b8e75b6804
- move stealth from rangecheck to healthbar - custom stealth color added - powerbar fix eventhandling
395 lines
16 KiB
Lua
395 lines
16 KiB
Lua
local UnitIsConnected = UnitIsConnected
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local UnitInPhase = UnitInPhase
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local UnitInRaid = UnitInRaid
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local UnitInParty = UnitInParty
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local UnitInRange = UnitInRange
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local CheckInteractDistance = CheckInteractDistance
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local C_Timer = C_Timer
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local UnitIsUnit = UnitIsUnit
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local UnitClass = UnitClass
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local GetSpellInfo = GetSpellInfo
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local RAID_CLASS_COLORS = RAID_CLASS_COLORS
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local LOCALIZED_CLASS_NAMES_MALE = LOCALIZED_CLASS_NAMES_MALE
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local CLASS_ICON_TCOORDS = CLASS_ICON_TCOORDS
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local select, ipairs, type, tonumber, tostring, format = select, ipairs, type, tonumber, tostring, format
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local LibStub = LibStub
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local Gladdy = LibStub("Gladdy")
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local LSR = LibStub("SpellRange-1.0")
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local L = Gladdy.L
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local HealthBar = Gladdy.modules["Health Bar"]
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local classSpells = {
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["MAGE"] = 118,
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["PRIEST"] = 32379,
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["DRUID"] = 33786,
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["SHAMAN"] = 10414,
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["PALADIN"] = 10308,
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["WARLOCK"] = 5782,
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["WARRIOR"] = 25275,
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["HUNTER"] = 27018,
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["ROGUE"] = 36554,
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}
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local function defaultSpells()
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local defaults = {}
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for _,class in ipairs(Gladdy.CLASSES) do
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defaults[class] = { min = classSpells[class] }
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end
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return defaults
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end
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local RangeCheck = Gladdy:NewModule("Range Check", nil, {
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rangeCheckEnabled = true,
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rangeCheckDefaultSpells = defaultSpells(),
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rangeCheckOorFactor = 1.5,
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rangeCheckHealthBar = true,
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rangeCheckHealthBarText = true,
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rangeCheckPowerBar = true,
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rangeCheckPowerBarText = true,
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rangeCheckClassIcon = false,
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rangeCheckTrinket = false,
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rangeCheckRacial = false,
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})
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function RangeCheck:Initialize()
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if Gladdy.db.rangeCheckEnabled then
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self:RegisterMessage("JOINED_ARENA")
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end
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self.playerClass = select(2, UnitClass("player"))
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end
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function RangeCheck:UpdateFrameOnce()
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if Gladdy.db.rangeCheckEnabled then
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self:RegisterMessage("JOINED_ARENA")
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else
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self:UnregisterAllMessages()
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end
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end
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function RangeCheck:Reset()
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self.test = nil
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end
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function RangeCheck:ResetUnit(unit)
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local button = Gladdy.buttons[unit]
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self:CancelTimer(button)
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self:SetColor(button, 1)
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end
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function RangeCheck:Test(unit)
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local button = Gladdy.buttons[unit]
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if not button then
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return
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end
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self.test = true
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button.lastState = 0
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if Gladdy.db.rangeCheckEnabled then
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if unit == "arena2" or unit == "arena4" then
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--button.unit = "target"
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--self:CreateTimer(button)
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self:SetRangeAlpha(button, nil)
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else
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self:SetRangeAlpha(button, true)
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end
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else
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self:SetRangeAlpha(button, true)
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end
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end
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function RangeCheck:UpdateFrame(unit)
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if self.test then
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self:Test(unit)
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end
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end
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function RangeCheck:SetColor(button, oorFac)
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if button.lastState == oorFac then
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return
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end
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if Gladdy.db.rangeCheckHealthBar then
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button.healthBar.hp.oorFactor = oorFac
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HealthBar:SetHealthStatusBarColor(button.unit, button.healthBar.hp.current, button.healthBar.hp.max)
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else
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button.healthBar.hp.oorFactor = 1
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HealthBar:SetHealthStatusBarColor(button.unit, button.healthBar.hp.current, button.healthBar.hp.max)
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end
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if Gladdy.db.rangeCheckHealthBarText then
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button.healthBar.nameText:SetTextColor(Gladdy.db.healthBarFontColor.r/oorFac, Gladdy.db.healthBarFontColor.g/oorFac, Gladdy.db.healthBarFontColor.b/oorFac, Gladdy.db.healthBarFontColor.a)
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button.healthBar.healthText:SetTextColor(Gladdy.db.healthBarFontColor.r/oorFac, Gladdy.db.healthBarFontColor.g/oorFac, Gladdy.db.healthBarFontColor.b/oorFac, Gladdy.db.healthBarFontColor.a)
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else
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button.healthBar.nameText:SetTextColor(Gladdy.db.healthBarFontColor.r, Gladdy.db.healthBarFontColor.g, Gladdy.db.healthBarFontColor.b, Gladdy.db.healthBarFontColor.a)
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button.healthBar.healthText:SetTextColor(Gladdy.db.healthBarFontColor.r, Gladdy.db.healthBarFontColor.g, Gladdy.db.healthBarFontColor.b, Gladdy.db.healthBarFontColor.a)
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end
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if Gladdy.db.rangeCheckPowerBar then
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button.powerBar.energy:SetStatusBarColor(button.powerBar.powerColor.r/oorFac, button.powerBar.powerColor.g/oorFac, button.powerBar.powerColor.b/oorFac, 1)
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else
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button.powerBar.energy:SetStatusBarColor(button.powerBar.powerColor.r, button.powerBar.powerColor.g, button.powerBar.powerColor.b, 1)
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end
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if Gladdy.db.rangeCheckPowerBarText then
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button.powerBar.raceText:SetTextColor(Gladdy.db.powerBarFontColor.r/oorFac, Gladdy.db.powerBarFontColor.g/oorFac, Gladdy.db.powerBarFontColor.b/oorFac, Gladdy.db.powerBarFontColor.a)
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button.powerBar.powerText:SetTextColor(Gladdy.db.powerBarFontColor.r/oorFac, Gladdy.db.powerBarFontColor.g/oorFac, Gladdy.db.powerBarFontColor.b/oorFac, Gladdy.db.powerBarFontColor.a)
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else
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button.powerBar.raceText:SetTextColor(Gladdy.db.powerBarFontColor.r, Gladdy.db.powerBarFontColor.g, Gladdy.db.powerBarFontColor.b, Gladdy.db.powerBarFontColor.a)
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button.powerBar.powerText:SetTextColor(Gladdy.db.powerBarFontColor.r, Gladdy.db.powerBarFontColor.g, Gladdy.db.powerBarFontColor.b, Gladdy.db.powerBarFontColor.a)
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end
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if Gladdy.db.rangeCheckTrinket then
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button.trinket.texture:SetVertexColor(1/oorFac, 1/oorFac, 1/oorFac)
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else
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button.trinket.texture:SetVertexColor(1, 1, 1)
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end
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if Gladdy.db.rangeCheckClassIcon then
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button.classIcon.texture:SetVertexColor(1/oorFac, 1/oorFac, 1/oorFac)
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button.aura.icon:SetVertexColor(1/oorFac, 1/oorFac, 1/oorFac)
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else
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button.classIcon.texture:SetVertexColor(1, 1, 1)
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button.aura.icon:SetVertexColor(1, 1, 1)
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end
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if Gladdy.db.rangeCheckRacial then
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button.racial.texture:SetVertexColor(1/oorFac, 1/oorFac, 1/oorFac)
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else
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button.racial.texture:SetVertexColor(1, 1, 1)
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end
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button.lastState = oorFac
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end
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function RangeCheck:SetRangeAlpha(button, inRange)
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local oorFac = Gladdy.db.rangeCheckOorFactor
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if inRange then
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RangeCheck:SetColor(button, 1)
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else
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RangeCheck:SetColor(button, oorFac)
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end
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end
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function RangeCheck:JOINED_ARENA()
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self.test = nil
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if Gladdy.db.rangeCheckEnabled then
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for i = 1, Gladdy.curBracket do
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local button = Gladdy.buttons["arena"..i]
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--if i == 1 then button.unit = "focus" end
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self:CreateTimer(button)
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end
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end
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end
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function RangeCheck.CheckRange(self)
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local button = self.parent
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local spell = Gladdy.db.rangeCheckDefaultSpells[RangeCheck.playerClass].min
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if (not UnitIsConnected(button.unit) or not UnitInPhase(button.unit)) then
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RangeCheck:SetRangeAlpha(button, false)
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elseif (spell) then
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RangeCheck:SetRangeAlpha(button, LSR.IsSpellInRange(spell, button.unit) == 1)
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-- That didn't work, but they are grouped lets try the actual API for this, it's a bit flaky though and not that useful generally
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elseif (UnitInRaid(button.unit) or UnitInParty(button.unit)) then
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RangeCheck:SetRangeAlpha(button, UnitInRange(button.unit, "player"))
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-- Nope, fall back to interaction :(
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else
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RangeCheck:SetRangeAlpha(button, CheckInteractDistance(button.unit, 4))
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end
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end
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function RangeCheck:CreateTimer(frame)
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if not frame.range then
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frame.range = C_Timer.NewTicker(0.05, RangeCheck.CheckRange)
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frame.range.parent = frame
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end
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end
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function RangeCheck:CancelTimer(frame)
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if frame.range then
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frame.range:Cancel()
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frame.range = nil
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end
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end
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function RangeCheck:ForceUpdate(frame)
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if( UnitIsUnit(frame.unit, "player") ) then
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frame.healthBar:SetAlpha(1)
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frame.powerBar:SetAlpha(1)
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self:CancelTimer(frame)
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else
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self:CreateTimer(frame)
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self.CheckRange(frame.parent)
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end
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end
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function RangeCheck:GetOptions()
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return {
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header = {
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type = "header",
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name = L["Range Check"],
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order = 2,
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},
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rangeCheckEnabled = Gladdy:option({
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type = "toggle",
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name = L["Enabled"],
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desc = L["Enable racial icon"],
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order = 3,
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}),
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group = {
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type = "group",
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childGroups = "tree",
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name = L["General"],
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order = 5,
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disabled = function() return not Gladdy.db.rangeCheckEnabled end,
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args = {
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general = {
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type = "group",
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name = L["General"],
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order = 1,
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args = {
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header = {
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type = "header",
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name = L["General"],
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order = 1,
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},
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rangeCheckOorFactor = Gladdy:option({
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type = "range",
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name = L["Out of Range Darkening Level"],
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desc = L["Higher is darker"],
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min = 1.1,
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max = 5,
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step = 0.1,
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width = "full",
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order = 2,
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}),
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rangeCheckHealthBar = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Health Bar"],
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width = "full",
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order = 3,
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}),
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rangeCheckHealthBarText = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Health Bar Text"],
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width = "full",
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order = 4,
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}),
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rangeCheckPowerBar = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Power Bar"],
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width = "full",
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order = 5,
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}),
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rangeCheckPowerBarText = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Power Bar Text"],
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width = "full",
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order = 6,
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}),
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rangeCheckClassIcon = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Class Icon"],
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width = "full",
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order = 7,
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}),
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rangeCheckTrinket = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Trinket"],
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width = "full",
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order = 8,
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}),
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rangeCheckRacial = Gladdy:option({
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type = "toggle",
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name = L["Fade"] .. " " .. L["Racial"],
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width = "full",
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order = 9,
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}),
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},
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},
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},
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},
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oorSpells = {
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type = "group",
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childGroups = "tree",
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name = L["Spells"],
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order = 5,
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disabled = function() return not Gladdy.db.rangeCheckEnabled end,
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args = RangeCheck:GetSpells(),
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},
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}
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end
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function RangeCheck:GetSpells()
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local group = {
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description = {
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type = "description",
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name = L["Changing the spellID only applies to your player class!\n\nExample: If you are a Paladin and wish to change your range check spell to Repentance, edit the Paladin spellID to 20066."],
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order = 1,
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},
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}
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for i,class in ipairs(Gladdy.CLASSES) do
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group[class] = {
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type = "group",
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name = LOCALIZED_CLASS_NAMES_MALE[class],
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order = i + 1,
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icon = "Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes",
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iconCoords = CLASS_ICON_TCOORDS[class],
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args = {
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headerMin = {
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type = "header",
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name = GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min) and format("|T%s:20|t %s - %d" .. L["yds"], select(3, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)), select(1, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)), select(6, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)))
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or "nil",
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order = 1,
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},
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min = {
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type = "input",
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name = "Spell ID", --format("|T%s:20|t %s", select(3, GetSpellInfo(k)), select(1, GetSpellInfo(k)))
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order = 2,
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width = "full",
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pattern = "%d+",
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validate = function(_, value)
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LibStub("AceConfigRegistry-3.0"):NotifyChange("Gladdy")
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return type(tonumber(value)) == "number"
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end,
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--image = select(3, GetSpellInfo(defaultSpells()[class].min)),
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get = function(_)
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return tostring(Gladdy.db.rangeCheckDefaultSpells[class].min)
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end,
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set = function(_, value)
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Gladdy.db.rangeCheckDefaultSpells[class].min = tonumber(value)
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--Gladdy.options.args["Range Check"].args.oorSpells.args[class].args.min.name = GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min) and format("|T%s:20|t %s", select(3, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)), select(1, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)))
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-- or "nil"
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Gladdy.options.args["Range Check"].args.oorSpells.args[class].args.headerMin.name = GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min) and format("|T%s:20|t %s - %d" .. L["yds"], select(3, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)), select(1, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)), select(6, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].min)))
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or "nil"
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end
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},
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--[[headerMax = {
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type = "header",
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name = L["Max"],
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order = 3,
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},
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max = {
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type = "input",
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name = GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].max) and format("|T%s:20|t %s", select(3, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].max)), select(1, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].max)))
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or "nil",
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order = 4,
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width = "full",
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pattern = "%d+",
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validate = function(_, value)
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return type(tonumber(value)) == "number"
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end,
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--image = select(3, GetSpellInfo(defaultSpells()[class].max)),
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get = function(_)
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return tostring(Gladdy.db.rangeCheckDefaultSpells[class].max)
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end,
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set = function(_, value)
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Gladdy.db.rangeCheckDefaultSpells[class].max = tonumber(value)
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Gladdy.options.args["Range Check"].args.oorSpells.args[class].args.max.name = GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].max) and format("|T%s:20|t %s", select(3, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].max)), select(1, GetSpellInfo(Gladdy.db.rangeCheckDefaultSpells[class].max)))
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or "nil"
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end
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}--]]
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}
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}
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end
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return group
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end |