Gladdy-TBC/Modules/Cooldowns.lua

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local type, pairs, ceil, tonumber, mod, tostring, upper, select = type, pairs, ceil, tonumber, mod, tostring, string.upper, select
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local GetTime = GetTime
local CreateFrame = CreateFrame
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local RACE_ICON_TCOORDS = {
["HUMAN_MALE"] = {0, 0.125, 0, 0.25},
["DWARF_MALE"] = {0.125, 0.25, 0, 0.25},
["GNOME_MALE"] = {0.25, 0.375, 0, 0.25},
["NIGHTELF_MALE"] = {0.375, 0.5, 0, 0.25},
["TAUREN_MALE"] = {0, 0.125, 0.25, 0.5},
["SCOURGE_MALE"] = {0.125, 0.25, 0.25, 0.5},
["TROLL_MALE"] = {0.25, 0.375, 0.25, 0.5},
["ORC_MALE"] = {0.375, 0.5, 0.25, 0.5},
["HUMAN_FEMALE"] = {0, 0.125, 0.5, 0.75},
["DWARF_FEMALE"] = {0.125, 0.25, 0.5, 0.75},
["GNOME_FEMALE"] = {0.25, 0.375, 0.5, 0.75},
["NIGHTELF_FEMALE"] = {0.375, 0.5, 0.5, 0.75},
["TAUREN_FEMALE"] = {0, 0.125, 0.75, 1.0},
["SCOURGE_FEMALE"] = {0.125, 0.25, 0.75, 1.0},
["TROLL_FEMALE"] = {0.25, 0.375, 0.75, 1.0},
["ORC_FEMALE"] = {0.375, 0.5, 0.75, 1.0},
["BLOODELF_MALE"] = {0.5, 0.625, 0.25, 0.5},
["BLOODELF_FEMALE"] = {0.5, 0.625, 0.75, 1.0},
["DRAENEI_MALE"] = {0.5, 0.625, 0, 0.25},
["DRAENEI_FEMALE"] = {0.5, 0.625, 0.5, 0.75},
}
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local GetSpellInfo = GetSpellInfo
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
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local function getDefaultCooldown()
local cooldowns = {}
for class, t in pairs(Gladdy:GetCooldownList()) do
for spellId, v in pairs(t) do
local spellName, _, texture = GetSpellInfo(spellId)
if spellName then
cooldowns[tostring(spellId)] = true
else
Gladdy:Print("spellid does not exist " .. spellId)
end
end
end
return cooldowns
end
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local Cooldowns = Gladdy:NewModule("Cooldowns", nil, {
cooldownFont = "DorisPP",
cooldownFontScale = 1,
cooldownFontColor = { r = 1, g = 1, b = 0, a = 1 },
cooldown = true,
cooldownYPos = "TOP",
cooldownXPos = "LEFT",
cooldownYOffset = 0,
cooldownXOffset = 0,
cooldownSize = 30,
cooldownWidthFactor = 1,
cooldownIconPadding = 1,
cooldownMaxIconsPerLine = 10,
cooldownBorderStyle = "Interface\\AddOns\\Gladdy\\Images\\Border_Gloss",
cooldownBorderColor = { r = 1, g = 1, b = 1, a = 1 },
cooldownDisableCircle = false,
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cooldownCooldownAlpha = 1,
cooldownCooldowns = getDefaultCooldown()
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})
function Cooldowns:Initialize()
self.cooldownSpellIds = {}
self.spellTextures = {}
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for class, t in pairs(Gladdy:GetCooldownList()) do
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for k, v in pairs(t) do
local spellName, _, texture = GetSpellInfo(k)
if spellName then
self.cooldownSpellIds[spellName] = k
self.spellTextures[k] = texture
else
Gladdy:Print("spellid does not exist " .. k)
end
end
end
self:RegisterMessage("ENEMY_SPOTTED")
self:RegisterMessage("SPEC_DETECTED")
self:RegisterMessage("UNIT_DEATH")
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self:RegisterMessage("UNIT_DESTROYED")
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end
function Cooldowns:CreateFrame(unit)
local button = Gladdy.buttons[unit]
-- Cooldown frame
local spellCooldownFrame = CreateFrame("Frame", nil, button)
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spellCooldownFrame:EnableMouse(false)
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for x = 1, 14 do
local icon = CreateFrame("Frame", nil, spellCooldownFrame)
icon:EnableMouse(false)
icon:SetFrameLevel(3)
icon.texture = icon:CreateTexture(nil, "BACKGROUND")
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icon.texture:SetMask("Interface\\AddOns\\Gladdy\\Images\\mask")
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icon.texture:SetAllPoints(icon)
icon.cooldown = CreateFrame("Cooldown", nil, icon, "CooldownFrameTemplate")
icon.cooldown.noCooldownCount = true
icon.cooldown:SetFrameLevel(4)
icon.cooldown:SetReverse(false)
icon.cooldown:SetHideCountdownNumbers(true)
icon.cooldownFrame = CreateFrame("Frame", nil, icon)
icon.cooldownFrame:ClearAllPoints()
icon.cooldownFrame:SetAllPoints(icon)
icon.cooldownFrame:SetFrameLevel(5)
icon.border = icon.cooldownFrame:CreateTexture(nil, "OVERLAY")
icon.border:SetAllPoints(icon)
icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
icon.border:SetVertexColor(Gladdy.db.cooldownBorderColor.r, Gladdy.db.cooldownBorderColor.g, Gladdy.db.cooldownBorderColor.b, Gladdy.db.cooldownBorderColor.a)
icon.cooldownFont = icon.cooldownFrame:CreateFontString(nil, "OVERLAY")
icon.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy.db.cooldownFontColor.r, Gladdy.db.cooldownFontColor.g, Gladdy.db.cooldownFontColor.b, Gladdy.db.cooldownFontColor.a)
icon.cooldownFont:SetAllPoints(icon)
spellCooldownFrame["icon" .. x] = icon
end
button.spellCooldownFrame = spellCooldownFrame
end
function Cooldowns:UpdateFrame(unit)
local button = Gladdy.buttons[unit]
-- Cooldown frame
if (Gladdy.db.cooldown) then
button.spellCooldownFrame:ClearAllPoints()
local verticalMargin = -(Gladdy.db.powerBarHeight)/2
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local horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize)
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if Gladdy.db.cooldownYPos == "TOP" then
if Gladdy.db.cooldownXPos == "RIGHT" then
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button.spellCooldownFrame:SetPoint("BOTTOMRIGHT", button.healthBar, "TOPRIGHT", Gladdy.db.cooldownXOffset, horizontalMargin + Gladdy.db.cooldownYOffset)
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else
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button.spellCooldownFrame:SetPoint("BOTTOMLEFT", button.healthBar, "TOPLEFT", Gladdy.db.cooldownXOffset, horizontalMargin + Gladdy.db.cooldownYOffset)
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end
elseif Gladdy.db.cooldownYPos == "BOTTOM" then
if Gladdy.db.cooldownXPos == "RIGHT" then
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button.spellCooldownFrame:SetPoint("TOPRIGHT", button.powerBar, "BOTTOMRIGHT", Gladdy.db.cooldownXOffset, -horizontalMargin + Gladdy.db.cooldownYOffset)
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else
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button.spellCooldownFrame:SetPoint("TOPLEFT", button.powerBar, "BOTTOMLEFT", Gladdy.db.cooldownXOffset, -horizontalMargin + Gladdy.db.cooldownYOffset)
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end
elseif Gladdy.db.cooldownYPos == "LEFT" then
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local anchor = Gladdy:GetAnchor(unit, "LEFT")
if anchor == Gladdy.buttons[unit].healthBar then
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button.spellCooldownFrame:SetPoint("RIGHT", anchor, "LEFT", -(horizontalMargin + Gladdy.db.padding) + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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else
button.spellCooldownFrame:SetPoint("RIGHT", anchor, "LEFT", -Gladdy.db.padding + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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end
elseif Gladdy.db.cooldownYPos == "RIGHT" then
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local anchor = Gladdy:GetAnchor(unit, "RIGHT")
if anchor == Gladdy.buttons[unit].healthBar then
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button.spellCooldownFrame:SetPoint("LEFT", anchor, "RIGHT", horizontalMargin + Gladdy.db.padding + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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else
button.spellCooldownFrame:SetPoint("LEFT", anchor, "RIGHT", Gladdy.db.padding + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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end
end
button.spellCooldownFrame:SetHeight(Gladdy.db.cooldownSize)
button.spellCooldownFrame:SetWidth(1)
button.spellCooldownFrame:Show()
-- Update each cooldown icon
local o = 1
for j = 1, 14 do
local icon = button.spellCooldownFrame["icon" .. j]
icon:SetHeight(Gladdy.db.cooldownSize)
icon:SetWidth(Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor)
icon.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy.db.cooldownFontColor.r, Gladdy.db.cooldownFontColor.g, Gladdy.db.cooldownFontColor.b, Gladdy.db.cooldownFontColor.a)
icon:ClearAllPoints()
if (Gladdy.db.cooldownXPos == "RIGHT") then
if (j == 1) then
icon:SetPoint("RIGHT", button.spellCooldownFrame, "RIGHT", 0, 0)
elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
if (Gladdy.db.cooldownYPos == "BOTTOM" or Gladdy.db.cooldownYPos == "LEFT" or Gladdy.db.cooldownYPos == "RIGHT") then
icon:SetPoint("TOP", button.spellCooldownFrame["icon" .. o], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
else
icon:SetPoint("BOTTOM", button.spellCooldownFrame["icon" .. o], "TOP", 0, Gladdy.db.cooldownIconPadding)
end
o = o + tonumber(Gladdy.db.cooldownMaxIconsPerLine)
else
icon:SetPoint("RIGHT", button.spellCooldownFrame["icon" .. j - 1], "LEFT", -Gladdy.db.cooldownIconPadding, 0)
end
end
if (Gladdy.db.cooldownXPos == "LEFT") then
if (j == 1) then
icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
if (Gladdy.db.cooldownYPos == "BOTTOM" or Gladdy.db.cooldownYPos == "LEFT" or Gladdy.db.cooldownYPos == "RIGHT") then
icon:SetPoint("TOP", button.spellCooldownFrame["icon" .. o], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
else
icon:SetPoint("BOTTOM", button.spellCooldownFrame["icon" .. o], "TOP", 0, Gladdy.db.cooldownIconPadding)
end
o = o + tonumber(Gladdy.db.cooldownMaxIconsPerLine)
else
icon:SetPoint("LEFT", button.spellCooldownFrame["icon" .. j - 1], "RIGHT", Gladdy.db.cooldownIconPadding, 0)
end
end
if (icon.active) then
icon.active = false
icon.cooldown:SetCooldown(GetTime(), 0)
icon.cooldownFont:SetText("")
icon:SetScript("OnUpdate", nil)
end
icon.spellId = nil
icon:SetAlpha(1)
icon.texture:SetTexture("Interface\\Icons\\Spell_Holy_PainSupression")
icon.cooldown:SetWidth(icon:GetWidth() - icon:GetWidth()/16)
icon.cooldown:SetHeight(icon:GetHeight() - icon:GetHeight()/16)
icon.cooldown:ClearAllPoints()
icon.cooldown:SetPoint("CENTER", icon, "CENTER")
icon.cooldown:SetAlpha(Gladdy.db.cooldownCooldownAlpha)
icon.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), (icon:GetWidth()/2 - 1) * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy.db.cooldownFontColor.r, Gladdy.db.cooldownFontColor.g, Gladdy.db.cooldownFontColor.b, Gladdy.db.cooldownFontColor.a)
icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
icon.border:SetVertexColor(Gladdy.db.cooldownBorderColor.r, Gladdy.db.cooldownBorderColor.g, Gladdy.db.cooldownBorderColor.b, Gladdy.db.cooldownBorderColor.a)
icon:Hide()
end
button.spellCooldownFrame:Show()
else
button.spellCooldownFrame:Hide()
end
if (Gladdy.frame.testing) then
self:Test(unit)
end
end
function Cooldowns:Test(unit)
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local button = Gladdy.buttons[unit]
button.spellCooldownFrame:Show()
button.lastCooldownSpell = 1
self:UpdateTestCooldowns(unit)
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end
function Cooldowns:UpdateTestCooldowns(unit)
local button = Gladdy.buttons[unit]
if (button.testSpec and button.testSpec == Gladdy.testData[unit].testSpec) then
button.lastCooldownSpell = 1
self:UpdateCooldowns(button)
button.spec = nil
self:DetectSpec(unit, button.testSpec)
button.test = true
-- use class spells
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for k, v in pairs(Gladdy:GetCooldownList()[button.class]) do
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--k is spellId
self:CooldownUsed(unit, button.class, k, nil)
end
-- use race spells
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for k, v in pairs(Gladdy:GetCooldownList()[button.race]) do
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self:CooldownUsed(unit, button.race, k, nil)
end
end
end
function Cooldowns:ENEMY_SPOTTED(unit)
self:UpdateCooldowns(Gladdy.buttons[unit])
end
function Cooldowns:SPEC_DETECTED(unit, spec)
self:DetectSpec(unit, spec)
end
function Cooldowns:CooldownStart(button, spellId, duration)
-- starts timer frame
if not duration or duration == nil or type(duration) ~= "number" then
return
end
for i = 1, button.lastCooldownSpell + 1 do
if (button.spellCooldownFrame["icon" .. i].spellId == spellId) then
local frame = button.spellCooldownFrame["icon" .. i]
frame.active = true
frame.timeLeft = duration
if (not Gladdy.db.cooldownDisableCircle) then frame.cooldown:SetCooldown(GetTime(), duration) end
frame:SetScript("OnUpdate", function(self, elapsed)
self.timeLeft = self.timeLeft - elapsed
local timeLeft = ceil(self.timeLeft)
if timeLeft >= 540 then
self.cooldownFont:SetText(ceil(timeLeft / 60) .. "m")
self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 3.1 * Gladdy.db.cooldownFontScale, "OUTLINE")
elseif timeLeft < 540 and timeLeft >= 60 then
-- more than 1 minute
self.cooldownFont:SetText(ceil(timeLeft / 60) .. "m")
self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
elseif timeLeft < 60 and timeLeft > 0 then
-- between 60s and 21s (green)
self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
self.cooldownFont:SetText(timeLeft)
else
self.cooldownFont:SetText("")
end
if (self.timeLeft <= 0) then
Cooldowns:CooldownReady(button, spellId, frame)
end
if (self.timeLeft <= 0) then
Cooldowns:CooldownReady(button, spellId, frame)
end
end)
end
end
end
function Cooldowns:CooldownReady(button, spellId, frame)
if (frame == false) then
for i = 1, button.lastCooldownSpell do
frame = button.spellCooldownFrame["icon" .. i]
if (frame.spellId == spellId) then
frame.active = false
frame.cooldown:Hide()
frame.cooldownFont:SetText("")
frame:SetScript("OnUpdate", nil)
end
end
else
frame.active = false
frame.cooldown:Hide()
frame.cooldownFont:SetText("")
frame:SetScript("OnUpdate", nil)
end
end
function Cooldowns:DetectSpec(unit, spec)
local button = Gladdy.buttons[unit]
if (not button or not spec or button.spec) then
return
end
button.spec = spec
if not button.test then
Gladdy:SendMessage("UNIT_SPEC", unit, spec)
end
-- update cooldown tracker
--[[
All of this could possibly be handled in a "once they're used, they show up"-manner
but I PERSONALLY prefer it this way. It also meant less work and makes spec-specific cooldowns easier
]]
if (Gladdy.db.cooldown) then
local class = Gladdy.buttons[unit].class
local race = Gladdy.buttons[unit].race
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
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end
end
end
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if sharedCD then
return
end
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.texture:SetTexture(self.spellTextures[k])
icon.spellId = k
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
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end
end
--end
end
----------------------
--- RACE FUNCTIONALITY
----------------------
local race = Gladdy.buttons[unit].race
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if Gladdy:GetCooldownList()[race] then
for k, v in pairs(Gladdy:GetCooldownList()[race]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
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end
end
end
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if sharedCD then
return
end
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.texture:SetTexture(self.spellTextures[k])
icon.spellId = k
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
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end
end
end
end
function Cooldowns:ResetUnit(unit)
Gladdy.buttons[unit].lastCooldownSpell = nil
Gladdy.buttons[unit].test = nil
end
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function Cooldowns:UNIT_DESTROYED(unit)
end
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function Cooldowns:UpdateCooldowns(button)
local class = button.class
local race = button.race
if ( not button.lastCooldownSpell) then
button.lastCooldownSpell = 1
end
if (Gladdy.db.cooldown) then
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) then
-- see if we have shared cooldowns without a cooldown defined
-- e.g. hunter traps have shared cooldowns, so only display one trap instead all of them
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
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end
end
end
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if (not sharedCD) then
local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.spellId = k
icon.texture:SetTexture(self.spellTextures[k])
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
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end
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end
end
----
-- RACE FUNCTIONALITY
----
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for k, v in pairs(Gladdy:GetCooldownList()[race]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) then
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.spellId = k
icon.texture:SetTexture(self.spellTextures[k])
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
end
end
end
end
function Cooldowns:CooldownUsed(unit, unitClass, spellId, spellName)
local button = Gladdy.buttons[unit]
if not button then
return
end
-- if (self.db.cooldownList[spellId] == false) then return end
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local cooldown = Gladdy:GetCooldownList()[unitClass][spellId]
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local cd = cooldown
if (type(cooldown) == "table") then
-- return if the spec doesn't have a cooldown for this spell
--if (arenaSpecs[unit] ~= nil and cooldown.notSpec ~= nil and arenaSpecs[unit] == cooldown.notSpec) then return end
if (button.spec ~= nil and cooldown.notSpec ~= nil and button.spec == cooldown.notSpec) then
return
end
-- check if we need to reset other cooldowns because of this spell
if (cooldown.resetCD ~= nil) then
for k, v in pairs(cooldown.resetCD) do
self:CooldownReady(button, k, false)
end
end
-- check if there is a special cooldown for the units spec
--if (arenaSpecs[unit] ~= nil and cooldown[arenaSpecs[unit]] ~= nil) then
if (button.spec ~= nil and cooldown[button.spec] ~= nil) then
cd = cooldown[button.spec]
else
cd = cooldown.cd
end
-- check if there is a shared cooldown with an other spell
if (cooldown.sharedCD ~= nil) then
local sharedCD = cooldown.sharedCD.cd and cooldown.sharedCD.cd or cd
for k, v in pairs(cooldown.sharedCD) do
if (k ~= "cd") then
self:CooldownStart(button, k, sharedCD)
end
end
end
end
if (Gladdy.db.cooldown) then
-- start cooldown
self:CooldownStart(button, spellId, cd)
end
--[[ announcement
if (self.db.cooldownAnnounce or self.db.cooldownAnnounceList[spellId] or self.db.cooldownAnnounceList[unitClass]) then
self:SendAnnouncement(string.format(L["COOLDOWN USED: %s (%s) used %s - %s sec. cooldown"], UnitName(unit), UnitClass(unit), spellName, cd), RAID_CLASS_COLORS[UnitClass(unit)], self.db.cooldownAnnounceList[spellId] and self.db.cooldownAnnounceList[spellId] or self.db.announceType)
end]]
--[[ sound file
if (db.cooldownSoundList[spellId] ~= nil and db.cooldownSoundList[spellId] ~= "disabled") then
PlaySoundFile(LSM:Fetch(LSM.MediaType.SOUND, db.cooldownSoundList[spellId]))
end ]]
end
local function option(params)
local defaults = {
get = function(info)
local key = info.arg or info[#info]
return Gladdy.dbi.profile[key]
end,
set = function(info, value)
local key = info.arg or info[#info]
Gladdy.dbi.profile[key] = value
if Gladdy.db.cooldownYPos == "LEFT" then
Gladdy.db.cooldownXPos = "RIGHT"
elseif Gladdy.db.cooldownYPos == "RIGHT" then
Gladdy.db.cooldownXPos = "LEFT"
end
Gladdy:UpdateFrame()
end,
}
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function Cooldowns:GetOptions()
return {
headerCooldown = {
type = "header",
name = L["Cooldown"],
order = 2,
},
cooldown = Gladdy:option({
type = "toggle",
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name = L["Enabled"],
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desc = L["Enabled cooldown module"],
order = 2,
}),
group = {
type = "group",
childGroups = "tree",
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name = L["Frame"],
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order = 3,
args = {
icon = {
type = "group",
name = L["Icon"],
order = 1,
args = {
headerIcon = {
type = "header",
name = L["Icon"],
order = 2,
},
cooldownSize = Gladdy:option({
type = "range",
name = L["Cooldown size"],
desc = L["Size of each cd icon"],
order = 4,
min = 5,
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max = 50,
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}),
cooldownWidthFactor = Gladdy:option({
type = "range",
name = L["Icon Width Factor"],
desc = L["Stretches the icon"],
order = 5,
min = 0.5,
max = 2,
step = 0.05,
}),
cooldownIconPadding = Gladdy:option({
type = "range",
name = L["Icon Padding"],
desc = L["Space between Icons"],
order = 6,
min = 0,
max = 10,
step = 0.1,
}),
cooldownMaxIconsPerLine = Gladdy:option({
type = "range",
name = L["Max Icons per row"],
order = 7,
min = 3,
max = 14,
step = 1,
}),
},
},
cooldown = {
type = "group",
name = L["Cooldown"],
order = 2,
args = {
header = {
type = "header",
name = L["Cooldown"],
order = 2,
},
cooldownDisableCircle = Gladdy:option({
type = "toggle",
name = L["No Cooldown Circle"],
order = 8,
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width = "full",
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}),
cooldownCooldownAlpha = Gladdy:option({
type = "range",
name = L["Cooldown circle alpha"],
min = 0,
max = 1,
step = 0.1,
order = 9,
}),
},
},
font = {
type = "group",
name = L["Font"],
order = 3,
args = {
header = {
type = "header",
name = L["Font"],
order = 2,
},
cooldownFont = Gladdy:option({
type = "select",
name = L["Font"],
desc = L["Font of the cooldown"],
order = 11,
dialogControl = "LSM30_Font",
values = AceGUIWidgetLSMlists.font,
}),
cooldownFontScale = Gladdy:option({
type = "range",
name = L["Font scale"],
desc = L["Scale of the font"],
order = 12,
min = 0.1,
max = 2,
step = 0.1,
}),
cooldownFontColor = Gladdy:colorOption({
type = "color",
name = L["Font color"],
desc = L["Color of the text"],
order = 13,
hasAlpha = true,
}),
},
},
position = {
type = "group",
name = L["Position"],
order = 4,
args = {
header = {
type = "header",
name = L["Position"],
order = 2,
},
cooldownYPos = option({
type = "select",
name = L["Anchor"],
desc = L["Anchor of the cooldown icons"],
order = 3,
values = {
["TOP"] = L["Top"],
["BOTTOM"] = L["Bottom"],
["LEFT"] = L["Left"],
["RIGHT"] = L["Right"],
},
}),
cooldownXPos = Gladdy:option({
type = "select",
name = L["Grow Direction"],
desc = L["Grow Direction of the cooldown icons"],
order = 4,
values = {
["LEFT"] = L["Right"],
["RIGHT"] = L["Left"],
},
}),
headerOffset = {
type = "header",
name = L["Offset"],
order = 5,
},
cooldownXOffset = Gladdy:option({
type = "range",
name = L["Horizontal offset"],
order = 6,
min = -400,
max = 400,
step = 0.1,
}),
cooldownYOffset = Gladdy:option({
type = "range",
name = L["Vertical offset"],
order = 7,
min = -400,
max = 400,
step = 0.1,
}),
},
},
border = {
type = "group",
name = L["Border"],
order = 5,
args = {
header = {
type = "header",
name = L["Border"],
order = 2,
},
cooldownBorderStyle = Gladdy:option({
type = "select",
name = L["Border style"],
order = 31,
values = Gladdy:GetIconStyles()
}),
cooldownBorderColor = Gladdy:colorOption({
type = "color",
name = L["Border color"],
desc = L["Color of the border"],
order = 32,
hasAlpha = true,
}),
},
},
},
},
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cooldowns = {
type = "group",
childGroups = "tree",
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name = L["Cooldowns"],
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order = 4,
args = Cooldowns:GetCooldownOptions(),
},
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}
end
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function Cooldowns:GetCooldownOptions()
local group = {}
local p = 1
for i,class in ipairs(Gladdy.CLASSES) do
group[class] = {
type = "group",
name = LOCALIZED_CLASS_NAMES_MALE[class],
order = i,
icon = "Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes",
iconCoords = CLASS_ICON_TCOORDS[class],
args = {}
}
local o = 1
for spellId,cooldown in pairs(Gladdy:GetCooldownList()[class]) do
group[class].args[tostring(spellId)] = {
type = "toggle",
name = select(1, GetSpellInfo(spellId)) .. (type(cooldown) == "table" and cooldown.spec and (" - " .. cooldown.spec) or ""),
order = o,
width = "full",
image = select(3, GetSpellInfo(spellId)),
get = function(info)
return Gladdy.db.cooldownCooldowns[tostring(spellId)]
end,
set = function(info, value)
Gladdy.db.cooldownCooldowns[tostring(spellId)] = value
Gladdy:UpdateFrame()
end
}
o = o + 1
end
p = p + i
end
for i,race in ipairs(Gladdy.RACES) do
group[race] = {
type = "group",
name = L[race],
order = i + p,
icon = "Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Races",
iconCoords = RACE_ICON_TCOORDS[upper(race) .. "_FEMALE"],
args = {}
}
local o = 1
for spellId,cooldown in pairs(Gladdy:GetCooldownList()[race]) do
group[race].args[tostring(spellId)] = {
type = "toggle",
name = select(1, GetSpellInfo(spellId)) .. (type(cooldown) == "table" and cooldown.spec and (" - " .. cooldown.spec) or ""),
order = o,
width = "full",
image = select(3, GetSpellInfo(spellId)),
get = function(info)
return Gladdy.db.cooldownCooldowns[tostring(spellId)]
end,
set = function(info, value)
Gladdy.db.cooldownCooldowns[tostring(spellId)] = value
Gladdy:UpdateFrame()
end
}
o = o + 1
end
end
return group
end
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function Gladdy:UpdateTestCooldowns(i)
local unit = "arena" .. i
local button = Gladdy.buttons[unit]
if (button.testSpec and button.testSpec == Gladdy.testData[unit].testSpec) then
button.lastCooldownSpell = 1
Cooldowns:UpdateCooldowns(button)
button.spec = nil
Cooldowns:DetectSpec(unit, button.testSpec)
-- use class spells
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for k, v in pairs(Gladdy:GetCooldownList()[button.class]) do
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--k is spellId
Cooldowns:CooldownUsed(unit, button.class, k, nil)
end
-- use race spells
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for k, v in pairs(Gladdy:GetCooldownList()[button.race]) do
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Cooldowns:CooldownUsed(unit, button.race, k, nil)
end
end
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end