mirror of
https://github.com/Relintai/Relintais-Enemy-Kooldown-Tracker-TBC.git
synced 2024-11-12 10:35:10 +01:00
Relintai
a5fd1840c7
-Added DRData lib. -Fixed CallbackHandler now being loaded when the addon wants to run. -Added Power Word: Shield. -Todos updated.
513 lines
12 KiB
Lua
513 lines
12 KiB
Lua
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--TODOS:
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--Enable/disable on frames
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--Player Entering World -> cleanup the db
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--CD Sort Order
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--Chat Command
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--DR timers
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--"Globals"
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local aceDB = LibStub("AceDB-3.0")
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local aceCDialog = LibStub("AceConfigDialog-3.0")
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local aceConfig = LibStub("AceConfig-3.0")
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local libSharedMedia = LibStub("LibSharedMedia-3.0")
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Vect.MovableFrames = nil
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Vect.targets = {
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["target"] = nil,
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["focus"] = nil
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}
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Vect.cds = {}
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Vect.frames = {
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["target"] = {},
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["focus"] = {}
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}
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Vect.defaults = {
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profile = {
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enabled = true,
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locked = true,
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debugLevel = 0,
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spellCastDebug = false,
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spellAuraDebug = false,
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allCDebug = false,
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selfCDRegister = false,
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target = {
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enabled = true,
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size = 27,
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xPos = 350,
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yPos = 350,
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growOrder = 2,
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sortOrder = 5
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},
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focus = {
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enabled = true,
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size = 27,
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xPos = 380,
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yPos = 380,
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growOrder = 2,
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sortOrder = 5
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}
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}
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}
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function Vect:Reset()
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Vect.cds = {}
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Vect.target = {unitGUID = -1, timers = {}}
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Vect.focus = {unitGUID = -1, timers = {}}
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end
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function Vect:OnInitialize()
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self.db = aceDB:New("VectDB", self.defaults);
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self.db.RegisterCallback(self, "OnProfileChanged", function() self:ApplySettings() end);
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self.db.RegisterCallback(self, "OnProfileCopied", function() self:ApplySettings() end);
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self.db.RegisterCallback(self, "OnProfileReset", function() self:ApplySettings() end);
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self:Print(self.appName .. " v. " .. Vect.version .. ". Chat command is /vect");
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aceConfig:RegisterOptionsTable("Vect", self:GetVectOptions());
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aceCDialog:AddToBlizOptions("Vect");
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self:RegisterChatCommand("vect", "ChatCommand");
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end
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function Vect:OnEnable()
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self:Reset()
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self:RegisterEvent("PLAYER_ENTERING_WORLD")
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self:RegisterEvent("ZONE_CHANGED_NEW_AREA")
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self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
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self:RegisterEvent("PLAYER_TARGET_CHANGED")
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self:RegisterEvent("PLAYER_FOCUS_CHANGED")
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self:CreateFrames("target");
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self:CreateFrames("focus");
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self:ApplySettings();
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end
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function Vect:OnDisable()
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self.Reset();
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end
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function Vect:ChatCommand(input)
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--TODO
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end
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function Vect:COMBAT_LOG_EVENT_UNFILTERED(_, timestamp, eventType, srcGUID, srcName, srcFlags,
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dstGUID, dstName, dstFlags, spellID, spellName, spellSchool,
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detail1, detail2, detail3)
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local db = Vect.db.profile;
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--debugAll
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if db["allCDebug"] then
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self:Print("eventType: " .. eventType .. " id: " .. spellID .. " spellName: " .. spellName);
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end
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--debugAura
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if db["spellAuraDebug"] then
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if eventType == "SPELL_AURA_APPLIED" or eventType == "SPELL_AURA_REMOVED" or eventType == "SPELL_AURA_APPLIED_DOSE" or
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eventType == "SPELL_AURA_REMOVED_DOSE" or eventType == "SPELL_AURA_REFRESH" or eventType == "SPELL_AURA_BROKEN" or
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eventType == "SPELL_AURA_BROKEN_SPELL" then
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self:Print("eventType: " .. eventType .. " id: " .. spellID .. " spellName: " .. spellName);
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end
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end
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if eventType == "SPELL_CAST_SUCCESS" or eventType == "SPELL_AURA_APPLIED" then
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--debug spell
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if db["spellCastDebug"] and eventType == "SPELL_CAST_SUCCESS" then
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self:Print("id: " .. spellID .. " spellName: " .. spellName);
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end
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if Vect.spells[spellID] then
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Vect:AddCd(srcGUID, spellID);
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end
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end
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end
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function Vect:PLAYER_TARGET_CHANGED()
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local unitGUID = UnitGUID("target");
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self.targets["target"] = unitGUID;
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self:ReassignCds("target");
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end
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function Vect:PLAYER_FOCUS_CHANGED()
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local unitGUID = UnitGUID("focus");
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self.targets["focus"] = unitGUID;
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self:ReassignCds("focus");
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end
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function Vect:PLAYER_ENTERING_WORLD()
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--TODO clean up the db
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end
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function Vect:ZONE_CHANGED_NEW_AREA()
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local type = select(2, IsInInstance())
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-- If we are entering an arena
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if (type == "arena") then
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self:Reset();
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end
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end
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--gets called when a cd is finished, reassigns the cds to frames.
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function Vect:ReassignCds(which)
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--first hide all
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for i = 1, 23 do
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local frame = Vect.frames[which][i]["frame"];
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frame:Hide();
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end
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local db = Vect.db.profile;
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--check if frames are unlocked
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if not db["locked"] then return end;
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--check if we need to display them for the player
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if not db["selfCDRegister"] and self.targets[which] == UnitGUID("player") then return end;
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--check if we have cooldown for that unit
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if not self.cds[self.targets[which]] then return end;
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--sort them
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Vect:SortCDs(which);
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--let's fill them up
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local i = 1;
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for k, v in pairs(self.cds[self.targets[which]]) do
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local frame = Vect.frames[which][i]["frame"];
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local text = Vect.frames[which][i]["texture"];
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text:SetTexture(v[4]);
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local CoolDown = Vect.frames[which][i]["cooldown"];
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CoolDown:SetCooldown(v[1], v[3]);
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frame:Show();
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i = i + 1;
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end
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end
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function Vect:AddCd(srcGUID, spellID)
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local db = Vect.db.profile;
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if not db["enabled"] then return end;
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if not Vect.cds[srcGUID] then Vect.cds[srcGUID] = {} end
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local cd, reset = Vect.spells[spellID][1], Vect.spells[spellID][2];
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local spellName, spellRank, spellIcon = GetSpellInfo(spellID);
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local currentTime = GetTime();
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local endTime = currentTime + cd;
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Vect.cds[srcGUID][spellID] = {
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currentTime,
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endTime,
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cd,
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spellIcon,
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spellID
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}
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--self:Print(Vect.cds[srcGUID][spellID][1] .. " " .. Vect.cds[srcGUID][spellID][2] .. " " .. Vect.cds[srcGUID][spellID][3]);
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if reset then
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Vect:CdRemoval(srcGUID, reset);
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end
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--self:Print(self.targets["target"]);
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--self:Print(s
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if self.targets["target"] == srcGUID then
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self:ReassignCds("target");
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end
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if self.targets["focus"] == srcGUID then
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self:ReassignCds("focus");
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end
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end
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function Vect:CdRemoval(srcGUID, resetArray)
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if not self.cds[srcGUID] then return end
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for k, v in pairs(self.cds[srcGUID]) do
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for j, x in pairs(resetArray) do
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if v[5] == x then
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--self:Print("Removed cd: " .. v[5]);
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self.cds[srcGUID][v[5]] = nil;
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end
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end
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end
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end
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function Vect:SortCDs(which)
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--TODO
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end
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function Vect:CreateFrames(which)
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for i = 1, 23 do
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local frame = CreateFrame("Frame", nil, UIParent, nil);
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frame:SetFrameStrata("MEDIUM");
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frame:SetWidth(150);
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frame:SetHeight(150);
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if i == 1 then
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frame:SetScript("OnUpdate", function() self:VOnTimerUpdate(which) end)
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end
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local text = frame:CreateTexture();
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text:SetTexture("Interface\\Icons\\Spell_Arcane_Blink")
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text:SetAllPoints(frame);
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frame.texture = text;
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local CoolDown = CreateFrame("Cooldown", "VectCoolDown" .. i, frame);
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CoolDown:SetAllPoints()
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CoolDown:SetCooldown(GetTime(), 50);
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--frame:Show();
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Vect.frames[which][i] = {}
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Vect.frames[which][i]["frame"] = frame;
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Vect.frames[which][i]["texture"] = text;
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Vect.frames[which][i]["cooldown"] = CoolDown;
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end
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end
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function Vect:MoveTimersStop(which)
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local db = Vect.db.profile;
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local x = db[which]["xPos"];
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local y = db[which]["yPos"];
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local size = db[which]["size"];
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local growOrder = db[which]["growOrder"];
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for i = 1, 23 do
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local frame = Vect.frames[which][i]["frame"];
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frame:ClearAllPoints();
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frame:SetFrameStrata("MEDIUM");
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frame:SetWidth(size);
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frame:SetHeight(size);
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local text = Vect.frames[which][i]["texture"];
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text:SetAllPoints(frame);
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frame.texture = text;
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--set them based on the grow type
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if growOrder == "1" then --Up
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frame:SetPoint("BOTTOMLEFT", x, y + ((i - 1) * size));
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elseif growOrder == "2" then --Right
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frame:SetPoint("BOTTOMLEFT", x + ((i - 1) * size), y);
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elseif growOrder == "3" then --Down
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frame:SetPoint("BOTTOMLEFT", x, y - ((i - 1) * size));
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else --Left
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frame:SetPoint("BOTTOMLEFT", x - ((i - 1) * size), y);
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end
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local CoolDown = Vect.frames[which][i]["cooldown"];
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CoolDown:SetAllPoints();
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--frame:Show();
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end
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end
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function Vect:ApplySettings()
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local db = Vect.db.profile;
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Vect:MoveTimersStop("target");
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Vect:MoveTimersStop("focus");
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Vect:ReassignCds("target");
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Vect:ReassignCds("focus");
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if not db["locked"] then self:ShowMovableFrames() end;
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end
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function Vect:VOnTimerUpdate(which)
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--check if we have cooldown for that unit
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if not self.cds[self.targets[which]] then return end
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--let's check if one of the cooldowns finished
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for k, v in pairs(self.cds[self.targets[which]]) do
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if v[2] <= GetTime() then
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self.cds[self.targets[which]][v[5]] = nil;
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self:ReassignCds(which);
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end
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end
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end
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--Utility Functions for the options
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--enable
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function Vect:isEnabled()
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local db = Vect.db.profile;
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return db["enabled"];
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end
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function Vect:setEnabledOrDisabled(enable)
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if enable then
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Vect:Enable()
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else
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Vect:Disable()
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end
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end
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function Vect:isPartEnabled(which)
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local db = Vect.db.profile;
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return db[which]["enabled"];
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end
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function Vect:SetPartEnabledOrDisabled(which, enable)
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local db = Vect.db.profile;
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db[which]["enabled"] = enable;
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end
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--lock
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function Vect:isLocked()
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return Vect.db.profile["locked"];
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end
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function Vect:LockFrames()
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self:MoveTimersStop("target");
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self:MoveTimersStop("focus");
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self:HideMovableFrames()
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self:ReassignCds("target");
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self:ReassignCds("focus");
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end
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function Vect:UnlockFrames()
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--this will hide the frames
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self:ReassignCds("target");
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self:ReassignCds("focus");
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Vect:ShowMovableFrames();
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end
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function Vect:HideMovableFrames()
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if not Vect.MovableFrames then return end;
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--Hide them
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for k, v in pairs(Vect.MovableFrames) do
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v["frame"]:EnableMouse(false);
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v["frame"]:SetMovable(false);
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v["frame"]:Hide();
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end
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end
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function Vect:ShowMovableFrames()
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local db = Vect.db.profile;
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--Create them if they doesn't exists
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if not Vect.MovableFrames then
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Vect.MovableFrames = {}
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for i = 1, 2 do
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local frame = CreateFrame("Frame", nil, UIParent, nil);
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frame:SetFrameStrata("BACKGROUND");
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frame:SetScript("OnDragStart", function() self:MovableFrameDragStart() end)
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frame:SetScript("OnDragStop", function() self:MovableFrameDragStop() end)
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local text = frame:CreateTexture();
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text:SetTexture("Interface\\Icons\\Spell_Arcane_Blink")
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text:SetAllPoints(frame);
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frame.texture = text;
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local which = "";
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if i == 1 then
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which = "target";
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elseif i == 2 then
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which = "focus";
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end
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frame.DragID = which;
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Vect.MovableFrames[i] = {}
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Vect.MovableFrames[i]["frame"] = frame;
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Vect.MovableFrames[i]["texture"] = text;
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end
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end
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--Show, resize them
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for k, v in pairs(Vect.MovableFrames) do
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v["frame"]:EnableMouse(true)
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v["frame"]:SetMovable(true)
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v["frame"]:RegisterForDrag("LeftButton")
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v["frame"]:SetPoint("BOTTOMLEFT", db[v["frame"].DragID]["xPos"], db[v["frame"].DragID]["yPos"]);
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v["frame"]:SetWidth(db[v["frame"].DragID]["size"]);
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v["frame"]:SetHeight(db[v["frame"].DragID]["size"]);
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v["frame"]:Show();
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end
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end
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function Vect:MovableFrameDragStart()
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this:StartMoving();
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end
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function Vect:MovableFrameDragStop()
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local db = Vect.db.profile;
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db[this.DragID]["xPos"] = this:GetLeft();
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db[this.DragID]["yPos"] = this:GetBottom();
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--Vect:Print(this:GetLeft() .. " " .. this:GetBottom());
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this:StopMovingOrSizing();
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end
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--size Functions
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function Vect:getFrameSize(which)
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local db = Vect.db.profile;
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return db[which]["size"];
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end
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function Vect:setFrameSize(which, size)
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local db = Vect.db.profile;
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db[which]["size"] = size;
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Vect:MoveTimersStop(which)
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if not db["locked"] then
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Vect:ShowMovableFrames();
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end
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end
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--Grow Order
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function Vect:getGrowOrder(which)
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local db = Vect.db.profile;
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return db[which]["growOrder"];
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end
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function Vect:setGrowOrder(which, v)
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local db = Vect.db.profile;
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db[which]["growOrder"] = v;
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Vect:MoveTimersStop(which)
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end
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--Sort Order
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function Vect:getSortOrder(which)
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local db = Vect.db.profile;
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return db[which]["sortOrder"];
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end
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function Vect:setSortOrder(which, v)
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local db = Vect.db.profile;
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db[which]["sortOrder"] = v;
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Vect:ReassignCds(which);
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end
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--Debug settings
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function Vect:getDebugLevel()
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local db = Vect.db.profile;
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return db["debugLevel"];
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end
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function Vect:setDebugLevel(v)
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local db = Vect.db.profile;
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db["debugLevel"] = v;
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end
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function Vect:getSpellCastDebug()
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local db = Vect.db.profile;
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return db["spellCastDebug"];
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end
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function Vect:setSpellCastDebug(v)
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local db = Vect.db.profile;
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db["spellCastDebug"] = v;
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end
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function Vect:getSpellAuraDebug()
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local db = Vect.db.profile;
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return db["spellAuraDebug"];
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end
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function Vect:setSpellAuraDebug(v)
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local db = Vect.db.profile;
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db["spellAuraDebug"] = v;
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end
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function Vect:getAllCDebug()
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local db = Vect.db.profile;
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return db["allCDebug"];
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end
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function Vect:setAllCDebug(v)
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local db = Vect.db.profile;
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db["allCDebug"] = v;
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end
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function Vect:getSelfCDRegister()
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local db = Vect.db.profile;
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return db["selfCDRegister"];
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end
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function Vect:setSelfCDRegister(v)
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local db = Vect.db.profile;
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db["selfCDRegister"] = v;
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Vect:ReassignCds("target");
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Vect:ReassignCds("focus");
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end |