--"Globals" local aceDB = LibStub("AceDB-3.0"); local aceCDialog = LibStub("AceConfigDialog-3.0"); local aceConfig = LibStub("AceConfig-3.0"); local libSharedMedia = LibStub("LibSharedMedia-3.0"); local libDRData = LibStub('DRData-1.0'); --DR db functions function Vect:DRDebuffGained(spellID, dstGUID, isPlayer) local db = Vect.db.profile; if not db["enabled"] then return end; if not Vect.drs[dstGUID] then Vect.drs[dstGUID] = {} end local drCat = libDRData:GetSpellCategory(spellID); local spellName, spellRank, spellIcon = GetSpellInfo(spellID); Vect:UpdateDRs(dstGUID); if not Vect.drs[dstGUID][drCat] then local cd = 18; local currentTime = GetTime(); local endTime = currentTime + cd; local diminished = 1; local isDiminishingStarted = false; Vect.drs[dstGUID][drCat] = { currentTime, endTime, cd, spellIcon, spellID, diminished, isDiminishingStarted, drCat } else local cd = 18; local currentTime = GetTime(); local endTime = currentTime + cd; Vect.drs[dstGUID][drCat][1] = currentTime; Vect.drs[dstGUID][drCat][2] = currentTime + cd; Vect.drs[dstGUID][drCat][4] = spellIcon; Vect.drs[dstGUID][drCat][5] = spellID; Vect.drs[dstGUID][drCat][6] = Vect.drs[dstGUID][drCat][6] + 1; Vect.drs[dstGUID][drCat][7] = false; --reset it back to 1, x > 3 means, the server updated the dr in less than 18 sec. if Vect.drs[dstGUID][drCat][6] > 3 then Vect.drs[dstGUID][drCat][6] = 1; end end --self:Print(Vect.cds[srcGUID][spellID][1] .. " " .. Vect.cds[srcGUID][spellID][2] .. " " .. Vect.cds[srcGUID][spellID][3]); if self.targets["target"] == dstGUID then self:ReassignDRs("targetdr"); end if self.targets["focus"] == dstGUID then self:ReassignDRs("focusdr"); end if self.targets["self"] == dstGUID then self:ReassignDRs("selfdr"); end end function Vect:DRDebuffFaded(spellID, dstGUID, isPlayer) local db = Vect.db.profile; if not db["enabled"] then return end; if not Vect.drs[dstGUID] then Vect.drs[dstGUID] = {} end local drCat = libDRData:GetSpellCategory(spellID); local spellName, spellRank, spellIcon = GetSpellInfo(spellID); Vect:UpdateDRs(dstGUID); if not Vect.drs[dstGUID][drCat] then --means we didn't see it applied local cd = 18; local currentTime = GetTime(); local endTime = currentTime + cd; local diminished = 1; local isDiminishingStarted = true; Vect.drs[dstGUID][drCat] = { currentTime, endTime, cd, spellIcon, spellID, diminished, isDiminishingStarted, drCat } else local cd = 18; local currentTime = GetTime(); local endTime = currentTime + cd; Vect.drs[dstGUID][drCat][1] = currentTime; Vect.drs[dstGUID][drCat][2] = endTime; Vect.drs[dstGUID][drCat][7] = true; end --self:Print(Vect.cds[srcGUID][spellID][1] .. " " .. Vect.cds[srcGUID][spellID][2] .. " " .. Vect.cds[srcGUID][spellID][3]); if self.targets["target"] == dstGUID then self:ReassignDRs("targetdr"); end if self.targets["focus"] == dstGUID then self:ReassignDRs("focusdr"); end if self.targets["self"] == dstGUID then self:ReassignDRs("selfdr"); end end function Vect:ReassignDRs(which) local db = Vect.db.profile; --bail out early, if frames are disabled if not db[which]["enabled"] or not db["enabled"] then return end; --first hide all for i = 1, 18 do local frame = Vect.frames[which][i]["frame"]; frame:Hide(); end --check if frames are unlocked if not db["locked"] then return end; --check if we have cooldown for that unit local whichs = ""; if which == "targetdr" then whichs = "target"; elseif which == "focusdr" then whichs = "focus"; else whichs = "self"; end if not self.drs[self.targets[whichs]] then return end; --update then Vect:UpdateDRs(self.targets[whichs]); --sort them local tmp = Vect:SortDRs(whichs); --let's fill them up local i = 1; for k, v in ipairs(tmp) do --self:Print(v["spellID"]); local frame = Vect.frames[which][i]["frame"]; local text = Vect.frames[which][i]["texture"]; text:SetTexture(v["spellIcon"]); local CoolDown = Vect.frames[which][i]["cooldown"]; local t = Vect.frames[which][i]["text"]; if v["isDiminishingStarted"] then CoolDown:SetCooldown(v["currentTime"], v["cd"]); else CoolDown:SetCooldown(v["currentTime"], 0); end --print it out, if we need to if db[which]["drnumsize"] > 0 then t:SetText(v["diminished"]); end frame:Show(); i = i + 1; end end function Vect:SortDRs(which) local db = Vect.db.profile; local tmp = {}; --make the tmp table local i = 1; for k, v in pairs(self.drs[self.targets[which]]) do tmp[i] = { currentTime = v[1], endTime = v[2], cd = v[3], spellIcon = v[4], spellID = v[5], diminished = v[6], isDiminishingStarted = v[7] }; --self:Print(v[1] .. v[2] .. v[3] .. v[4] .. v[5]) --self:Print(tmp[i]["currentTime"] .. " " .. tmp[i]["endTime"] .. " " .. tmp[i]["cd"] .. " " .. tmp[i][4] .. " " .. tmp[i][5]) i = i + 1; end if not tmp then return end; if which == "self" then which = "selfdr" end if db[which]["sortOrder"] == "1" then --["1"] = "Ascending (CD left)", table.sort(tmp, function(a, b) return Vect:ComparerAscendingCDLeft(a, b) end); elseif db[which]["sortOrder"] == "2" then --["2"] = "Descending (CD left)", table.sort(tmp, function(a, b) return Vect:ComparerDescendingCDLeft(a, b) end); elseif db[which]["sortOrder"] == "3" then --["3"] = "Ascending (CD total)", table.sort(tmp, function(a, b) return Vect:ComparerAscendingCDTotal(a, b) end); elseif db[which]["sortOrder"] == "4" then --["4"] = "Descending (CD total)", table.sort(tmp, function(a, b) return Vect:ComparerDescendingCDTotal(a, b) end); elseif db[which]["sortOrder"] == "5" then --["5"] = "Recent first", table.sort(tmp, function(a, b) return Vect:ComparerRecentFirst(a, b) end); elseif db[which]["sortOrder"] == "6" then --["6"] = "Recent Last", table.sort(tmp, function(a, b) return Vect:ComparerRecentLast(a, b) end); end --["7"] = "No order" return tmp; end function Vect:CreateDRFrames(which) for i = 1, 18 do local frame = CreateFrame("Frame", nil, UIParent, nil); frame:SetFrameStrata("MEDIUM"); frame:SetWidth(150); frame:SetHeight(150); local wh = ""; if which == "targetdr" then wh = "target"; elseif which == "focusdr" then wh = "focus"; else wh = "self"; end if i == 1 then frame:SetScript("OnUpdate", function() self:VOnDRTimerUpdate(wh) end) end local text = frame:CreateTexture(); text:SetTexture("Interface\\Icons\\Spell_Arcane_Blink") text:SetAllPoints(frame); frame.texture = text; local CoolDown = CreateFrame("Cooldown", "VectCoolDown" .. i, frame); CoolDown:SetAllPoints() CoolDown:SetCooldown(GetTime(), 50); local t = frame:CreateFontString(nil, "OVERLAY"); t:SetNonSpaceWrap(false); t:SetPoint("CENTER", frame, "CENTER", 0, 0); t:SetFont("Fonts\\FRIZQT__.TTF", 11, "OUTLINE, MONOCHROME") --frame:Hide(); Vect.frames[which][i] = {} Vect.frames[which][i]["frame"] = frame; Vect.frames[which][i]["texture"] = text; Vect.frames[which][i]["cooldown"] = CoolDown; Vect.frames[which][i]["text"] = t; end end function Vect:MoveDRTimersStop(which) local db = Vect.db.profile; local x = db[which]["xPos"]; local y = db[which]["yPos"]; local size = db[which]["size"]; local growOrder = db[which]["growOrder"]; local drNumSize = db[which]["drnumsize"]; local drNumPos = db[which]["drnumposition"]; for i = 1, 18 do local frame = Vect.frames[which][i]["frame"]; frame:ClearAllPoints(); frame:SetFrameStrata("MEDIUM"); frame:SetWidth(size); frame:SetHeight(size); local text = Vect.frames[which][i]["texture"]; text:SetAllPoints(frame); frame.texture = text; --set them based on the grow type if growOrder == "1" then --Up frame:SetPoint("BOTTOMLEFT", x, y + ((i - 1) * size)); elseif growOrder == "2" then --Right frame:SetPoint("BOTTOMLEFT", x + ((i - 1) * size), y); elseif growOrder == "3" then --Down frame:SetPoint("BOTTOMLEFT", x, y - ((i - 1) * size)); else --Left frame:SetPoint("BOTTOMLEFT", x - ((i - 1) * size), y); end local t = Vect.frames[which][i]["text"]; t:ClearAllPoints(); --check if we need numbers if (drNumSize > 0) then local xOSet = 0; local yOSet = 0; t:SetFont("Fonts\\FRIZQT__.TTF", drNumSize, "OUTLINE, MONOCHROME") --position it if (drNumPos == "1") then --["1"] = "Up", yOSet = ((drNumSize / 2) + (size / 2) + 2); elseif (drNumPos == "2") then --["2"] = "Right", xOSet = ((size / 2) + 5); elseif (drNumPos == "3") then --["3"] = "Down", yOSet = -((drNumSize / 2) + (size / 2) + 2); elseif (drNumPos == "4") then --["4"] = "Left", xOSet = -((size / 2) + 5); end --["5"] = "Middle" t:SetPoint("CENTER", frame, "CENTER", xOSet, yOSet); end local CoolDown = Vect.frames[which][i]["cooldown"]; CoolDown:SetAllPoints(); --frame:Show(); end end function Vect:VOnDRTimerUpdate(which) if Vect:UpdateDRs(self.targets[which]) then --we have to update every three, because if somebody is targeted and focused since sorting is --implemented it triggers only one update, probably it had bugs before too, but got unnoticed self:ReassignDRs("targetdr"); self:ReassignDRs("focusdr"); self:ReassignDRs("selfdr"); end end function Vect:UpdateDRs(unitGUID) if not unitGUID then return end; --check if we have dr for that unit if not self.drs[unitGUID] then return end local t = GetTime(); local found = false; --let's check if one of the cooldowns finished for k, v in pairs(self.drs[unitGUID]) do if (v[7] == true and v[2] <= t) or (v[2] + 25 <= t) then self.drs[unitGUID][v[8]] = nil; found = true; end end return found; end