Relintais-Enemy-Kooldown-Tr.../Vect.lua
Relintai a5fd1840c7 -Updated the libs, added in the ones I deleded (maybe later they'll be deleted).
-Added DRData lib.
-Fixed CallbackHandler now being loaded when the addon wants to run.
-Added Power Word: Shield.
-Todos updated.
2016-05-06 15:32:07 +02:00

513 lines
12 KiB
Lua

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