-- HealBot_Model.lua -- Centralized Data Store and Observer System for HealBotBlue -- Fix legacy client UIDropDownMenu crash when setting value/id/refreshing while dropdown is not open if UIDropDownMenu_Refresh and not HealBot_UIDropDownMenu_Refresh_Fixed then local orig_UIDropDownMenu_Refresh = UIDropDownMenu_Refresh UIDropDownMenu_Refresh = function(frame, useValue, group) local targetFrame = frame or this if not targetFrame or type(targetFrame) ~= "table" then return end if not UIDROPDOWNMENU_OPEN_MENU or (targetFrame.GetName and targetFrame:GetName() ~= UIDROPDOWNMENU_OPEN_MENU) then return end orig_UIDropDownMenu_Refresh(targetFrame, useValue, group) end HealBot_UIDropDownMenu_Refresh_Fixed = true end if UIDropDownMenu_Initialize and not HealBot_UIDropDownMenu_Initialize_Fixed then local orig_UIDropDownMenu_Initialize = UIDropDownMenu_Initialize UIDropDownMenu_Initialize = function(frame, initFunction, displayMode, level) local targetFrame = frame or this if not targetFrame or type(targetFrame) ~= "table" then return end local name = targetFrame.GetName and targetFrame:GetName() if UIDROPDOWNMENU_OPEN_MENU and name and name == UIDROPDOWNMENU_OPEN_MENU then orig_UIDropDownMenu_Initialize(targetFrame, initFunction, displayMode, level) else local orig_AddButton = UIDropDownMenu_AddButton UIDropDownMenu_AddButton = function(info, lvl) -- Do nothing to prevent button accumulation in DropDownList1 end orig_UIDropDownMenu_Initialize(targetFrame, initFunction, displayMode, level) UIDropDownMenu_AddButton = orig_AddButton end end HealBot_UIDropDownMenu_Initialize_Fixed = true end if UIDropDownMenu_SetSelectedID and not HealBot_UIDropDownMenu_SetSelectedID_Fixed then local orig_UIDropDownMenu_SetSelectedID = UIDropDownMenu_SetSelectedID UIDropDownMenu_SetSelectedID = function(frame, id, useValue) local targetFrame = frame or this if not targetFrame or type(targetFrame) ~= "table" then return end local name = targetFrame.GetName and targetFrame:GetName() if UIDROPDOWNMENU_OPEN_MENU and name and name == UIDROPDOWNMENU_OPEN_MENU then orig_UIDropDownMenu_SetSelectedID(targetFrame, id, useValue) else targetFrame.selectedID = id targetFrame.selectedValue = nil targetFrame.selectedName = nil if targetFrame.initialize then local buttons = {} local orig_AddButton = UIDropDownMenu_AddButton UIDropDownMenu_AddButton = function(info, level) table.insert(buttons, info) end local temp_this = this this = targetFrame targetFrame.initialize(1) this = temp_this UIDropDownMenu_AddButton = orig_AddButton if buttons[id] then UIDropDownMenu_SetText(buttons[id].text, targetFrame) end end end end HealBot_UIDropDownMenu_SetSelectedID_Fixed = true end if UIDropDownMenu_SetSelectedValue and not HealBot_UIDropDownMenu_SetSelectedValue_Fixed then local orig_UIDropDownMenu_SetSelectedValue = UIDropDownMenu_SetSelectedValue UIDropDownMenu_SetSelectedValue = function(frame, value, useValue) local targetFrame = frame or this if not targetFrame or type(targetFrame) ~= "table" then return end local name = targetFrame.GetName and targetFrame:GetName() if UIDROPDOWNMENU_OPEN_MENU and name and name == UIDROPDOWNMENU_OPEN_MENU then orig_UIDropDownMenu_SetSelectedValue(targetFrame, value, useValue) else targetFrame.selectedID = nil targetFrame.selectedValue = value targetFrame.selectedName = nil if targetFrame.initialize then local buttons = {} local orig_AddButton = UIDropDownMenu_AddButton UIDropDownMenu_AddButton = function(info, level) table.insert(buttons, info) end local temp_this = this this = targetFrame targetFrame.initialize(1) this = temp_this UIDropDownMenu_AddButton = orig_AddButton for _, btn in ipairs(buttons) do if btn.value == value then UIDropDownMenu_SetText(btn.text, targetFrame) break end end end end end HealBot_UIDropDownMenu_SetSelectedValue_Fixed = true end HealBot_Model = { observers = {}, units = {}, -- Expose common lists for iteration partyMembers = {}, raidMembers = {}, playerPet = nil, target = nil } -------------------------------------------------------------------------------- -- Observer Pattern Implementation -------------------------------------------------------------------------------- -- Supported Events: -- "UNIT_HEALTH_CHANGED" -- "UNIT_POWER_CHANGED" -- "UNIT_AURA_CHANGED" -- "UNIT_STATUS_CHANGED" (dead/ghost/offline) -- "ROSTER_CHANGED" -- "EQUIPMENT_CHANGED" -- "INCOMING_HEAL_CHANGED" function HealBot_Model:RegisterObserver(event, callback) if not self.observers[event] then self.observers[event] = {} end table.insert(self.observers[event], callback) end function HealBot_Model:NotifyObservers(event, unitID, arg1, arg2) if self.observers[event] then local len = table.getn(self.observers[event]) for i = 1, len do self.observers[event][i](unitID, arg1, arg2) end end end -------------------------------------------------------------------------------- -- Model Initialization -------------------------------------------------------------------------------- function HealBot_Model:Initialize() self:InitUnitState("player") self:InitUnitState("target") self:InitUnitState("pet") for i = 1, 4 do self:InitUnitState("party"..i) self:InitUnitState("partypet"..i) table.insert(self.partyMembers, "party"..i) end for i = 1, 40 do self:InitUnitState("raid"..i) self:InitUnitState("raidpet"..i) table.insert(self.raidMembers, "raid"..i) end end function HealBot_Model:InitUnitState(unit) if not self.units[unit] then self.units[unit] = { -- Base properties name = nil, class = nil, englishClass = nil, -- State tracking health = 0, maxHealth = 0, mana = 0, maxMana = 0, powerType = 0, -- Status tracking isDead = false, isGhost = false, isConnected = true, inRange = false, -- Buffs/Debuffs (Auras) debuffType = nil, debuffTexture = nil, missingBuff = false, icons = {}, -- Integration incomingHeal = 0 } end end -------------------------------------------------------------------------------- -- Model Updaters (Called by Controller) -------------------------------------------------------------------------------- -- Updates base unit info (Name, Class) function HealBot_Model:UpdateUnitIdentity(unit) if not self.units[unit] then return false end local oldName = self.units[unit].name local name = UnitName(unit) local _, englishClass = UnitClass(unit) if oldName ~= name then self.units[unit].name = name self.units[unit].englishClass = englishClass self.units[unit].class = UnitClass(unit) return true -- Identity changed end return false end -- Updates health/maxHealth values. Returns true if changed. function HealBot_Model:UpdateUnitHealth(unit) if not self.units[unit] then return false end local oldHealth = self.units[unit].health local oldMax = self.units[unit].maxHealth local currentHealth = UnitHealth(unit) local maxHealth = UnitHealthMax(unit) if oldHealth ~= currentHealth or oldMax ~= maxHealth then self.units[unit].health = currentHealth self.units[unit].maxHealth = maxHealth return true -- Value changed end return false end -- Updates power values (mana, rage, energy). Returns true if changed. function HealBot_Model:UpdateUnitPower(unit) if not self.units[unit] then return false end local oldMana = self.units[unit].mana local oldMax = self.units[unit].maxMana local oldType = self.units[unit].powerType local currentMana = UnitMana(unit) local maxMana = UnitManaMax(unit) local powerType = UnitPowerType(unit) if oldMana ~= currentMana or oldMax ~= maxMana or oldType ~= powerType then self.units[unit].mana = currentMana self.units[unit].maxMana = maxMana self.units[unit].powerType = powerType return true -- Value changed end return false end -- Updates status flags (Dead, Ghost, Offline). Returns true if changed. function HealBot_Model:UpdateUnitStatus(unit) if not self.units[unit] then return false end local oldDead = self.units[unit].isDead local oldGhost = self.units[unit].isGhost local oldConn = self.units[unit].isConnected local isDead = UnitIsDead(unit) local isGhost = UnitIsGhost(unit) local isConnected = UnitIsConnected(unit) -- Note: Vanilla API for UnitIsConnected sometimes returns nil instead of false if isConnected == nil then isConnected = false end if isDead == nil then isDead = false end if isGhost == nil then isGhost = false end if oldDead ~= isDead or oldGhost ~= isGhost or oldConn ~= isConnected then self.units[unit].isDead = isDead self.units[unit].isGhost = isGhost self.units[unit].isConnected = isConnected return true -- Value changed end return false end -- Updates incoming heals. Returns true if changed. function HealBot_Model:UpdateIncomingHeal(unit, amount) if not self.units[unit] then return false end if self.units[unit].incomingHeal ~= amount then self.units[unit].incomingHeal = amount return true end return false end -- Manually mark auras as changed. function HealBot_Model:MarkAuraChanged(unit) -- We don't cache all auras in the model natively because it's too expensive -- to poll every buff/debuff. The controller tells the model an aura changed, -- and the view will resolve it if the unit is rendered. return true end -- Force a full refresh of a unit's API data function HealBot_Model:RefreshUnit(unit) self:UpdateUnitIdentity(unit) self:UpdateUnitHealth(unit) self:UpdateUnitPower(unit) self:UpdateUnitStatus(unit) -- Force observers to render the initial state self:NotifyObservers("UNIT_HEALTH_CHANGED", unit) self:NotifyObservers("UNIT_POWER_CHANGED", unit) end -- Initialize the model state HealBot_Model:Initialize()