Gladdy-TBC/Modules/Announcements.lua

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local pairs = pairs
local floor = math.floor
local GetSpellInfo = GetSpellInfo
local RAID_CLASS_COLORS = RAID_CLASS_COLORS
local GetTime = GetTime
local SendChatMessage = SendChatMessage
local RaidNotice_AddMessage = RaidNotice_AddMessage
local RaidBossEmoteFrame = RaidBossEmoteFrame
local IsAddOnLoaded = IsAddOnLoaded
local IsInGroup = IsInGroup
local LE_PARTY_CATEGORY_HOME = LE_PARTY_CATEGORY_HOME
local LE_PARTY_CATEGORY_INSTANCE = LE_PARTY_CATEGORY_INSTANCE
local CombatText_AddMessage = CombatText_AddMessage
local UnitName = UnitName
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
local Announcements = Gladdy:NewModule("Announcements", nil, {
announcements = {
drinks = true,
resurrections = true,
enemy = false,
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spec = true,
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health = false,
healthThreshold = 20,
trinketUsed = true,
trinketReady = false,
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dest = "party",
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},
})
function Announcements:Initialize()
self.enemy = {}
self.throttled = {}
self.DRINK_AURA = GetSpellInfo(46755)
self.RES_SPELLS = {
[GetSpellInfo(20770)] = true,
[GetSpellInfo(20773)] = true,
[GetSpellInfo(20777)] = true,
}
self:RegisterMessage("CAST_START")
self:RegisterMessage("ENEMY_SPOTTED")
self:RegisterMessage("UNIT_SPEC")
self:RegisterMessage("UNIT_HEALTH")
self:RegisterMessage("TRINKET_USED")
self:RegisterMessage("TRINKET_READY")
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self:RegisterMessage("SHADOWSIGHT")
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end
function Announcements:Reset()
self.enemy = {}
self.throttled = {}
end
function Announcements:Test(unit)
local button = Gladdy.buttons[unit]
if (not button) then
return
end
if (unit == "arena1") then
self:UNIT_SPEC(unit, button.testSpec)
elseif (unit == "arena2") then
self:CheckDrink(unit, self.DRINK_AURA)
elseif (unit == "arena3") then
self:UNIT_HEALTH(unit, button.health, button.healthMax)
self:ENEMY_SPOTTED(unit)
end
end
function Announcements:CAST_START(unit, spell)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.resurrections) then
return
end
if (self.RES_SPELLS[spell]) then
self:Send(L["RESURRECTING: %s (%s)"]:format(button.name, button.classLoc), 3, RAID_CLASS_COLORS[button.class])
end
end
function Announcements:ENEMY_SPOTTED(unit)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.enemy) then
return
end
if (not self.enemy[unit]) then
if button.name == "Unknown" then
button.name = UnitName(unit)
end
self:Send("ENEMY SPOTTED:" .. ("%s (%s)"):format(button.name, button.classLoc), 0, RAID_CLASS_COLORS[button.class])
self.enemy[unit] = true
end
end
function Announcements:UNIT_SPEC(unit, spec)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.spec) then
return
end
if button.name == "Unknown" then
button.name = UnitName(unit)
end
self:Send(L["SPEC DETECTED: %s - %s (%s)"]:format(button.name, spec, button.classLoc), 0, RAID_CLASS_COLORS[button.class])
end
function Announcements:UNIT_HEALTH(unit, health, healthMax)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.health) then
return
end
local healthPercent = floor(health * 100 / healthMax)
if (healthPercent < Gladdy.db.announcements.healthThreshold) then
self:Send(L["LOW HEALTH: %s (%s)"]:format(button.name, button.classLoc), 10, RAID_CLASS_COLORS[button.class])
end
end
function Announcements:TRINKET_USED(unit)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.trinketUsed) then
return
end
self:Send(L["TRINKET USED: %s (%s)"]:format(button.name, button.classLoc), 0, RAID_CLASS_COLORS[button.class])
end
function Announcements:TRINKET_READY(unit)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.trinketReady) then
return
end
self:Send(L["TRINKET READY: %s (%s)"]:format(button.name, button.classLoc), 3, RAID_CLASS_COLORS[button.class])
end
function Announcements:CheckDrink(unit, aura)
local button = Gladdy.buttons[unit]
if (not button or not Gladdy.db.announcements.drinks) then
return
end
if (aura == self.DRINK_AURA) then
self:Send(L["DRINKING: %s (%s)"]:format(button.name, button.classLoc), 3, RAID_CLASS_COLORS[button.class])
end
end
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function Announcements:SHADOWSIGHT(msg)
self:Send(msg, 2)
end
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function Announcements:Send(msg, throttle, color)
if (throttle and throttle > 0) then
if (not self.throttled[msg]) then
self.throttled[msg] = GetTime() + throttle
elseif (self.throttled[msg] < GetTime()) then
self.throttled[msg] = nil
else
return
end
end
local dest = Gladdy.db.announcements.dest
color = color or { r = 0, g = 1, b = 0 }
if (dest == "self") then
Gladdy:Print(msg)
elseif (dest == "party" and IsInGroup(LE_PARTY_CATEGORY_HOME)) then --(GetNumSubgroupMembers() > 0 or GetNumGroupMembers() > 0)) then
SendChatMessage(msg, "PARTY")
elseif dest == "party" and IsInGroup(LE_PARTY_CATEGORY_INSTANCE) then
SendChatMessage(msg, "INSTANCE_CHAT")
elseif (dest == "rw") then
RaidNotice_AddMessage(RaidBossEmoteFrame, msg, color)
elseif (dest == "fct" and IsAddOnLoaded("Blizzard_CombatText")) then
CombatText_AddMessage(msg, nil, color.r, color.g, color.b, "crit", 1)
--[[elseif (dest == "msbt" and IsAddOnLoaded("MikScrollingBattleText")) then
MikSBT.DisplayMessage(msg, MikSBT.DISPLAYTYPE_NOTIFICATION, true, color.r * 255, color.g * 255, color.b * 255)
elseif (dest == "sct" and IsAddOnLoaded("sct")) then
SCT:DisplayText(msg, color, true, "event", 1)
elseif (dest == "parrot" and IsAddOnLoaded("parrot")) then
Parrot:ShowMessage(msg, "Notification", true, color.r, color.g, color.b)--]]
end
end
local function option(params)
local defaults = {
get = function(info)
local key = info.arg or info[#info]
return Gladdy.dbi.profile.announcements[key]
end,
set = function(info, value)
local key = info.arg or info[#info]
Gladdy.dbi.profile.announcements[key] = value
end,
}
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function Announcements:GetOptions()
local destValues = {
["self"] = L["Self"],
["party"] = L["Party"],
["rw"] = L["Raid Warning"],
["fct"] = L["Blizzard's Floating Combat Text"],
}
return {
headerAnnouncements = {
type = "header",
name = L["Announcements"],
order = 2,
},
trinketUsed = option({
type = "toggle",
name = L["Trinket used"],
desc = L["Announce when an enemy's trinket is used"],
order = 3,
}),
trinketReady = option({
type = "toggle",
name = L["Trinket ready"],
desc = L["Announce when an enemy's trinket is ready again"],
order = 4,
}),
drinks = option({
type = "toggle",
name = L["Drinking"],
desc = L["Announces when enemies sit down to drink"],
order = 5,
}),
resurrections = option({
type = "toggle",
name = L["Resurrection"],
desc = L["Announces when an enemy tries to resurrect a teammate"],
order = 6,
}),
enemy = option({
type = "toggle",
name = L["New enemies"],
desc = L["Announces when new enemies are discovered"],
order = 7,
}),
spec = option({
type = "toggle",
name = L["Spec Detection"],
desc = L["Announces when the spec of an enemy was detected"],
order = 8,
}),
health = option({
type = "toggle",
name = L["Low health"],
desc = L["Announces when an enemy drops below a certain health threshold"],
order = 9,
}),
healthThreshold = option({
type = "range",
name = L["Low health threshold"],
desc = L["Choose how low an enemy must be before low health is announced"],
order = 10,
min = 1,
max = 100,
step = 1,
disabled = function()
return not Gladdy.dbi.profile.announcements.health
end,
}),
dest = option({
type = "select",
name = L["Destination"],
desc = L["Choose how your announcements are displayed"],
order = 11,
values = destValues,
}),
}
end