcons + 1
end
end
self:HideUnusedIcons(numIcons,anchor.icons)
if Masque then
anchor.masqueGroup:ReSkin()
end
end
self:ShowUsedAnchors()
self:HideUnusedAnchors()
self:ApplyAnchorSettings()
end
function PAB:UpdateAnchorIcon(anchor, numIcons, ability, cooldown)
local icons = anchor.icons
local icon = icons[numIcons] or self:AppendIcon(icons,anchor)
icon.texture:SetTexture(self:FindAbilityIcon(ability))
icon.GUID = anchor.GUID
icon.ability = ability
icon.cooldown = cooldown
icon.shouldShow = true
activeGUIDS[icon.GUID] = activeGUIDS[icon.GUID] or {}
if activeGUIDS[icon.GUID][icon.ability] then
icon.SetTimer(activeGUIDS[icon.GUID][ability].starttime,activeGUIDS[icon.GUID][ability].cooldown)
else
icon.Stop()
end
end
function PAB:ApplyAnchorSettings()
PABIcons:SetScale(db.scale or 1)
if db.arena then
if InArena() then
PABIcons:Show()
else
PABIcons:Hide()
end
else
PABIcons:Show()
end
for k,v in ipairs(anchors) do
for k,v in ipairs(v.icons) do
if db.hidden and not v.active then
v:Hide()
elseif v.shouldShow then
v:Show()
end
end
end
if db.lock or not db.movable then PABAnchor:Hide() else PABAnchor:Show() end
end
function PAB:UPDATE_BATTLEFIELD_STATUS(idx)
if idx ~= 1 then return end -- only for arenas
local status = GetBattlefieldStatus(idx)
if status == "active" then
self:UpdateAnchors(false)
self:ResetAnchorsSpecAndItems()
end
end
function PAB:PARTY_MEMBERS_CHANGED()
if not pGUID then pGUID = UnitGUID("player") end
if not pName then pName = UnitName("player") end
inspectData = {}
self:UpdateAnchors(false)
self:ResetAnchorsSpecAndItems()
end
function PAB:PLAYER_ENTERING_WORLD()
if InArena() then
-- Cooldowns reset when joining arena
self:StopAllIcons()
-- V: reset spec info
inspectData = {}
end
if not pGUID then pGUID = UnitGUID("player") end
if not pName then pName = UnitName("player") end
self:UpdateAnchors(false)
self:ResetAnchorsSpecAndItems()
end
function PAB:CheckAbility(anchor,ability,cooldown,pIndex)
if not cooldown then return end
for k,icon in ipairs(anchor.icons) do
-- Direct cooldown
if icon.ability == ability and icon.shouldShow then icon.Start(cooldown) end
-- Grouped Cooldowns
if groupedCooldowns[anchor.class] and groupedCooldowns[anchor.class][ability] then
for k in pairs(groupedCooldowns[anchor.class]) do
if k == icon.ability and icon.shouldShow then icon.Start(cooldown) break end
end
end
-- Cooldown resetters
if cooldownResetters[ability] then
if type(cooldownResetters[ability]) == "table" then
for k in pairs(cooldownResetters[ability]) do
if k == icon.ability then icon.Stop(); break end
end
else
icon.Stop()
end
end
end
end
local timers, timerfuncs, timerargs = {}, {}, {}
function PAB:Schedule(duration,func,...)
timers[#timers+1] = duration
timerfuncs[#timerfuncs+1] = func
timerargs[#timerargs+1] = {...}
end
local time = 0
local function PAB_OnUpdate(self,elapsed)
time = time + elapsed
if time > 0.05 then
-- Update Icons
for k,icon in ipairs(iconlist) do
if icon.active then
icon.timeleft = icon.starttime + icon.cooldown - GetTime()
if icon.timeleft <= 0 then
if db.hidden then icon:Hide() end
if icon.GUID and icon.ability and activeGUIDS[icon.GUID] then
activeGUIDS[icon.GUID][icon.ability] = nil
end
icon.active = nil
end
end
end
-- Update Timers
if #timers > 0 then
for i=#timers,1,-1 do
timers[i] = timers[i] - 0.05
if timers[i] <= 0 then
remove(timers,i)
remove(timerfuncs,i)(PAB,unpack(remove(timerargs,i)))
end
end
end
time = 0
end
-- Maybe query spec info (throttled)
PAB:QuerySpecInfo(elapsed)
end
local inspectData = {
frame = nil,
current = nil,
throttle = 0,
lastQuery = nil
}
-- V: function called every tick that tries to query spec info
function PAB:QuerySpecInfo(elapsed)
inspectData.throttle = inspectData.throttle + elapsed
-- timeout check
if inspectData.lastQuery then
inspectData.lastQuery = inspectData.lastQuery + elapsed
if inspectData.lastQuery > 10 then -- we've been waiting for 10s... give up
inspectData.current = nil
inspectData.lastQuery = nil
end
end
-- throttle
if inspectData.throttle < 0.5 then return end
inspectData.throttle = 0
-- are we fighting
if InCombatLockdown() then return end
-- if we're currently awaiting an INSPECT_TALENT_READY
if inspectData.current then return end
-- are we dead
if UnitIsDead("player") then return end
-- is the player inspecting
if InspectFrame and InspectFrame:IsShown() then return end
if not inspectData.frame then
inspectData.frame = CreateFrame("Frame")
inspectData.frame:SetScript("OnEvent", function (self, event, ...)
-- are we fighting
if InCombatLockdown() then return end
-- is the player inspecting
if InspectFrame and InspectFrame:IsShown() then return end
if not inspectData.current then return end
local anchor = anchors[inspectData.current]
if not anchor or not anchor.class then
-- anchor not yet created
inspectData.current = nil
return
end
local specSpells = specAbilities[anchor.class]
if specSpells then
anchor.spec = {}
-- V: foundATalent is useful to circumvent a bug where we inspect
-- someone before their talents loaded
local foundATalent = false
for ability, spell in pairs(specSpells) do
local hasTalent = select(5,
GetTalentInfo(spell.talentGroup, spell.index, true, false, GetActiveTalentGroup(true))
) > 0
foundATalent = foundATalent or hasTalent
anchor.spec[ability] = hasTalent
end
-- V: we found no talent, that's weird. Let's remove anchor.spec so we inspect them again
if not foundATalent then
anchor.spec = nil
end
end
anchor.items = {}
-- for itemSlot = 1, 18 do -- ignore tabard + bags
for itemSlot = 13, 14 do -- ignore tabard + bags
local itemID = GetInventoryItemLink("party"..inspectData.current, itemSlot)
if itemID then
anchor.items[itemSlot] = GetItemInfo(itemID)
end
end
PAB:UpdateAnchors(true)
ClearInspectPlayer()
inspectData.current = nil
end)
inspectData.frame:RegisterEvent("INSPECT_TALENT_READY")
end
for i=1, GetNumPartyMembers() do
local anchor = anchors[i]
if not anchor then return end
if (not anchor.spec or not anchor.items) and (CanInspect("party"..i) and UnitIsConnected("party"..i)) then
inspectData.current = i
inspectData.lastQuery = 0
NotifyInspect("party"..i)
break
end
end
end
function PAB:UNIT_INVENTORY_CHANGED(unit)
if unit == "player" then return end
local pIndex = match(unit,"party[pet]*([1-4])")
if pIndex then
pIndex = tonumber(pIndex)
if not anchors[pIndex] then return end -- Should not happen
local anchor = anchors[pIndex]
anchor.items = nil
end
end
function PAB:UNIT_SPELLCAST_SUCCEEDED(unit,ability)
if unit == "player" then return end
local pIndex = match(unit,"party[pet]*([1-4])")
-- XXX this only supports the english client (supposedly)
if pIndex then
pIndex = tonumber(pIndex)
local actualUnit = "party"..pIndex -- don't query pet
if ability == "Activate Primary Spec" or ability == "Activate Secondary Spec" then
if not anchors[pIndex] then return end -- Should not happen
local anchor = anchors[pIndex]
anchor.spec = nil
return
end
if ability then
local _,class = UnitClass(actualUnit)
local _,race = UnitRace(actualUnit)
local cooldown = db.abilities[class][ability] or db.abilities[race][ability] or db.abilities["Items"][ability]
self:CheckAbility(anchors[pIndex],ability,cooldown,pIndex)