move DetectSpec to EventListener
This commit is contained in:
parent
0b512af2b7
commit
23729f5960
@ -1,4 +1,4 @@
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local select, string_gsub, tostring, pairs = select, string.gsub, tostring, pairs
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local select, string_gsub, tostring, pairs, ipairs = select, string.gsub, tostring, pairs, ipairs
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local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo
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local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo
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local AURA_TYPE_DEBUFF = AURA_TYPE_DEBUFF
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local AURA_TYPE_DEBUFF = AURA_TYPE_DEBUFF
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@ -11,10 +11,11 @@ local FindAuraByName = AuraUtil.FindAuraByName
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local GetTime = GetTime
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local GetTime = GetTime
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local Gladdy = LibStub("Gladdy")
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local Gladdy = LibStub("Gladdy")
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local L = Gladdy.L
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local Cooldowns = Gladdy.modules["Cooldowns"]
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local Cooldowns = Gladdy.modules["Cooldowns"]
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local Diminishings = Gladdy.modules["Diminishings"]
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local Diminishings = Gladdy.modules["Diminishings"]
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local EventListener = Gladdy:NewModule("EventListener", nil, {
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local EventListener = Gladdy:NewModule("EventListener", 100, {
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test = true,
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test = true,
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})
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})
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@ -51,12 +52,6 @@ function EventListener:Reset()
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self:SetScript("OnEvent", nil)
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self:SetScript("OnEvent", nil)
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end
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end
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function Gladdy:DetectSpec(unit, spec)
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if spec then
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self.modules["Cooldowns"]:DetectSpec(unit, spec)
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end
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end
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function Gladdy:SpotEnemy(unit, auraScan)
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function Gladdy:SpotEnemy(unit, auraScan)
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local button = self.buttons[unit]
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local button = self.buttons[unit]
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if not unit or not button then
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if not unit or not button then
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@ -92,7 +87,7 @@ function Gladdy:SpotEnemy(unit, auraScan)
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if Gladdy.specBuffs[spellName] then -- Check for auras that detect a spec
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if Gladdy.specBuffs[spellName] then -- Check for auras that detect a spec
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local unitPet = string_gsub(unit, "%d$", "pet%1")
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local unitPet = string_gsub(unit, "%d$", "pet%1")
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if UnitIsUnit(unit, unitCaster) or UnitIsUnit(unitPet, unitCaster) then
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if UnitIsUnit(unit, unitCaster) or UnitIsUnit(unitPet, unitCaster) then
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Gladdy:DetectSpec(unit, Gladdy.specBuffs[spellName])
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EventListener:DetectSpec(unit, Gladdy.specBuffs[spellName])
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end
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end
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end
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end
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end
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end
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@ -144,7 +139,7 @@ function EventListener:COMBAT_LOG_EVENT_UNFILTERED()
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unitClass = Gladdy.buttons[srcUnit].race
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unitClass = Gladdy.buttons[srcUnit].race
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end
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end
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Cooldowns:CooldownUsed(srcUnit, unitClass, spellId)
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Cooldowns:CooldownUsed(srcUnit, unitClass, spellId)
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Gladdy:DetectSpec(srcUnit, Gladdy.specSpells[spellName])
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self:DetectSpec(srcUnit, Gladdy.specSpells[spellName])
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end
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end
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end
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end
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@ -157,7 +152,7 @@ function EventListener:COMBAT_LOG_EVENT_UNFILTERED()
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Gladdy:SpotEnemy(srcUnit, true)
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Gladdy:SpotEnemy(srcUnit, true)
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end
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end
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if not Gladdy.buttons[srcUnit].spec then
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if not Gladdy.buttons[srcUnit].spec then
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Gladdy:DetectSpec(srcUnit, Gladdy.specSpells[spellName])
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self:DetectSpec(srcUnit, Gladdy.specSpells[spellName])
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end
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end
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end
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end
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end
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end
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@ -255,7 +250,7 @@ function EventListener:UNIT_AURA(unit)
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if not button.spec and Gladdy.specBuffs[spellName] then
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if not button.spec and Gladdy.specBuffs[spellName] then
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local unitPet = string_gsub(unit, "%d$", "pet%1")
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local unitPet = string_gsub(unit, "%d$", "pet%1")
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if unitCaster and (UnitIsUnit(unit, unitCaster) or UnitIsUnit(unitPet, unitCaster)) then
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if unitCaster and (UnitIsUnit(unit, unitCaster) or UnitIsUnit(unitPet, unitCaster)) then
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Gladdy:DetectSpec(unit, Gladdy.specBuffs[spellName])
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self:DetectSpec(unit, Gladdy.specBuffs[spellName])
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end
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end
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end
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end
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if Gladdy.exceptionNames[spellID] then
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if Gladdy.exceptionNames[spellID] then
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@ -271,7 +266,7 @@ function EventListener:UNIT_SPELLCAST_START(unit)
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if Gladdy.buttons[unit] then
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if Gladdy.buttons[unit] then
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local spellName = UnitCastingInfo(unit)
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local spellName = UnitCastingInfo(unit)
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if Gladdy.specSpells[spellName] and not Gladdy.buttons[unit].spec then
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if Gladdy.specSpells[spellName] and not Gladdy.buttons[unit].spec then
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Gladdy:DetectSpec(unit, Gladdy.specSpells[spellName])
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self:DetectSpec(unit, Gladdy.specSpells[spellName])
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end
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end
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end
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end
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end
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end
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@ -280,7 +275,7 @@ function EventListener:UNIT_SPELLCAST_CHANNEL_START(unit)
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if Gladdy.buttons[unit] then
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if Gladdy.buttons[unit] then
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local spellName = UnitChannelInfo(unit)
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local spellName = UnitChannelInfo(unit)
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if Gladdy.specSpells[spellName] and not Gladdy.buttons[unit].spec then
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if Gladdy.specSpells[spellName] and not Gladdy.buttons[unit].spec then
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Gladdy:DetectSpec(unit, Gladdy.specSpells[spellName])
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self:DetectSpec(unit, Gladdy.specSpells[spellName])
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end
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end
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end
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end
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end
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end
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@ -289,7 +284,46 @@ function EventListener:UNIT_SPELLCAST_SUCCEEDED(unit)
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if Gladdy.buttons[unit] then
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if Gladdy.buttons[unit] then
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local spellName = UnitCastingInfo(unit)
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local spellName = UnitCastingInfo(unit)
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if Gladdy.specSpells[spellName] and not Gladdy.buttons[unit].spec then
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if Gladdy.specSpells[spellName] and not Gladdy.buttons[unit].spec then
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Gladdy:DetectSpec(unit, Gladdy.specSpells[spellName])
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self:DetectSpec(unit, Gladdy.specSpells[spellName])
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end
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end
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end
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end
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end
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end
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local function notIn(spec, list)
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for _,v in ipairs(list) do
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if spec == v then
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return false
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end
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end
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return true
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end
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function EventListener:DetectSpec(unit, spec)
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local button = Gladdy.buttons[unit]
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if (not button or not spec or button.spec) then
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return
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end
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if button.class == "PALADIN" and notIn(spec, {L["Holy"], L["Retribution"], L["Protection"]})
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or button.class == "SHAMAN" and notIn(spec, {L["Restoration"], L["Enhancement"], L["Elemental"]})
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or button.class == "ROGUE" and notIn(spec, {L["Subtlety"], L["Assassination"], L["Combat"]})
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or button.class == "WARLOCK" and notIn(spec, {L["Demonology"], L["Destruction"], L["Affliction"]})
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or button.class == "PRIEST" and notIn(spec, {L["Shadow"], L["Discipline"], L["Holy"]})
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or button.class == "MAGE" and notIn(spec, {L["Frost"], L["Fire"], L["Arcane"]})
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or button.class == "DRUID" and notIn(spec, {L["Restoration"], L["Feral"], L["Balance"]})
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or button.class == "HUNTER" and notIn(spec, {L["Beast Mastery"], L["Marksmanship"], L["Survival"]})
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or button.class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
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return
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end
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if not button.spec then
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button.spec = spec
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Gladdy:SendMessage("UNIT_SPEC", unit, spec)
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end
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end
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function EventListener:Test(unit)
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local button = Gladdy.buttons[unit]
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if (Gladdy.testData[unit].testSpec) then
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button.spec = nil
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self:DetectSpec(unit, button.testSpec)
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end
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end
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@ -278,22 +278,15 @@ function Cooldowns:Test(unit)
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local button = Gladdy.buttons[unit]
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local button = Gladdy.buttons[unit]
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if Gladdy.db.cooldown then
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if Gladdy.db.cooldown then
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button.spellCooldownFrame:Show()
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button.spellCooldownFrame:Show()
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self:UpdateTestCooldowns(unit)
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else
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else
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button.spellCooldownFrame:Hide()
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button.spellCooldownFrame:Hide()
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self:UpdateTestCooldowns(unit)
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end
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end
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self:UpdateTestCooldowns(unit)
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end
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end
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function Cooldowns:UpdateTestCooldowns(unit)
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function Cooldowns:UpdateTestCooldowns(unit)
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local button = Gladdy.buttons[unit]
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local button = Gladdy.buttons[unit]
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if (button.testSpec and button.testSpec == Gladdy.testData[unit].testSpec) then
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self:UpdateCooldowns(button)
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self:UpdateCooldowns(button)
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button.spec = nil
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self:DetectSpec(unit, button.testSpec)
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-- use class spells
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-- use class spells
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for spellId,_ in pairs(Gladdy:GetCooldownList()[button.class]) do
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for spellId,_ in pairs(Gladdy:GetCooldownList()[button.class]) do
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self:CooldownUsed(unit, button.class, spellId)
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self:CooldownUsed(unit, button.class, spellId)
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@ -302,7 +295,6 @@ function Cooldowns:UpdateTestCooldowns(unit)
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for spellId,_ in pairs(Gladdy:GetCooldownList()[button.race]) do
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for spellId,_ in pairs(Gladdy:GetCooldownList()[button.race]) do
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self:CooldownUsed(unit, button.race, spellId)
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self:CooldownUsed(unit, button.race, spellId)
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end
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end
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end
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end
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end
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---------------------
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---------------------
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@ -310,11 +302,17 @@ end
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---------------------
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---------------------
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function Cooldowns:ENEMY_SPOTTED(unit)
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function Cooldowns:ENEMY_SPOTTED(unit)
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if (not Gladdy.buttons[unit]) then
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return
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end
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self:UpdateCooldowns(Gladdy.buttons[unit])
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self:UpdateCooldowns(Gladdy.buttons[unit])
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end
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end
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function Cooldowns:SPEC_DETECTED(unit, spec)
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function Cooldowns:SPEC_DETECTED(unit)
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self:DetectSpec(unit, spec)
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if (not Gladdy.buttons[unit]) then
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return
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end
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self:UpdateCooldowns(Gladdy.buttons[unit])
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end
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end
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function Cooldowns:UNIT_DESTROYED(unit)
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function Cooldowns:UNIT_DESTROYED(unit)
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@ -445,41 +443,9 @@ function Cooldowns:CooldownUsed(unit, unitClass, spellId, expirationTimeInSecond
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end
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end
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---------------------
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---------------------
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-- Detect Spec
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-- Update Cooldowns
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---------------------
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---------------------
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local function notIn(spec, list)
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for _,v in ipairs(list) do
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if spec == v then
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return false
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end
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end
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return true
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end
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function Cooldowns:DetectSpec(unit, spec)
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local button = Gladdy.buttons[unit]
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if (not button or not spec or button.spec) then
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return
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end
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if button.class == "PALADIN" and notIn(spec, {L["Holy"], L["Retribution"], L["Protection"]})
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or button.class == "SHAMAN" and notIn(spec, {L["Restoration"], L["Enhancement"], L["Elemental"]})
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or button.class == "ROGUE" and notIn(spec, {L["Subtlety"], L["Assassination"], L["Combat"]})
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or button.class == "WARLOCK" and notIn(spec, {L["Demonology"], L["Destruction"], L["Affliction"]})
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or button.class == "PRIEST" and notIn(spec, {L["Shadow"], L["Discipline"], L["Holy"]})
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or button.class == "MAGE" and notIn(spec, {L["Frost"], L["Fire"], L["Arcane"]})
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or button.class == "DRUID" and notIn(spec, {L["Restoration"], L["Feral"], L["Balance"]})
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or button.class == "HUNTER" and notIn(spec, {L["Beast Mastery"], L["Marksmanship"], L["Survival"]})
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or button.class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
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return
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end
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if not button.spec then
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button.spec = spec
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Gladdy:SendMessage("UNIT_SPEC", unit, spec)
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Cooldowns:UpdateCooldowns(button)
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end
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end
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function Cooldowns:AddCooldown(spellID, value, button)
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function Cooldowns:AddCooldown(spellID, value, button)
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-- see if we have shared cooldowns without a cooldown defined
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-- see if we have shared cooldowns without a cooldown defined
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-- e.g. hunter traps have shared cooldowns, so only display one trap instead all of them
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-- e.g. hunter traps have shared cooldowns, so only display one trap instead all of them
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@ -517,20 +483,6 @@ function Cooldowns:UpdateCooldowns(button)
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return
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return
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end
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end
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if spec then
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if class == "PALADIN" and notIn(spec, {L["Holy"], L["Retribution"], L["Protection"]})
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or class == "SHAMAN" and notIn(spec, {L["Restoration"], L["Enhancement"], L["Elemental"]})
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or class == "ROGUE" and notIn(spec, {L["Subtlety"], L["Assassination"], L["Combat"]})
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or class == "WARLOCK" and notIn(spec, {L["Demonology"], L["Destruction"], L["Affliction"]})
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or class == "PRIEST" and notIn(spec, {L["Shadow"], L["Discipline"], L["Holy"]})
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or class == "MAGE" and notIn(spec, {L["Frost"], L["Fire"], L["Arcane"]})
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or class == "DRUID" and notIn(spec, {L["Restoration"], L["Feral"], L["Balance"]})
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or class == "HUNTER" and notIn(spec, {L["Beast Mastery"], L["Marksmanship"], L["Survival"]})
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or class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
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return
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end
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end
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
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if Gladdy.db.cooldownCooldowns[tostring(k)] then
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if Gladdy.db.cooldownCooldowns[tostring(k)] then
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if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil)) then
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if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil)) then
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Loading…
Reference in New Issue
Block a user