Gladdy-TBC/Modules/Cooldowns.lua
2021-05-17 16:49:54 +02:00

987 lines
41 KiB
Lua

local type, pairs, ceil, tonumber, mod = type, pairs, ceil, tonumber, mod
local GetTime = GetTime
local CreateFrame = CreateFrame
local GetSpellInfo = GetSpellInfo
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
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,
cooldownCooldownAlpha = 1
})
function Cooldowns:Initialize()
self.cooldownSpellIds = {}
self.spellTextures = {}
for class, t in pairs(self.cooldownSpells) do
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")
end
function Cooldowns:CreateFrame(unit)
local button = Gladdy.buttons[unit]
-- Cooldown frame
local spellCooldownFrame = CreateFrame("Frame", nil, button)
for x = 1, 14 do
local icon = CreateFrame("Frame", nil, spellCooldownFrame)
icon:EnableMouse(false)
icon:SetFrameLevel(3)
icon.texture = icon:CreateTexture(nil, "BACKGROUND")
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
if Gladdy.db.cooldownYPos == "TOP" then
if Gladdy.db.cooldownXPos == "RIGHT" then
button.spellCooldownFrame:SetPoint("BOTTOMRIGHT", button.healthBar, "TOPRIGHT", Gladdy.db.cooldownXOffset, Gladdy.db.highlightBorderSize + Gladdy.db.cooldownYOffset) -- needs to be properly anchored after trinket
else
button.spellCooldownFrame:SetPoint("BOTTOMLEFT", button.healthBar, "TOPLEFT", Gladdy.db.cooldownXOffset, Gladdy.db.highlightBorderSize + Gladdy.db.cooldownYOffset)
end
elseif Gladdy.db.cooldownYPos == "BOTTOM" then
if Gladdy.db.cooldownXPos == "RIGHT" then
button.spellCooldownFrame:SetPoint("TOPRIGHT", button.powerBar, "BOTTOMRIGHT", Gladdy.db.cooldownXOffset, -Gladdy.db.highlightBorderSize + Gladdy.db.cooldownYOffset) -- needs to be properly anchored after trinket
else
button.spellCooldownFrame:SetPoint("TOPLEFT", button.powerBar, "BOTTOMLEFT", Gladdy.db.cooldownXOffset, -Gladdy.db.highlightBorderSize + Gladdy.db.cooldownYOffset)
end
elseif Gladdy.db.cooldownYPos == "LEFT" then
local horizontalMargin = Gladdy.db.highlightBorderSize + Gladdy.db.padding
if (Gladdy.db.trinketPos == "LEFT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
if (Gladdy.db.classIconPos == "LEFT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
end
elseif (Gladdy.db.classIconPos == "LEFT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
if (Gladdy.db.trinketPos == "LEFT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
end
end
if (Gladdy.db.drCooldownPos == "LEFT" and Gladdy.db.drEnabled) then
verticalMargin = verticalMargin + Gladdy.db.drIconSize/2 + Gladdy.db.padding/2
end
if (Gladdy.db.castBarPos == "LEFT") then
verticalMargin = verticalMargin -
((Gladdy.db.castBarHeight < Gladdy.db.castBarIconSize) and Gladdy.db.castBarIconSize
or Gladdy.db.castBarHeight)/2 + Gladdy.db.padding/2
end
if (Gladdy.db.buffsCooldownPos == "LEFT" and Gladdy.db.buffsEnabled) then
verticalMargin = verticalMargin - (Gladdy.db.buffsIconSize/2 + Gladdy.db.padding/2)
end
button.spellCooldownFrame:SetPoint("RIGHT", button.healthBar, "LEFT", -horizontalMargin + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset + verticalMargin)
elseif Gladdy.db.cooldownYPos == "RIGHT" then
verticalMargin = -(Gladdy.db.powerBarHeight)/2
local horizontalMargin = Gladdy.db.highlightBorderSize + Gladdy.db.padding
if (Gladdy.db.trinketPos == "RIGHT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
if (Gladdy.db.classIconPos == "RIGHT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
end
elseif (Gladdy.db.classIconPos == "RIGHT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
if (Gladdy.db.trinketPos == "RIGHT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
end
end
if (Gladdy.db.drCooldownPos == "RIGHT" and Gladdy.db.drEnabled) then
verticalMargin = verticalMargin + Gladdy.db.drIconSize/2 + Gladdy.db.padding/2
end
if (Gladdy.db.castBarPos == "RIGHT") then
verticalMargin = verticalMargin -
((Gladdy.db.castBarHeight < Gladdy.db.castBarIconSize) and Gladdy.db.castBarIconSize
or Gladdy.db.castBarHeight)/2 + Gladdy.db.padding/2
end
if (Gladdy.db.buffsCooldownPos == "RIGHT" and Gladdy.db.buffsEnabled) then
verticalMargin = verticalMargin - (Gladdy.db.buffsIconSize/2 + Gladdy.db.padding/2)
end
button.spellCooldownFrame:SetPoint("LEFT", button.healthBar, "RIGHT", horizontalMargin + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset + verticalMargin)
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)
if Gladdy.db.cooldown then
local button = Gladdy.buttons[unit]
button.spellCooldownFrame:Show()
button.lastCooldownSpell = 1
self:UpdateTestCooldowns(unit)
end
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
for k, v in pairs(self.cooldownSpells[button.class]) do
--k is spellId
self:CooldownUsed(unit, button.class, k, nil)
end
-- use race spells
for k, v in pairs(self.cooldownSpells[button.race]) do
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
for k, v in pairs(self.cooldownSpells[class]) do
--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
end
end
end
if sharedCD then
return
end
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
end
--end
end
----------------------
--- RACE FUNCTIONALITY
----------------------
local race = Gladdy.buttons[unit].race
if self.cooldownSpells[race] then
for k, v in pairs(self.cooldownSpells[race]) do
--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
end
end
end
if sharedCD then
return
end
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
end
end
end
function Cooldowns:ResetUnit(unit)
Gladdy.buttons[unit].lastCooldownSpell = nil
Gladdy.buttons[unit].test = nil
end
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
for k, v in pairs(self.cooldownSpells[class]) do
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
end
end
end
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
end
end
----
-- RACE FUNCTIONALITY
----
for k, v in pairs(self.cooldownSpells[race]) do
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) 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
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
local cooldown = self.cooldownSpells[unitClass][spellId]
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",
name = L["Enable"],
desc = L["Enabled cooldown module"],
order = 2,
}),
group = {
type = "group",
childGroups = "tree",
name = "Frame",
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,
max = (Gladdy.db.healthBarHeight + Gladdy.db.castBarHeight + Gladdy.db.powerBarHeight + Gladdy.db.bottomMargin) / 2,
}),
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,
}),
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,
}),
},
},
},
},
}
end
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
for k, v in pairs(Cooldowns.cooldownSpells[button.class]) do
--k is spellId
Cooldowns:CooldownUsed(unit, button.class, k, nil)
end
-- use race spells
for k, v in pairs(Cooldowns.cooldownSpells[button.race]) do
Cooldowns:CooldownUsed(unit, button.race, k, nil)
end
end
end
Cooldowns.cooldownSpells = {
-- Spell Name Cooldown[, Spec]
-- Mage
["MAGE"] = {
[1953] = 15, -- Blink
--[122] = 22, -- Frost Nova
--[12051] = 480, --Evocation
[2139] = 24, -- Counterspell
[45438] = { cd = 300, [L["Frost"]] = 240, }, -- Ice Block
[12472] = { cd = 180, spec = L["Frost"], }, -- Icy Veins
[31687] = { cd = 180, spec = L["Frost"], }, -- Summon Water Elemental
[12043] = { cd = 180, spec = L["Arcane"], }, -- Presence of Mind
[11129] = { cd = 180, spec = L["Fire"] }, -- Combustion
[120] = { cd = 10,
sharedCD = {
[31661] = true, -- Cone of Cold
}, spec = L["Fire"] }, -- Dragon's Breath
[31661] = { cd = 20,
sharedCD = {
[120] = true, -- Cone of Cold
}, spec = L["Fire"] }, -- Dragon's Breath
[12042] = { cd = 180, spec = L["Arcane"], }, -- Arcane Power
[11958] = { cd = 384, spec = L["Frost"], -- Coldsnap
resetCD = {
[12472] = true,
[45438] = true,
[31687] = true,
},
},
},
-- Priest
["PRIEST"] = {
[10890] = { cd = 27, [L["Shadow"]] = 23, }, -- Psychic Scream
[15487] = { cd = 45, spec = L["Shadow"], }, -- Silence
[10060] = { cd = 180, spec = L["Discipline"], }, -- Power Infusion
[33206] = { cd = 120, spec = L["Discipline"], }, -- Pain Suppression
[34433] = 300, -- Shadowfiend
},
-- Druid
["DRUID"] = {
[22812] = 60, -- Barkskin
[29166] = 360, -- Innervate
[8983] = 60, -- Bash
[16689] = 60, -- Natures Grasp
[17116] = { cd = 180, spec = L["Restoration"], }, -- Natures Swiftness
[33831] = { cd = 180, spec = L["Balance"], }, -- Force of Nature
},
-- Shaman
["SHAMAN"] = {
[8042] = { cd = 6, -- Earth Shock
sharedCD = {
[8056] = true, -- Frost Shock
[8050] = true, -- Flame Shock
},
},
[30823] = { cd = 120, spec = L["Enhancement"], }, -- Shamanistic Rage
[16166] = { cd = 180, spec = L["Elemental"], }, -- Elemental Mastery
[16188] = { cd = 180, spec = L["Restoration"], }, -- Natures Swiftness
[16190] = { cd = 300, spec = L["Restoration"], }, -- Mana Tide Totem
},
-- Paladin
["PALADIN"] = {
[10278] = 180, -- Blessing of Protection
[1044] = 25, -- Blessing of Freedom
[10308] = { cd = 60, [L["Retribution"]] = 40, }, -- Hammer of Justice
[642] = { cd = 300, -- Divine Shield
sharedCD = {
cd = 60, -- no actual shared CD but debuff
[31884] = true,
},
},
[31884] = { cd = 180, spec = L["Retribution"], -- Avenging Wrath
sharedCD = {
cd = 60,
[642] = true,
},
},
[20066] = { cd = 60, spec = L["Retribution"], }, -- Repentance
[31842] = { cd = 180, spec = L["Holy"], }, -- Divine Illumination
[31935] = { cd = 30, spec = L["Protection"], }, -- Avengers Shield
},
-- Warlock
["WARLOCK"] = {
[17928] = 40, -- Howl of Terror
[27223] = 120, -- Death Coil
--[19647] = { cd = 24 }, -- Spell Lock; how will I handle pet spells?
[30414] = { cd = 20, spec = L["Destruction"], }, -- Shadowfury
[17877] = { cd = 15, spec = L["Destruction"], }, -- Shadowburn
[18708] = { cd = 900, spec = L["Demonology"], }, -- Feldom
},
-- Warrior
["WARRIOR"] = {
--[[6552] = { cd = 10, -- Pummel
sharedCD = {
[72] = true,
},
},
[72] = { cd = 12, -- Shield Bash
sharedCD = {
[6552] = true,
},
}, ]]
--[23920] = 10, -- Spell Reflection
[3411] = 30, -- Intervene
[676] = 60, -- Disarm
[5246] = 180, -- Intimidating Shout
--[2565] = 60, -- Shield Block
[12292] = { cd = 180, spec = L["Arms"], }, -- Death Wish
[12975] = { cd = 180, spec = L["Protection"], }, -- Last Stand
[12809] = { cd = 30, spec = L["Protection"], }, -- Concussion Blow
},
-- Hunter
["HUNTER"] = {
[19503] = 30, -- Scatter Shot
[19263] = 300, -- Deterrence; not on BM but can't do 2 specs
[14311] = { cd = 30, -- Freezing Trap
sharedCD = {
[13809] = true, -- Frost Trap
[34600] = true, -- Snake Trap
},
},
[13809] = { cd = 30, -- Frost Trap
sharedCD = {
[14311] = true, -- Freezing Trap
[34600] = true, -- Snake Trap
},
},
[34600] = { cd = 30, -- Snake Trap
sharedCD = {
[14311] = true, -- Freezing Trap
[13809] = true, -- Frost Trap
},
},
[34490] = { cd = 20, spec = L["Marksmanship"], }, -- Silencing Shot
[19386] = { cd = 60, spec = L["Survival"], }, -- Wyvern Sting
[19577] = { cd = 60, spec = L["Beast Mastery"], }, -- Intimidation
[38373] = { cd = 120, spec = L["Beast Mastery"], }, -- The Beast Within
},
-- Rogue
["ROGUE"] = {
[1766] = 10, -- Kick
[8643] = 20, -- Kidney Shot
[31224] = 60, -- Cloak of Shadow
[26889] = { cd = 300, [L["Subtlety"]] = 180, }, -- Vanish
[2094] = { cd = 180, [L["Subtlety"]] = 90, }, -- Blind
[11305] = { cd = 300, [L["Combat"]] = 180, }, -- Sprint
[26669] = { cd = 300, [L["Combat"]] = 180, }, -- Evasion
[14177] = { cd = 180, spec = L["Assassination"], }, -- Cold Blood
[13750] = { cd = 300, spec = L["Combat"], }, -- Adrenaline Rush
[13877] = { cd = 120, spec = L["Combat"], }, -- Blade Flurry
[36554] = { cd = 30, spec = L["Subtlety"], }, -- Shadowstep
[14185] = { cd = 600, spec = L["Subtlety"], -- Preparation
resetCD = {
[26669] = true,
[11305] = true,
[26889] = true,
[14177] = true,
[36554] = true,
},
},
},
["Scourge"] = {
[7744] = 120, -- Will of the Forsaken
},
["BloodElf"] = {
[28730] = 120, -- Arcane Torrent
},
["Tauren"] = {
[20549] = 120, -- War Stomp
},
["Orc"] = {
},
["Troll"] = {
},
["NightElf"] = {
[2651] = { cd = 180, spec = L["Discipline"], }, -- Elune's Grace
[10797] = { cd = 30, spec = L["Discipline"], }, -- Star Shards
},
["Draenei"] = {
[32548] = { cd = 300, spec = L["Discipline"], }, -- Hymn of Hope
},
["Human"] = {
[13908] = { cd = 600, spec = L["Discipline"], }, -- Desperate Prayer
[20600] = 180, -- Perception
},
["Gnome"] = {
[20589] = 105, -- Escape Artist
},
["Dwarf"] = {
[20594] = 180, -- Stoneform
[13908] = { cd = 600, spec = L["Discipline"], }, -- Desperate Prayer
},
}