-- ========================================================================== -- Heal Box Vanilla -- -- Original: "Heal Box" von Dourd (Argent Dawn EU), UI Overhauled. -- Portierung auf Vanilla, Client 1.12.1 (optional SuperWoW) sowie -- Ausbau des Funktionsumfangs 09/2026 durch Mquadrat: -- * eigenes Kaskadenmenue fuer die Zauber- und Rangwahl -- * Heilvorhersage fuer Direktheilung, HoT-Restticks und Absorb-Schilde, -- selbstkorrigierend ueber den Combatlog -- * HealComm-Sync mit Puppeteer, pfUI, Luna und Co. -- * Lokalisierung Deutsch / Englisch, im Optionsfenster umschaltbar -- * v1.4.1: Begleiter (Pets) als eigene Plaketten, Manabalken im -- Lebensbalken, frei waehlbare Button- und Zeilenabstaende, Testmodus -- mit Geisterspielern, gespeicherte Plattenposition, Klassenfarben, -- Buff-Wache (oranger Rahmen bei fehlendem Buff), Reichweiten-Fading, -- Optionsfenster mit Tabs, Rechtsklick-Zweitzauber, Tot/Geist/Offline- -- Anzeige, Debuff-Icon mit Stackzahl -- * v1.4.2: Hook-Schnittstelle fuer Module (FBHealBox_RegisterHook, -- FBHealBox_AddOptionsTab). Der Raidmodus lebt in FBHealBox_Raid.lua. -- * v1.4.3: Mana-Ticker-Modul (FBHealBox_Ticker.lua), Smart-Damage-Modul -- (FBHealBox_Damage.lua, Abrangen von Angriffszaubern), Reiterknoepfe -- schmaler, damit vier Reiter ins Optionsfenster passen, Smart Healing -- (automatisches Abrangen je Ziel, standardmaessig aus), Cooldown-Uhr auf den Buttons, roter Rahmen fuer -- "wer wird angegriffen", HoT- und Schild-Restzeit auf dem jeweiligen -- Button (inkl. Geschwaechte Seele). -- -- Ehre wem Ehre gebuehrt: Aufbau, Namensplaketten und Grundidee stammen -- aus dem Original. -- ========================================================================== -- Schutz gegen doppeltes Laden (z. B. .toc und .xml binden dieselbe Datei -- ein). Ein zweiter Durchlauf wuerde alle Frames, Hooks und das -- Optionsfenster erneut anlegen. if (FBHealBox_CoreLoaded) then return; end FBHealBox_CoreLoaded = true; FBHasSuperWoW = (SUPERWOW_VERSION ~= nil); FBClass = UnitClass("player"); -- [[ Globals ]] -- -- Vorgabewerte. Die SavedVariables ersetzen diese Tabelle beim Laden -- komplett, deshalb setzt FBHealBox_ApplyDefaults() fehlende Schluessel -- nach dem Laden noch einmal nach. HealBox = { MaxButtons = 5, Scale = 1.0, AttachMode = 0, Active = 1, SpellChoice = {}, ButtonSpacing = 2, -- px zwischen den Buttons (1..20) RowSpacing = 4, -- px zwischen den Plaketten (1..20) ManaBar = 1, -- Manabalken im Lebensbalken anzeigen ShowPets = 1, -- Begleiter als eigene Plaketten anzeigen ClassColors = 1, -- Namen in Klassenfarbe RangeFade = 1, -- Plakette ausgrauen, wenn ausser Reichweite WatchBuff = nil, -- Zaubername der Buff-Wache (nil = aus) SpellChoiceR = {}, -- Rechtsklick-Belegung RightClick = 0, -- Rechtsklick-Zweitzauber (explizit einschalten) DebuffIcon = 1, -- Debuff-Icon neben dem Namen LOSIcon = 1, -- Sichtlinien-Abzeichen BuffWatchPets = 0, -- Buff-Wache auch fuer Begleiter SmartRank = 0, -- Smart Healing (bewusst aus: Overheal kann gewollt sein) SmartMargin = 20, -- Sicherheitsaufschlag in Prozent Cooldowns = 1, -- Cooldown-Uhr auf den Buttons AggroMark = 1, -- roter Rahmen fuer den Angegriffenen SpellTimers = 1, -- HoT-/Schild-Restzeit auf den Buttons BuffIcons = 1, -- Buff-Icons mit Uhr im Lebensbalken PlateLeft = "target", -- Klick auf die Plakette: target | menu | move | none PlateRight = "target", }; -- Anzeigename des Addons. FBADDON_FOLDER muss dem Ordnernamen unter -- Interface\AddOns entsprechen (dort liegt auch die .toc). Nur dann -- feuert ADDON_LOADED fuer uns. FBADDON_NAME = "Heal Box Vanilla"; FBADDON_FOLDER = "FBHealBox"; HealBoxVersion = "|cFFFFFF00v1.4.3|r"; -- ========================================================================== -- [ Lokalisierung / Localization ] -- -- Alle sichtbaren Texte liegen in FBLocale. Die aktive Sprache haengt in -- FBL, abgefragt wird ueber FBT("SCHLUESSEL"). Fehlt ein Schluessel in der -- gewaehlten Sprache, faellt er auf Englisch zurueck. -- -- Umgeschaltet wird im Optionsfenster; FBHealBox_ApplyLocale() beschriftet -- die bereits gebaute Oberflaeche neu, ein /reload ist nicht noetig. -- -- Hinweis: In den angezeigten Texten bewusst ae/oe/ue/ss statt Umlauten - -- der 1.12-Client behandelt Umlaute je nach Locale und Schriftart -- unterschiedlich. -- ========================================================================== FBLocale = {}; FBLocale["enUS"] = { LANG_NAME = "English", LANGUAGE = "Language", LOADED = "loaded|r. Minimap button or /fbp config opens the options, /fbp reports the heal prediction.", SUPERWOW = " |cFF55FF55[SuperWoW detected]|r", CREDITS = "|cFFAAAAAAOriginal by Dourd (Argent Dawn EU), ported to Vanilla and extended 09/2026 by Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFNo spell\n|cFF00FF00Pick a spell in the options window.", TT_TARGET = "Target", NOT_IN_GROUP = " is not in your group.", SELECT_SPELL = "Select spell...", BUTTON = "Button", TAB_BUTTONS = "Buttons", TAB_GENERAL = "General", COL_LEFT = "Left click", COL_RIGHT = "Right click", RIGHTCLICK = "Right-click spell", RIGHTCLICK_TIP = "Gives every button a second spell on right click (e.g. Flash Heal left, Greater Heal right). Off by default. When on, a second column appears above and a small icon in the corner of each button shows the right-click spell. Drop a spell with the right mouse button or with Shift held to fill this side.", TT_RIGHT = "Right click", TT_BUFF_UNKNOWN = "remaining time unknown (not your cast)", DROP_SET = "Button %d: |cFFFFFFFF%s|r (dragged from the spellbook)", DROP_SET_R = "Button %d, right click: |cFFFFFFFF%s|r (dragged from the spellbook)", DROP_UNKNOWN = "Could not identify the dragged spell.", SMARTRANK = "Smart Healing", SMARTRANK_TIP = "What it does: on click, instead of the assigned rank the button casts the lowest rank of the same spell whose expected heal covers the target's missing health (minus healing already on the way) plus the safety margin. Saves mana and overhealing. Rules: never above the assigned rank, direct heals only (HoTs and shields are unaffected), and always the assigned rank below 30 % health. Downsides: the expected heal is an estimate from the tooltip or from learned values and ignores crits; with burst damage, or when you deliberately want to overheal as a buffer (a tank before a big hit), the lower rank can fall short. Turn it off whenever overhealing is what you want. Every decision is logged with /fbp debug.", SMART_MARGIN = "Safety margin: |cFFFFFFFF%s %%", COOLDOWNS = "Cooldowns on buttons", COOLDOWNS_TIP = "Shows the cooldown sweep on every button (Nature's Swiftness, Inner Focus, Lay on Hands, shield cooldown). The global cooldown is not shown.", AGGRO = "Mark who is attacked", AGGRO_TIP = "Red border on the plate or cell of the member your hostile target is currently targeting. Checked five times a second.", BUFFICONS = "Buff icons left of the bar", BUFFICONS_TIP = "Buffs with a duration that sit on your buttons (Fortitude, Divine Spirit, Fear Ward, ...) appear as small icons on the outer left side of the plate while they are up. Like a minute hand, the icon turns black and white clockwise from twelve o'clock as the time runs out: full colour when fresh, right half grey at half time, three quarters grey at a quarter left. Exact on yourself, counted from your own cast on others; a buff cast by someone else stays fully coloured (time unknown). /fbp buffs shows what is tracked.", TIMERS = "HoT and shield timers", TIMERS_TIP = "Each button shows the remaining seconds of your own HoT or shield of that spell on that unit: green for HoTs, blue for the shield, red for Weakened Soul after the shield. Buffs with a duration are shown as icons in the health bar instead (see Buff icons).", DBG_SMARTRANK = "Auto-downrank: %s -> %s (missing %d, expected %d)", DROP_HINT = "Drag spells from the spellbook onto a button. Right mouse button or Shift while dropping fills the right-click side.", STATE_DEAD = "Dead", STATE_GHOST = "Ghost", STATE_OFFLINE = "Offline", PLATE_LEFT = "Left click on plate", PLATE_RIGHT = "Right click on plate", PLATE_TIP = "What a click on a name plate (name or health bar) does. Shift + left drag always moves the display, whatever is set here.", ACT_TARGET = "Target", ACT_MENU = "Unit menu", ACT_MOVE = "Move display", ACT_NONE = "Nothing", LOSICON = "Line of sight", LOSICON_TIP = "Shows an eye badge on the left edge of a plate while the unit is out of your line of sight. With the UnitXP client mod this is checked live; without it the addon remembers a 'not in line of sight' error for a few seconds after you tried to heal that unit and clears it as soon as a cast on the unit starts or a heal lands.", DEBUFFICON = "Debuff icon", DEBUFFICON_TIP = "Shows the icon of the first debuff your class can remove next to the name, with its stack count. The health bar keeps taking the debuff colour as well.", MENU_NO_SPELL = "|cFF999999No spell|r", RANK_DEFAULT = "Default", PANEL_SUB = "Options for %s.\nChoose how many buttons to show\nand which spell each button casts.", SHOW_BUTTONS = "Show |cFFFFFFFF%s|r buttons", SCALE = "Frame scale: |cFFFFFFFF%s", SMALL = "Small", LARGE = "Large", BTN_SPACING = "Button spacing: |cFFFFFFFF%s px", ROW_SPACING = "Row spacing: |cFFFFFFFF%s px", ATTACH = "Default party frames", ATTACH_TIP = "Attaches the heal buttons to Blizzard's default party frames instead of using the addon's own movable name plates.", COMM = "HealComm sync", COMM_TIP = "Broadcasts your heals in the HealComm format so Puppeteer, pfUI, Luna and others can display them, and feeds the heals announced by other healers into your own prediction.", MANABAR = "Mana bar", MANABAR_TIP = "Shows a thin blue mana bar along the bottom edge of the health bar, only for units that actually use mana (no rage, focus or energy).", SHOWPETS = "Show pets", SHOWPETS_TIP = "Adds a plate for every pet in the group (hunter, warlock) directly below its owner, with the same heal buttons.", TESTMODE = "Test mode", TESTMODE_TIP = "Fills the display with ghost players and pets so you can arrange everything without being in a group. Ghosts show health, mana, a shield, incoming healing and a dispellable debuff. Not saved, always off after login.", TEST_ON = "Test mode |cFF00FF00on|r, ghost players active. Buttons do not cast on ghosts.", TEST_OFF = "Test mode |cFFFF0000off|r.", TEST_CLICK = "Test mode: no cast on a ghost player.", CLASSCOLORS = "Class colours", CLASSCOLORS_TIP = "Colours the name on each plate in the class colour (Healium style). Pets keep their light-blue name.", RANGEFADE = "Range fading", RANGEFADE_TIP = "Fades a whole plate including its buttons to half transparency when the unit is out of range of your first assigned spell (or beyond 28 yards if no spell is assigned).", BUFFWATCH = "Buff watch", BUFFWATCH_TIP = "Pick one of your buffs. Every plate whose unit is missing that buff gets an orange border. The group version counts as well (Prayer of Fortitude for Power Word: Fortitude, Gift of the Wild for Mark of the Wild, Greater Blessings, ...).", BUFFWATCH_NONE = "none", BUFFWATCH_PETS = "Buff watch on pets", BUFFWATCH_PETS_TIP = "Also marks pets that are missing the watched buff. Off by default, because pets rarely get Fortitude or Blessings, so their plates would stay orange most of the time.", MENU_NO_BUFF = "|cFF999999No buff watch|r", LANG_TIP = "Switches every text in the addon. Takes effect immediately, no reload required.", ABOUT = "%s %s |cFFAAAAAA(original by Dourd, UI Overhauled)|r\n|cFFAAAAAAPorted to Vanilla and extended 09/2026 by Mquadrat|r", MM_TIP = "Left: options\nHold right: move this button\nShift + left: show/hide the display", FBP_WATCHED = "Spells read from the spellbook:", FBP_ACTIVE = "Currently active:", FBP_DIRECT = "direct", FBP_SHIELD = "shield", FBP_LEARNED = "learned", FBP_EVERY = "every", FBP_TICKSOF = "ticks of", FBP_CAST = "Cast", FBP_ON = "on", FBP_OF = "of", FBP_FOR = "for", FBP_SYNC = "HealComm sync:", FBP_STATE_ON = "on", FBP_STATE_OFF = "off", FBP_INCOMING = "Incoming", FBP_DEBUG = "Debug:", FBP_RESET = "Learned values discarded.", FBP_COMMANDS = "Commands: /fbp config (options window), /fbp test (test mode), /fbp buffs (buff diagnostics), /fbp debug, /fbp reset", FBP_SMART = "Smart Healing: %s (safety margin %d %%)", DBG_HOT = "HoT %s on %s: %d per tick, %ds", DBG_SHIELD = "Shield %s on %s: %d absorb, %ds", DBG_CAST = "Cast %s on %s: %d", DBG_TICK = "Tick corrected: %s = %d", DBG_HEAL = "Heal %s = %d (estimate now %d)", DBG_ABSORB = "Absorb %d on %s (%d left)", }; FBLocale["deDE"] = { LANG_NAME = "Deutsch", LANGUAGE = "Sprache", LOADED = "geladen|r. Minimap-Button oder /fbp config oeffnet die Optionen, /fbp zeigt den Stand der Heilvorhersage.", SUPERWOW = " |cFF55FF55[SuperWoW erkannt]|r", CREDITS = "|cFFAAAAAAOriginal von Dourd (Argent Dawn EU), Vanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFKein Zauber\n|cFF00FF00Waehle in den Optionen einen Zauber aus.", TT_TARGET = "Ziel", NOT_IN_GROUP = " ist nicht in der Gruppe.", SELECT_SPELL = "Zauber waehlen...", BUTTON = "Button", TAB_BUTTONS = "Buttons", TAB_GENERAL = "Allgemein", COL_LEFT = "Linksklick", COL_RIGHT = "Rechtsklick", RIGHTCLICK = "Rechtsklick-Zauber", RIGHTCLICK_TIP = "Gibt jedem Button einen zweiten Zauber per Rechtsklick (z. B. Blitzheilung links, Grosse Heilung rechts). Standardmaessig aus. Eingeschaltet erscheint oben eine zweite Spalte, und ein kleines Icon in der Ecke jedes Buttons zeigt den Rechtsklick-Zauber. Zauber mit rechter Maustaste oder gehaltener Shift-Taste ablegen, um diese Seite zu fuellen.", TT_RIGHT = "Rechtsklick", TT_BUFF_UNKNOWN = "Restzeit unbekannt (nicht dein Cast)", DROP_SET = "Button %d: |cFFFFFFFF%s|r (aus dem Zauberbuch gezogen)", DROP_SET_R = "Button %d, Rechtsklick: |cFFFFFFFF%s|r (aus dem Zauberbuch gezogen)", DROP_UNKNOWN = "Der gezogene Zauber liess sich nicht erkennen.", SMARTRANK = "Smart Healing", SMARTRANK_TIP = "Was es tut: Beim Klick wirkt der Button statt des belegten Rangs den niedrigsten Rang desselben Zaubers, dessen erwartete Heilung das fehlende Leben des Ziels (abzueglich bereits eingehender Heilung) plus Sicherheitsaufschlag deckt. Spart Mana und Overheal. Regeln: nie ueber dem belegten Rang, nur Direktheilungen (HoTs und Schilde bleiben unberuehrt), unter 30 % Leben immer der belegte Rang. Nachteile: Die erwartete Heilung ist eine Schaetzung aus Tooltip oder gelernten Werten und kennt keine Crits; bei Schadensspitzen oder wenn du bewusst ueberheilen willst (Tank vor einem grossen Treffer) kann der kleinere Rang zu wenig sein. Ausschalten, wann immer Overheal gewollt ist. Jede Entscheidung steht mit /fbp debug im Chat.", SMART_MARGIN = "Sicherheitsaufschlag: |cFFFFFFFF%s %%", COOLDOWNS = "Cooldowns auf den Buttons", COOLDOWNS_TIP = "Zeigt die Cooldown-Uhr auf jedem Button (Naturschnelligkeit, Innerer Fokus, Handauflegung, Schild-Cooldown). Der globale Cooldown wird nicht angezeigt.", AGGRO = "Angegriffenen markieren", AGGRO_TIP = "Roter Rahmen auf der Plakette oder Zelle des Mitglieds, das dein feindliches Ziel gerade im Ziel hat. Fuenfmal je Sekunde geprueft.", BUFFICONS = "Buff-Icons links am Balken", BUFFICONS_TIP = "Buffs mit Laufzeit, die auf deinen Buttons liegen (Seelenstaerke, Goettlicher Willen, Furchtzauberschutz, ...), erscheinen als kleine Icons aussen links neben der Plakette, solange sie wirken. Wie ein Minutenzeiger wird das Icon mit ablaufender Zeit im Uhrzeigersinn ab zwoelf Uhr schwarz-weiss: frisch ganz farbig, bei halber Zeit die rechte Haelfte grau, bei einem Viertel Rest drei Viertel grau. Exakt bei dir selbst, ab deinem eigenen Cast bei anderen; ein fremd gewirkter Buff bleibt ganz farbig (Zeit unbekannt). /fbp buffs zeigt, was verfolgt wird.", TIMERS = "HoT- und Schild-Timer", TIMERS_TIP = "Jeder Button zeigt die Restsekunden deines eigenen HoTs oder Schilds dieses Zaubers auf dieser Einheit: gruen fuer HoTs, blau fuer den Schild, rot fuer Geschwaechte Seele nach dem Schild. Buffs mit Laufzeit erscheinen stattdessen als Icons im Lebensbalken (siehe Buff-Icons).", DBG_SMARTRANK = "Abrangen: %s -> %s (fehlend %d, erwartet %d)", DROP_HINT = "Zauber aus dem Zauberbuch auf einen Button ziehen. Rechte Maustaste oder Shift beim Ablegen fuellt die Rechtsklick-Seite.", STATE_DEAD = "Tot", STATE_GHOST = "Geist", STATE_OFFLINE = "Offline", PLATE_LEFT = "Linksklick auf Plakette", PLATE_RIGHT = "Rechtsklick auf Plakette", PLATE_TIP = "Was ein Klick auf eine Namensplakette (Name oder Lebensbalken) tut. Shift + Linksklick ziehen verschiebt die Anzeige immer, egal was hier eingestellt ist.", ACT_TARGET = "Anvisieren", ACT_MENU = "Einheitenmenue", ACT_MOVE = "Anzeige verschieben", ACT_NONE = "Nichts", LOSICON = "Sichtlinie", LOSICON_TIP = "Zeigt ein Augen-Abzeichen am linken Rand einer Plakette, solange die Einheit ausserhalb deiner Sichtlinie ist. Mit dem Client-Mod UnitXP wird das live geprueft; ohne ihn merkt sich das Addon die Fehlermeldung 'nicht in Sichtlinie' nach einem Heilversuch fuer ein paar Sekunden und loescht sie, sobald ein Cast auf die Einheit startet oder eine Heilung ankommt.", DEBUFFICON = "Debuff-Icon", DEBUFFICON_TIP = "Zeigt das Icon des ersten von deiner Klasse entfernbaren Debuffs neben dem Namen, mit Stackzahl. Der Lebensbalken nimmt zusaetzlich weiterhin die Debuff-Farbe an.", MENU_NO_SPELL = "|cFF999999Kein Zauber|r", RANK_DEFAULT = "Standard", PANEL_SUB = "Optionen fuer %s.\nUnten legst du fest, wie viele Buttons erscheinen\nund welcher Zauber auf welchem Button liegt.", SHOW_BUTTONS = "|cFFFFFFFF%s|r Buttons anzeigen", SCALE = "Skalierung: |cFFFFFFFF%s", SMALL = "Klein", LARGE = "Gross", BTN_SPACING = "Button-Abstand: |cFFFFFFFF%s px", ROW_SPACING = "Zeilen-Abstand: |cFFFFFFFF%s px", ATTACH = "Standard-Gruppenfenster", ATTACH_TIP = "Heftet die Heil-Buttons an Blizzards Standard-Gruppenfenster, statt eigene, frei platzierbare Namensplaketten zu verwenden.", COMM = "HealComm-Sync", COMM_TIP = "Sendet deine Heilungen im HealComm-Format an die Gruppe (Puppeteer, pfUI, Luna und Co. zeigen sie an) und uebernimmt umgekehrt die angekuendigten Heilungen anderer Heiler in die eigene Vorhersage.", MANABAR = "Manabalken", MANABAR_TIP = "Zeigt einen schmalen blauen Manabalken am unteren Rand des Lebensbalkens, nur bei Einheiten, die tatsaechlich Mana nutzen (kein Wut, Fokus oder Energie).", SHOWPETS = "Begleiter anzeigen", SHOWPETS_TIP = "Legt fuer jeden Begleiter in der Gruppe (Jaeger, Hexenmeister) eine eigene Plakette direkt unter seinem Besitzer an, mit denselben Heil-Buttons.", TESTMODE = "Testmodus", TESTMODE_TIP = "Fuellt die Anzeige mit Geisterspielern und -begleitern, damit du alles einrichten kannst, ohne in einer Gruppe zu sein. Die Geister zeigen Leben, Mana, einen Schild, eingehende Heilung und einen entfernbaren Debuff. Wird nicht gespeichert, nach dem Login immer aus.", TEST_ON = "Testmodus |cFF00FF00an|r, Geisterspieler aktiv. Buttons casten nicht auf Geister.", TEST_OFF = "Testmodus |cFFFF0000aus|r.", TEST_CLICK = "Testmodus: kein Cast auf einen Geisterspieler.", CLASSCOLORS = "Klassenfarben", CLASSCOLORS_TIP = "Faerbt den Namen auf jeder Plakette in der Klassenfarbe (wie Healium). Begleiter behalten ihren hellblauen Namen.", RANGEFADE = "Reichweiten-Fading", RANGEFADE_TIP = "Blendet eine ganze Plakette samt Buttons auf halbe Deckkraft ab, wenn die Einheit ausserhalb der Reichweite deines ersten belegten Zaubers ist (ohne belegten Zauber: weiter als 28 Meter).", BUFFWATCH = "Buff-Wache", BUFFWATCH_TIP = "Waehle einen deiner Buffs. Jede Plakette, deren Einheit diesen Buff nicht hat, bekommt einen orangen Rahmen. Die Gruppenversion zaehlt mit (Gebet der Seelenstaerke fuer Machtwort: Seelenstaerke, Gabe der Wildnis fuer Mal der Wildnis, Grosse Segen, ...).", BUFFWATCH_NONE = "keiner", BUFFWATCH_PETS = "Buff-Wache auch fuer Begleiter", BUFFWATCH_PETS_TIP = "Markiert auch Begleiter, denen der ueberwachte Buff fehlt. Standardmaessig aus, denn Pets bekommen selten Seelenstaerke oder Segen, ihre Plaketten waeren sonst meist orange.", MENU_NO_BUFF = "|cFF999999Keine Buff-Wache|r", LANG_TIP = "Stellt alle Texte des Addons um. Wirkt sofort, ein /reload ist nicht noetig.", ABOUT = "%s %s |cFFAAAAAA(Original von Dourd, UI Overhauled)|r\n|cFFAAAAAAVanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r", MM_TIP = "Links: Optionen\nRechts halten: Button verschieben\nShift + Links: Anzeige ein/aus", FBP_WATCHED = "Ausgelesene Zauber:", FBP_ACTIVE = "Aktiv:", FBP_DIRECT = "Direkt", FBP_SHIELD = "Schild", FBP_LEARNED = "gelernt", FBP_EVERY = "alle", FBP_TICKSOF = "Ticks a", FBP_CAST = "Cast", FBP_ON = "auf", FBP_OF = "von", FBP_FOR = "fuer", FBP_SYNC = "HealComm-Sync:", FBP_STATE_ON = "an", FBP_STATE_OFF = "aus", FBP_INCOMING = "Fremdheilung", FBP_DEBUG = "Debug:", FBP_RESET = "Gelernte Werte verworfen.", FBP_COMMANDS = "Befehle: /fbp config (Optionsfenster), /fbp test (Testmodus), /fbp buffs (Buff-Diagnose), /fbp debug, /fbp reset", FBP_SMART = "Smart Healing: %s (Sicherheitsaufschlag %d %%)", DBG_HOT = "HoT %s auf %s: %d pro Tick, %ds", DBG_SHIELD = "Schild %s auf %s: %d Absorb, %ds", DBG_CAST = "Cast %s auf %s: %d", DBG_TICK = "Tick korrigiert: %s = %d", DBG_HEAL = "Heilung %s = %d (Schaetzung jetzt %d)", DBG_ABSORB = "Absorb %d auf %s (Rest %d)", }; FBL = nil; -- Client-Sprache als Vorgabe function FBDetectLocale() local loc = GetLocale and GetLocale(); if (loc == "deDE") then return "deDE"; end if (loc == "esES" or loc == "esMX") then return "esES"; end if (loc == "frFR") then return "frFR"; end if (loc == "itIT") then return "itIT"; end return "enUS"; end -- Textabfrage mit Rueckfall auf Englisch function FBT(key) local t = FBL or FBLocale["enUS"]; local s = t[key]; if (s == nil) then s = FBLocale["enUS"][key]; end if (s == nil) then return key; end return s; end function FBSetLocale(code, apply) if (not code) or (not FBLocale[code]) then code = "enUS"; end FBL = FBLocale[code]; if (HealBox) then HealBox.Locale = code; end if (apply) then FBHealBox_ApplyLocale(); end end FBLocale["esES"] = { LANG_NAME = "Español", LANGUAGE = "Idioma", LOADED = "cargado|r. El botón del minimapa o /fbp config abre las opciones, /fbp muestra la predicción de curación.", SUPERWOW = " |cFF55FF55[SuperWoW detectado]|r", CREDITS = "|cFFAAAAAAOriginal de Dourd (Argent Dawn EU), portado a Vanilla y ampliado en 09/2026 por Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFSin hechizo\n|cFF00FF00Elige un hechizo en la ventana de opciones.", TT_TARGET = "Objetivo", NOT_IN_GROUP = " no está en tu grupo.", SELECT_SPELL = "Elegir hechizo...", BUTTON = "Botón", TAB_BUTTONS = "Botones", TAB_GENERAL = "General", COL_LEFT = "Clic izquierdo", COL_RIGHT = "Clic derecho", RIGHTCLICK = "Hechizo de clic derecho", RIGHTCLICK_TIP = "Da a cada botón un segundo hechizo con el clic derecho (p. ej. Sanación relámpago a la izquierda, Sanación superior a la derecha). Desactivado por defecto. Al activarlo aparece una segunda columna arriba y un pequeño icono en la esquina de cada botón muestra el hechizo del clic derecho. Suelta un hechizo con el botón derecho o con Mayús pulsado para rellenar este lado.", TT_RIGHT = "Clic derecho", TT_BUFF_UNKNOWN = "tiempo restante desconocido (no es tu lanzamiento)", DROP_SET = "Botón %d: |cFFFFFFFF%s|r (arrastrado desde el libro de hechizos)", DROP_SET_R = "Botón %d, clic derecho: |cFFFFFFFF%s|r (arrastrado desde el libro de hechizos)", DROP_UNKNOWN = "No se pudo identificar el hechizo arrastrado.", SMARTRANK = "Smart Healing", SMARTRANK_TIP = "Qué hace: al hacer clic, en lugar del rango asignado el botón lanza el rango más bajo del mismo hechizo cuya curación esperada cubra la vida que le falta al objetivo (menos la curación ya en camino) más el margen de seguridad. Ahorra maná y sobrecuración. Reglas: nunca por encima del rango asignado, solo curaciones directas (HoT y escudos no se ven afectados) y siempre el rango asignado por debajo del 30 % de vida. Desventajas: la curación esperada es una estimación del tooltip o de valores aprendidos y no cuenta los críticos; con daño en ráfaga, o cuando quieres sobrecurar a propósito como colchón (un tanque antes de un golpe fuerte), el rango menor puede quedarse corto. Desactívalo siempre que quieras sobrecurar. Cada decisión se registra con /fbp debug.", SMART_MARGIN = "Margen de seguridad: |cFFFFFFFF%s %%", COOLDOWNS = "Reutilización en botones", COOLDOWNS_TIP = "Muestra el barrido de reutilización en cada botón (Rapidez de la naturaleza, Enfoque interno, Imposición de manos, reutilización del escudo). La reutilización global no se muestra.", AGGRO = "Marcar al atacado", AGGRO_TIP = "Borde rojo en la placa o celda del miembro al que tu objetivo hostil está apuntando. Se comprueba cinco veces por segundo.", BUFFICONS = "Iconos de beneficios (izq.)", BUFFICONS_TIP = "Los beneficios con duración que están en tus botones (Entereza, Espíritu divino, Custodia contra el miedo, ...) aparecen como pequeños iconos en el lado exterior izquierdo de la placa mientras están activos. Como una aguja de minutos, el icono se vuelve blanco y negro en el sentido de las agujas del reloj desde las doce a medida que se agota el tiempo: todo en color al principio, mitad derecha gris a mitad de tiempo, tres cuartos gris cuando queda un cuarto. Exacto en ti mismo, contado desde tu propio lanzamiento en los demás; un beneficio lanzado por otro se queda en color (tiempo desconocido). /fbp buffs muestra qué se sigue.", TIMERS = "Temporizadores HoT y escudo", TIMERS_TIP = "Cada botón muestra los segundos restantes de tu propio HoT o escudo de ese hechizo en esa unidad: verde para HoT, azul para el escudo, rojo para Alma debilitada tras el escudo. Los beneficios con duración se muestran como iconos en la barra de vida (ver Iconos de beneficios).", DBG_SMARTRANK = "Reducción de rango: %s -> %s (faltan %d, esperado %d)", DROP_HINT = "Arrastra hechizos del libro de hechizos a un botón. El botón derecho o Mayús al soltar rellena el lado del clic derecho.", STATE_DEAD = "Muerto", STATE_GHOST = "Fantasma", STATE_OFFLINE = "Desconectado", PLATE_LEFT = "Clic izquierdo en la placa", PLATE_RIGHT = "Clic derecho en la placa", PLATE_TIP = "Qué hace un clic en una placa de nombre (nombre o barra de vida). Mayús + arrastrar con el izquierdo siempre mueve la pantalla, sea cual sea el ajuste.", ACT_TARGET = "Seleccionar", ACT_MENU = "Menú de unidad", ACT_MOVE = "Mover la pantalla", ACT_NONE = "Nada", LOSICON = "Línea de visión", LOSICON_TIP = "Muestra un ojo en la esquina de la placa mientras la unidad está fuera de tu línea de visión. Con el mod de cliente UnitXP se comprueba en vivo; sin él, el addon recuerda un error de \"fuera de línea de visión\" durante unos segundos tras intentar curar a esa unidad y lo borra en cuanto empieza un lanzamiento sobre ella o llega una curación.", DEBUFFICON = "Icono de perjuicio", DEBUFFICON_TIP = "Muestra el icono del primer perjuicio que tu clase puede quitar junto al nombre, con su número de acumulaciones. La barra de vida sigue tomando además el color del perjuicio.", MENU_NO_SPELL = "|cFF999999Sin hechizo|r", RANK_DEFAULT = "Predeterminado", PANEL_SUB = "Opciones de %s.\nElige cuántos botones mostrar\ny qué hechizo lanza cada botón.", SHOW_BUTTONS = "Mostrar |cFFFFFFFF%s|r botones", SCALE = "Escala del marco: |cFFFFFFFF%s", SMALL = "Pequeño", LARGE = "Grande", BTN_SPACING = "Separación de botones: |cFFFFFFFF%s px", ROW_SPACING = "Separación de filas: |cFFFFFFFF%s px", ATTACH = "Marcos de grupo de Blizzard", ATTACH_TIP = "Ancla los botones de curación a los marcos de grupo predeterminados de Blizzard en lugar de usar las placas móviles propias del addon.", COMM = "Sincronización HealComm", COMM_TIP = "Emite tus curaciones en el formato HealComm para que Puppeteer, pfUI, Luna y otros puedan mostrarlas, e incorpora a tu propia predicción las curaciones anunciadas por otros sanadores.", MANABAR = "Barra de maná", MANABAR_TIP = "Muestra una fina barra de maná azul en el borde inferior de la barra de vida, solo para unidades que usan maná (no ira, enfoque ni energía).", SHOWPETS = "Mostrar mascotas", SHOWPETS_TIP = "Añade una placa para cada mascota del grupo (cazador, brujo) justo debajo de su dueño, con los mismos botones de curación.", TESTMODE = "Modo de prueba", TESTMODE_TIP = "Rellena la pantalla con jugadores y mascotas fantasma para que puedas organizarlo todo sin estar en grupo. Los fantasmas muestran vida, maná, un escudo, curación entrante y un perjuicio disipable. No se guarda, siempre apagado al iniciar sesión.", TEST_ON = "Modo de prueba |cFF00FF00activado|r, jugadores fantasma activos. Los botones no lanzan sobre fantasmas.", TEST_OFF = "Modo de prueba |cFFFF0000desactivado|r.", TEST_CLICK = "Modo de prueba: sin lanzamiento sobre un jugador fantasma.", CLASSCOLORS = "Colores de clase", CLASSCOLORS_TIP = "Colorea el nombre de cada placa con el color de clase (estilo Healium). Las mascotas conservan su nombre azul claro.", RANGEFADE = "Atenuación por distancia", RANGEFADE_TIP = "Atenúa toda la placa, botones incluidos, a media transparencia cuando la unidad está fuera del alcance de tu primer hechizo asignado (o a más de 28 metros si no hay hechizo asignado).", BUFFWATCH = "Vigilancia de beneficio", BUFFWATCH_TIP = "Elige uno de tus beneficios. Cada placa cuya unidad carezca de ese beneficio recibe un borde naranja. La versión de grupo también cuenta (Rezo de entereza para Palabra de poder: entereza, Don de lo Salvaje para Marca de lo Salvaje, Bendiciones superiores, ...).", BUFFWATCH_NONE = "ninguno", BUFFWATCH_PETS = "Vigilancia de beneficio: mascotas", BUFFWATCH_PETS_TIP = "Marca también las mascotas a las que les falta el beneficio vigilado. Desactivado por defecto, porque las mascotas rara vez reciben Entereza o Bendiciones y sus placas estarían naranjas casi siempre.", MENU_NO_BUFF = "|cFF999999Sin vigilancia de beneficio|r", LANG_TIP = "Cambia todos los textos del addon. Surte efecto de inmediato, sin recargar.", ABOUT = "%s %s |cFFAAAAAA(original de Dourd, UI Overhauled)|r\n|cFFAAAAAAPortado a Vanilla y ampliado en 09/2026 por Mquadrat|r", MM_TIP = "Izquierdo: opciones\nMantener derecho: mover este botón\nMayús + izquierdo: mostrar/ocultar la pantalla", FBP_WATCHED = "Hechizos leídos del libro de hechizos:", FBP_ACTIVE = "Activos ahora:", FBP_DIRECT = "directo", FBP_SHIELD = "escudo", FBP_LEARNED = "aprendido", FBP_EVERY = "cada", FBP_TICKSOF = "pulsos de", FBP_CAST = "Lanzamiento", FBP_ON = "sobre", FBP_OF = "de", FBP_FOR = "por", FBP_SYNC = "Sincronización HealComm:", FBP_STATE_ON = "activada", FBP_STATE_OFF = "desactivada", FBP_INCOMING = "Entrante", FBP_DEBUG = "Depuración:", FBP_RESET = "Valores aprendidos descartados.", FBP_COMMANDS = "Comandos: /fbp config (ventana de opciones), /fbp test (modo de prueba), /fbp buffs (diagnóstico de beneficios), /fbp debug, /fbp reset", FBP_SMART = "Smart Healing: %s (margen de seguridad %d %%)", DBG_HOT = "HoT %s sobre %s: %d por pulso, %ds", DBG_SHIELD = "Escudo %s sobre %s: %d absorción, %ds", DBG_CAST = "Lanzamiento %s sobre %s: %d", DBG_TICK = "Pulso corregido: %s = %d", DBG_HEAL = "Curación %s = %d (estimación ahora %d)", DBG_ABSORB = "Absorción %d en %s (quedan %d)", }; FBLocale["frFR"] = { LANG_NAME = "Français", LANGUAGE = "Langue", LOADED = "chargé|r. Le bouton de la minicarte ou /fbp config ouvre les options, /fbp affiche la prédiction de soins.", SUPERWOW = " |cFF55FF55[SuperWoW détecté]|r", CREDITS = "|cFFAAAAAAOriginal de Dourd (Argent Dawn EU), porté sur Vanilla et étendu en 09/2026 par Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFAucun sort\n|cFF00FF00Choisissez un sort dans la fenêtre des options.", TT_TARGET = "Cible", NOT_IN_GROUP = " n'est pas dans votre groupe.", SELECT_SPELL = "Choisir un sort...", BUTTON = "Bouton", TAB_BUTTONS = "Boutons", TAB_GENERAL = "Général", COL_LEFT = "Clic gauche", COL_RIGHT = "Clic droit", RIGHTCLICK = "Sort du clic droit", RIGHTCLICK_TIP = "Donne à chaque bouton un second sort au clic droit (p. ex. Soins rapides à gauche, Soins supérieurs à droite). Désactivé par défaut. Une fois activé, une seconde colonne apparaît au-dessus et une petite icône dans le coin de chaque bouton montre le sort du clic droit. Déposez un sort avec le bouton droit ou en maintenant Maj pour remplir ce côté.", TT_RIGHT = "Clic droit", TT_BUFF_UNKNOWN = "temps restant inconnu (pas votre lancement)", DROP_SET = "Bouton %d : |cFFFFFFFF%s|r (glissé depuis le grimoire)", DROP_SET_R = "Bouton %d, clic droit : |cFFFFFFFF%s|r (glissé depuis le grimoire)", DROP_UNKNOWN = "Impossible d'identifier le sort glissé.", SMARTRANK = "Smart Healing", SMARTRANK_TIP = "Ce que ça fait : au clic, au lieu du rang assigné, le bouton lance le rang le plus bas du même sort dont le soin attendu couvre les points de vie manquants de la cible (moins les soins déjà en route) plus la marge de sécurité. Économise du mana et du sursoin. Règles : jamais au-dessus du rang assigné, soins directs uniquement (les HoT et les boucliers ne sont pas concernés), et toujours le rang assigné sous 30 % de vie. Inconvénients : le soin attendu est une estimation tirée de l'infobulle ou des valeurs apprises et ignore les critiques ; en cas de dégâts en rafale, ou quand vous voulez volontairement sursoigner comme tampon (un tank avant un gros coup), le rang inférieur peut être insuffisant. Désactivez-le dès que vous voulez sursoigner. Chaque décision est consignée avec /fbp debug.", SMART_MARGIN = "Marge de sécurité : |cFFFFFFFF%s %%", COOLDOWNS = "Recharges sur les boutons", COOLDOWNS_TIP = "Affiche le balayage du temps de recharge sur chaque bouton (Rapidité de la nature, Focalisation intérieure, Imposition des mains, recharge du bouclier). Le temps de recharge global n'est pas affiché.", AGGRO = "Marquer la cible attaquée", AGGRO_TIP = "Bordure rouge sur la plaque ou la cellule du membre que votre cible hostile vise actuellement. Vérifié cinq fois par seconde.", BUFFICONS = "Icônes de buffs (gauche)", BUFFICONS_TIP = "Les buffs à durée présents sur vos boutons (Robustesse, Esprit divin, Gardien de peur, ...) apparaissent sous forme de petites icônes sur le côté extérieur gauche de la plaque tant qu'ils sont actifs. Comme une aiguille des minutes, l'icône passe en noir et blanc dans le sens horaire à partir de midi au fur et à mesure que le temps s'écoule : entièrement en couleur au début, moitié droite grise à mi-temps, trois quarts gris quand il reste un quart. Exact sur vous-même, compté depuis votre propre lancement sur les autres ; un buff lancé par quelqu'un d'autre reste en couleur (temps inconnu). /fbp buffs montre ce qui est suivi.", TIMERS = "Minuteurs HoT et bouclier", TIMERS_TIP = "Chaque bouton affiche les secondes restantes de votre propre HoT ou bouclier de ce sort sur cette unité : vert pour les HoT, bleu pour le bouclier, rouge pour Âme affaiblie après le bouclier. Les buffs à durée sont affichés sous forme d'icônes dans la barre de vie (voir Icônes de buffs).", DBG_SMARTRANK = "Rang abaissé : %s -> %s (manque %d, attendu %d)", DROP_HINT = "Glissez des sorts du grimoire sur un bouton. Le bouton droit ou Maj au dépôt remplit le côté du clic droit.", STATE_DEAD = "Mort", STATE_GHOST = "Fantôme", STATE_OFFLINE = "Hors ligne", PLATE_LEFT = "Clic gauche sur la plaque", PLATE_RIGHT = "Clic droit sur la plaque", PLATE_TIP = "Ce que fait un clic sur une plaque (nom ou barre de vie). Maj + glisser avec le bouton gauche déplace toujours l'affichage, quel que soit le réglage.", ACT_TARGET = "Cibler", ACT_MENU = "Menu d'unité", ACT_MOVE = "Déplacer l'affichage", ACT_NONE = "Rien", LOSICON = "Ligne de vue", LOSICON_TIP = "Affiche un œil dans le coin de la plaque tant que l'unité est hors de votre ligne de vue. Avec le mod client UnitXP, c'est vérifié en direct ; sans lui, l'addon mémorise une erreur « hors de la ligne de vue » pendant quelques secondes après une tentative de soin sur cette unité et l'efface dès qu'un lancement sur elle commence ou qu'un soin arrive.", DEBUFFICON = "Icône de debuff", DEBUFFICON_TIP = "Affiche l'icône du premier debuff que votre classe peut dissiper à côté du nom, avec son nombre de charges. La barre de vie prend aussi la couleur du debuff.", MENU_NO_SPELL = "|cFF999999Aucun sort|r", RANK_DEFAULT = "Par défaut", PANEL_SUB = "Options de %s.\nChoisissez combien de boutons afficher\net quel sort chaque bouton lance.", SHOW_BUTTONS = "Afficher |cFFFFFFFF%s|r boutons", SCALE = "Échelle du cadre : |cFFFFFFFF%s", SMALL = "Petit", LARGE = "Grand", BTN_SPACING = "Espacement des boutons : |cFFFFFFFF%s px", ROW_SPACING = "Espacement des lignes : |cFFFFFFFF%s px", ATTACH = "Cadres de groupe Blizzard", ATTACH_TIP = "Attache les boutons de soins aux cadres de groupe par défaut de Blizzard au lieu d'utiliser les plaques déplaçables de l'addon.", COMM = "Synchronisation HealComm", COMM_TIP = "Diffuse vos soins au format HealComm pour que Puppeteer, pfUI, Luna et d'autres puissent les afficher, et intègre à votre propre prédiction les soins annoncés par les autres soigneurs.", MANABAR = "Barre de mana", MANABAR_TIP = "Affiche une fine barre de mana bleue le long du bord inférieur de la barre de vie, uniquement pour les unités qui utilisent du mana (ni rage, ni focalisation, ni énergie).", SHOWPETS = "Afficher les familiers", SHOWPETS_TIP = "Ajoute une plaque pour chaque familier du groupe (chasseur, démoniste) juste sous son maître, avec les mêmes boutons de soins.", TESTMODE = "Mode test", TESTMODE_TIP = "Remplit l'affichage de joueurs et de familiers fantômes pour tout organiser sans être en groupe. Les fantômes montrent la vie, le mana, un bouclier, des soins entrants et un debuff dissipable. Non sauvegardé, toujours désactivé à la connexion.", TEST_ON = "Mode test |cFF00FF00activé|r, joueurs fantômes actifs. Les boutons ne lancent rien sur les fantômes.", TEST_OFF = "Mode test |cFFFF0000désactivé|r.", TEST_CLICK = "Mode test : aucun lancement sur un joueur fantôme.", CLASSCOLORS = "Couleurs de classe", CLASSCOLORS_TIP = "Colore le nom de chaque plaque avec la couleur de classe (style Healium). Les familiers gardent leur nom bleu clair.", RANGEFADE = "Estompage hors portée", RANGEFADE_TIP = "Rend toute la plaque, boutons compris, à moitié transparente quand l'unité est hors de portée de votre premier sort assigné (ou au-delà de 28 mètres si aucun sort n'est assigné).", BUFFWATCH = "Surveillance de buff", BUFFWATCH_TIP = "Choisissez l'un de vos buffs. Chaque plaque dont l'unité n'a pas ce buff reçoit une bordure orange. La version de groupe compte aussi (Prière de robustesse pour Mot de pouvoir : Robustesse, Don de la nature pour Marque du fauve, Bénédictions supérieures, ...).", BUFFWATCH_NONE = "aucune", BUFFWATCH_PETS = "Surveillance de buff : familiers", BUFFWATCH_PETS_TIP = "Marque aussi les familiers auxquels le buff surveillé manque. Désactivé par défaut, car les familiers reçoivent rarement Robustesse ou des Bénédictions et leurs plaques resteraient orange la plupart du temps.", MENU_NO_BUFF = "|cFF999999Aucune surveillance de buff|r", LANG_TIP = "Change tous les textes de l'addon. Effet immédiat, sans rechargement.", ABOUT = "%s %s |cFFAAAAAA(original de Dourd, UI Overhauled)|r\n|cFFAAAAAAPorté sur Vanilla et étendu en 09/2026 par Mquadrat|r", MM_TIP = "Gauche : options\nMaintenir droit : déplacer ce bouton\nMaj + gauche : afficher/masquer l'affichage", FBP_WATCHED = "Sorts lus dans le grimoire :", FBP_ACTIVE = "Actifs en ce moment :", FBP_DIRECT = "direct", FBP_SHIELD = "bouclier", FBP_LEARNED = "appris", FBP_EVERY = "toutes les", FBP_TICKSOF = "ticks de", FBP_CAST = "Lancement", FBP_ON = "sur", FBP_OF = "sur", FBP_FOR = "pour", FBP_SYNC = "Synchronisation HealComm :", FBP_STATE_ON = "activée", FBP_STATE_OFF = "désactivée", FBP_INCOMING = "Entrant", FBP_DEBUG = "Débogage :", FBP_RESET = "Valeurs apprises effacées.", FBP_COMMANDS = "Commandes : /fbp config (fenêtre des options), /fbp test (mode test), /fbp buffs (diagnostic des buffs), /fbp debug, /fbp reset", FBP_SMART = "Smart Healing : %s (marge de sécurité %d %%)", DBG_HOT = "HoT %s sur %s : %d par tick, %ds", DBG_SHIELD = "Bouclier %s sur %s : %d absorption, %ds", DBG_CAST = "Lancement %s sur %s : %d", DBG_TICK = "Tick corrigé : %s = %d", DBG_HEAL = "Soin %s = %d (estimation maintenant %d)", DBG_ABSORB = "Absorption %d sur %s (reste %d)", }; FBLocale["itIT"] = { LANG_NAME = "Italiano", LANGUAGE = "Lingua", LOADED = "caricato|r. Il pulsante della minimappa o /fbp config apre le opzioni, /fbp mostra la previsione delle cure.", SUPERWOW = " |cFF55FF55[SuperWoW rilevato]|r", CREDITS = "|cFFAAAAAAOriginale di Dourd (Argent Dawn EU), portato su Vanilla ed esteso nel 09/2026 da Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFNessun incantesimo\n|cFF00FF00Scegli un incantesimo nella finestra delle opzioni.", TT_TARGET = "Bersaglio", NOT_IN_GROUP = " non è nel tuo gruppo.", SELECT_SPELL = "Scegli incantesimo...", BUTTON = "Pulsante", TAB_BUTTONS = "Pulsanti", TAB_GENERAL = "Generale", COL_LEFT = "Clic sinistro", COL_RIGHT = "Clic destro", RIGHTCLICK = "Incantesimo del clic destro", RIGHTCLICK_TIP = "Dà a ogni pulsante un secondo incantesimo con il clic destro (per es. Cura Rapida a sinistra, Cura Superiore a destra). Disattivato per impostazione predefinita. Quando è attivo compare una seconda colonna in alto e una piccola icona nell'angolo di ogni pulsante mostra l'incantesimo del clic destro. Rilascia un incantesimo con il tasto destro o tenendo premuto Maiusc per riempire questo lato.", TT_RIGHT = "Clic destro", TT_BUFF_UNKNOWN = "tempo rimanente sconosciuto (non è un tuo lancio)", DROP_SET = "Pulsante %d: |cFFFFFFFF%s|r (trascinato dal libro degli incantesimi)", DROP_SET_R = "Pulsante %d, clic destro: |cFFFFFFFF%s|r (trascinato dal libro degli incantesimi)", DROP_UNKNOWN = "Impossibile identificare l'incantesimo trascinato.", SMARTRANK = "Smart Healing", SMARTRANK_TIP = "Cosa fa: al clic, invece del rango assegnato il pulsante lancia il rango più basso dello stesso incantesimo la cui cura prevista copre la salute mancante del bersaglio (meno le cure già in arrivo) più il margine di sicurezza. Risparmia mana e cure in eccesso. Regole: mai sopra il rango assegnato, solo cure dirette (HoT e scudi non sono toccati) e sempre il rango assegnato sotto il 30 % di salute. Svantaggi: la cura prevista è una stima dalla descrizione o dai valori appresi e ignora i critici; con danni a raffica, o quando vuoi curare in eccesso di proposito come cuscinetto (un tank prima di un colpo forte), il rango inferiore può non bastare. Disattivalo ogni volta che vuoi curare in eccesso. Ogni decisione è registrata con /fbp debug.", SMART_MARGIN = "Margine di sicurezza: |cFFFFFFFF%s %%", COOLDOWNS = "Recuperi sui pulsanti", COOLDOWNS_TIP = "Mostra l'animazione del tempo di recupero su ogni pulsante (Rapidità della Natura, Concentrazione Interiore, Imposizione delle Mani, recupero dello scudo). Il tempo di recupero globale non viene mostrato.", AGGRO = "Segnala chi è attaccato", AGGRO_TIP = "Bordo rosso sulla targhetta o sulla cella del membro che il tuo bersaglio ostile sta puntando. Controllato cinque volte al secondo.", BUFFICONS = "Icone benefici (sinistra)", BUFFICONS_TIP = "I benefici con durata presenti sui tuoi pulsanti (Tempra, Spirito Divino, Protezione dalla Paura, ...) compaiono come piccole icone sul lato esterno sinistro della targhetta finché sono attivi. Come una lancetta dei minuti, l'icona diventa in bianco e nero in senso orario a partire dalle dodici man mano che il tempo scorre: tutta a colori all'inizio, metà destra grigia a metà tempo, tre quarti grigi quando ne resta un quarto. Esatta su te stesso, contata dal tuo lancio sugli altri; un beneficio lanciato da altri resta a colori (tempo sconosciuto). /fbp buffs mostra cosa viene seguito.", TIMERS = "Timer HoT e scudo", TIMERS_TIP = "Ogni pulsante mostra i secondi rimanenti del tuo HoT o scudo di quell'incantesimo su quell'unità: verde per gli HoT, blu per lo scudo, rosso per Anima Indebolita dopo lo scudo. I benefici con durata vengono mostrati come icone nella barra della salute (vedi Icone dei benefici).", DBG_SMARTRANK = "Rango ridotto: %s -> %s (mancano %d, previsti %d)", DROP_HINT = "Trascina gli incantesimi dal libro su un pulsante. Il tasto destro o Maiusc al rilascio riempie il lato del clic destro.", STATE_DEAD = "Morto", STATE_GHOST = "Fantasma", STATE_OFFLINE = "Offline", PLATE_LEFT = "Clic sinistro sulla targhetta", PLATE_RIGHT = "Clic destro sulla targhetta", PLATE_TIP = "Cosa fa un clic su una targhetta (nome o barra della salute). Maiusc + trascinamento con il sinistro sposta sempre la visualizzazione, qualunque sia l'impostazione.", ACT_TARGET = "Seleziona", ACT_MENU = "Menu unità", ACT_MOVE = "Sposta la visualizzazione", ACT_NONE = "Niente", LOSICON = "Linea di vista", LOSICON_TIP = "Mostra un occhio nell'angolo della targhetta finché l'unità è fuori dalla tua linea di vista. Con il mod client UnitXP il controllo è in tempo reale; senza, l'addon ricorda un errore di \"fuori linea di vista\" per qualche secondo dopo un tentativo di cura su quell'unità e lo cancella non appena inizia un lancio su di essa o arriva una cura.", DEBUFFICON = "Icona del malus", DEBUFFICON_TIP = "Mostra l'icona del primo malus che la tua classe può rimuovere accanto al nome, con il numero di accumuli. La barra della salute continua anche a prendere il colore del malus.", MENU_NO_SPELL = "|cFF999999Nessun incantesimo|r", RANK_DEFAULT = "Predefinito", PANEL_SUB = "Opzioni di %s.\nScegli quanti pulsanti mostrare\ne quale incantesimo lancia ogni pulsante.", SHOW_BUTTONS = "Mostra |cFFFFFFFF%s|r pulsanti", SCALE = "Scala della cornice: |cFFFFFFFF%s", SMALL = "Piccola", LARGE = "Grande", BTN_SPACING = "Spaziatura pulsanti: |cFFFFFFFF%s px", ROW_SPACING = "Spaziatura righe: |cFFFFFFFF%s px", ATTACH = "Cornici di gruppo Blizzard", ATTACH_TIP = "Aggancia i pulsanti di cura alle cornici di gruppo predefinite di Blizzard invece di usare le targhette mobili dell'addon.", COMM = "Sincronizzazione HealComm", COMM_TIP = "Trasmette le tue cure nel formato HealComm perché Puppeteer, pfUI, Luna e altri possano mostrarle, e integra nella tua previsione le cure annunciate dagli altri guaritori.", MANABAR = "Barra del mana", MANABAR_TIP = "Mostra una sottile barra blu del mana lungo il bordo inferiore della barra della salute, solo per le unità che usano mana (niente ira, concentrazione o energia).", SHOWPETS = "Mostra famigli", SHOWPETS_TIP = "Aggiunge una targhetta per ogni famiglio del gruppo (cacciatore, stregone) subito sotto il suo padrone, con gli stessi pulsanti di cura.", TESTMODE = "Modalità test", TESTMODE_TIP = "Riempie la visualizzazione con giocatori e famigli fantasma per sistemare tutto senza essere in gruppo. I fantasmi mostrano salute, mana, uno scudo, cure in arrivo e un malus dissolvibile. Non viene salvata, sempre disattivata all'accesso.", TEST_ON = "Modalità test |cFF00FF00attiva|r, giocatori fantasma attivi. I pulsanti non lanciano sui fantasmi.", TEST_OFF = "Modalità test |cFFFF0000disattivata|r.", TEST_CLICK = "Modalità test: nessun lancio su un giocatore fantasma.", CLASSCOLORS = "Colori di classe", CLASSCOLORS_TIP = "Colora il nome di ogni targhetta con il colore di classe (stile Healium). I famigli mantengono il nome azzurro.", RANGEFADE = "Dissolvenza fuori portata", RANGEFADE_TIP = "Rende l'intera targhetta, pulsanti compresi, semitrasparente quando l'unità è fuori portata del tuo primo incantesimo assegnato (o oltre 28 metri se nessun incantesimo è assegnato).", BUFFWATCH = "Controllo beneficio", BUFFWATCH_TIP = "Scegli uno dei tuoi benefici. Ogni targhetta la cui unità non ha quel beneficio riceve un bordo arancione. Conta anche la versione di gruppo (Preghiera della Tempra per Parola del Potere: Tempra, Dono della Natura per Marchio della Natura, Benedizioni Superiori, ...).", BUFFWATCH_NONE = "nessuno", BUFFWATCH_PETS = "Controllo beneficio: famigli", BUFFWATCH_PETS_TIP = "Segnala anche i famigli a cui manca il beneficio controllato. Disattivato per impostazione predefinita, perché i famigli ricevono raramente Tempra o Benedizioni e le loro targhette resterebbero arancioni quasi sempre.", MENU_NO_BUFF = "|cFF999999Nessun controllo beneficio|r", LANG_TIP = "Cambia tutti i testi dell'addon. Effetto immediato, senza ricaricare.", ABOUT = "%s %s |cFFAAAAAA(originale di Dourd, UI Overhauled)|r\n|cFFAAAAAAPortato su Vanilla ed esteso nel 09/2026 da Mquadrat|r", MM_TIP = "Sinistro: opzioni\nTieni premuto il destro: sposta questo pulsante\nMaiusc + sinistro: mostra/nascondi la visualizzazione", FBP_WATCHED = "Incantesimi letti dal libro:", FBP_ACTIVE = "Attivi ora:", FBP_DIRECT = "diretta", FBP_SHIELD = "scudo", FBP_LEARNED = "appreso", FBP_EVERY = "ogni", FBP_TICKSOF = "tick da", FBP_CAST = "Lancio", FBP_ON = "su", FBP_OF = "di", FBP_FOR = "per", FBP_SYNC = "Sincronizzazione HealComm:", FBP_STATE_ON = "attiva", FBP_STATE_OFF = "disattivata", FBP_INCOMING = "In arrivo", FBP_DEBUG = "Debug:", FBP_RESET = "Valori appresi scartati.", FBP_COMMANDS = "Comandi: /fbp config (finestra opzioni), /fbp test (modalità test), /fbp buffs (diagnostica benefici), /fbp debug, /fbp reset", FBP_SMART = "Smart Healing: %s (margine di sicurezza %d %%)", DBG_HOT = "HoT %s su %s: %d per tick, %ds", DBG_SHIELD = "Scudo %s su %s: %d assorbimento, %ds", DBG_CAST = "Lancio %s su %s: %d", DBG_TICK = "Tick corretto: %s = %d", DBG_HEAL = "Cura %s = %d (stima ora %d)", DBG_ABSORB = "Assorbimento %d su %s (restano %d)", }; FBL = FBLocale[FBDetectLocale()]; -- ========================================================================== -- [ Hooks fuer Module ] -- -- Module (z. B. FBHealBox_Raid.lua) haengen sich hier ein, statt den -- Kern zu aendern. Aufrufpunkte: Defaults, SyncOptions, ApplyLocale, -- UpdateNames, RefreshAllBars, ButtonsChanged, ActiveToggle, Status, Loaded -- und Slash (Slash-Hooks geben true zurueck, wenn sie den Befehl verarbeitet -- haben). -- ========================================================================== FBHookRegistry = {}; function FBHealBox_RegisterHook(name, fn) if (not FBHookRegistry[name]) then FBHookRegistry[name] = {}; end table.insert(FBHookRegistry[name], fn); end function FBHealBox_RunHook(name, a1, a2, a3) local list = FBHookRegistry[name]; if (not list) then return false; end local handled = false; for _, fn in ipairs(list) do if (fn(a1, a2, a3)) then handled = true; end end return handled; end LowHP = 0.6; VeryLowHP = 0.3; NamePlateWidth = 120; NamePlateHeight = 28; -- Manabalken: "Balken im Balken" am unteren Rand des Lebensbalkens FBMANA_BAR_HEIGHT = 5; -- px FBMANA_BAR_COLOR = { 0.15, 0.40, 1.00, 1 }; -- blau FBMANA_BG_ALPHA = 0.35; -- dunkler Streifen hinter dem Mana (0 = aus) -- Begleiter-Plaketten: Namensfarbe, Einrueckung unter dem Besitzer (die -- Plakette wird um denselben Betrag schmaler, damit die Buttons buendig -- bleiben) und ein kleines Pfoten-Icon vor dem Namen. FBPET_NAME_COLOR = { 0.75, 0.85, 1.00, 1 }; FBPET_INDENT = 12; FBPET_ICON = "Interface\\Icons\\INV_Misc_Foot_Kodo"; FBPET_ICON_SIZE = 12; -- Debuff-Icon neben dem Namen FBDEBUFF_ICON_SIZE = 14; -- Hoehe der Namensbox: genau eine Zeile (verhindert Umbruch und Verschieben) FBNAME_HEIGHT = 12; -- Breite der Namensbox: normal, und wenn rechts daneben das Debuff-Icon steht -- (rechts davon braucht der Prozenttext etwa 34 px) FBNAME_WIDTH_FULL = NamePlateWidth - 42; -- 78 FBNAME_WIDTH_ICON = NamePlateWidth - 42 - FBDEBUFF_ICON_SIZE - 4; -- 60 -- Sichtlinien-Abzeichen: Icon, Groesse, Position (Anker TOPLEFT an TOPLEFT -- der Plakette, ragt etwas ueber die Ecke; links aussen sitzen die Buff-Icons) FBLOS_ICON = "Interface\\Icons\\Spell_Shadow_MindSteal"; -- das "blinde Auge" (Blenden) FBLOS_ICON_SIZE = 12; FBLOS_ICON_X = -3; FBLOS_ICON_Y = 3; FBLOS_TIMEOUT = 8; -- Sek., wie lange eine LoS-Fehlermeldung ohne UnitXP gilt -- Reichweiten-Fading: Deckkraft einer Plakette ausser Reichweite, Pruefintervall FBRANGE_ALPHA = 0.5; FBRANGE_INTERVAL = 0.5; -- Sekunden -- Rahmenfarbe, wenn der ueberwachte Buff fehlt (Buff-Wache) FBBUFF_MISSING_COLOR = { 1.0, 0.5, 0.0, 1 }; FBBUFF_NORMAL_COLOR = { 1.0, 1.0, 1.0, 1 }; -- Rahmenfarbe fuer den Angegriffenen (schlaegt die Buff-Wache) FBAGGRO_COLOR = { 1.0, 0.15, 0.15, 1 }; -- Cooldown-Uhr: kuerzere Cooldowns (globaler Cooldown) werden nicht gezeigt FBCD_MIN_DURATION = 2.0; -- Buff-Icons mit Uhr: 8 px, aussen links neben der Plakette (und Zelle), -- vertikal mittig, von rechts nach links aufgereiht. Die Uhr: vier -- Quadranten werden im Uhrzeigersinn ab 12 Uhr schwarz-weiss, wie ein -- Minutenzeiger, der ueber das Icon laeuft (50 % Rest = rechte Haelfte grau). FBBUFFICON_SIZE = 8; FBBUFFICON_GAP = 1; FBBUFFICON_MAX = 6; FBBUFFICON_XOFF = -2; -- px Abstand des ersten Icons zur linken Plattenkante FBBUFFICON_GREY = 0.30; -- Grauton der abgelaufenen Quadranten (falls keine Entsaettigung) FBBUFFICON_WASH = { 0, 0, 0, 0.45 }; -- dunkle Waesche ueber abgelaufenen Quadranten FBBUFFICON_ROWS = 2; -- Icons werden in Zweierstapeln (2 hoch) nach links aufgereiht -- HoT-/Schild-Timer auf den Buttons FBTIMER_COLOR_HOT = { 0.4, 1.0, 0.4 }; FBTIMER_COLOR_SHIELD = { 0.6, 0.8, 1.0 }; FBTIMER_COLOR_WS = { 1.0, 0.3, 0.3 }; FBTIMER_COLOR_BUFF = { 1.0, 0.9, 0.4 }; FBWEAKENED_SOUL_SEC = 15; FBSHIELD_SPELL = "Power Word: Shield"; -- Klassenfarben: RAID_CLASS_COLORS des Clients, sonst diese Vorgaben FBClassColors = { WARRIOR = { r = 0.78, g = 0.61, b = 0.43 }, PALADIN = { r = 0.96, g = 0.55, b = 0.73 }, HUNTER = { r = 0.67, g = 0.83, b = 0.45 }, ROGUE = { r = 1.00, g = 0.96, b = 0.41 }, PRIEST = { r = 1.00, g = 1.00, b = 1.00 }, SHAMAN = { r = 0.00, g = 0.44, b = 0.87 }, MAGE = { r = 0.41, g = 0.80, b = 0.94 }, WARLOCK = { r = 0.58, g = 0.51, b = 0.79 }, DRUID = { r = 1.00, g = 0.49, b = 0.04 }, }; function FBClassColor(token) if (not token) then return nil; end if (RAID_CLASS_COLORS and RAID_CLASS_COLORS[token]) then return RAID_CLASS_COLORS[token]; end return FBClassColors[token]; end -- Buff-Wache: welche Buffs der eigenen Klasse zur Auswahl stehen (nur die -- gelernten erscheinen im Menue) und welche Gruppenversion dasselbe zaehlt. FBBuffWatchSpells = { Priest = { "Power Word: Fortitude", "Prayer of Fortitude", "Divine Spirit", "Prayer of Spirit", "Shadow Protection", "Prayer of Shadow Protection", "Renew", "Power Word: Shield" }, Druid = { "Mark of the Wild", "Gift of the Wild", "Thorns", "Rejuvenation", "Regrowth" }, Paladin = { "Blessing of Wisdom", "Greater Blessing of Wisdom", "Blessing of Might", "Greater Blessing of Might", "Blessing of Kings", "Greater Blessing of Kings", "Blessing of Salvation", "Greater Blessing of Salvation", "Blessing of Light", "Greater Blessing of Light", "Blessing of Sanctuary", "Greater Blessing of Sanctuary" }, Shaman = { "Earth Shield", "Water Shield" }, }; FBBuffAlternates = { ["Power Word: Fortitude"] = "Prayer of Fortitude", ["Prayer of Fortitude"] = "Power Word: Fortitude", ["Divine Spirit"] = "Prayer of Spirit", ["Prayer of Spirit"] = "Divine Spirit", ["Shadow Protection"] = "Prayer of Shadow Protection", ["Prayer of Shadow Protection"] = "Shadow Protection", ["Mark of the Wild"] = "Gift of the Wild", ["Gift of the Wild"] = "Mark of the Wild", ["Blessing of Wisdom"] = "Greater Blessing of Wisdom", ["Greater Blessing of Wisdom"] = "Blessing of Wisdom", ["Blessing of Might"] = "Greater Blessing of Might", ["Greater Blessing of Might"] = "Blessing of Might", ["Blessing of Kings"] = "Greater Blessing of Kings", ["Greater Blessing of Kings"] = "Blessing of Kings", ["Blessing of Salvation"] = "Greater Blessing of Salvation", ["Greater Blessing of Salvation"] = "Blessing of Salvation", ["Blessing of Light"] = "Greater Blessing of Light", ["Greater Blessing of Light"] = "Blessing of Light", ["Blessing of Sanctuary"] = "Greater Blessing of Sanctuary", ["Greater Blessing of Sanctuary"] = "Blessing of Sanctuary", }; FBBuffSpells = {}; -- [Name] = { icon = Textur } (aus dem Zauberbuch) -- ========================================================================== -- [ Slots ] -- -- Zehn Plaketten: 1-5 Spieler (player, party1-4), 6-10 deren Begleiter -- (pet, partypet1-4). FBPartyFrame[p] ist die Plakette, FBPartyTable[p] -- ihre Buttons, FBPartyUnit[p] die Unit-ID. Angezeigt wird in der -- Reihenfolge FBLayoutOrder: jeder Begleiter direkt unter seinem Besitzer. -- ========================================================================== FBSlotCount = 10; FBPartyUnit = { "player", "party1", "party2", "party3", "party4", "pet", "partypet1", "partypet2", "partypet3", "partypet4" }; FBSlotIsPet = { false, false, false, false, false, true, true, true, true, true }; FBLayoutOrder = { 1, 6, 2, 7, 3, 8, 4, 9, 5, 10 }; -- Unit-ID -> Slot (fuer die UNIT_*-Events) FBUnitSlot = {}; for p = 1, FBSlotCount do FBUnitSlot[FBPartyUnit[p]] = p; end FBPartyFrame = {}; FBPartyTable = {}; for p = 1, FBSlotCount do FBPartyTable[p] = {}; end -- ========================================================================== -- [ Testmodus: Geisterspieler ] -- -- Im Testmodus bleibt Slot 1 (der Spieler selbst) echt, alle anderen Slots -- werden mit Geistern gefuellt, auch wenn gerade eine echte Gruppe da ist. -- Die Geister atmen: ihre HP schwanken langsam, damit die Farbschwellen, -- Schild- und Vorhersage-Schichten sichtbar werden. Die Anzeige liest -- Einheiten ausschliesslich ueber die FBUnit*-Wrapper unten, deshalb muss -- der restliche Code den Testmodus nicht kennen. -- Der Testmodus wird bewusst nicht gespeichert. -- ========================================================================== FBTestMode = false; -- hp/mp sind Anteile (0..1), swing ist die Amplitude der HP-Schwankung, -- debuff = true gibt dem Geist einen von der eigenen Klasse entfernbaren Debuff -- (Icon debuffTex, debuffCount Stacks), debuffType einen bestimmten Typ -- (z. B. "Disease"; faerbt nur, wenn die eigene Klasse ihn entfernen kann), -- state = "dead" | "ghost" | "offline", -- buffMissing = true laesst die Buff-Wache anschlagen, outOfRange = true faded, -- los = true zeigt das Sichtlinien-Abzeichen, aggro = true den roten Rahmen, -- hotLeft/shieldLeft Restsekunden auf Button 1 bzw. 2. FBTestGhosts = { ["party1"] = { name = "Brynn", class = "WARRIOR", hpMax = 3400, hp = 0.90, swing = 0.08, hasMana = false, buffMissing = true, state = "dead" }, ["party2"] = { name = "Cerys", class = "WARLOCK", hpMax = 2300, hp = 0.55, swing = 0.10, hasMana = true, mpMax = 3100, mp = 0.65, shield = 450, los = true }, ["party3"] = { name = "Dorn", class = "HUNTER", hpMax = 2900, hp = 0.30, swing = 0.15, hasMana = true, mpMax = 2400, mp = 0.35, inc = 700, aggro = true, hotLeft = 9, shieldLeft = 21, -- sechs Buffs: Seelenstaerke, Willen, Schattenschutz, Furchtzauberschutz, Mal der Wildnis (fremd, ohne Uhr), Koenige buffs = { { tex = "Interface\\Icons\\Spell_Holy_WordFortitude", left = 540, dur = 1800 }, { tex = "Interface\\Icons\\Spell_Holy_DivineSpirit", left = 1500, dur = 1800 }, { tex = "Interface\\Icons\\Spell_Shadow_AntiShadow", left = 300, dur = 600 }, { tex = "Interface\\Icons\\Spell_Holy_Excorcism", left = 45, dur = 180 }, { tex = "Interface\\Icons\\Spell_Nature_Regeneration", dur = 1800 }, { tex = "Interface\\Icons\\Spell_Magic_MageArmor", left = 1750, dur = 1800 } } }, ["party4"] = { name = "Elowen", class = "DRUID", hpMax = 2700, hp = 0.95, swing = 0.04, hasMana = true, mpMax = 3600, mp = 0.90, debuff = true, debuffTex = "Interface\\Icons\\Spell_Shadow_ShadowWordPain", debuffCount = 3, outOfRange = true }, ["pet"] = { name = "Fang", hpMax = 1900, hp = 0.75, swing = 0.12, hasMana = false }, ["partypet2"] = { name = "Zorbek", hpMax = 1200, hp = 0.60, swing = 0.10, hasMana = true, mpMax = 900, mp = 0.50 }, ["partypet3"] = { name = "Bramble", hpMax = 2100, hp = 0.40, swing = 0.14, hasMana = false, inc = 300, debuffType = "Disease", debuffTex = "Interface\\Icons\\Spell_Nature_NullifyDisease", debuffCount = 1 }, }; function FBTest_Ghost(unit) if (not FBTestMode) or (unit == "player") then return nil; end return FBTestGhosts[unit]; end -- Aktueller HP-Anteil eines Geistes (langsame Sinus-Schwankung) function FBTest_HPFraction(g, unit) local phase = string.len(unit) * 1.7; local frac = g.hp + (g.swing or 0) * math.sin((GetTime() * 0.6) + phase); if (frac < 0.03) then frac = 0.03; end if (frac > 1) then frac = 1; end return frac; end function FBTest_Set(on) FBTestMode = on and true or false; if (TestModeCheck) then TestModeCheck:SetChecked(FBTestMode); end if (FBTestMode) then -- ausgeblendete Anzeige einblenden, sonst sieht man nichts if (HealBox.Active ~= 1) then HealBox.Active = 1; end DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_ON")); else DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_OFF")); end FBUpdateNames(); end -- [ Unit-Wrapper: echte Einheit oder Geist ] -------------------------------- function FBUnitExists(unit) if (FBTestMode and unit ~= "player") then return (FBTestGhosts[unit] ~= nil); end return UnitExists(unit); end function FBUnitName(unit) local g = FBTest_Ghost(unit); if (g) then return g.name; end return UnitName(unit); end -- liefert hp, hpMax (hpMax nie 0, damit keine Division durch Null entsteht) function FBUnitHealth(unit) local g = FBTest_Ghost(unit); if (g) then return math.floor(g.hpMax * FBTest_HPFraction(g, unit)), g.hpMax; end local hp, hpMax = UnitHealth(unit), UnitHealthMax(unit); if (not hpMax) or (hpMax <= 0) then hpMax = 1; end return (hp or 0), hpMax; end -- liefert mp, mpMax, hasMana. hasMana ist nur wahr, wenn die Einheit -- tatsaechlich Mana nutzt (Powertyp 0). Krieger, Schurken, Druiden in -- Gestalt und Jaegerbegleiter bekommen keinen Manabalken. function FBUnitMana(unit) local g = FBTest_Ghost(unit); if (g) then if (not g.hasMana) then return 0, 0, false; end return math.floor(g.mpMax * g.mp), g.mpMax, true; end local ptype = 0; if (UnitPowerType) then ptype = UnitPowerType(unit); end if (ptype ~= 0) then return 0, 0, false; end local mp, mpMax = UnitMana(unit), UnitManaMax(unit); if (not mpMax) or (mpMax <= 0) then return 0, 0, false; end return (mp or 0), mpMax, true; end -- nil (lebt), "dead", "ghost" oder "offline" function FBUnitState(unit) local g = FBTest_Ghost(unit); if (g) then return g.state; end if (UnitIsConnected and not UnitIsConnected(unit)) then return "offline"; end if (UnitIsGhost and UnitIsGhost(unit)) then return "ghost"; end if (UnitIsDead and UnitIsDead(unit)) then return "dead"; end return nil; end -- Klassen-Token in Grossbuchstaben ("PRIEST"), nil bei Begleitern/unbekannt function FBUnitClassToken(unit) local g = FBTest_Ghost(unit); if (g) then return g.class; end local loc, eng = UnitClass(unit); if (eng) then return strupper(eng); end if (loc) then return strupper(loc); end return nil; end FBDropDown = {}; FBDropDownButtonValue = {}; FBDropDownButton = {}; FBDropDownButtonIcon = {}; -- Rechtsklick-Belegung (zweiter Zauber je Button) FBDropDownButtonR = {}; FBDropDownButtonIconR = {}; FBActiveSpellIDsR = {}; FBSpellBtnsR = {}; -- Die drei Laufzeit-Tabellen und die gespeicherte Tabelle einer Seite function FBChoiceTables(side) if (side == "R") then return FBDropDownButtonR, FBDropDownButtonIconR, FBActiveSpellIDsR, FBSpellBtnsR, HealBox.SpellChoiceR; end return FBDropDownButton, FBDropDownButtonIcon, FBActiveSpellIDs, FBSpellBtns, HealBox.SpellChoice; end ClassIcon = { Druid = "Interface/Icons/INV_Misc_MonsterClaw_04", Warlock = "Interface/Icons/Spell_Nature_FaerieFire", Hunter = "Interface/Icons/INV_Weapon_Bow_07", Mage = "Interface/Icons/INV_Staff_13", Priest = "Interface/Icons/INV_Staff_30", Warrior = "Interface/Icons/INV_Sword_27", Shaman = "Interface/Icons/Spell_Nature_BloodLust", Paladin = "Interface/Icons/Ability_ThunderBolt", Rogue = "Interface/AddOns/ChatIcons/images/UI-CharacterCreate-Classes_Rogue", } Spell = { Name = {}, Icon = {}, ID = {}, }; if (FBClass == "Druid") then Spell.Name[1] = "Rejuvenation"; Spell.Name[2] = "Regrowth"; Spell.Name[3] = "Lifebloom"; Spell.Name[4] = "Healing Touch"; Spell.Name[5] = "Swiftmend"; Spell.Name[6] = "Remove Curse"; Spell.Name[7] = "Abolish Poison"; end if (FBClass == "Priest") then Spell.Name[1] = "Renew"; Spell.Name[2] = "Flash Heal"; Spell.Name[3] = "Lesser Heal"; Spell.Name[4] = "Heal"; Spell.Name[5] = "Greater Heal"; Spell.Name[6] = "Binding Heal"; Spell.Name[7] = "Prayer of Healing"; Spell.Name[8] = "Prayer of Mending"; Spell.Name[9] = "Circle of Healing"; Spell.Name[10] = "Power Word: Shield"; Spell.Name[11] = "Abolish Disease"; Spell.Name[12] = "Cure Disease"; Spell.Name[13] = "Dispel Magic"; end if (FBClass == "Shaman") then Spell.Name[1] = "Lesser Healing Wave"; Spell.Name[2] = "Healing Wave"; Spell.Name[3] = "Chain Heal"; Spell.Name[4] = "Earth Shield"; Spell.Name[5] = "Cure Poison"; Spell.Name[6] = "Cure Disease"; end if (FBClass == "Paladin") then Spell.Name[1] = "Flash of Light"; Spell.Name[2] = "Holy Light"; Spell.Name[3] = "Holy Shock"; Spell.Name[4] = "Lay on Hands"; Spell.Name[5] = "Purify"; Spell.Name[6] = "Cleanse"; Spell.Name[7] = "Blessing of Protection"; end MaxButtonCount = 10; -- Speichert alle verfügbaren Zauber und Ränge FBPlayerSpells = {}; FBActiveSpellIDs = {}; FBSpellBtns = {}; function FBHealBox_OnLoad() local swowTag = ""; if (FBHasSuperWoW) then swowTag = FBT("SUPERWOW"); end DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME.."|r "..HealBoxVersion.." : |cFF00FF00"..FBT("LOADED")..swowTag); DEFAULT_CHAT_FRAME:AddMessage(FBT("CREDITS")); this:RegisterEvent("ADDON_LOADED"); this:RegisterEvent("PARTY_MEMBERS_CHANGED"); this:RegisterEvent("PLAYER_ENTERING_WORLD"); this:RegisterEvent("SPELLS_CHANGED"); this:RegisterEvent("UNIT_HEALTH"); this:RegisterEvent("UNIT_MAXHEALTH"); this:RegisterEvent("SPELL_UPDATE_COOLDOWN"); this:RegisterEvent("VARIABLES_LOADED"); this:RegisterEvent("UNIT_AURA"); -- Begleiter kommen und gehen (Beschwoerung, Wegschicken, Tod) this:RegisterEvent("UNIT_PET"); this:RegisterEvent("UNIT_NAME_UPDATE"); -- Manabalken this:RegisterEvent("UNIT_MANA"); this:RegisterEvent("UNIT_MAXMANA"); this:RegisterEvent("UNIT_DISPLAYPOWER"); end -- Fehlende Schluessel in den geladenen SavedVariables nachziehen function FBHealBox_ApplyDefaults() if (not HealBox) then HealBox = {}; end if (not HealBox.SpellChoice) then HealBox.SpellChoice = {}; end if (HealBox.MaxButtons == nil) then HealBox.MaxButtons = 5; end if (HealBox.Scale == nil) then HealBox.Scale = 1.0; end if (HealBox.AttachMode == nil) then HealBox.AttachMode = 0; end if (HealBox.Active == nil) then HealBox.Active = 1; end if (HealBox.HealComm == nil) then HealBox.HealComm = 1; end if (HealBox.Locale == nil) then HealBox.Locale = FBDetectLocale(); end if (HealBox.ButtonSpacing == nil) then HealBox.ButtonSpacing = 2; end if (HealBox.RowSpacing == nil) then HealBox.RowSpacing = 4; end if (HealBox.ManaBar == nil) then HealBox.ManaBar = 1; end if (HealBox.ShowPets == nil) then HealBox.ShowPets = 1; end if (HealBox.ClassColors == nil) then HealBox.ClassColors = 1; end if (HealBox.RangeFade == nil) then HealBox.RangeFade = 1; end if (not HealBox.SpellChoiceR) then HealBox.SpellChoiceR = {}; end if (HealBox.RightClick == nil) then HealBox.RightClick = 0; end if (HealBox.DebuffIcon == nil) then HealBox.DebuffIcon = 1; end if (HealBox.LOSIcon == nil) then HealBox.LOSIcon = 1; end if (HealBox.BuffWatchPets == nil) then HealBox.BuffWatchPets = 0; end if (HealBox.SmartRank == nil) then HealBox.SmartRank = 0; end if (HealBox.SmartMargin == nil) then HealBox.SmartMargin = 20; end if (HealBox.Cooldowns == nil) then HealBox.Cooldowns = 1; end if (HealBox.AggroMark == nil) then HealBox.AggroMark = 1; end if (HealBox.SpellTimers == nil) then HealBox.SpellTimers = 1; end if (HealBox.BuffIcons == nil) then HealBox.BuffIcons = 1; end if (not FBPlateActionName[HealBox.PlateLeft or ""]) then HealBox.PlateLeft = "target"; end if (not FBPlateActionName[HealBox.PlateRight or ""]) then HealBox.PlateRight = "target"; end FBHealBox_RunHook("Defaults"); end -- Optionsfenster an die gespeicherten Werte angleichen function FBHealBox_SyncOptions() if (MaxButtonSlider) then MaxButtonSlider:SetValue(HealBox.MaxButtons); end if (ScaleSlider) then ScaleSlider:SetValue(HealBox.Scale); end if (ButtonSpacingSlider) then ButtonSpacingSlider:SetValue(HealBox.ButtonSpacing); end if (RowSpacingSlider) then RowSpacingSlider:SetValue(HealBox.RowSpacing); end if (AttachModeCheck) then AttachModeCheck:SetChecked(HealBox.AttachMode == 1); end if (HealCommCheck) then HealCommCheck:SetChecked(HealBox.HealComm == 1); end if (ManaBarCheck) then ManaBarCheck:SetChecked(HealBox.ManaBar == 1); end if (ShowPetsCheck) then ShowPetsCheck:SetChecked(HealBox.ShowPets == 1); end if (TestModeCheck) then TestModeCheck:SetChecked(FBTestMode); end if (ClassColorsCheck) then ClassColorsCheck:SetChecked(HealBox.ClassColors == 1); end if (RangeFadeCheck) then RangeFadeCheck:SetChecked(HealBox.RangeFade == 1); end if (DebuffIconCheck) then DebuffIconCheck:SetChecked(HealBox.DebuffIcon == 1); end if (LOSIconCheck) then LOSIconCheck:SetChecked(HealBox.LOSIcon == 1); end if (BuffWatchPetsCheck) then BuffWatchPetsCheck:SetChecked(HealBox.BuffWatchPets == 1); end if (RightClickCheck) then RightClickCheck:SetChecked(HealBox.RightClick == 1); end if (SmartRankCheck) then SmartRankCheck:SetChecked(HealBox.SmartRank == 1); end if (SmartMarginSlider) then SmartMarginSlider:SetValue(HealBox.SmartMargin); end if (CooldownsCheck) then CooldownsCheck:SetChecked(HealBox.Cooldowns == 1); end if (AggroMarkCheck) then AggroMarkCheck:SetChecked(HealBox.AggroMark == 1); end if (SpellTimersCheck) then SpellTimersCheck:SetChecked(HealBox.SpellTimers == 1); end if (BuffIconsCheck) then BuffIconsCheck:SetChecked(HealBox.BuffIcons == 1); end FBHealBox_UpdateBuffWatchLabel(); FBHealBox_UpdatePlateActionLabels(); FBHealBox_ApplyRightClickLayout(); FBHealBox_RunHook("SyncOptions"); end function FBUnitGUID(unit) if (FBHasSuperWoW and UnitExists(unit)) then local exists, guid = UnitExists(unit); return guid; end return nil; end -- [ Zauberbuch scannen und Ränge sammeln ] -- function FBLoadSpellData() FBPlayerSpells = {}; FBBuffSpells = {}; -- Zauber, die per Drag & Drop belegt wurden, koennen ausserhalb der -- Klassenliste liegen: ihre Namen aus der gespeicherten Belegung mitnehmen local extra = {}; for _, tbl in ipairs({ HealBox.SpellChoice or {}, HealBox.SpellChoiceR or {} }) do for _, cast in pairs(tbl) do if (type(cast) == "string") then local base = FBPredict_SplitCast(cast); if (base) then extra[base] = true; end end end end local i = 1; while true do local spellName, spellRank = GetSpellName(i, BOOKTYPE_SPELL); if not spellName then break; end local isHealBoxSpell = (extra[spellName] == true); for _, v in ipairs(Spell.Name) do if v == spellName then isHealBoxSpell = true; break; end end -- Buff-Wache: Textur des Zaubers merken (rangunabhaengig) for _, v in ipairs(FBBuffWatchSpells[FBClass] or {}) do if (v == spellName) then FBBuffSpells[spellName] = { icon = GetSpellTexture(i, BOOKTYPE_SPELL) }; break; end end if isHealBoxSpell then if not FBPlayerSpells[spellName] then FBPlayerSpells[spellName] = {}; end local icon = GetSpellTexture(i, BOOKTYPE_SPELL); table.insert(FBPlayerSpells[spellName], { rank = spellRank, id = i, icon = icon }); end i = i + 1; end -- Tooltips auswerten: welche dieser Zauber sind HoTs bzw. Absorb-Schilde? FBPredict_BuildWatch(); -- Doppelt gezaehlte Absorb-Lernwerte (Versionen vor 1.4.2) verwerfen FBPredict_SanitizeMemory(); -- Watch ist neu: vorhandene Buffs sofort einlesen FBPredict_ScanAllUnits(); if (not HealBox.SpellChoiceR) then HealBox.SpellChoiceR = {}; end for _, side in ipairs({ "L", "R" }) do local _, _, _, _, savedTable = FBChoiceTables(side); for btnIndex = 1, MaxButtonCount, 1 do local saved = savedTable[btnIndex]; if type(saved) == "number" then savedTable[btnIndex] = nil; saved = nil; end FBApplySpellChoice(btnIndex, saved, side); end end end -- side = "L" (Standard) oder "R" (Rechtsklick) function FBApplySpellChoice(i, castString, side) if type(castString) == "number" then return; end local names, icons, ids, fields = FBChoiceTables(side); names[i] = castString; icons[i] = "Interface\\Icons\\INV_Misc_QuestionMark"; ids[i] = nil; if castString then for baseName, ranks in pairs(FBPlayerSpells) do for _, spellData in ipairs(ranks) do local cmpString = baseName; if spellData.rank and spellData.rank ~= "" then cmpString = baseName .. "(" .. spellData.rank .. ")"; end if cmpString == castString then icons[i] = spellData.icon; ids[i] = spellData.id; break; end end end end if fields[i] then if castString and icons[i] then fields[i].text:SetText(castString); fields[i].icon:SetTexture(icons[i]); else fields[i].text:SetText(FBT("SELECT_SPELL")); fields[i].icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end fields[i].icon:Show(); end end -- ========================================================================== -- [ FB Cascading Menu: eigenes Menuesystem fuer Vanilla 1.12 / Lua 5.0 ] -- -- Warum kein UIDropDownMenu mehr? -- * 1.12 loest Level-2 ueber UIDROPDOWNMENU_OPEN_MENU (ein STRING) auf und -- ruft dort ToggleDropDownMenu(level+1, ...) ohne Frame-Referenz auf -> -- bei Custom-Frames im displayMode "MENU" bricht die Kette regelmaessig. -- * UIDropDownMenuButton_OnEnter ruft bei JEDEM Eintrag ohne hasArrow -- CloseDropDownMenus(level+1) -> das Untermenue stirbt, sobald die Maus -- ueber einen Nachbareintrag wandert. -- * info.func + keepShownOnClick erzeugt zwangsweise Haken + Check-Sound. -- -- Dieses Menue: Hover oeffnet, nichts schliesst es ausser Auswahl / anderes -- Untermenue / Klick daneben. Icon links, Text linksbuendig, kein Sound. -- ========================================================================== FBMENU_MAX_LEVELS = 2; -- Anzahl Menue-Ebenen FBMENU_BTN_HEIGHT = 17; -- Zeilenhoehe FBMENU_ICON_SIZE = 16; -- Icon-Kantenlaenge FBMENU_TEXT_GAP = 6; -- Abstand Icon -> Text FBMENU_PAD = 8; -- Innenabstand der Liste FBMENU_ARROW_SPACE = 18; -- Platz fuer den Pfeil rechts FBMENU_MOUSE_PAD = 14; -- Toleranzzone: Bruecke zwischen L1 und L2 FBMENU_GRACE_TIME = 3.0; -- Sek. ausserhalb -> Auto-Close (999 = aus) FBMenuList = {}; -- [level] = Frame FBMenuActiveButtonID = 1; -- welcher Options-Slot wird gerade belegt FBMenuActiveSide = "L"; -- "L" = Linksklick-Feld, "R" = Rechtsklick-Feld FBMenuOpenSubValue = nil; -- welcher Zauber haengt gerade im Untermenue FBMenuOutTimer = 0; -- Treiber fuer den Auto-Close (OnUpdate laeuft nur solange sichtbar) FBMenuDriver = CreateFrame("Frame", "FBMenuDriver", UIParent); FBMenuDriver:Hide(); FBMenuDriver:SetScript("OnUpdate", function() FBMenu_OnUpdate(arg1); end); -- Unsichtbarer Klickfaenger hinter dem Menue (Klick daneben schliesst) FBMenuCloser = CreateFrame("Button", "FBMenuCloser", UIParent); FBMenuCloser:SetAllPoints(UIParent); FBMenuCloser:SetFrameStrata("FULLSCREEN"); FBMenuCloser:EnableMouse(true); FBMenuCloser:RegisterForClicks("LeftButtonUp", "RightButtonUp"); FBMenuCloser:SetScript("OnClick", function() FBMenu_CloseAll(); end); FBMenuCloser:Hide(); -- [ Hilfsfunktionen ] ------------------------------------------------------ function FBMenu_MouseOver(frame) if (not frame) or (not frame:IsVisible()) then return false; end local left = frame:GetLeft(); if (not left) then return false; end local scale = frame:GetEffectiveScale(); local x, y = GetCursorPosition(); x = x / scale; y = y / scale; local pad = FBMENU_MOUSE_PAD; return (x >= left - pad) and (x <= frame:GetRight() + pad) and (y >= frame:GetBottom() - pad) and (y <= frame:GetTop() + pad); end function FBMenu_GetList(level) if (FBMenuList[level]) then return FBMenuList[level]; end local f = CreateFrame("Frame", "FBMenuList"..level, UIParent); f:SetFrameStrata("FULLSCREEN_DIALOG"); f:SetFrameLevel(10 + level * 5); f:SetToplevel(true); f:EnableMouse(true); f:SetBackdrop({ bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 14, insets = { left = 4, right = 4, top = 4, bottom = 4 } }); f:SetBackdropColor(0, 0, 0, 0.92); f.buttons = {}; f:Hide(); FBMenuList[level] = f; return f; end function FBMenu_GetButton(list, index) if (list.buttons[index]) then return list.buttons[index]; end local yOff = -FBMENU_PAD - ((index - 1) * FBMENU_BTN_HEIGHT); local b = CreateFrame("Button", list:GetName().."Button"..index, list); b:SetHeight(FBMENU_BTN_HEIGHT); b:SetPoint("TOPLEFT", list, "TOPLEFT", FBMENU_PAD, yOff); b:SetPoint("TOPRIGHT", list, "TOPRIGHT", -FBMENU_PAD, yOff); b.icon = b:CreateTexture(nil, "ARTWORK"); b.icon:SetWidth(FBMENU_ICON_SIZE); b.icon:SetHeight(FBMENU_ICON_SIZE); b.icon:SetPoint("LEFT", b, "LEFT", 0, 0); b.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93); b.text = b:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall"); b.text:SetPoint("LEFT", b, "LEFT", FBMENU_ICON_SIZE + FBMENU_TEXT_GAP, 0); b.text:SetJustifyH("LEFT"); b.arrow = b:CreateTexture(nil, "ARTWORK"); b.arrow:SetWidth(16); b.arrow:SetHeight(16); b.arrow:SetPoint("RIGHT", b, "RIGHT", 2, 0); b.arrow:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow"); b.arrow:Hide(); b.hl = b:CreateTexture(nil, "HIGHLIGHT"); b.hl:SetAllPoints(b); b.hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight"); b.hl:SetBlendMode("ADD"); b:RegisterForClicks("LeftButtonUp"); b:SetScript("OnEnter", function() FBMenu_ButtonOnEnter(); end); b:SetScript("OnClick", function() FBMenu_ButtonOnClick(); end); list.buttons[index] = b; return b; end -- [ Menue-Ebene aufbauen und anzeigen ] ------------------------------------ -- entries = Array aus { text, icon, hasArrow, submenu, value, spellID, func, isTitle } -- anchor = Level 1: der Options-Button; Level >1: der Eintrag mit dem Pfeil function FBMenu_ShowLevel(level, entries, anchor) local list = FBMenu_GetList(level); local count = table.getn(entries); if (count == 0) then list:Hide(); return; end local maxText = 0; local anyArrow = false; for i = 1, count do local e = entries[i]; local b = FBMenu_GetButton(list, i); b.entry = e; b.level = level; b.text:SetText(e.text); if (e.isTitle) then b.text:SetTextColor(1, 0.82, 0); b.hl:SetAlpha(0); else b.text:SetTextColor(1, 1, 1); b.hl:SetAlpha(1); end if (e.icon) then b.icon:SetTexture(e.icon); b.icon:Show(); else b.icon:Hide(); end if (e.hasArrow) then b.arrow:Show(); anyArrow = true; else b.arrow:Hide(); end b:Show(); local w = b.text:GetStringWidth(); if (w > maxText) then maxText = w; end end -- ueberzaehlige Buttons aus einem frueheren Aufruf verstecken local j = count + 1; while (list.buttons[j]) do list.buttons[j]:Hide(); j = j + 1; end local width = (FBMENU_PAD * 2) + FBMENU_ICON_SIZE + FBMENU_TEXT_GAP + maxText; if (anyArrow) then width = width + FBMENU_ARROW_SPACE; end if (width < 130) then width = 130; end list:SetWidth(width); list:SetHeight((FBMENU_PAD * 2) + (count * FBMENU_BTN_HEIGHT)); list:ClearAllPoints(); if (level == 1) then list:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, -2); else -- 2px Ueberlappung mit der Elternliste: kein Loch, das die Maus verliert list:SetPoint("TOPLEFT", anchor, "TOPRIGHT", FBMENU_PAD - 2, FBMENU_PAD); end list:Show(); -- Ragt es rechts aus dem Bildschirm? Dann nach links klappen. if (level > 1) and list:GetRight() and (list:GetRight() > UIParent:GetRight()) then list:ClearAllPoints(); list:SetPoint("TOPRIGHT", anchor, "TOPLEFT", -(FBMENU_PAD - 2), FBMENU_PAD); end end -- [ Maus-Handler ] --------------------------------------------------------- function FBMenu_ButtonOnEnter() local e = this.entry; if (not e) or e.isTitle then return; end if (e.hasArrow) then -- Hover oeffnet das Untermenue (nur neu bauen, wenn ein anderer Zauber) if (FBMenuOpenSubValue ~= e.submenu) then FBMenuOpenSubValue = e.submenu; FBMenu_ShowLevel(this.level + 1, FBMenu_BuildRankEntries(e.submenu), this); end end -- Eintraege OHNE Pfeil lassen ein offenes Untermenue absichtlich stehen. -- (Blizzards Original wuerde hier CloseDropDownMenus() feuern.) end function FBMenu_ButtonOnClick() local e = this.entry; if (not e) or e.isTitle then return; end if (e.hasArrow) then FBMenuOpenSubValue = e.submenu; FBMenu_ShowLevel(this.level + 1, FBMenu_BuildRankEntries(e.submenu), this); return; end if (e.func) then e.func(e); end end function FBMenu_OnUpdate(elapsed) if (not elapsed) then return; end local over = false; for lvl = 1, FBMENU_MAX_LEVELS do if (FBMenu_MouseOver(FBMenuList[lvl])) then over = true; break; end end if (over) then FBMenuOutTimer = 0; else FBMenuOutTimer = FBMenuOutTimer + elapsed; if (FBMenuOutTimer > FBMENU_GRACE_TIME) then FBMenu_CloseAll(); end end end -- [ Oeffnen / Schliessen ] ------------------------------------------------- function FBMenu_IsOpen() return (FBMenuList[1] and FBMenuList[1]:IsVisible()); end function FBMenu_CloseAll() for lvl = 1, FBMENU_MAX_LEVELS do if (FBMenuList[lvl]) then FBMenuList[lvl]:Hide(); end end FBMenuOpenSubValue = nil; FBMenuOutTimer = 0; FBMenuDriver:Hide(); FBMenuCloser:Hide(); end -- Beliebige Eintragsliste als Menue oeffnen (Zauberwahl, Sprachwahl, ...) function FBMenu_OpenMenu(entries, anchorFrame) FBMenu_CloseAll(); FBMenu_ShowLevel(1, entries, anchorFrame); FBMenuOutTimer = 0; FBMenuCloser:Show(); FBMenuDriver:Show(); end function FBMenu_OpenSpellMenu(btnIndex, anchorFrame, side) side = side or "L"; -- gleiches Feld nochmal geklickt -> zu if (FBMenu_IsOpen() and FBMenuActiveButtonID == btnIndex and FBMenuActiveSide == side) then FBMenu_CloseAll(); return; end FBMenuActiveButtonID = btnIndex; FBMenuActiveSide = side; FBMenu_OpenMenu(FBMenu_BuildSpellEntries(), anchorFrame); end -- Sprachumschaltung im Optionsfenster function FBMenu_OpenLanguageMenu(anchorFrame) if (FBMenu_IsOpen()) then FBMenu_CloseAll(); return; end local entries = {}; local codes = { "deDE", "enUS", "esES", "frFR", "itIT" }; for _, code in ipairs(codes) do local e = {}; e.text = FBLocale[code].LANG_NAME; e.code = code; e.func = function(entry) FBSetLocale(entry.code, true); FBMenu_CloseAll(); end table.insert(entries, e); end FBMenu_OpenMenu(entries, anchorFrame); end -- Buff-Wache: Auswahl eines gelernten Buffs (oder keiner) function FBMenu_OpenBuffMenu(anchorFrame) if (FBMenu_IsOpen()) then FBMenu_CloseAll(); return; end local entries = {}; local none = {}; none.text = FBT("MENU_NO_BUFF"); none.icon = "Interface\\Icons\\INV_Misc_QuestionMark"; none.func = function() FBHealBox_SetWatchBuff(nil); FBMenu_CloseAll(); end table.insert(entries, none); for _, spellName in ipairs(FBBuffWatchSpells[FBClass] or {}) do local sd = FBBuffSpells[spellName]; if (sd) then local e = {}; e.text = spellName; e.icon = sd.icon; e.value = spellName; e.func = function(entry) FBHealBox_SetWatchBuff(entry.value); FBMenu_CloseAll(); end table.insert(entries, e); end end FBMenu_OpenMenu(entries, anchorFrame); end -- Klickaktion der Plakette waehlen (side = "L" / "R") function FBMenu_OpenPlateActionMenu(anchorFrame, side) if (FBMenu_IsOpen()) then FBMenu_CloseAll(); return; end local entries = {}; for _, action in ipairs(FBPlateActionOrder) do local e = {}; e.text = FBT(FBPlateActionName[action]); e.action = action; e.func = function(entry) if (side == "R") then HealBox.PlateRight = entry.action; else HealBox.PlateLeft = entry.action; end FBHealBox_UpdatePlateActionLabels(); FBMenu_CloseAll(); end table.insert(entries, e); end FBMenu_OpenMenu(entries, anchorFrame); end -- [ Inhalte ] -------------------------------------------------------------- function FBMenu_MakeCastString(spellName, rank) if (rank and rank ~= "") then return spellName.."("..rank..")"; end return spellName; end function FBMenu_BuildSpellEntries() local entries = {}; local clear = {}; clear.text = FBT("MENU_NO_SPELL"); clear.icon = "Interface\\Icons\\INV_Misc_QuestionMark"; clear.func = FBMenu_ClearSpell; table.insert(entries, clear); for _, spellName in ipairs(Spell.Name) do local ranks = FBPlayerSpells[spellName]; if (ranks) then local numRanks = table.getn(ranks); local e = {}; e.text = spellName; e.icon = ranks[1].icon; if (numRanks > 1) then e.hasArrow = true; e.submenu = spellName; else e.value = FBMenu_MakeCastString(spellName, ranks[1].rank); e.spellID = ranks[1].id; e.func = FBMenu_SelectSpell; end table.insert(entries, e); end end return entries; end function FBMenu_BuildRankEntries(spellName) local entries = {}; local ranks = FBPlayerSpells[spellName]; if (not ranks) then return entries; end local title = {}; title.text = spellName; title.isTitle = true; title.icon = ranks[1].icon; table.insert(entries, title); for _, sd in ipairs(ranks) do local e = {}; e.text = sd.rank; if (not e.text) or (e.text == "") then e.text = FBT("RANK_DEFAULT"); end e.icon = sd.icon; e.value = FBMenu_MakeCastString(spellName, sd.rank); e.spellID = sd.id; e.func = FBMenu_SelectSpell; table.insert(entries, e); end return entries; end function FBMenu_SelectSpell(entry) local btnID = FBMenuActiveButtonID; local _, _, _, _, savedTable = FBChoiceTables(FBMenuActiveSide); savedTable[btnID] = entry.value; FBApplySpellChoice(btnID, entry.value, FBMenuActiveSide); FBHealBoxButtonsChanged(); FBMenu_CloseAll(); end function FBMenu_ClearSpell() local btnID = FBMenuActiveButtonID; local _, _, _, _, savedTable = FBChoiceTables(FBMenuActiveSide); savedTable[btnID] = nil; FBApplySpellChoice(btnID, nil, FBMenuActiveSide); FBHealBoxButtonsChanged(); FBMenu_CloseAll(); end function FBHealBox_OnEvent(event, arg1) if ((event == "ADDON_LOADED") and (arg1 == FBADDON_FOLDER)) then FBHealBox_ApplyDefaults(); FBSetLocale(HealBox.Locale, 1); FBHealBox_RunHook("Loaded"); -- Module melden sich im Chat FBHealBox_SyncOptions(); HealBoxAttachMode(HealBox.AttachMode); FBHealBox_ApplyButtonSpacing(); FBUpdateNames(); end if (event == "PLAYER_ENTERING_WORLD" or event == "SPELLS_CHANGED") then FBLoadSpellData(); FBHealBoxButtons(); if (FBRegisterMinimapButtonWithMBB) then FBRegisterMinimapButtonWithMBB(); end FBHealBox_UpdateBuffWatchLabel(); if (event == "PLAYER_ENTERING_WORLD") then FBUpdateNames(); end FBHealBox_RefreshAllBars(); end if (event == "VARIABLES_LOADED") then FBHealBox_ApplyDefaults(); FBSetLocale(HealBox.Locale, 1); FBLoadSpellData(); FBHealBoxButtons(); FBHealBox_SyncOptions(); HealBoxAttachMode(HealBox.AttachMode); FBHealBox_ApplyButtonSpacing(); FBUpdateNames(); end -- Gruppe oder Begleiter geaendert -> Plaketten neu belegen und anordnen if (event == "PARTY_MEMBERS_CHANGED" or event == "UNIT_PET") then FBUpdateNames(); end if (event == "UNIT_NAME_UPDATE") then local p = FBUnitSlot[arg1]; if (p and FBPartyFrame[p] and not FBTestMode) then FBPartyFrame[p].NameText:SetText(strupper(UnitName(arg1) or "")); end end -- Alle UNIT_*-Events laufen ueber die Slot-Tabelle: ein Handler fuer -- Spieler und Begleiter, Leben und Mana. Im Testmodus sind die Geister -- vom Echtzeit-Update abgekoppelt (das erledigt FBPredict_OnUpdate). if (event == "UNIT_HEALTH" or event == "UNIT_MAXHEALTH" or event == "UNIT_AURA" or event == "UNIT_MANA" or event == "UNIT_MAXMANA" or event == "UNIT_DISPLAYPOWER") then local p = FBUnitSlot[arg1]; if (p and FBPartyFrame[p]) then FBHealBox_UpdateUnit(arg1, FBPartyFrame[p]); if (event == "UNIT_AURA") then FBHealBox_CheckWatchBuff(arg1, FBPartyFrame[p]); end end end end -- Alle drei Balken in dieselbe Ebene legen und stabil stapeln: -- HP deckend oben, darunter der Schild-Anteil, ganz unten die Heilvorhersage. -- Der Manabalken liegt als oberste Schicht ueber dem unteren Rand des HP-Balkens. function FBHealBox_SetBarStrata(f, strata) if (not f) or (not f.HealthBar) then return; end f.IncHealBar:SetFrameStrata(strata); f.ShieldBar:SetFrameStrata(strata); f.HealthBar:SetFrameStrata(strata); f.ManaBar:SetFrameStrata(strata); f.IncHealBar:SetFrameLevel(1); f.ShieldBar:SetFrameLevel(2); f.HealthBar:SetFrameLevel(3); f.ManaBar:SetFrameLevel(4); end -- Alle Balken einer Plakette ein-/ausblenden (Party-Frame-Modus blendet aus) function FBHealBox_SetPlateVisible(f, visible) if (not f) or (not f.HealthBar) then return; end f.plateHidden = (not visible); if (visible) then f.NameText:Show(); f.HPText:Show(); if (f.isPet and f.PetIcon) then f.PetIcon:Show(); end f.HealthBar:Show(); f.ShieldBar:Show(); f.IncHealBar:Show(); -- ManaBar entscheidet FBHealBox_UpdateMana je nach Powertyp else f.NameText:Hide(); f.HPText:Hide(); if (f.isPet and f.PetIcon) then f.PetIcon:Hide(); end f.HealthBar:Hide(); f.ShieldBar:Hide(); f.IncHealBar:Hide(); f.ManaBar:Hide(); f.DebuffIcon:Hide(); f.DebuffCount:Hide(); f.LOSIcon:Hide(); if (f.buffIcons) then for _, ic in ipairs(f.buffIcons) do ic:Hide(); end end end end -- ========================================================================== -- [ Klick auf die Plakette ] -- -- Links- und Rechtsklick auf Name/Lebensbalken sind belegbar (Optionen, -- Reiter Allgemein): target = anvisieren, menu = Blizzards Einheitenmenue, -- move = Anzeige ziehen, none = nichts. Shift + Linksklick ziehen verschiebt -- die Anzeige immer. -- ========================================================================== FBPlateActionOrder = { "target", "menu", "move", "none" }; FBPlateActionName = { target = "ACT_TARGET", menu = "ACT_MENU", move = "ACT_MOVE", none = "ACT_NONE" }; FBHealBoxDragging = false; function FBHealBox_PlateAction(mouseButton) if (mouseButton == "RightButton") then return HealBox.PlateRight or "target"; end return HealBox.PlateLeft or "target"; end -- Blizzards Dropdown zur Einheit (fuer das Einheitenmenue), sonst nil function FBHealBox_UnitDropDown(unit) if (unit == "player") then return PlayerFrameDropDown; end local _, _, n = string.find(unit, "^party(%d)$"); if (n) then return getglobal("PartyMemberFrame"..n.."DropDown"); end if (unit == "pet") then return PetFrameDropDown; end return nil; end function FBHealBox_RunPlateAction(f, action) local unit = f.unit; if (not unit) or (action == "none") or (action == "move") then return; end if (FBTest_Ghost(unit)) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_CLICK")); return; end if (not UnitExists(unit)) then return; end if (action == "menu") then local dd = FBHealBox_UnitDropDown(unit); if (dd and ToggleDropDownMenu) then ToggleDropDownMenu(1, nil, dd, "cursor"); return; end -- kein Menue fuer diese Einheit (Gruppen-Begleiter): anvisieren end TargetUnit(unit); end function FBHealBox_PlateMouseDown(f) local action = FBHealBox_PlateAction(arg1); if (HealBox.AttachMode ~= 1) and (action == "move" or (arg1 == "LeftButton" and IsShiftKeyDown())) then FBHealBoxDragging = true; FBHealBox1:StartMoving(); end end function FBHealBox_PlateMouseUp(f) if (FBHealBoxDragging) then FBHealBoxDragging = false; FBHealBox1:StopMovingOrSizing(); FBHealBox_SavePosition(); return; end FBHealBox_RunPlateAction(f, FBHealBox_PlateAction(arg1)); end -- [ Plattenposition merken ] ------------------------------------------------ -- Gespeichert wird die linke obere Ecke in Bildschirmpixeln (skalierungs- -- unabhaengig), damit ein Wechsel der Skalierung die Platte nicht verschiebt. function FBHealBox_SavePosition() if (not FBHealBox1) or (HealBox.AttachMode == 1) then return; end local left, top = FBHealBox1:GetLeft(), FBHealBox1:GetTop(); if (not left) or (not top) then return; end local s = FBHealBox1:GetEffectiveScale(); HealBox.PosX = left * s; HealBox.PosY = top * s; end function FBHealBox_RestorePosition() if (not FBHealBox1) then return; end FBHealBox1:ClearAllPoints(); if (HealBox.PosX and HealBox.PosY) then local s = FBHealBox1:GetEffectiveScale(); FBHealBox1:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", HealBox.PosX / s, HealBox.PosY / s); else FBHealBox1:SetPoint("LEFT", WorldFrame, "LEFT", 100, 22); end end function FBHealBoxCreateFrame(FrameName,ParentFrame,FrameTexture,FrameWidth,FrameHeight,FrameAlpha,Unit,isPet) local f = CreateFrame("Frame", FrameName, ParentFrame); f:SetFrameStrata("MEDIUM"); icon = f:CreateTexture(nil, "BACKGROUND"); icon:SetAllPoints(); f:SetBackdrop({bgFile = nil, edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 10, insets = { left = 4, right = 4, top = 4, bottom = 4 }}); f.unit = Unit; f.isPet = isPet; -- Begleiter: eingerueckt und um die Einrueckung schmaler f.indent = 0; if (isPet) then f.indent = FBPET_INDENT; end f.plateW = FrameWidth - f.indent; local barW = f.plateW - 5; -- Breite der Namensbox ohne / mit Debuff-Icon (Pets: minus Pfoten-Icon) local nameX = 4; if (isPet) then nameX = 4 + FBPET_ICON_SIZE + 3; end f.nameWidthFull = FBNAME_WIDTH_FULL - f.indent - (nameX - 4); f.nameWidthIcon = FBNAME_WIDTH_ICON - f.indent - (nameX - 4); f:SetAlpha(FrameAlpha); f:SetHeight(FrameHeight); f:SetWidth(f.plateW); if (isPet) then f.PetIcon = f:CreateTexture(nil, "OVERLAY"); f.PetIcon:SetWidth(FBPET_ICON_SIZE); f.PetIcon:SetHeight(FBPET_ICON_SIZE); f.PetIcon:SetPoint("LEFT", f, "LEFT", 4, 0); f.PetIcon:SetTexture(FBPET_ICON); f.PetIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); end -- Name: linksbuendig, volle Breite. Nur solange ein Debuff-Icon zu sehen -- ist, wird die Box schmaler (FBHealBox_UpdateDebuffIcon). f.NameText = f:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); -- Fest vertikal zentriert mit Einzeilen-Hoehe: so kann ein internes -- Umbrechen des Textfelds den Namen nicht nach unten schieben. f.NameText:SetPoint("LEFT", f, "LEFT", nameX, 0); f.nameX = nameX; f.NameText:SetHeight(FBNAME_HEIGHT); f.NameText:SetJustifyH("LEFT"); f.NameText:SetJustifyV("MIDDLE"); f.NameText:SetText(""); if (isPet) then f.NameText:SetTextColor(FBPET_NAME_COLOR[1], FBPET_NAME_COLOR[2], FBPET_NAME_COLOR[3], FBPET_NAME_COLOR[4]); else f.NameText:SetTextColor(1, 1, 1, 1); end f.NameText:SetWidth(f.nameWidthFull); -- Debuff-Icon rechts neben dem Namen, mit Stackzahl f.DebuffIcon = f:CreateTexture(nil, "OVERLAY"); f.DebuffIcon:SetWidth(FBDEBUFF_ICON_SIZE); f.DebuffIcon:SetHeight(FBDEBUFF_ICON_SIZE); f.DebuffIcon:SetPoint("LEFT", f, "LEFT", nameX + f.nameWidthIcon + 3, 0); f.DebuffIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); f.DebuffIcon:Hide(); f.DebuffCount = f:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall"); f.DebuffCount:SetPoint("BOTTOMRIGHT", f.DebuffIcon, "BOTTOMRIGHT", 3, -2); f.DebuffCount:SetText(""); f.DebuffCount:Hide(); -- Sichtlinien-Abzeichen am linken Rand f.LOSIcon = f:CreateTexture(nil, "OVERLAY"); f.LOSIcon:SetWidth(FBLOS_ICON_SIZE); f.LOSIcon:SetHeight(FBLOS_ICON_SIZE); f.LOSIcon:SetPoint("TOPLEFT", f, "TOPLEFT", FBLOS_ICON_X, FBLOS_ICON_Y); f.LOSIcon:SetTexture(FBLOS_ICON); f.LOSIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); f.LOSIcon:Hide(); f.HPText = f:CreateFontString(nil, "OVERLAY", "NumberFontNormalYellow"); f.HPText:SetPoint("RIGHT", -5, 0); f.HPText:SetText("100%"); f.HPText:SetTextColor(1, 1, 1, 1); f.HealthBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.HealthBar:SetWidth(barW); f.HealthBar:SetHeight(NamePlateHeight - 5); f.HealthBar:SetPoint("TOPLEFT", 2, -3); f.HealthBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.HealthBar:SetMinMaxValues(0, UnitHealthMax(Unit)); f.HealthBar:SetValue(UnitHealth(Unit)); f.HealthBar:SetStatusBarColor(0, 1, 0, 1); f.HealthBar:Show(); -- Absorb-Schild als halbtransparentes "Pseudoleben" hinter dem HP-Balken f.ShieldBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.ShieldBar:SetWidth(barW); f.ShieldBar:SetHeight(NamePlateHeight - 5); f.ShieldBar:SetPoint("TOPLEFT", 2, -3); f.ShieldBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.ShieldBar:SetMinMaxValues(0, UnitHealthMax(Unit)); f.ShieldBar:SetValue(UnitHealth(Unit)); f.ShieldBar:SetStatusBarColor(0.6, 0.8, 1.0, 0.5); f.ShieldBar:Show(); -- Eingehende Heilung (Direktheilung + HoT-Restticks) f.IncHealBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.IncHealBar:SetWidth(barW); f.IncHealBar:SetHeight(NamePlateHeight - 5); f.IncHealBar:SetPoint("TOPLEFT", 2, -3); f.IncHealBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.IncHealBar:SetMinMaxValues(0, UnitHealthMax(Unit)); f.IncHealBar:SetValue(UnitHealth(Unit)); f.IncHealBar:SetStatusBarColor(0.4, 1, 0.4, 0.5); f.IncHealBar:Show(); -- Manabalken: FBMANA_BAR_HEIGHT px am unteren Rand des Lebensbalkens, -- "Balken im Balken". Nur sichtbar bei Einheiten mit Mana. f.ManaBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.ManaBar:SetWidth(barW); f.ManaBar:SetHeight(FBMANA_BAR_HEIGHT); f.ManaBar:SetPoint("BOTTOMLEFT", f.HealthBar, "BOTTOMLEFT", 0, 0); f.ManaBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.ManaBar:SetMinMaxValues(0, 1); f.ManaBar:SetValue(0); f.ManaBar:SetStatusBarColor(FBMANA_BAR_COLOR[1], FBMANA_BAR_COLOR[2], FBMANA_BAR_COLOR[3], FBMANA_BAR_COLOR[4]); -- dunkler Streifen dahinter, damit fehlendes Mana lesbar bleibt f.ManaBar.bg = f.ManaBar:CreateTexture(nil, "BACKGROUND"); f.ManaBar.bg:SetAllPoints(f.ManaBar); f.ManaBar.bg:SetTexture(0, 0, 0, FBMANA_BG_ALPHA); f.ManaBar:Hide(); -- Reihenfolge: Mana ganz oben, HP deckend, darunter Schild, darunter Heilvorhersage FBHealBox_SetBarStrata(f, "LOW"); f:SetMovable(true); f:EnableMouse(true); f:SetScript("OnMouseDown", function() FBHealBox_PlateMouseDown(f); end); f:SetScript("OnMouseUp", function() FBHealBox_PlateMouseUp(f); end); return f; end -- ========================================================================== -- [ Drag & Drop aus dem Zauberbuch ] -- -- 1.12 kennt kein GetCursorInfo(). Das Zauberbuch ruft beim Ziehen -- PickupSpell(id, book) auf; ein Vor-Hook merkt sich diese beiden Werte. -- Loslassen auf einem Heil-Button (OnReceiveDrag oder Klick mit Zauber am -- Cursor) belegt den Button: Linksklick-Feld, bei aktiviertem Rechtsklick- -- Zauber und rechter Maustaste das Rechtsklick-Feld. Auch die Felder im -- Optionsfenster nehmen Zauber an. -- ========================================================================== FBDragSpell = nil; -- { id, book } des zuletzt aufgenommenen Zaubers function FBHealBox_HookSpellPickup() if (FBHealBox_PickupHooked) then return; end FBHealBox_PickupHooked = true; if (PickupSpell) then local origPickup = PickupSpell; PickupSpell = function(id, book) FBDragSpell = { id = id, book = book or BOOKTYPE_SPELL }; origPickup(id, book); end end if (ClearCursor) then local origClear = ClearCursor; ClearCursor = function() FBDragSpell = nil; origClear(); end end end -- Zauber am Cursor: name, rank, id, book oder nil function FBHealBox_CursorSpell() if (not FBDragSpell) then return nil; end if (CursorHasSpell and not CursorHasSpell()) then FBDragSpell = nil; return nil; end local name, rank = GetSpellName(FBDragSpell.id, FBDragSpell.book); if (not name) then return nil; end return name, rank, FBDragSpell.id, FBDragSpell.book; end -- Zauber vom Cursor auf Button btnIndex legen. side = "L" oder "R". -- true, wenn etwas belegt wurde. function FBHealBox_DropSpell(btnIndex, side) if (not btnIndex) then return false; end local name, rank, id, book = FBHealBox_CursorSpell(); if (not name) then if (FBDragSpell) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("DROP_UNKNOWN")); end return false; end side = side or "L"; if (side == "R" and HealBox.RightClick ~= 1) then side = "L"; end -- Zauber in die Rangliste aufnehmen, falls er nicht aus der Klassenliste stammt if (not FBPlayerSpells[name]) then FBPlayerSpells[name] = {}; end local known = false; for _, sd in ipairs(FBPlayerSpells[name]) do if (sd.rank == rank) then known = true; break; end end if (not known) then table.insert(FBPlayerSpells[name], { rank = rank, id = id, icon = GetSpellTexture(id, book) }); end local castString = name; if (rank and rank ~= "") then castString = name.."("..rank..")"; end local _, _, _, _, savedTable = FBChoiceTables(side); savedTable[btnIndex] = castString; FBApplySpellChoice(btnIndex, castString, side); FBHealBoxButtonsChanged(); local key = "DROP_SET"; if (side == "R") then key = "DROP_SET_R"; end DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..format(FBT(key), btnIndex, castString)); FBDragSpell = nil; if (ClearCursor) then ClearCursor(); end return true; end -- ========================================================================== -- [ Automatisches Abrangen ] -- -- Niedrigsten Rang des Zaubers waehlen, dessen erwartete Heilung das -- fehlende Leben des Ziels (abzueglich schon eingehender Heilung) plus -- Sicherheitsaufschlag deckt. Nie ueber dem belegten Rang, nur fuer -- Direktheilungen, im Notfall (unter VeryLowHP) immer der belegte Rang. -- Erwartete Heilung: gelernter Wert, sonst Tooltip-Mittelwert. -- ========================================================================== function FBHealBox_SmartRank(castString, unit) if (HealBox.SmartRank ~= 1) or (not castString) then return castString; end local base, rank = FBPredict_SplitCast(castString); if (not rank) then return castString; end local ranks = FBPlayerSpells[base]; if (not ranks) or (table.getn(ranks) < 2) then return castString; end if (not FBUnitExists(unit)) or FBTest_Ghost(unit) then return castString; end local hp, hpMax = FBUnitHealth(unit); if (hpMax <= 0) or ((hp / hpMax) <= VeryLowHP) then return castString; end local name = FBUnitName(unit); local incoming = FBGetDirectHeal(name) + FBGetHoTHeal(name) + FBGetCommHeal(name); local deficit = hpMax - hp - incoming; if (deficit < 0) then deficit = 0; end local need = deficit * (1 + (HealBox.SmartMargin or 20) / 100); local assignedIdx = nil; for i, sd in ipairs(ranks) do if (sd.rank == rank) then assignedIdx = i; end end if (not assignedIdx) then return castString; end for i = 1, assignedIdx do local sd = ranks[i]; local info = FBPredict_GetSpellInfo(sd.id, base); -- nur echte Direktheilungen: Heilbetrag vorhanden, "heal" im Tooltip, -- kein Schild, kein Buff. Alles andere geht im belegten Rang raus. if (not info) or (not info.direct) or info.shield or (not info.isHeal) then return castString; end local amount = FBPredict_Remembered("direct", base, sd.rank) or info.direct; if (amount >= need) then if (i == assignedIdx) then return castString; end local chosen = base; if (sd.rank and sd.rank ~= "") then chosen = base.."("..sd.rank..")"; end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DBG_SMARTRANK"), castString, chosen, math.floor(deficit), math.floor(amount))); end return chosen; end end return castString; end -- Zauber castString auf das Ziel des Buttons wirken (Links- oder Rechtsklick) function FBHealBox_CastOn(button, castString) if (not castString) then return; end local castTarget = button.TargetUnit or "player"; -- Geisterspieler: nichts casten, nur Hinweis if (FBTest_Ghost(castTarget)) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_CLICK")); return; end if (castTarget == "player") then castString = FBHealBox_SmartRank(castString, "player"); -- Ziel VOR dem Cast merken: SPELLCAST_START feuert sofort FBPredict_NoteCast(castString, UnitName("player")); CastSpellByName(castString, 1); return; end if (not UnitExists(castTarget)) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFF0000"..FBADDON_NAME..":|r "..castTarget..FBT("NOT_IN_GROUP")); return; end castString = FBHealBox_SmartRank(castString, castTarget); if (SUPERWOW_VERSION or SUPERWOW_STRING) then FBPredict_NoteCast(castString, UnitName(castTarget)); CastSpellByName(castString, castTarget); else local hadTarget = UnitExists("target"); local targetWasSame = false; if (hadTarget and UnitIsUnit) then targetWasSame = UnitIsUnit("target", castTarget); end if (not targetWasSame) then TargetUnit(castTarget); end FBPredict_NoteCast(castString, UnitName(castTarget)); CastSpellByName(castString); if (not targetWasSame) then if (hadTarget) then TargetLastTarget(); else ClearTarget(); end end end end function FBHealBoxCreateButton(FBButtonName, FBParentFrame, xoffset, yoffset, texture, tooltiptext, targetUnit, spellID) if (not FBButtonName) or (FBButtonName == "") then FBButtonName = nil; -- namenlos statt "Button"..random(): keine Kollisionen mit fremden Globals end local button = CreateFrame("Button", FBButtonName, FBParentFrame); button:SetPoint("LEFT", FBParentFrame, "RIGHT", xoffset, yoffset); button.icon = button:CreateTexture(nil, "BACKGROUND"); button.icon:SetAllPoints(); -- Cooldown-Uhr (Blizzards Modell, wie auf den Aktionsleisten) button.cooldown = CreateFrame("Model", nil, button, "CooldownFrameTemplate"); button.cooldown:SetAllPoints(button); button.cooldown:Hide(); -- HoT-/Schild-Restzeit button.timer = button:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall"); button.timer:SetPoint("TOP", button, "TOP", 0, -1); button.timer:Hide(); -- Eck-Icon fuer den Rechtsklick-Zauber (nur sichtbar, wenn belegt und aktiviert) button.subIcon = button:CreateTexture(nil, "OVERLAY"); button.subIcon:SetWidth(12); button.subIcon:SetHeight(12); button.subIcon:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -1, 1); button.subIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); button.subIcon:Hide(); local highlight = button:CreateTexture(nil, "HIGHLIGHT"); highlight:SetAllPoints(); highlight:SetBlendMode("ADD"); highlight:SetTexture("Interface/Buttons/ButtonHilight-Square"); button:SetPushedTexture("Interface/Buttons/UI-Quickslot-Depress"); if (texture) then button.icon:SetTexture(texture); else button.icon:SetTexture("Interface/Icons/INV_Misc_QuestionMark"); end button:EnableMouse(1); button:SetHeight(28); button:SetWidth(28); button.TargetUnit = targetUnit; button.spellName = tooltiptext; button.id = spellID; button:SetScript("OnEnter", function() GameTooltip:SetOwner(button, "ANCHOR_RIGHT", -30, 5); if (button.spellName == nil or button.id == nil) then GameTooltip:SetText(FBT("TT_NO_SPELL")); else GameTooltip_SetDefaultAnchor(GameTooltip, this); GameTooltip:SetSpell(this.id, SpellBookFrame.bookType); local tname = FBUnitName(this.TargetUnit) or "?"; GameTooltip:AddLine(FBADDON_NAME.." "..FBT("TT_TARGET")..": |cFF00FF00"..tname, 1, 1, 1); end if (button.spellNameR) then GameTooltip:AddLine(FBT("TT_RIGHT")..": |cFFFFFFFF"..button.spellNameR, 0.6, 0.8, 1); end GameTooltip:Show(); end); button:SetScript("OnLeave", function() GameTooltip:Hide(); end); -- Beide Maustasten: Rechtsklick wird fuer Drag & Drop immer gebraucht, -- fuer den Rechtsklick-Zauber prueft OnClick die Option selbst button:RegisterForClicks("LeftButtonUp", "RightButtonUp"); button:SetScript("OnClick", function() -- Zauber am Cursor: belegen statt casten (rechts oder Shift = Rechtsklick-Seite) if (FBDragSpell and button.btnIndex) then local side = "L"; if (arg1 == "RightButton" or IsShiftKeyDown()) then side = "R"; end if (FBHealBox_DropSpell(button.btnIndex, side)) then return; end end local castString = button.spellName; if (arg1 == "RightButton") then -- Rechtsklick-Zauber nur, wenn die Option an ist if (HealBox.RightClick ~= 1) then return; end castString = button.spellNameR; end FBHealBox_CastOn(button, castString); end); button:SetScript("OnReceiveDrag", function() if (button.btnIndex) then local side = "L"; if (IsShiftKeyDown()) then side = "R"; end FBHealBox_DropSpell(button.btnIndex, side); end end); button:RegisterEvent("SPELL_UPDATE_USABLE"); button:RegisterEvent("SPELL_UPDATE_COOLDOWN"); button:SetScript("OnEvent", HealBoxButton_OnEvent); return button; end function FBHealBoxSetup() local bg = "Interface/DialogFrame/UI-DialogBox-Background"; -- Spieler-Plaketten FBHealBox1..5, Begleiter-Plaketten FBHealBoxPet1..5. -- Alle haengen an FBHealBox1: die wird verschoben, der Rest folgt. FBHealBox1 = FBHealBoxCreateFrame("FBHealBox1", UIParent, bg, NamePlateWidth, NamePlateHeight, 1, "player", false); FBPartyFrame[1] = FBHealBox1; for p = 2, FBSlotCount do local name; if (FBSlotIsPet[p]) then name = "FBHealBoxPet"..(p - 5); else name = "FBHealBox"..p; end FBPartyFrame[p] = FBHealBoxCreateFrame(name, FBHealBox1, bg, NamePlateWidth, NamePlateHeight, 1, FBPartyUnit[p], FBSlotIsPet[p]); end FBHealBox2 = FBPartyFrame[2]; FBHealBox3 = FBPartyFrame[3]; FBHealBox4 = FBPartyFrame[4]; FBHealBox5 = FBPartyFrame[5]; FBHealBoxPet1 = FBPartyFrame[6]; FBHealBoxPet2 = FBPartyFrame[7]; FBHealBoxPet3 = FBPartyFrame[8]; FBHealBoxPet4 = FBPartyFrame[9]; FBHealBoxPet5 = FBPartyFrame[10]; HealBoxAttachMode(HealBox.AttachMode); end function FBHealBox_RefreshAllBars() if (not FBHealBox1) or (not FBHealBox1.ShieldBar) then return; end for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; if (FBUnitExists(unit)) then FBHealBox_UpdateUnit(unit, FBPartyFrame[p]); end end FBHealBox_RunHook("RefreshAllBars"); end -- Ist dieser Slot gerade anzuzeigen? (Begleiter nur mit ShowPets) function FBSlotActive(p) if (p == 1) then return true; end if (FBSlotIsPet[p] and HealBox.ShowPets ~= 1) then return false; end return FBUnitExists(FBPartyUnit[p]); end -- Plaketten senkrecht anordnen: in FBLayoutOrder (Besitzer, darunter sein -- Begleiter), nur sichtbare Plaketten zaehlen, Abstand = HealBox.RowSpacing. -- Im Party-Frame-Modus haengen die Slots an Blizzards Frames, dann nichts tun. function FBHealBox_Layout() if (not FBHealBox1) or (HealBox.AttachMode == 1) then return; end local gap = HealBox.RowSpacing or 4; local prev = FBHealBox1; for _, p in ipairs(FBLayoutOrder) do if (p ~= 1) then local f = FBPartyFrame[p]; f:ClearAllPoints(); -- Begleiter ruecken ein, der naechste Spieler rueckt wieder aus local xShift = (f.indent or 0) - (prev.indent or 0); f:SetPoint("TOPLEFT", prev, "BOTTOMLEFT", xShift, -gap); if (f:IsShown()) then prev = f; end end end end -- Alle vorhandenen Einheiten einmal aktiv nach Buffs scannen: nach /reload -- oder Gruppenwechsel kommt sonst kein UNIT_AURA, bis sich etwas aendert. function FBPredict_ScanAllUnits() if (not FBPredict_ScanUnit) or FBTestMode then return; end for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; if (UnitExists(unit)) then FBPredict_ScanUnit(unit); end end end function FBUpdateNames() if (not FBHealBox1) then return; end for p = 1, FBSlotCount do FBPartyFrame[p]:Hide(); end if (HealBox.Active == 1) then FBHealBox1:Show(); end FBHealBox1.NameText:SetText(strupper(FBUnitName("player") or "")); FBHealBox_ApplyNameColor("player", FBHealBox1); for p = 2, FBSlotCount do local f = FBPartyFrame[p]; if (FBSlotActive(p)) then f.NameText:SetText(strupper(FBUnitName(FBPartyUnit[p]) or "")); FBHealBox_ApplyNameColor(FBPartyUnit[p], f); f:Show(); end end FBHealBox_Layout(); FBPredict_ScanAllUnits(); FBHealBox_CheckAllWatchBuffs(); FBHealBox_CheckRangeAll(); FBHealBox_CheckLOSAll(); FBHealBox_RefreshAllBars(); FBHealBox_RunHook("UpdateNames"); end -- Name in Klassenfarbe (Spieler) bzw. Pet-Farbe (Begleiter) function FBHealBox_ApplyNameColor(unit, f) if (not f) or (not f.NameText) then return; end if (f.isPet) then f.NameText:SetTextColor(FBPET_NAME_COLOR[1], FBPET_NAME_COLOR[2], FBPET_NAME_COLOR[3], FBPET_NAME_COLOR[4]); return; end local c = nil; if (HealBox.ClassColors == 1) then c = FBClassColor(FBUnitClassToken(unit)); end if (c) then f.NameText:SetTextColor(c.r, c.g, c.b, 1); else f.NameText:SetTextColor(1, 1, 1, 1); end end -- Alle Namen neu einfaerben (Schalter umgelegt) function FBHealBox_ApplyAllNameColors() for p = 1, FBSlotCount do if (FBPartyFrame[p]) then FBHealBox_ApplyNameColor(FBPartyUnit[p], FBPartyFrame[p]); end end end -- ========================================================================== -- [ Buff-Wache ] -- -- Fehlt der gewaehlte Buff (oder seine Gruppenversion), wird der Rahmen der -- Plakette orange. Geprueft wird bei UNIT_AURA und nach Gruppenwechseln: -- zuerst schnell ueber die Buff-Textur (Zauberbuch-Icon), und nur wenn die -- nicht passt ueber den Buff-Namen aus dem Tooltip. So faellt auch die -- Gruppenversion eines anderen Heilers auf, deren Textur wir nicht kennen. -- ========================================================================== function FBHealBox_SetWatchBuff(spellName) HealBox.WatchBuff = spellName; FBHealBox_UpdateBuffWatchLabel(); FBHealBox_CheckAllWatchBuffs(); end function FBHealBox_UpdateBuffWatchLabel() if (not FBBuffWatchBtn) then return; end local shown = HealBox.WatchBuff or FBT("BUFFWATCH_NONE"); FBBuffWatchBtn.text:SetText(FBT("BUFFWATCH") .. ": |cFFFFFFFF" .. shown); local sd = HealBox.WatchBuff and FBBuffSpells[HealBox.WatchBuff]; if (sd and sd.icon) then FBBuffWatchBtn.icon:SetTexture(sd.icon); else FBBuffWatchBtn.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end end function FBHealBox_UpdatePlateActionLabels() if (FBPlateLeftBtn) then FBPlateLeftBtn.text:SetText(FBT("PLATE_LEFT") .. ": |cFFFFFFFF" .. FBT(FBPlateActionName[HealBox.PlateLeft or "target"])); end if (FBPlateRightBtn) then FBPlateRightBtn.text:SetText(FBT("PLATE_RIGHT") .. ": |cFFFFFFFF" .. FBT(FBPlateActionName[HealBox.PlateRight or "target"])); end end -- Name eines Buffs ueber den Scan-Tooltip lesen function FBHealBox_BuffName(unit, index) if (not FBPredictTip) or (not FBPredictTip.SetUnitBuff) then return nil; end FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE"); FBPredictTip:ClearLines(); FBPredictTip:SetUnitBuff(unit, index); local fs = getglobal("FBHealBoxScanTipTextLeft1"); if (fs) then return fs:GetText(); end return nil; end -- true, wenn die Einheit den ueberwachten Buff (oder die Gruppenversion) traegt function FBHealBox_HasWatchBuff(unit) local want = HealBox.WatchBuff; if (not want) then return true; end local g = FBTest_Ghost(unit); if (g) then return (not g.buffMissing); end local alt = FBBuffAlternates[want]; local wantTex = FBBuffSpells[want] and strupper(FBBuffSpells[want].icon or ""); local altTex = alt and FBBuffSpells[alt] and strupper(FBBuffSpells[alt].icon or ""); local i = 1; while (i <= 32) do local tex = UnitBuff(unit, i); if (not tex) then break; end tex = strupper(tex); if (wantTex and tex == wantTex) then return true; end if (altTex and tex == altTex) then return true; end i = i + 1; end -- Textur nicht dabei: Namen pruefen (faengt fremde Gruppenversionen) i = 1; while (i <= 32) do local tex = UnitBuff(unit, i); if (not tex) then break; end local name = FBHealBox_BuffName(unit, i); if (name and (name == want or name == alt)) then return true; end i = i + 1; end return false; end function FBHealBox_CheckWatchBuff(unit, f) if (not f) or (not f.SetBackdropBorderColor) then return; end local missing = false; -- Begleiter nur, wenn ausdruecklich eingeschaltet local skipPet = (f.isPet and HealBox.BuffWatchPets ~= 1); if (HealBox.WatchBuff and FBUnitExists(unit) and not f.plateHidden and not skipPet) then missing = (not FBHealBox_HasWatchBuff(unit)); end if (f.buffMissing ~= missing) then f.buffMissing = missing; FBHealBox_ApplyBorder(f); end end -- Rahmenfarbe einer Plakette: Angegriffener (rot) vor Buff-Wache (orange) vor normal function FBHealBox_ApplyBorder(f) if (not f) or (not f.SetBackdropBorderColor) then return; end local c = FBBUFF_NORMAL_COLOR; if (f.buffMissing) then c = FBBUFF_MISSING_COLOR; end if (f.underAttack) then c = FBAGGRO_COLOR; end f:SetBackdropBorderColor(c[1], c[2], c[3], c[4]); end -- ========================================================================== -- [ Wer wird angegriffen ] -- -- Hat dein Ziel ein feindliches Ziel im Ziel, bekommt dessen Plakette einen -- roten Rahmen. Laeuft im 0.2-s-Takt der Vorhersage. Module haengen sich -- ueber den Hook "Aggro" an (Raid-Zellen). -- ========================================================================== -- Unit-ID des Angegriffenen ("targettarget") oder nil function FBHealBox_AggroUnit() if (HealBox.AggroMark ~= 1) then return nil; end if (not UnitExists("target")) or (not UnitExists("targettarget")) then return nil; end if (UnitCanAttack and not UnitCanAttack("player", "target")) then return nil; end return "targettarget"; end function FBHealBox_UnitIsAggro(unit, tt) if (not tt) or (not unit) then return false; end if (UnitIsUnit) then return (UnitIsUnit(tt, unit) == 1) or (UnitIsUnit(tt, unit) == true); end return (UnitName(tt) == UnitName(unit)); end function FBHealBox_CheckAggroAll() local tt = FBHealBox_AggroUnit(); for p = 1, FBSlotCount do local f = FBPartyFrame[p]; if (f) then local flag = false; local unit = FBPartyUnit[p]; local g = FBTest_Ghost(unit); if (HealBox.AggroMark == 1 and f:IsShown()) then if (g) then flag = (g.aggro == true); elseif (tt and FBUnitExists(unit)) then flag = FBHealBox_UnitIsAggro(unit, tt); end end if (f.underAttack ~= flag) then f.underAttack = flag; FBHealBox_ApplyBorder(f); end end end FBHealBox_RunHook("Aggro", tt); end -- ========================================================================== -- [ HoT- und Schild-Timer auf den Buttons ] -- -- Der Button eines Zaubers zeigt fuer seine Einheit die Restsekunden des -- eigenen HoTs bzw. Schilds dieses Zaubers; nach dem Schild die Geschwaechte -- Seele (15 s ab Anlegen) in Rot. Nur eigene Effekte, weil nur die verfolgt -- werden. Module: Hook "SpellTimers". -- ========================================================================== -- Text und Farbe fuer einen Button, oder nil function FBHealBox_SpellTimerFor(castString, unitName, now, g, btnIndex) if (g) then if (btnIndex == 1 and g.hotLeft) then return tostring(g.hotLeft), FBTIMER_COLOR_HOT; end if (btnIndex == 2 and g.shieldLeft) then return tostring(g.shieldLeft), FBTIMER_COLOR_SHIELD; end return nil; end if (not castString) or (not unitName) then return nil; end local base = FBPredict_SplitCast(castString); local hots = FBHoTs[unitName]; local e = hots and hots[base]; if (e and e.expires > now) then return tostring(math.ceil(e.expires - now)), FBTIMER_COLOR_HOT; end local sh = FBShields[unitName]; if (sh and sh.spell == base) then if (sh.expires > now and (sh.max - sh.absorbed) > 0) then return tostring(math.ceil(sh.expires - now)), FBTIMER_COLOR_SHIELD; end if (base == FBSHIELD_SPELL and sh.duration) then local applied = sh.expires - sh.duration; local left = applied + FBWEAKENED_SOUL_SEC - now; if (left > 0) then return tostring(math.ceil(left)), FBTIMER_COLOR_WS; end end end return nil; end function FBHealBox_FormatTimer(secs) if (secs >= 60) then return math.ceil(secs / 60) .. "m"; end return tostring(math.ceil(secs)); end function FBHealBox_SetButtonTimer(b, text, color) if (not b) or (not b.timer) then return; end if (text) then b.timer:SetText(text); b.timer:SetTextColor(color[1], color[2], color[3], 1); b.timer:Show(); else b.timer:Hide(); end end function FBHealBox_UpdateSpellTimers() local now = GetTime(); local on = (HealBox.SpellTimers == 1); for p = 1, FBSlotCount do local f = FBPartyFrame[p]; local unit = FBPartyUnit[p]; if (f and FBPartyTable[p]) then local shown = on and f:IsShown() and FBUnitExists(unit); local name = shown and FBUnitName(unit); local g = shown and FBTest_Ghost(unit); for i = 1, MaxButtonCount do local b = FBPartyTable[p][i]; if (b) then if (shown and b:IsShown()) then local text, color = FBHealBox_SpellTimerFor(b.spellName, name, now, g, i); if (not text and b.spellNameR) then text, color = FBHealBox_SpellTimerFor(b.spellNameR, name, now, nil, i); end FBHealBox_SetButtonTimer(b, text, color); else FBHealBox_SetButtonTimer(b, nil); end end end end end FBHealBox_RunHook("SpellTimers", now); end -- ========================================================================== -- [ Cooldown-Uhr ] -- ========================================================================== function FBHealBox_UpdateButtonCooldown(b) if (not b) or (not b.cooldown) or (not CooldownFrame_SetTimer) then return; end if (HealBox.Cooldowns ~= 1) or (not b.id) then CooldownFrame_SetTimer(b.cooldown, 0, 0, 0); return; end local start, duration, enable = GetSpellCooldown(b.id, BOOKTYPE_SPELL); if (start and duration and duration > FBCD_MIN_DURATION) then CooldownFrame_SetTimer(b.cooldown, start, duration, enable); else CooldownFrame_SetTimer(b.cooldown, 0, 0, 0); end end function FBHealBox_UpdateAllCooldowns() for p = 1, FBSlotCount do for i = 1, MaxButtonCount do local b = FBPartyTable[p] and FBPartyTable[p][i]; if (b) then FBHealBox_UpdateButtonCooldown(b); end end end FBHealBox_RunHook("Cooldowns"); end function FBHealBox_CheckAllWatchBuffs() for p = 1, FBSlotCount do if (FBPartyFrame[p]) then FBHealBox_CheckWatchBuff(FBPartyUnit[p], FBPartyFrame[p]); end end end -- ========================================================================== -- [ Sichtlinie ] -- -- Die 1.12-API kennt keine LoS-Abfrage. Zwei Wege: -- 1) UnitXP SP3 (Client-Mod): UnitXP("inSight", "player", unit), live. -- 2) Sonst merkt sich das Addon die Fehlermeldung SPELL_FAILED_LINE_OF_SIGHT -- fuer das Ziel des letzten Heilversuchs (FBLOS_TIMEOUT Sekunden) und -- loescht sie, sobald ein Cast auf die Einheit startet oder eine eigene -- Heilung dort ankommt. -- ========================================================================== FBLOSFlags = {}; -- [Name] = Ablaufzeit der Markierung (Fallback-Weg) function FBLOS_HasUnitXP() return (UnitXP ~= nil); end -- UnitXP sicher abfragen: true / false, nil wenn nicht verfuegbar function FBLOS_QueryUnitXP(unit) if (not UnitXP) then return nil; end local ok, res = pcall(UnitXP, "inSight", "player", unit); if (not ok) then return nil; end return res; end -- true, wenn die Einheit als ausserhalb der Sichtlinie gilt function FBUnitLOSBlocked(unit) if (unit == "player") then return false; end local g = FBTest_Ghost(unit); if (g) then return (g.los == true); end if (not UnitExists(unit)) then return false; end local live = FBLOS_QueryUnitXP(unit); if (live ~= nil) then return (not live); end local name = UnitName(unit); local until_ = name and FBLOSFlags[name]; if (until_ and GetTime() < until_) then return true; end if (until_) then FBLOSFlags[name] = nil; end return false; end -- Fehlermeldung "nicht in Sichtlinie": Ziel des letzten Heilversuchs markieren function FBLOS_OnError(msg) if (not msg) then return; end local losText = SPELL_FAILED_LINE_OF_SIGHT or "Target not in line of sight"; if (msg ~= losText) then return; end local name = FBPredict_ResolveTarget(); if (not name) then return; end FBLOSFlags[name] = GetTime() + FBLOS_TIMEOUT; FBHealBox_CheckLOSAll(); end function FBLOS_Clear(name) if (name and FBLOSFlags[name]) then FBLOSFlags[name] = nil; FBHealBox_CheckLOSAll(); end end function FBHealBox_CheckLOSAll() for p = 1, FBSlotCount do local f = FBPartyFrame[p]; if (f and f.LOSIcon) then local blocked = false; if (HealBox.LOSIcon == 1 and f:IsShown() and not f.plateHidden) then blocked = FBUnitLOSBlocked(FBPartyUnit[p]); end if (f.losBlocked ~= blocked) then f.losBlocked = blocked; if (blocked) then f.LOSIcon:Show(); else f.LOSIcon:Hide(); end end end end end -- ========================================================================== -- [ Reichweiten-Fading ] -- -- Reichweite ist kein Event, also alle FBRANGE_INTERVAL Sekunden pruefen: -- IsSpellInRange mit dem ersten belegten Button-Zauber; ohne Zauber -- CheckInteractDistance(4) = 28 Meter. Ausser Reichweite -> ganze Plakette -- samt Buttons auf FBRANGE_ALPHA. -- ========================================================================== FBRangeAccum = 0; function FBHealBox_RangeSpellID() for i = 1, MaxButtonCount do if (FBActiveSpellIDs[i]) then return FBActiveSpellIDs[i]; end end return nil; end function FBHealBox_UnitInRange(unit) if (unit == "player") then return true; end local g = FBTest_Ghost(unit); if (g) then return (not g.outOfRange); end if (not UnitExists(unit)) then return true; end local id = FBHealBox_RangeSpellID(); if (id) then local r = IsSpellInRange(id, BOOKTYPE_SPELL, unit); if (r == 0) then return false; end if (r == 1) then return true; end end if (CheckInteractDistance) then return (CheckInteractDistance(unit, 4) ~= nil); end return true; end function FBHealBox_CheckRangeAll() for p = 1, FBSlotCount do local f = FBPartyFrame[p]; if (f) then local faded = false; if (HealBox.RangeFade == 1 and f:IsShown()) then faded = (not FBHealBox_UnitInRange(FBPartyUnit[p])); end if (f.rangeFaded ~= faded) then f.rangeFaded = faded; if (faded) then f:SetAlpha(FBRANGE_ALPHA); else f:SetAlpha(1); end end end end end -- Beschriftet die bereits gebaute Oberflaeche neu. Wird beim Bauen des -- Optionsfensters, beim Laden der gespeicherten Sprache und bei jedem -- Sprachwechsel aufgerufen. Ein /reload ist nie noetig. function FBHealBox_ApplyLocale() if (MMButton) then MMButton.tooltipText = FBT("MM_TIP"); end if (not panel) then return; end panel.TitleText:SetText(FBADDON_NAME .. " " .. HealBoxVersion); panel.TitleSubText:SetText(format(FBT("PANEL_SUB"), FBADDON_NAME)); panel.AboutText:SetText(format(FBT("ABOUT"), FBADDON_NAME, HealBoxVersion)); for i = 1, MaxButtonCount, 1 do local b = FBSpellBtns[i]; if (b) then if (b.label) then b.label:SetText(FBT("BUTTON") .. " " .. i); end -- belegte Buttons zeigen den Zaubernamen, der bleibt wie er ist if (not FBDropDownButton[i]) then b.text:SetText(FBT("SELECT_SPELL")); end end local r = FBSpellBtnsR[i]; if (r and not FBDropDownButtonR[i]) then r.text:SetText(FBT("SELECT_SPELL")); end end if (panel.tabButtons) then for i, btn in ipairs(panel.tabButtons) do btn.text:SetText(FBT(panel.tabLabelKeys[i] or "")); end end if (panel.colLeft) then panel.colLeft:SetText(FBT("COL_LEFT")); panel.colRight:SetText(FBT("COL_RIGHT")); end FBUpdateButtonSliderText(); FBUpdateScaleSliderText(); FBUpdateSpacingSliderText(); if (ScaleSlider) then getglobal(ScaleSlider:GetName() .. "Low"):SetText(FBT("SMALL")); getglobal(ScaleSlider:GetName() .. "High"):SetText(FBT("LARGE")); end if (AttachModeCheck) then AttachModeCheck.Text:SetText(FBT("ATTACH")); AttachModeCheck.tooltipText = FBT("ATTACH_TIP"); end if (HealCommCheck) then HealCommCheck.Text:SetText(FBT("COMM")); HealCommCheck.tooltipText = FBT("COMM_TIP"); end if (ManaBarCheck) then ManaBarCheck.Text:SetText(FBT("MANABAR")); ManaBarCheck.tooltipText = FBT("MANABAR_TIP"); end if (ShowPetsCheck) then ShowPetsCheck.Text:SetText(FBT("SHOWPETS")); ShowPetsCheck.tooltipText = FBT("SHOWPETS_TIP"); end if (TestModeCheck) then TestModeCheck.Text:SetText(FBT("TESTMODE")); TestModeCheck.tooltipText = FBT("TESTMODE_TIP"); end if (ClassColorsCheck) then ClassColorsCheck.Text:SetText(FBT("CLASSCOLORS")); ClassColorsCheck.tooltipText = FBT("CLASSCOLORS_TIP"); end if (RangeFadeCheck) then RangeFadeCheck.Text:SetText(FBT("RANGEFADE")); RangeFadeCheck.tooltipText = FBT("RANGEFADE_TIP"); end if (DebuffIconCheck) then DebuffIconCheck.Text:SetText(FBT("DEBUFFICON")); DebuffIconCheck.tooltipText = FBT("DEBUFFICON_TIP"); end if (LOSIconCheck) then LOSIconCheck.Text:SetText(FBT("LOSICON")); LOSIconCheck.tooltipText = FBT("LOSICON_TIP"); end if (BuffWatchPetsCheck) then BuffWatchPetsCheck.Text:SetText(FBT("BUFFWATCH_PETS")); BuffWatchPetsCheck.tooltipText = FBT("BUFFWATCH_PETS_TIP"); end if (RightClickCheck) then RightClickCheck.Text:SetText(FBT("RIGHTCLICK")); RightClickCheck.tooltipText = FBT("RIGHTCLICK_TIP"); end if (SmartRankCheck) then SmartRankCheck.Text:SetText(FBT("SMARTRANK")); SmartRankCheck.tooltipText = FBT("SMARTRANK_TIP"); end FBUpdateSmartMarginText(); if (CooldownsCheck) then CooldownsCheck.Text:SetText(FBT("COOLDOWNS")); CooldownsCheck.tooltipText = FBT("COOLDOWNS_TIP"); end if (AggroMarkCheck) then AggroMarkCheck.Text:SetText(FBT("AGGRO")); AggroMarkCheck.tooltipText = FBT("AGGRO_TIP"); end if (SpellTimersCheck) then SpellTimersCheck.Text:SetText(FBT("TIMERS")); SpellTimersCheck.tooltipText = FBT("TIMERS_TIP"); end if (BuffIconsCheck) then BuffIconsCheck.Text:SetText(FBT("BUFFICONS")); BuffIconsCheck.tooltipText = FBT("BUFFICONS_TIP"); end FBHealBox_UpdateBuffWatchLabel(); FBHealBox_UpdatePlateActionLabels(); if (FBLangBtn) then FBLangBtn.text:SetText(FBT("LANGUAGE") .. ": |cFFFFFFFF" .. FBT("LANG_NAME")); end FBHealBox_RunHook("ApplyLocale"); end -- [ Options-Fenster ] -- -- -- Zwei Reiter: "Buttons" (Belegung der zehn Buttons, Anzahl, Rechtsklick) -- und "Allgemein" (Skalierung, Abstaende, Schalter, Sprache, Buff-Wache). -- Jeder Reiter ist ein eigener Frame in Panelgroesse; die Koordinaten der -- Steuerelemente beziehen sich damit weiterhin auf die linke obere Ecke. FBOPT_TAB_Y = -92; -- Hoehe der Reiterleiste FBOPT_TAB_W = 100; -- Breite eines Reiterknopfs FBOPT_CHECK_TEXT_W = 170; -- Breite der Schalterbeschriftungen (zwei Spalten je Reiter) FBOPT_TAB_PITCH = 104; -- Abstand von Knopf zu Knopf (vier passen nebeneinander) FBOPT_CONTENT_Y = -128; -- erste Inhaltszeile unter der Reiterleiste -- Auswahlknopf mit Icon und Text (Zauberfelder, Sprache, Buff-Wache) function FBHealBox_CreatePickButton(name, parent, x, y, width, height, iconSize) local btn = CreateFrame("Button", name, parent); btn:SetWidth(width); btn:SetHeight(height); btn:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y); btn:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 12, insets = { left = 3, right = 3, top = 3, bottom = 3 } }); btn:SetBackdropColor(0, 0, 0, 0.8); btn:SetBackdropBorderColor(0.6, 0.6, 0.6, 1); btn.icon = btn:CreateTexture(nil, "ARTWORK"); btn.icon:SetWidth(iconSize or 20); btn.icon:SetHeight(iconSize or 20); btn.icon:SetPoint("LEFT", 4, 0); btn.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); btn.text = btn:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall"); btn.text:SetPoint("LEFT", btn.icon, "RIGHT", 6, 0); btn.text:SetPoint("RIGHT", -6, 0); btn.text:SetJustifyH("LEFT"); local hl = btn:CreateTexture(nil, "HIGHLIGHT"); hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight"); hl:SetBlendMode("ADD"); hl:SetAllPoints(btn); return btn; end -- Reiter-Knopf function FBHealBox_CreateTabButton(name, parent, x, index) local t = CreateFrame("Button", name, parent); t:SetWidth(FBOPT_TAB_W); t:SetHeight(24); t:SetPoint("TOPLEFT", parent, "TOPLEFT", x, FBOPT_TAB_Y); t:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 12, insets = { left = 3, right = 3, top = 3, bottom = 3 } }); t.text = t:CreateFontString(nil, "OVERLAY", "GameFontNormal"); t.text:SetPoint("CENTER", 0, 0); t.index = index; t:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBHealBox_ShowTab(this.index); end); return t; end -- Neuen Reiter anlegen (auch fuer Module). Liefert den Inhalts-Frame, der -- die Panelgroesse hat; Koordinaten wie im Panel, Inhalt ab FBOPT_CONTENT_Y. function FBHealBox_AddOptionsTab(labelKey) if (not panel) or (not panel.tabs) then return nil; end local i = table.getn(panel.tabs) + 1; local tab = CreateFrame("Frame", "HealBoxOptionsTab"..i, panel); tab:SetAllPoints(panel); tab:Hide(); panel.tabs[i] = tab; panel.tabLabelKeys[i] = labelKey; panel.tabButtons[i] = FBHealBox_CreateTabButton("HealBoxOptionsTabButton"..i, panel, 25 + (i - 1) * FBOPT_TAB_PITCH, i); panel.tabButtons[i].text:SetText(FBT(labelKey)); if (panel.activeTab) then FBHealBox_ShowTab(panel.activeTab); end return tab; end -- Inhalts-Frame eines vorhandenen Reiters (fuer Module, die sich einen -- Reiter teilen). nil, wenn es ihn nicht gibt. function FBHealBox_FindOptionsTab(labelKey) if (not panel) or (not panel.tabs) then return nil; end for i, key in ipairs(panel.tabLabelKeys) do if (key == labelKey) then return panel.tabs[i]; end end return nil; end function FBHealBox_ShowTab(index) if (not panel) or (not panel.tabs) then return; end FBMenu_CloseAll(); panel.activeTab = index; for i, tab in ipairs(panel.tabs) do local btn = panel.tabButtons[i]; if (i == index) then tab:Show(); btn:SetBackdropColor(0.15, 0.12, 0.02, 0.9); btn:SetBackdropBorderColor(1, 0.82, 0, 1); btn.text:SetTextColor(1, 0.82, 0, 1); else tab:Hide(); btn:SetBackdropColor(0, 0, 0, 0.8); btn:SetBackdropBorderColor(0.5, 0.5, 0.5, 1); btn.text:SetTextColor(0.7, 0.7, 0.7, 1); end end end -- Rechtsklick an/aus: zweite Spalte und Spaltenkoepfe im Buttons-Reiter function FBHealBox_ApplyRightClickLayout() if (not panel) or (not panel.colLeft) then return; end local on = (HealBox.RightClick == 1); for i = 1, MaxButtonCount do if (FBSpellBtnsR[i]) then if (on) then FBSpellBtnsR[i]:Show(); else FBSpellBtnsR[i]:Hide(); end end end end function FBHealBoxCreateAddonOptionFrame() panel = CreateFrame("FRAME", "HealBoxOptionsFrame", UIParent); panel.name = FBADDON_NAME; panel:SetWidth(460); panel:SetHeight(600); panel:SetPoint("CENTER", UIParent, "CENTER", 0, 0); panel:SetFrameStrata("DIALOG"); panel:SetBackdrop({ bgFile = "Interface/DialogFrame/UI-DialogBox-Background", edgeFile = "Interface/DialogFrame/UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 11, right = 12, top = 12, bottom = 11 } }); panel:SetMovable(true); panel:EnableMouse(true); panel:RegisterForDrag("LeftButton"); panel:SetScript("OnDragStart", function() panel:StartMoving(); end); panel:SetScript("OnDragStop", function() panel:StopMovingOrSizing(); end); -- Beim Schliessen (X, ESC, /fbp config) immer auch das Kaskadenmenue zu panel:SetScript("OnHide", function() FBMenu_CloseAll(); end); panel:Hide(); -- ESC schliesst das Fenster. Zwei Wege, weil nicht jeder Client die -- UISpecialFrames-Liste auswertet: -- 1) Eintrag in UISpecialFrames (Blizzards offizieller Weg) -- 2) Vor-Hook auf ToggleGameMenu, das die ESC-Taste immer aufruft if (UISpecialFrames) then table.insert(UISpecialFrames, "HealBoxOptionsFrame"); end FBHealBox_HookEscape(); FBHealBox_HookSpellPickup(); panel.CloseButton = CreateFrame("Button", "HealBoxOptionsFrameClose", panel, "UIPanelCloseButton"); panel.CloseButton:SetPoint("TOPRIGHT", -5, -5); panel.CloseButton:SetScript("OnClick", function() panel:Hide(); end); panel.TitleText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge"); panel.TitleText:SetPoint("TOPLEFT", 25, -18); panel.TitleText:SetText(FBADDON_NAME .. " " .. HealBoxVersion); panel.TitleSubText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); panel.TitleSubText:SetPoint("TOPLEFT", 25, -38); panel.TitleSubText:SetJustifyH("LEFT"); panel.TitleSubText:SetText(format(FBT("PANEL_SUB"), FBADDON_NAME)); panel.TitleSubText:SetTextColor(1, 1, 1, 1); -- Klassen-Icon samt Name muss oberhalb der Reiterleiste (FBOPT_TAB_Y) -- bleiben: Icon 52 px, Name direkt darunter, Unterkante bei etwa -84 local classIcon = CreateFrame("Frame", nil, panel); classIcon:SetPoint("TOPRIGHT", -25, -16); classIcon:SetWidth(52); classIcon:SetHeight(52); classIcon.tex = classIcon:CreateTexture(nil, "BACKGROUND"); classIcon.tex:SetAllPoints(); classIcon.tex:SetTexture(ClassIcon[FBClass]); classIcon.text = classIcon:CreateFontString(nil, "OVERLAY", "GameFontNormal"); classIcon.text:SetText(strupper(FBClass)); classIcon.text:SetPoint("TOP", classIcon, "BOTTOM", 0, -2); classIcon.text:SetTextColor(1, 1, 0.2, 1); -- [ Reiter ] ------------------------------------------------------------ panel.tabs = {}; panel.tabButtons = {}; panel.tabLabelKeys = {}; local tabButtons = FBHealBox_AddOptionsTab("TAB_BUTTONS"); local tabGeneral = FBHealBox_AddOptionsTab("TAB_GENERAL"); -- Trennlinie unter den Reitern panel.tabLine = panel:CreateTexture(nil, "ARTWORK"); panel.tabLine:SetTexture(1, 0.82, 0, 0.35); panel.tabLine:SetHeight(1); panel.tabLine:SetPoint("TOPLEFT", panel, "TOPLEFT", 25, FBOPT_TAB_Y - 26); panel.tabLine:SetPoint("TOPRIGHT", panel, "TOPRIGHT", -25, FBOPT_TAB_Y - 26); -- ====================================================================== -- Reiter 1: Button-Belegung -- Oben Smart Healing und Sicherheitsaufschlag, dann Spaltenkoepfe, -- je Button eine Zeile: Label | Linksklick-Feld | Rechtsklick-Feld, -- darunter Buttonzahl und Rechtsklick-Schalter. -- ====================================================================== local rowH = 30; -- Zeilenabstand (Felder 28 px hoch, 2 px Luft) local fieldH = 28; local xLabel = 30; local xLeft = 92; local xRight = 268; local fieldW = 170; -- Smart Healing mit Sicherheitsaufschlag (oben) SmartRankCheck = FBHealBox_CreateCheck("FBHealBoxSmartRankCheck", tabButtons, 34, FBOPT_CONTENT_Y, "SMARTRANK", "SMARTRANK_TIP", function() HealBox.SmartRank = SmartRankCheck:GetChecked() and 1 or 0; end); SmartRankCheck:SetChecked(nil); SmartMarginSlider = CreateFrame("Slider", "FBSmartMarginSlider", tabButtons, "OptionsSliderTemplate"); SmartMarginSlider:SetWidth(fieldW); SmartMarginSlider:SetHeight(16); SmartMarginSlider:SetPoint("TOPLEFT", xRight, FBOPT_CONTENT_Y - 20); SmartMarginSlider:SetMinMaxValues(0, 50); SmartMarginSlider:SetValueStep(5); SmartMarginSlider:SetValue(HealBox.SmartMargin or 20); SmartMarginSlider.Text = SmartMarginSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); SmartMarginSlider.Text:SetPoint("CENTER", 0, 15); getglobal(SmartMarginSlider:GetName() .. "Low"):SetText("0"); getglobal(SmartMarginSlider:GetName() .. "High"):SetText("50"); SmartMarginSlider:SetScript("OnValueChanged", function() HealBox.SmartMargin = math.floor(SmartMarginSlider:GetValue() + 0.5); FBUpdateSmartMarginText(); end); FBUpdateSmartMarginText(); -- Spaltenkoepfe und Zeilen local yHead = FBOPT_CONTENT_Y - 52; local y0 = yHead - 16; panel.colLeft = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); panel.colLeft:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xLeft + 4, yHead); panel.colLeft:SetText(FBT("COL_LEFT")); -- Der Spaltenkopf der rechten Spalte ist der Schalter selbst (unten); -- dieser Text bleibt als Platzhalter verborgen. panel.colRight = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); panel.colRight:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xRight + 4, yHead); panel.colRight:SetText(FBT("COL_RIGHT")); panel.colRight:Hide(); -- Rechtsklick-Zweitzauber: Schalter als Kopf der rechten Spalte, -- bewusst nur hier einschaltbar, Standard aus RightClickCheck = FBHealBox_CreateCheck("FBHealBoxRightClickCheck", tabButtons, xRight - 6, yHead + 9, "RIGHTCLICK", "RIGHTCLICK_TIP", function() HealBox.RightClick = RightClickCheck:GetChecked() and 1 or 0; FBHealBox_ApplyRightClickLayout(); FBHealBoxButtonsChanged(); end); RightClickCheck:SetChecked(nil); for i = 1, MaxButtonCount do local yPos = y0 - ((i - 1) * rowH); local btnIndex = i; local btn = FBHealBox_CreatePickButton("FBHealBoxBtn"..i, tabButtons, xLeft, yPos, fieldW, fieldH, 20); btn.text:SetText(FBT("SELECT_SPELL")); btn.label = btn:CreateFontString(nil, "OVERLAY", "GameFontNormal"); btn.label:SetPoint("RIGHT", btn, "LEFT", -8, 0); btn.label:SetJustifyH("RIGHT"); btn.label:SetText(FBT("BUTTON") .. " " .. i); btn:SetScript("OnClick", function() if (FBDragSpell and FBHealBox_DropSpell(btnIndex, "L")) then return; end PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenSpellMenu(btnIndex, btn, "L"); end); btn:SetScript("OnReceiveDrag", function() local side = "L"; if (IsShiftKeyDown()) then side = "R"; end FBHealBox_DropSpell(btnIndex, side); end); FBSpellBtns[i] = btn; local btnR = FBHealBox_CreatePickButton("FBHealBoxBtnR"..i, tabButtons, xRight, yPos, fieldW, fieldH, 20); btnR.text:SetText(FBT("SELECT_SPELL")); btnR:SetScript("OnClick", function() if (FBDragSpell and FBHealBox_DropSpell(btnIndex, "R")) then return; end PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenSpellMenu(btnIndex, btnR, "R"); end); btnR:SetScript("OnReceiveDrag", function() FBHealBox_DropSpell(btnIndex, "R"); end); btnR:Hide(); FBSpellBtnsR[i] = btnR; end local yBelow = y0 - (MaxButtonCount * rowH) - 26; -- unter der letzten Zeile -- Buttonzahl: ueber die volle Breite beider Feldspalten, buendig mit den Feldern MaxButtonSlider = CreateFrame("Slider", "MaxButtonSlider", tabButtons, "OptionsSliderTemplate"); MaxButtonSlider:SetWidth(xRight + fieldW - xLeft); MaxButtonSlider:SetHeight(16); MaxButtonSlider:SetPoint("TOPLEFT", xLeft, yBelow); MaxButtonSlider:SetMinMaxValues(0, MaxButtonCount); MaxButtonSlider:SetValueStep(1); MaxButtonSlider:SetValue(HealBox.MaxButtons); MaxButtonSlider.Text = MaxButtonSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); MaxButtonSlider.Text:SetPoint("CENTER", 0, 15); FBUpdateButtonSliderText(); getglobal(MaxButtonSlider:GetName() .. "Low"):SetText("0"); getglobal(MaxButtonSlider:GetName() .. "High"):SetText(tostring(MaxButtonCount)); MaxButtonSlider:SetScript("OnValueChanged", MaxButtonSlider_Update); -- ====================================================================== -- Reiter 2: Allgemeine Einstellungen -- ====================================================================== local gy = FBOPT_CONTENT_Y - 22; ScaleSlider = CreateFrame("Slider", "ScaleSlider", tabGeneral, "OptionsSliderTemplate"); ScaleSlider:SetWidth(128); ScaleSlider:SetHeight(16); ScaleSlider:SetPoint("TOPLEFT", 75, gy); ScaleSlider:SetMinMaxValues(0.6, 1.5); ScaleSlider:SetValueStep(0.1); ScaleSlider:SetValue(HealBox.Scale); ScaleSlider.Text = ScaleSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); ScaleSlider.Text:SetPoint("CENTER", 0, 15); FBUpdateScaleSliderText(); getglobal(ScaleSlider:GetName() .. "Low"):SetText(FBT("SMALL")); getglobal(ScaleSlider:GetName() .. "High"):SetText(FBT("LARGE")); ScaleSlider:SetScript("OnValueChanged", function() HealBox.Scale = ScaleSlider:GetValue(); HealBoxScale(FBHealBox1, HealBox.Scale); FBUpdateScaleSliderText(); end); -- Abstand der Buttons zueinander (0..20 px) ButtonSpacingSlider = CreateFrame("Slider", "FBButtonSpacingSlider", tabGeneral, "OptionsSliderTemplate"); ButtonSpacingSlider:SetWidth(128); ButtonSpacingSlider:SetHeight(16); ButtonSpacingSlider:SetPoint("TOPLEFT", 260, gy); ButtonSpacingSlider:SetMinMaxValues(0, 20); ButtonSpacingSlider:SetValueStep(1); ButtonSpacingSlider:SetValue(HealBox.ButtonSpacing or 2); ButtonSpacingSlider.Text = ButtonSpacingSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); ButtonSpacingSlider.Text:SetPoint("CENTER", 0, 15); getglobal(ButtonSpacingSlider:GetName() .. "Low"):SetText("0"); getglobal(ButtonSpacingSlider:GetName() .. "High"):SetText("20"); ButtonSpacingSlider:SetScript("OnValueChanged", function() HealBox.ButtonSpacing = math.floor(ButtonSpacingSlider:GetValue() + 0.5); FBUpdateSpacingSliderText(); FBHealBox_ApplyButtonSpacing(); end); -- Abstand der Plaketten zueinander (0..20 px) RowSpacingSlider = CreateFrame("Slider", "FBRowSpacingSlider", tabGeneral, "OptionsSliderTemplate"); RowSpacingSlider:SetWidth(128); RowSpacingSlider:SetHeight(16); RowSpacingSlider:SetPoint("TOPLEFT", 75, gy - 50); RowSpacingSlider:SetMinMaxValues(0, 20); RowSpacingSlider:SetValueStep(1); RowSpacingSlider:SetValue(HealBox.RowSpacing or 4); RowSpacingSlider.Text = RowSpacingSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); RowSpacingSlider.Text:SetPoint("CENTER", 0, 15); getglobal(RowSpacingSlider:GetName() .. "Low"):SetText("0"); getglobal(RowSpacingSlider:GetName() .. "High"):SetText("20"); RowSpacingSlider:SetScript("OnValueChanged", function() HealBox.RowSpacing = math.floor(RowSpacingSlider:GetValue() + 0.5); FBUpdateSpacingSliderText(); FBHealBox_Layout(); end); FBUpdateSpacingSliderText(); -- [ Schalter ] ---------------------------------------------------------- local cy = gy - 95; AttachModeCheck = FBHealBox_CreateCheck("$parentCheckButton", tabGeneral, 40, cy, "ATTACH", "ATTACH_TIP", function() HealBox.AttachMode = AttachModeCheck:GetChecked() and 1 or 0; HealBoxAttachMode(HealBox.AttachMode); FBUpdateNames(); end); HealCommCheck = FBHealBox_CreateCheck("FBHealBoxHealCommCheck", tabGeneral, 250, cy, "COMM", "COMM_TIP", function() HealBox.HealComm = HealCommCheck:GetChecked() and 1 or 0; if (HealBox.HealComm == 0) then FBCommHeals = {}; FBHealBox_RefreshAllBars(); end end); HealCommCheck:SetChecked(1); ManaBarCheck = FBHealBox_CreateCheck("FBHealBoxManaBarCheck", tabGeneral, 40, cy - 30, "MANABAR", "MANABAR_TIP", function() HealBox.ManaBar = ManaBarCheck:GetChecked() and 1 or 0; FBHealBox_RefreshAllBars(); end); ManaBarCheck:SetChecked(1); ShowPetsCheck = FBHealBox_CreateCheck("FBHealBoxShowPetsCheck", tabGeneral, 250, cy - 30, "SHOWPETS", "SHOWPETS_TIP", function() HealBox.ShowPets = ShowPetsCheck:GetChecked() and 1 or 0; FBUpdateNames(); end); ShowPetsCheck:SetChecked(1); ClassColorsCheck = FBHealBox_CreateCheck("FBHealBoxClassColorsCheck", tabGeneral, 40, cy - 60, "CLASSCOLORS", "CLASSCOLORS_TIP", function() HealBox.ClassColors = ClassColorsCheck:GetChecked() and 1 or 0; FBHealBox_ApplyAllNameColors(); end); ClassColorsCheck:SetChecked(1); RangeFadeCheck = FBHealBox_CreateCheck("FBHealBoxRangeFadeCheck", tabGeneral, 250, cy - 60, "RANGEFADE", "RANGEFADE_TIP", function() HealBox.RangeFade = RangeFadeCheck:GetChecked() and 1 or 0; FBHealBox_CheckRangeAll(); end); RangeFadeCheck:SetChecked(1); DebuffIconCheck = FBHealBox_CreateCheck("FBHealBoxDebuffIconCheck", tabGeneral, 40, cy - 90, "DEBUFFICON", "DEBUFFICON_TIP", function() HealBox.DebuffIcon = DebuffIconCheck:GetChecked() and 1 or 0; FBHealBox_RefreshAllBars(); end); DebuffIconCheck:SetChecked(1); LOSIconCheck = FBHealBox_CreateCheck("FBHealBoxLOSIconCheck", tabGeneral, 250, cy - 90, "LOSICON", "LOSICON_TIP", function() HealBox.LOSIcon = LOSIconCheck:GetChecked() and 1 or 0; FBHealBox_CheckLOSAll(); end); LOSIconCheck:SetChecked(1); TestModeCheck = FBHealBox_CreateCheck("FBHealBoxTestModeCheck", tabGeneral, 40, cy - 120, "TESTMODE", "TESTMODE_TIP", function() FBTest_Set(TestModeCheck:GetChecked()); end); TestModeCheck:SetChecked(nil); BuffWatchPetsCheck = FBHealBox_CreateCheck("FBHealBoxBuffWatchPetsCheck", tabGeneral, 250, cy - 120, "BUFFWATCH_PETS", "BUFFWATCH_PETS_TIP", function() HealBox.BuffWatchPets = BuffWatchPetsCheck:GetChecked() and 1 or 0; FBHealBox_CheckAllWatchBuffs(); end); BuffWatchPetsCheck:SetChecked(nil); AggroMarkCheck = FBHealBox_CreateCheck("FBHealBoxAggroMarkCheck", tabGeneral, 40, cy - 150, "AGGRO", "AGGRO_TIP", function() HealBox.AggroMark = AggroMarkCheck:GetChecked() and 1 or 0; FBHealBox_CheckAggroAll(); end); AggroMarkCheck:SetChecked(1); SpellTimersCheck = FBHealBox_CreateCheck("FBHealBoxSpellTimersCheck", tabGeneral, 250, cy - 150, "TIMERS", "TIMERS_TIP", function() HealBox.SpellTimers = SpellTimersCheck:GetChecked() and 1 or 0; FBHealBox_UpdateSpellTimers(); end); SpellTimersCheck:SetChecked(1); CooldownsCheck = FBHealBox_CreateCheck("FBHealBoxCooldownsCheck", tabGeneral, 40, cy - 180, "COOLDOWNS", "COOLDOWNS_TIP", function() HealBox.Cooldowns = CooldownsCheck:GetChecked() and 1 or 0; FBHealBox_UpdateAllCooldowns(); end); CooldownsCheck:SetChecked(1); BuffIconsCheck = FBHealBox_CreateCheck("FBHealBoxBuffIconsCheck", tabGeneral, 250, cy - 180, "BUFFICONS", "BUFFICONS_TIP", function() HealBox.BuffIcons = BuffIconsCheck:GetChecked() and 1 or 0; FBHealBox_UpdateAllBuffIcons(); end); BuffIconsCheck:SetChecked(1); -- [ Sprache und Buff-Wache ] ------------------------------------------- local py = cy - 215; FBLangBtn = FBHealBox_CreatePickButton("FBHealBoxLangBtn", tabGeneral, 35, py, 180, 26, 18); FBLangBtn.icon:SetTexture("Interface\\Icons\\INV_Misc_Note_01"); FBLangBtn:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(FBT("LANGUAGE")); GameTooltip:AddLine(FBT("LANG_TIP"), 1, 1, 1, true); GameTooltip:Show(); end); FBLangBtn:SetScript("OnLeave", function() GameTooltip:Hide(); end); FBLangBtn:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenLanguageMenu(FBLangBtn); end); FBBuffWatchBtn = FBHealBox_CreatePickButton("FBHealBoxBuffWatchBtn", tabGeneral, 245, py, 180, 26, 18); FBBuffWatchBtn:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(FBT("BUFFWATCH")); GameTooltip:AddLine(FBT("BUFFWATCH_TIP"), 1, 1, 1, true); GameTooltip:Show(); end); FBBuffWatchBtn:SetScript("OnLeave", function() GameTooltip:Hide(); end); FBBuffWatchBtn:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenBuffMenu(FBBuffWatchBtn); end); FBHealBox_UpdateBuffWatchLabel(); -- [ Klick auf die Plakette ] -------------------------------------------- FBPlateLeftBtn = FBHealBox_CreatePickButton("FBHealBoxPlateLeftBtn", tabGeneral, 35, py - 36, 180, 26, 18); FBPlateLeftBtn.icon:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot"); FBPlateLeftBtn.side = "L"; FBPlateRightBtn = FBHealBox_CreatePickButton("FBHealBoxPlateRightBtn", tabGeneral, 245, py - 36, 180, 26, 18); FBPlateRightBtn.icon:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot"); FBPlateRightBtn.side = "R"; for _, pb in ipairs({ FBPlateLeftBtn, FBPlateRightBtn }) do pb:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); if (this.side == "R") then GameTooltip:SetText(FBT("PLATE_RIGHT")); else GameTooltip:SetText(FBT("PLATE_LEFT")); end GameTooltip:AddLine(FBT("PLATE_TIP"), 1, 1, 1, true); GameTooltip:Show(); end); pb:SetScript("OnLeave", function() GameTooltip:Hide(); end); pb:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenPlateActionMenu(this, this.side); end); end FBHealBox_UpdatePlateActionLabels(); panel.AboutText = panel:CreateFontString(nil, "ARTWORK", "GameFontDisableSmall"); panel.AboutText:SetPoint("BOTTOM", panel, "BOTTOM", 0, 14); panel.AboutText:SetWidth(400); panel.AboutText:SetJustifyH("CENTER"); panel.AboutText:SetText(format(FBT("ABOUT"), FBADDON_NAME, HealBoxVersion)); FBHealBox_ShowTab(1); FBHealBox_ApplyRightClickLayout(); FBHealBox_ApplyLocale(); end -- ESC: ToggleGameMenu abfangen, solange das Optionsfenster offen ist. -- Ist das Spielmenue selbst offen (ESC darueber gedrueckt), bleibt alles -- beim Original; sonst schliesst ESC zuerst unser Fenster und verpufft. -- Das Original liegt in einem lokalen Upvalue (nie in einer globalen -- Variablen, die ein zweiter Ladevorgang ueberschreiben koennte), der -- Hook wird hoechstens einmal gesetzt, und der Aufruf ist bewusst kein -- Tail-Call (return f()), weil Lua 5.0 im 1.12-Client damit Probleme hat. function FBHealBox_HookEscape() if (FBHealBox_EscHooked) or (not ToggleGameMenu) then return; end FBHealBox_EscHooked = true; local origToggleGameMenu = ToggleGameMenu; ToggleGameMenu = function(clicked) local gameMenuOpen = (GameMenuFrame and GameMenuFrame:IsVisible()); if (panel and panel:IsVisible() and not gameMenuOpen) then panel:Hide(); return; end origToggleGameMenu(clicked); end end -- Optionsfenster auf/zu (Minimap-Button, /fbp config) function FBHealBox_ToggleOptions() if (not panel) then return; end if (panel:IsVisible()) then panel:Hide(); else panel:Show(); end end -- Optionsschalter mit Beschriftung und Tooltip (fuenfmal gebraucht) function FBHealBox_CreateCheck(name, parent, x, y, labelKey, tipKey, onClick) local c = CreateFrame("CheckButton", name, parent, "OptionsCheckButtonTemplate"); c:SetPoint("TOPLEFT", x, y); c.Text = c:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); c.Text:SetPoint("LEFT", c, "RIGHT", 4, 1); -- feste Breite und eine Zeile: lange Uebersetzungen enden mit "...", der -- volle Text steht im Tooltip c.Text:SetWidth(FBOPT_CHECK_TEXT_W); c.Text:SetHeight(14); c.Text:SetJustifyH("LEFT"); c.Text:SetText(FBT(labelKey)); c.labelKey = labelKey; c.tooltipText = FBT(tipKey); c:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(FBT(this.labelKey)); GameTooltip:AddLine(this.tooltipText, 1, 1, 1, true); GameTooltip:Show(); end); c:SetScript("OnLeave", function() GameTooltip:Hide(); end); c:SetScript("OnClick", onClick); return c; end -- [ Namensplaketten Buttons ] -- -- Buttons werden genau einmal angelegt und danach nur noch umbelegt. -- (Frueher wurden sie bei jedem SPELLS_CHANGED neu erzeugt.) function FBHealBoxButtons() for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; local parentFrame = FBPartyFrame[p]; if (parentFrame) then local prevButton = nil; for i = 1, MaxButtonCount do if (not FBPartyTable[p][i]) then local anchor = prevButton or parentFrame; local name = "FBHealBoxSlot"..p.."Btn"..i; FBPartyTable[p][i] = FBHealBoxCreateButton(name, anchor, HealBox.ButtonSpacing or 2, 0, FBDropDownButtonIcon[i], FBDropDownButton[i], unit, FBActiveSpellIDs[i]); FBPartyTable[p][i].btnIndex = i; end prevButton = FBPartyTable[p][i]; end end end FBHealBox_ApplyButtonSpacing(); FBHealBoxButtonsChanged(); end function FBHealBoxButtonsChanged() local rightOn = (HealBox.RightClick == 1); for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; for i = 1, MaxButtonCount do local b = FBPartyTable[p][i]; if (b) then b:Hide(); b.TargetUnit = unit; b.spellName = FBDropDownButton[i]; b.id = FBActiveSpellIDs[i]; if (FBDropDownButtonIcon[i]) then b.icon:SetTexture(FBDropDownButtonIcon[i]); else b.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end -- Rechtsklick: nur wenn in den Optionen eingeschaltet if (rightOn) then b.spellNameR = FBDropDownButtonR[i]; b.idR = FBActiveSpellIDsR[i]; else b.spellNameR = nil; b.idR = nil; end if (b.subIcon) then if (b.spellNameR and FBDropDownButtonIconR[i]) then b.subIcon:SetTexture(FBDropDownButtonIconR[i]); b.subIcon:Show(); else b.subIcon:Hide(); end end if (i <= (HealBox.MaxButtons or 0)) then b:Show(); end FBHealBox_UpdateButtonCooldown(b); end end end FBHealBox_RunHook("ButtonsChanged"); end -- Buttons neu verketten: erster Button haengt an der Plakette, jeder weitere -- am vorherigen, jeweils mit HealBox.ButtonSpacing Pixeln Luft. function FBHealBox_ApplyButtonSpacing() local gap = HealBox.ButtonSpacing or 2; for p = 1, FBSlotCount do local prev = FBPartyFrame[p]; for i = 1, MaxButtonCount do local b = FBPartyTable[p][i]; if (b and prev) then b:ClearAllPoints(); b:SetPoint("LEFT", prev, "RIGHT", gap, 0); prev = b; end end end end -- Sliderbeschriftungen: eigene Funktionen, damit der Sprachwechsel sie neu setzen kann function FBUpdateButtonSliderText() if (MaxButtonSlider and MaxButtonSlider.Text) then MaxButtonSlider.Text:SetText(format(FBT("SHOW_BUTTONS"), MaxButtonSlider:GetValue())); end end function FBUpdateScaleSliderText() if (ScaleSlider and ScaleSlider.Text) then ScaleSlider.Text:SetText(format(FBT("SCALE"), format("%.1f", ScaleSlider:GetValue()))); end end function FBUpdateSmartMarginText() if (SmartMarginSlider and SmartMarginSlider.Text) then SmartMarginSlider.Text:SetText(format(FBT("SMART_MARGIN"), math.floor(SmartMarginSlider:GetValue() + 0.5))); end end function FBUpdateSpacingSliderText() if (ButtonSpacingSlider and ButtonSpacingSlider.Text) then ButtonSpacingSlider.Text:SetText(format(FBT("BTN_SPACING"), math.floor(ButtonSpacingSlider:GetValue() + 0.5))); end if (RowSpacingSlider and RowSpacingSlider.Text) then RowSpacingSlider.Text:SetText(format(FBT("ROW_SPACING"), math.floor(RowSpacingSlider:GetValue() + 0.5))); end end function MaxButtonSlider_Update() FBUpdateButtonSliderText(); HealBox.MaxButtons = MaxButtonSlider:GetValue(); FBHealBoxButtonsChanged(); end function CreateMiniMapButton() local button = CreateFrame("Button", "FBHealMiniMap", Minimap); button:SetFrameStrata("MEDIUM"); button:SetFrameLevel(8); button:SetWidth(31); button:SetHeight(31); button:EnableMouse(1); button:RegisterForClicks("LeftButtonUp", "RightButtonUp"); button:RegisterForDrag("RightButton"); button.icon = button:CreateTexture("FBHealMiniMapIcon", "BACKGROUND"); button.icon:SetWidth(17); button.icon:SetHeight(17); button.icon:SetPoint("TOPLEFT", button, "TOPLEFT", 7, -6); button.icon:SetTexture("Interface/Icons/Spell_Holy_GreaterHeal"); button.icon:SetTexCoord(0.075, 0.925, 0.075, 0.925); button.border = button:CreateTexture("FBHealMiniMapBorder", "OVERLAY"); button.border:SetWidth(53); button.border:SetHeight(53); button.border:SetPoint("TOPLEFT", button, "TOPLEFT", 0, 0); button.border:SetTexture("Interface/Minimap/MiniMap-TrackingBorder"); button:SetHighlightTexture("Interface/Minimap/UI-Minimap-ZoomButton-Highlight", "ADD"); button.tooltipTitle = FBADDON_NAME; button.tooltipText = FBT("MM_TIP"); local mmAngle = math.rad(225); button:SetPoint("TOPLEFT", "Minimap", "TOPLEFT", 52-(80*cos(mmAngle)), (80*sin(mmAngle))-52); button:Show(); button:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_LEFT"); GameTooltip:SetText(this.tooltipTitle); GameTooltip:AddLine(this.tooltipText, 1, 1, 1); GameTooltip:Show(); end); button:SetScript("OnLeave", function() GameTooltip:Hide(); end); button:SetMovable(true); button:SetScript("OnMouseDown", function() if (arg1 == "RightButton") then this:StartMoving(); end end); button:SetScript("OnMouseUp", function() if (arg1 == "RightButton") then this:StopMovingOrSizing(); end end); button:SetScript("OnClick", function() if (arg1 == "LeftButton") then if (IsShiftKeyDown()) then HealBox.Active = 1 - HealBox.Active; if (HealBox.Active == 1) then FBHealBox1:Show(); else FBHealBox1:Hide(); end FBHealBox_RunHook("ActiveToggle"); else FBHealBox_ToggleOptions(); end end end); return button; end function FBGetSpellID(spell, rank, debug) local i = 1; local spellID; local highestRank; while true do local spellName = GetSpellName(i, SpellBookFrame.bookType); if (not spellName) then break; end if (spellName == spell) then spellID = i; highestRank = spellRank; end i = i + 1; if (i > 300) then break; end end return spellID, highestRank; end function HealBoxButton_OnEvent(this, event, arg1) if (HealBox.Active == 0) then return 0; end if (event == "SPELL_UPDATE_COOLDOWN" or event == "SPELL_UPDATE_USABLE") then FBHealBox_UpdateButtonCooldown(this); end if event=="SPELL_UPDATE_USABLE" then if (this.id) then local isUsable, noMana = IsUsableSpell(this.id, BOOKTYPE_SPELL); icon = getglobal(this:GetName()); if isUsable then this.icon:SetVertexColor(1.0, 1.0, 1.0); elseif noMana then this.icon:SetVertexColor(0.5, 0.5, 1.0); else this.icon:SetVertexColor(0.3, 0.3, 0.3); end local inRange = IsSpellInRange(this.id, BOOKTYPE_SPELL, this.TargetUnit); if (inRange == 0) then this.icon:SetVertexColor(1.0, 0.3, 0.3); end end end end function HealBoxScale(this, scale) this:SetScale(scale); end -- Blizzard-Frame, an das ein Slot im Party-Frame-Modus gehaengt wird function FBHealBox_BlizzAnchor(p) if (p >= 2 and p <= 5) then return getglobal("PartyMemberFrame"..(p - 1)), 119, 6; end if (p == 6) then return PetFrame, 4, 0; end if (p >= 7) then return getglobal("PartyMemberFrame"..(p - 6).."PetFrame"), 4, 0; end return nil; end function HealBoxAttachMode(mode) if (not FBHealBox1) then return; end if (mode == 1) then -- Eigene Plaketten weg: Slots 2-10 werden 1x1 Pixel gross und -- haengen unsichtbar an Blizzards Frames, nur die Buttons bleiben. FBHealBox1:SetScale(1); for p = 2, FBSlotCount do local f = FBPartyFrame[p]; local anchor, xoff, yoff = FBHealBox_BlizzAnchor(p); f:ClearAllPoints(); if (anchor) then if (p >= 6) then f:SetPoint("LEFT", anchor, "RIGHT", xoff, yoff); else f:SetPoint("LEFT", anchor, "LEFT", xoff, yoff); end else f:SetPoint("LEFT", FBHealBox1, "LEFT", 0, 0); end f:SetBackdropColor(0, 0, 0, 0.8); f:SetWidth(1); f:SetHeight(1); FBHealBox_SetPlateVisible(f, false); f:SetBackdropBorderColor(FBBUFF_NORMAL_COLOR[1], FBBUFF_NORMAL_COLOR[2], FBBUFF_NORMAL_COLOR[3], FBBUFF_NORMAL_COLOR[4]); f.buffMissing = false; f:SetFrameStrata("LOW"); f:Hide(); end else FBHealBox1:SetScale(HealBox.Scale or 1); FBHealBox_RestorePosition(); FBHealBox1:SetBackdropColor(0, 0, 0, 0.8); FBHealBox_SetPlateVisible(FBHealBox1, true); FBHealBox1:Hide(); for p = 2, FBSlotCount do local f = FBPartyFrame[p]; f:SetBackdropColor(0, 0, 0, 0.8); f:SetWidth(f.plateW or NamePlateWidth); f:SetHeight(NamePlateHeight); FBHealBox_SetPlateVisible(f, true); FBHealBox_SetBarStrata(f, "BACKGROUND"); f:Hide(); end FBHealBox_Layout(); end end -- ========================================================================== -- [ FB Heal Prediction : Direktheilung + HoT-Ticks + Absorb-Schilde ] -- -- Ersetzt FBHealCommLite komplett. Ein Tooltip-Parser, ein Lernspeicher, -- ein Balken-Update statt zwei Systemen, die sich gegenseitig ins -- Gehege kommen. -- -- 1) Direktheilung (Flash Heal, Greater Heal, Healing Wave, ...) -- SPELLCAST_START liefert Zaubername UND Castdauer, unabhaengig -- davon, ob der Cast vom HealBox-Button, der Aktionsleiste oder aus -- einem Makro kommt. Kein Hook auf CastSpellByName noetig. -- Instants brauchen keine Vorhersage: die Heilung ist da, bevor ein -- Balken sie anzeigen koennte. -- -- 2) HoT-Vorhersage (Renew, Rejuvenation, Regrowth-Anteil, ...) -- UnitBuff() liefert fuer fremde Einheiten keine Restlaufzeit, also -- fuehren wir selbst Buch: Cast vormerken -> UNIT_AURA bestaetigt die -- Anwendung ueber die Buff-Textur -> Restticks aus -- (Ablauf - GetTime()) / Intervall. Faellt der Buff weg, ist die -- Anzeige sofort weg. -- -- 3) Schild-Vorhersage (Power Word: Shield, ...) -- Maximaler Absorb aus dem Tooltip, Verbrauch aus dem Combatlog -- ("(123 absorbed)"). -- -- Selbstkorrektur: Tooltips liefern in 1.12 nur Basiswerte ohne -- +Heilung. Der Combatlog liefert die Wahrheit: jeder beobachtete -- Tick, jede angekommene Direktheilung und jeder Absorb ueber dem -- Tooltip-Wert schaerft die Schaetzung nach und wird pro Zauber+Rang -- in den SavedVariables gemerkt. Crits werden dabei ignoriert (sie -- wuerden die Vorhersage dauerhaft aufblasen). -- -- Debug: /fbp Status + ausgelesene Tooltip-Werte -- /fbp debug Live-Ausgabe an/aus -- /fbp reset Gelernte Werte verwerfen -- ========================================================================== FBPREDICT_TICK_DEFAULT = 3; -- Standard-Tickintervall in Sekunden FBPREDICT_THROTTLE = 0.2; -- Update-Rate der Vorhersage FBPREDICT_CONFIRM_TIME = 3.0; -- Wartezeit auf Aura-Bestaetigung nach Cast FBPREDICT_TARGET_TIME = 2.0; -- wie lange ein gemerktes Cast-Ziel gilt FBPredictDebug = false; -- Zauber mit abweichendem Tickintervall FBPredictTickInterval = { ["Lifebloom"] = 1, }; FBHoTs = {}; -- [Name] = { [Zauber] = {rank, perTick, interval, expires} } FBShields = {}; -- [Name] = { spell, rank, max, absorbed, expires } FBBuffTimers = {}; -- [Name] = { [Zauber] = { expires } } Buffs mit Laufzeit (eigene Casts, eigene Buffs) FBBuffPresent = {}; -- [Name] = { [Zauber] = true } Buff (Textur) ist auf der Einheit FBPredictDirect = nil; -- laufender Direktcast { target, spell, rank, amount, finish } FBPredictWatch = {}; -- [Zauber] = { tex, bookID, rank, hasDirect, hasHoT, hasShield } FBPredictInfo = {}; -- Cache: [bookID] = Tooltip-Auswertung FBPredictPending = nil; -- eigener Cast, wartet auf Aura-Bestaetigung FBPredictCastTarget = nil; -- exaktes Ziel des letzten Button-Casts FBPredictCastTime = 0; FBPredictAccum = 0; -- alle Slots inkl. Begleiter. HoTs und Schilde auf Pets werden genauso verfolgt FBPredictUnits = {}; for _, u in ipairs(FBPartyUnit) do FBPredictUnits[u] = 1; end -- [ Tooltip-Scanner ] ------------------------------------------------------ FBPredictTip = CreateFrame("GameTooltip", "FBHealBoxScanTip", nil, "GameTooltipTemplate"); FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE"); function FBPredict_TooltipText(bookID) if (not bookID) then return ""; end FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE"); FBPredictTip:ClearLines(); FBPredictTip:SetSpell(bookID, BOOKTYPE_SPELL); local txt = ""; local i = 1; while (i <= 30) do local fs = getglobal("FBHealBoxScanTipTextLeft"..i); if (not fs) then break; end local line = fs:GetText(); if (line) then txt = txt.." "..line; end i = i + 1; end return txt; end function FBPredict_Find1(txt, patterns) for _, p in ipairs(patterns) do local _, _, a = string.find(txt, p); if (a) then return a; end end return nil; end function FBPredict_Find2(txt, patterns) for _, p in ipairs(patterns) do local _, _, a, b = string.find(txt, p); if (a and b) then return a, b; end end return nil; end -- Wertet den Zauberbuch-Tooltip aus. Ein Zauber kann mehrere Anteile -- haben (Regrowth: Sofortheilung UND HoT), deshalb keine Entweder-Oder- -- Klassifizierung, sondern drei unabhaengige Felder. -- Ist das Wort hinter einer Zahl eine Zeiteinheit? ("sec", "min", "hr", ...) function FBPredict_IsTimeUnit(word) if (not word) then return false; end word = string.lower(word); return (string.find(word, "^sec") or string.find(word, "^min") or string.find(word, "^hr") or string.find(word, "^hour") or string.find(word, "^sek") or string.find(word, "^std") or string.find(word, "^s$")) ~= nil; end -- Laufzeit eines Buffs in Sekunden ("for 30 min", "Lasts 3 min", "1 hr", -- "for 15 sec") oder nil. Die groesste gefundene Angabe gewinnt, damit -- nicht eine Zauberzeit ("1.5 sec cast") erwischt wird. function FBPredict_FindBuffDuration(txt) if (not txt) then return nil; end local best = nil; for n, unit in string.gfind(txt, "(%d+)%s+(%a+)") do local u = string.lower(unit); local secs = nil; if (string.find(u, "^min")) then secs = tonumber(n) * 60; elseif (string.find(u, "^hr") or string.find(u, "^hour") or string.find(u, "^std")) then secs = tonumber(n) * 3600; elseif (string.find(u, "^sec") or string.find(u, "^sek")) then secs = tonumber(n); end if (secs and ((not best) or secs > best)) then best = secs; end end return best; end -- "X to Y" ohne Zeiteinheit dahinter -> X, Y (Zahlen) oder nil function FBPredict_FindAmountRange(txt) if (not txt) then return nil; end local pos = 1; while true do local s, e, lo, hi, tail = string.find(txt, "(%d+)%s+to%s+(%d+)%s*(%a*)", pos); if (not s) then return nil; end if (not FBPredict_IsTimeUnit(tail)) then return tonumber(lo), tonumber(hi); end pos = e + 1; end end -- "for X" ohne Zeiteinheit dahinter -> X (Zahl) oder nil function FBPredict_FindAmountSingle(txt) if (not txt) then return nil; end local pos = 1; while true do local s, e, n, tail = string.find(txt, "for%s+(%d+)%s*(%a*)", pos); if (not s) then return nil; end if (not FBPredict_IsTimeUnit(tail)) then return tonumber(n); end pos = e + 1; end end function FBPredict_GetSpellInfo(bookID, spellName) if (not bookID) then return nil; end if (FBPredictInfo[bookID] ~= nil) then if (FBPredictInfo[bookID] == false) then return nil; end return FBPredictInfo[bookID]; end local txt = FBPredict_TooltipText(bookID); local info = { direct = nil, hot = nil, shield = nil }; local found = false; -- --- Absorb-Schild --- local absorb = FBPredict_Find1(txt, { "absorbing%s+(%d+)", "absorbs%s+(%d+)%s+damage", }); if (absorb) then -- "Lasts 30 sec" bevorzugen; sonst die groesste Sekundenangabe, -- damit nicht die Zauberzeit ("1.5 sec cast") erwischt wird. local dur = FBPredict_Find1(txt, { "[Ll]asts%s+(%d+)%s+sec" }); if (not dur) then local best = 0; for n in string.gfind(txt, "(%d+)%s+sec") do if (tonumber(n) > best) then best = tonumber(n); end end if (best > 0) then dur = best; end end info.shield = { amount = tonumber(absorb), duration = tonumber(dur) or 30 }; found = true; end -- --- Heilung ueber Zeit --- local total, dur = FBPredict_Find2(txt, { "(%d+)%s+damage%s+over%s+(%d+)%s+sec", "(%d+)%s+over%s+(%d+)%s+sec", "for%s+(%d+)[^%d]-over%s+(%d+)%s+sec", }); if (not total) then -- Notfall: letzte Zahl vor "over X sec" nehmen local s, _, d = string.find(txt, "over%s+(%d+)%s+sec"); if (s) then local head = string.sub(txt, 1, s); local last = nil; for n in string.gfind(head, "(%d+)") do last = n; end if (last) then total = last; dur = d; end end end if (total and dur) then local interval = FBPredictTickInterval[spellName] or FBPREDICT_TICK_DEFAULT; local ticks = math.floor((tonumber(dur) / interval) + 0.5); if (ticks < 1) then ticks = 1; end info.hot = { total = tonumber(total), duration = tonumber(dur), interval = interval, ticks = ticks, perTick = tonumber(total) / ticks, }; found = true; end -- --- Sofortheilung --- -- "for 887 to 1033" -> Mittelwert. Zeitangaben ("for 30 min", -- "for 15 sec", "2 to 3 sec") sind keine Heilbetraege. local lo, hi = FBPredict_FindAmountRange(txt); if (lo and hi) then info.direct = (lo + hi) / 2; found = true; else -- Einzelwert, aber nicht den HoT-Betrag doppelt zaehlen local one = FBPredict_FindAmountSingle(txt); if (one) and ((not info.hot) or (one ~= info.hot.total)) then info.direct = one; found = true; end end -- Heilt der Zauber ueberhaupt? (Buffs wie Seelenstaerke haben Zahlen, -- aber kein "heal" im Text; Smart Healing verlangt das.) info.isHeal = (string.find(txt, "[Hh]eal") ~= nil); -- --- Buff mit Laufzeit (Seelenstaerke "for 30 min", Furchtzauberschutz -- "Lasts 3 min", Inneres Feuer "10 min"): nur, wenn es kein HoT, kein -- Schild und keine Heilung ist. Liefert die Restlaufzeit auf dem Button. if (not info.hot) and (not info.shield) and (not info.isHeal) then local secs = FBPredict_FindBuffDuration(txt); if (secs and secs >= 30) then info.buff = { duration = secs }; found = true; end end if (found) then FBPredictInfo[bookID] = info; return info; end FBPredictInfo[bookID] = false; return nil; end -- Nach jedem Zauberbuch-Scan: was koennen die gelernten Zauber ueberhaupt? function FBPredict_BuildWatch() FBPredictWatch = {}; FBPredictInfo = {}; for spellName, ranks in pairs(FBPlayerSpells) do local top = ranks[table.getn(ranks)]; local info = FBPredict_GetSpellInfo(top.id, spellName); if (info) then FBPredictWatch[spellName] = { tex = strupper(top.icon or ""), bookID = top.id, rank = top.rank, hasDirect = (info.direct ~= nil), hasHoT = (info.hot ~= nil), hasShield = (info.shield ~= nil), hasBuff = (info.buff ~= nil), buffSecs = info.buff and info.buff.duration, icon = top.icon, }; end end end -- Buff-Laufzeit auf einer Einheit vermerken function FBPredict_StartBuff(unitName, spellName, secs) if (not unitName) or (not spellName) or (not secs) then return; end if (not FBBuffTimers[unitName]) then FBBuffTimers[unitName] = {}; end FBBuffTimers[unitName][spellName] = { expires = GetTime() + secs }; end -- Restlaufzeit eines eigenen Buffs (Textur) ueber die Spielerbuff-API function FBPredict_PlayerBuffTimeLeft(tex) if (not GetPlayerBuff) or (not GetPlayerBuffTexture) or (not GetPlayerBuffTimeLeft) then return nil; end local i = 0; while true do local id = GetPlayerBuff(i, "HELPFUL"); if (not id) or (id < 0) then break; end local t = GetPlayerBuffTexture(id); if (t and strupper(t) == tex) then local left = GetPlayerBuffTimeLeft(id); if (left and left > 0) then return left; end return nil; end i = i + 1; end return nil; end -- [ Lernspeicher (wandert in die SavedVariables) ] -------------------------- FBPREDICT_ABSORB_MAX_FACTOR = 1.5; -- Unplausible Absorb-Lernwerte verwerfen (etwa doppelt gezaehlte aus -- aelteren Versionen). Laeuft nach dem Einlesen der Zauber. function FBPredict_SanitizeMemory() if (not HealBox) or (not HealBox.PredictMemory) then return; end local drop = {}; for key, value in pairs(HealBox.PredictMemory) do local _, _, spell, rank = string.find(key, "^absorb|([^|]+)|(.*)$"); if (spell) then local bookID = FBPredict_FindBookID(spell, rank); local info = bookID and FBPredict_GetSpellInfo(bookID, spell); if (info and info.shield and value > info.shield.amount * FBPREDICT_ABSORB_MAX_FACTOR) then table.insert(drop, key); end end end for _, key in ipairs(drop) do HealBox.PredictMemory[key] = nil; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r memory dropped: "..key); end end end function FBPredict_MemKey(kind, spell, rank) return kind.."|"..spell.."|"..(rank or ""); end function FBPredict_Remembered(kind, spell, rank) if (not HealBox) or (not HealBox.PredictMemory) then return nil; end return HealBox.PredictMemory[FBPredict_MemKey(kind, spell, rank)]; end function FBPredict_Remember(kind, spell, rank, value) if (not HealBox) then return; end if (not HealBox.PredictMemory) then HealBox.PredictMemory = {}; end HealBox.PredictMemory[FBPredict_MemKey(kind, spell, rank)] = value; end -- [ Tracking starten ] ----------------------------------------------------- function FBPredict_FindBookID(spellName, rank) local ranks = FBPlayerSpells[spellName]; if (not ranks) then return nil; end for _, sd in ipairs(ranks) do if (sd.rank == rank) then return sd.id; end end return ranks[table.getn(ranks)].id; end -- rankKnown = true nur, wenn der Rang aus einem eigenen Button-Cast stammt. -- Nur dann darf der beobachtete Wert dauerhaft gemerkt werden, sonst -- wuerde ein Rang-3-Cast von der Aktionsleiste die Schaetzung fuer den -- Maximalrang verderben. function FBPredict_StartHoT(unitName, spellName, rank, bookID, rankKnown) local info = FBPredict_GetSpellInfo(bookID, spellName); if (not info) or (not info.hot) then return false; end local perTick = FBPredict_Remembered("tick", spellName, rank) or info.hot.perTick; if (not FBHoTs[unitName]) then FBHoTs[unitName] = {}; end FBHoTs[unitName][spellName] = { rank = rank, rankKnown = rankKnown, perTick = perTick, interval = info.hot.interval, expires = GetTime() + info.hot.duration, }; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_HOT"), spellName, unitName, math.floor(perTick), info.hot.duration)); end -- Nur gesicherte eigene Casts funken. Ein per Aura entdeckter HoT -- koennte auch von einem anderen Heiler stammen. Der erste eigene -- Combatlog-Tick holt das unten nach. if (rankKnown) then FBHoTs[unitName][spellName].commSent = true; FBComm_SendHoT(spellName, unitName, info.hot.duration); end return true; end function FBPredict_StartShield(unitName, spellName, rank, bookID, rankKnown) local info = FBPredict_GetSpellInfo(bookID, spellName); if (not info) or (not info.shield) then return false; end -- Gelernter Wert nur, wenn er plausibel ist (hoechstens das -- FBPREDICT_ABSORB_MAX_FACTOR-fache des Tooltips); sonst Tooltip. local amount = FBPredict_Remembered("absorb", spellName, rank); if (not amount) or (amount > info.shield.amount * FBPREDICT_ABSORB_MAX_FACTOR) then amount = info.shield.amount; end FBShields[unitName] = { spell = spellName, rank = rank, rankKnown = rankKnown, tooltip = info.shield.amount, duration = info.shield.duration, max = amount, absorbed = 0, expires = GetTime() + info.shield.duration, }; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_SHIELD"), spellName, unitName, math.floor(amount), info.shield.duration)); end return true; end -- [ Abfrage durch die Balken ] --------------------------------------------- function FBPredict_TicksLeft(e, now) local left = e.expires - now; if (left <= 0) then return 0; end return math.ceil((left / e.interval) - 0.05); end -- Summe aller noch ausstehenden HoT-Ticks function FBGetHoTHeal(unitName) if (not unitName) then return 0; end local t = FBHoTs[unitName]; if (not t) then return 0; end local now = GetTime(); local sum = 0; for _, e in pairs(t) do local n = FBPredict_TicksLeft(e, now); if (n > 0) then sum = sum + (n * e.perTick); end end return sum; end -- Laufender Direktcast auf diese Einheit function FBGetDirectHeal(unitName) local d = FBPredictDirect; if (not d) or (not unitName) then return 0; end if (d.target ~= unitName) then return 0; end if (GetTime() > d.finish) then return 0; end return d.amount; end -- Verbleibender Absorb function FBGetShield(unitName) if (not unitName) then return 0; end local s = FBShields[unitName]; if (not s) then return 0; end if (GetTime() > s.expires) then return 0; end local rem = s.max - s.absorbed; if (rem < 0) then rem = 0; end return rem; end -- [ Eigenen Cast vormerken (aus dem HealBox-Button) ] ----------------------- function FBPredict_SplitCast(castString) local _, _, base, rank = string.find(castString, "^(.+)%((.+)%)$"); if (base) then return base, rank; end return castString, nil; end -- WICHTIG: direkt VOR CastSpellByName aufrufen, denn SPELLCAST_START feuert -- sofort und braucht das Ziel bereits. function FBPredict_NoteCast(castString, targetName) if (not castString) or (not targetName) then return; end FBPredictCastTarget = targetName; FBPredictCastTime = GetTime(); local base, rank = FBPredict_SplitCast(castString); if (not FBPredictWatch[base]) then return; end FBPredictPending = { spell = base, rank = rank, target = targetName, bookID = FBPredict_FindBookID(base, rank), t = GetTime(), }; end function FBPredict_ResolveTarget() if (FBPredictCastTarget and (GetTime() - FBPredictCastTime) <= FBPREDICT_TARGET_TIME) then return FBPredictCastTarget; end if (UnitExists("target") and UnitIsFriend("player", "target")) then return UnitName("target"); end return UnitName("player"); end -- [ Direktheilung: SPELLCAST_* ] ------------------------------------------- function FBPredict_CastStart(spellName, castMs) if (not spellName) then return; end local w = FBPredictWatch[spellName]; if (not w) or (not w.hasDirect) then return; end local rank = w.rank; local bookID = w.bookID; local rankKnown = false; if (FBPredictPending and FBPredictPending.spell == spellName) then rank = FBPredictPending.rank or rank; bookID = FBPredictPending.bookID or bookID; rankKnown = true; end local info = FBPredict_GetSpellInfo(bookID, spellName); if (not info) or (not info.direct) then return; end local amount = FBPredict_Remembered("direct", spellName, rank) or info.direct; FBLOS_Clear(FBPredict_ResolveTarget()); -- Cast laeuft an: Sichtlinie ist da FBPredictDirect = { target = FBPredict_ResolveTarget(), spell = spellName, rank = rank, rankKnown = rankKnown, amount = amount, finish = GetTime() + ((castMs or 0) / 1000) + 0.3, }; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_CAST"), spellName, FBPredictDirect.target, math.floor(amount))); end -- an andere Heiler funken (Puppeteer & Co. lesen mit) FBComm_SendHealStart(spellName, FBPredictDirect.target, amount, castMs); FBHealBox_RefreshAllBars(); end function FBPredict_CastEnd() if (FBPredictDirect) then FBPredictDirect = nil; FBHealBox_RefreshAllBars(); end end -- [ Aura-Scan: Anwendung bestaetigen, Wegfall erkennen ] -------------------- function FBPredict_ScanUnit(unit) if (not unit) or (not FBPredictUnits[unit]) then return; end if (not UnitExists(unit)) then return; end local name = UnitName(unit); if (not name) then return; end local textures = {}; local i = 1; while (i <= 32) do local tex = UnitBuff(unit, i); if (not tex) then break; end textures[strupper(tex)] = true; i = i + 1; end local dirty = false; -- 1) Eigener Cast wartet auf Bestaetigung? Der hat Vorrang, damit auch -- ein Refresh (Nachcasten) die Uhr neu stellt. if (FBPredictPending and FBPredictPending.target == name) then local w = FBPredictWatch[FBPredictPending.spell]; if (w and textures[w.tex]) then if (w.hasHoT) then dirty = FBPredict_StartHoT(name, FBPredictPending.spell, FBPredictPending.rank, FBPredictPending.bookID, true) or dirty; end if (w.hasShield) then dirty = FBPredict_StartShield(name, FBPredictPending.spell, FBPredictPending.rank, FBPredictPending.bookID, true) or dirty; end if (w.hasBuff) then FBPredict_StartBuff(name, FBPredictPending.spell, w.buffSecs); end FBPredictPending = nil; end end -- Buff-Laufzeiten: beim Spieler exakt aus der Spielerbuff-API, bei -- anderen nur eigene Casts (oben); weg ist weg. Praesenz merken, damit -- die Plakette auch fremde Buffs (ohne Uhr) zeigen kann. if (not FBBuffPresent[name]) then FBBuffPresent[name] = {}; end for spellName, w in pairs(FBPredictWatch) do if (w.hasBuff) then local present = textures[w.tex]; FBBuffPresent[name][spellName] = present; local tracked = FBBuffTimers[name] and FBBuffTimers[name][spellName]; if (present and unit == "player") then -- beim Spieler bei jedem Scan neu aus der Buff-API lesen: so -- stellt auch ein Neucast per Aktionsleiste die Uhr auf voll local left = FBPredict_PlayerBuffTimeLeft(w.tex); if (left) then FBPredict_StartBuff(name, spellName, left); end elseif (tracked and not present) then FBBuffTimers[name][spellName] = nil; end end end -- 2) Generischer Abgleich: Buff da / Buff weg for spellName, w in pairs(FBPredictWatch) do local present = textures[w.tex]; if (w.hasHoT) then local tracked = FBHoTs[name] and FBHoTs[name][spellName]; if (present and not tracked) then -- z.B. von der Aktionsleiste: hoechster bekannter Rang, -- der erste Combatlog-Tick korrigiert den Wert ohnehin dirty = FBPredict_StartHoT(name, spellName, w.rank, w.bookID) or dirty; elseif (tracked and not present) then FBHoTs[name][spellName] = nil; dirty = true; end end if (w.hasShield) then local tracked = FBShields[name]; if (present and ((not tracked) or tracked.spell ~= spellName)) then dirty = FBPredict_StartShield(name, spellName, w.rank, w.bookID) or dirty; elseif (tracked and tracked.spell == spellName and not present) then -- Schild gebrochen (vor Ablauf) -> Maximum nach oben lernen if (tracked.rankKnown and GetTime() < tracked.expires and tracked.absorbed > tracked.max) then FBPredict_Remember("absorb", tracked.spell, tracked.rank, tracked.absorbed); end FBShields[name] = nil; dirty = true; end end end if (dirty) then FBHealBox_RefreshAllBars(); end end -- [ Combatlog ] ------------------------------------------------------------ function FBPredict_ToPattern(gs, anchor) if (not gs) then return nil; end local p = string.gsub(gs, "([%^%$%(%)%.%[%]%*%+%-%?])", "%%%1"); p = string.gsub(p, "%%s", "(.+)"); p = string.gsub(p, "%%d", "(%%d+)"); if (anchor) then return "^"..p.."$"; end return p; end function FBPredict_InitPatterns() -- "%s gains %d health from your %s." FBPredictPatHoTOther = FBPredict_ToPattern(PERIODICAURAHEALOTHERSELF, true) or "^(.+) gains (%d+) health from your (.+)%.$"; -- "You gain %d health from your %s." FBPredictPatHoTSelf = FBPredict_ToPattern(PERIODICAURAHEALSELFSELF, true) or "^You gain (%d+) health from your (.+)%.$"; -- "Your %s heals %s for %d." (Crits haben eine eigene Formulierung und -- laufen deshalb ins Leere, genau so gewollt) FBPredictPatHealOther = FBPredict_ToPattern(HEALEDSELFOTHER, true) or "^Your (.+) heals (.+) for (%d+)%.$"; -- "Your %s heals you for %d." FBPredictPatHealSelf = FBPredict_ToPattern(HEALEDSELFSELF, true) or "^Your (.+) heals you for (%d+)%.$"; -- " (%d absorbed)" FBPredictPatAbsorb = FBPredict_ToPattern(ABSORB_TRAILER, false) or "%((%d+) absorbed%)"; end -- Events, bei denen das Opfer immer der Spieler selbst ist FBPredictSelfDamage = { ["CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS"] = 1, ["CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE"] = 1, ["CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE"] = 1, ["CHAT_MSG_SPELL_DAMAGESHIELDS_ON_SELF"] = 1, }; function FBPredict_ResolveVictim(event, msg) if (FBPredictSelfDamage[event]) then return UnitName("player"); end for name, _ in pairs(FBShields) do if (string.find(msg, name, 1, true)) then return name; end end if (string.find(msg, " you", 1, true) or string.find(msg, "You ", 1, true)) then return UnitName("player"); end return nil; end function FBPredict_OnTick(unitName, amount, spellName) if (not unitName) or (not amount) or (not spellName) then return; end FBLOS_Clear(unitName); local t = FBHoTs[unitName]; if (not t) or (not t[spellName]) then return; end local e = t[spellName]; -- "... from your Renew" beweist: der HoT ist von uns. Falls er ueber -- die Aktionsleiste kam und noch nicht gefunkt wurde, jetzt nachholen. if (not e.commSent) then e.commSent = true; FBComm_SendHoT(spellName, unitName, e.expires - GetTime()); end if (amount > 0 and e.perTick ~= amount) then e.perTick = amount; if (e.rankKnown) then FBPredict_Remember("tick", spellName, e.rank, amount); end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_TICK"), spellName, amount)); end end FBHealBox_RefreshAllBars(); end function FBPredict_OnDirectHeal(spellName, targetName, amount) if (not spellName) or (not amount) then return; end FBLOS_Clear(targetName); local w = FBPredictWatch[spellName]; if (not w) then return; end -- faengt auch die Crit-Formulierung ab -- Nur lernen, wenn der gecastete Rang gesichert ist (Button-Cast). -- Ein Downrank von der Aktionsleiste wuerde sonst dem Maximalrang -- zugeschrieben und die Vorhersage nach unten ziehen. if (FBPredictDirect and FBPredictDirect.spell == spellName and FBPredictDirect.rankKnown) then local rank = FBPredictDirect.rank; -- Heilungen streuen innerhalb einer Spanne -> sanft einpendeln local old = FBPredict_Remembered("direct", spellName, rank); local value = amount; if (old) then value = (old + amount) / 2; end FBPredict_Remember("direct", spellName, rank, value); if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_HEAL"), spellName, amount, math.floor(value))); end end if (FBPredictDirect and FBPredictDirect.target == targetName) then FBPredictDirect = nil; end FBHealBox_RefreshAllBars(); end function FBPredict_OnAbsorb(unitName, amount) local s = FBShields[unitName]; if (not s) or (not amount) then return; end s.absorbed = s.absorbed + amount; if (s.absorbed > s.max) then -- mehr absorbiert als der Tooltip hergibt (+Heilung) -> anheben. -- Dauerhaft gemerkt wird nur ein plausibler Wert: PW:S skaliert in -- Vanilla mit rund 10 % der Heilkraft, mehr als das -- FBPREDICT_ABSORB_MAX_FACTOR-fache des Tooltips ist ein Zaehlfehler. s.max = s.absorbed; if (s.rankKnown and s.tooltip and s.max <= s.tooltip * FBPREDICT_ABSORB_MAX_FACTOR) then FBPredict_Remember("absorb", s.spell, s.rank, s.max); end end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_ABSORB"), amount, unitName, math.floor(s.max - s.absorbed))); end FBHealBox_RefreshAllBars(); end function FBPredict_ParseCombat(event, msg) if (not msg) then return; end -- Direktheilung auf jemand anderen: "Your Flash Heal heals Bob for 1240." local _, _, spell, who, amt = string.find(msg, FBPredictPatHealOther); if (spell and who and amt) then FBPredict_OnDirectHeal(spell, who, tonumber(amt)); return; end -- Direktheilung auf mich: "Your Flash Heal heals you for 1240." local _, _, spell2, amt2 = string.find(msg, FBPredictPatHealSelf); if (spell2 and amt2) then FBPredict_OnDirectHeal(spell2, UnitName("player"), tonumber(amt2)); return; end -- HoT-Tick auf jemand anderen: "Bob gains 194 health from your Renew." local _, _, who3, amt3, spell3 = string.find(msg, FBPredictPatHoTOther); if (who3 and amt3 and spell3) then FBPredict_OnTick(who3, tonumber(amt3), spell3); return; end -- HoT-Tick auf mich: "You gain 194 health from your Renew." local _, _, amt4, spell4 = string.find(msg, FBPredictPatHoTSelf); if (amt4 and spell4) then FBPredict_OnTick(UnitName("player"), tonumber(amt4), spell4); return; end -- Absorb-Anteil: "... hits Bob for 120. (80 absorbed)" local _, _, abs = string.find(msg, FBPredictPatAbsorb); if (abs) then local victim = FBPredict_ResolveVictim(event, msg); if (victim) then FBPredict_OnAbsorb(victim, tonumber(abs)); end end end -- [ Event-Frame ] ---------------------------------------------------------- FBPredictEvents = { "UNIT_AURA", "PLAYER_AURAS_CHANGED", -- eigene Buffs: 1.12 feuert hierfuer kein UNIT_AURA("player") "CHAT_MSG_ADDON", "UI_ERROR_MESSAGE", -- Sichtlinien-Fehler -- eigener Cast "SPELLCAST_START", "SPELLCAST_STOP", "SPELLCAST_FAILED", "SPELLCAST_INTERRUPTED", "SPELLCAST_DELAYED", -- angekommene Heilung + HoT-Ticks "CHAT_MSG_SPELL_SELF_BUFF", "CHAT_MSG_SPELL_PARTY_BUFF", "CHAT_MSG_SPELL_FRIENDLYPLAYER_BUFF", "CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS", "CHAT_MSG_SPELL_PERIODIC_PARTY_BUFFS", "CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_BUFFS", "CHAT_MSG_SPELL_PERIODIC_CREATURE_BUFFS", -- Schaden mit Absorb-Anteil "CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS", "CHAT_MSG_COMBAT_CREATURE_VS_PARTY_HITS", "CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS", "CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE", "CHAT_MSG_SPELL_CREATURE_VS_PARTY_DAMAGE", "CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_PARTY_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE", "CHAT_MSG_SPELL_DAMAGESHIELDS_ON_SELF", }; FBPredictFrame = CreateFrame("Frame", "FBHealBoxPredict", UIParent); for _, ev in ipairs(FBPredictEvents) do pcall(function() FBPredictFrame:RegisterEvent(ev); end); end FBPredictFrame:SetScript("OnEvent", function() if (event == "UNIT_AURA") then FBPredict_ScanUnit(arg1); elseif (event == "PLAYER_AURAS_CHANGED") then FBPredict_ScanUnit("player"); elseif (event == "CHAT_MSG_ADDON") then FBComm_OnMessage(arg1, arg2, arg3, arg4); elseif (event == "UI_ERROR_MESSAGE") then FBLOS_OnError(arg1); elseif (event == "SPELLCAST_START") then FBPredict_CastStart(arg1, tonumber(arg2)); elseif (event == "SPELLCAST_STOP") then -- Erfolgreich beendet: HealComm-Empfaenger lassen den Eintrag -- selbst auslaufen, hier wird bewusst kein Healstop gefunkt. FBPredict_CastEnd(); elseif (event == "SPELLCAST_FAILED" or event == "SPELLCAST_INTERRUPTED") then if (FBPredictDirect) then FBComm_SendHealStop(); end FBPredict_CastEnd(); elseif (event == "SPELLCAST_DELAYED") then if (FBPredictDirect and arg1) then FBPredictDirect.finish = FBPredictDirect.finish + (tonumber(arg1) / 1000); FBComm_SendHealDelay(arg1); end else FBPredict_ParseCombat(event, arg1); end end); FBPredictFrame:SetScript("OnUpdate", function() FBPredict_OnUpdate(arg1); end); function FBPredict_OnUpdate(elapsed) -- Reichweiten-Fading laeuft im eigenen Takt mit FBRangeAccum = FBRangeAccum + (elapsed or 0); if (FBRangeAccum >= FBRANGE_INTERVAL) then FBRangeAccum = 0; FBHealBox_CheckRangeAll(); FBHealBox_CheckLOSAll(); end FBPredictAccum = FBPredictAccum + (elapsed or 0); if (FBPredictAccum < FBPREDICT_THROTTLE) then return; end FBPredictAccum = 0; -- Angegriffenen markieren, Button-Timer und Buff-Icons nachfuehren (0.2-s-Takt) FBHealBox_CheckAggroAll(); FBHealBox_UpdateSpellTimers(); FBHealBox_UpdateAllBuffIcons(); local now = GetTime(); local dirty = false; for _, spells in pairs(FBHoTs) do for spellName, e in pairs(spells) do if (now >= e.expires) then spells[spellName] = nil; dirty = true; else local n = FBPredict_TicksLeft(e, now); if (n ~= e.lastTicks) then e.lastTicks = n; dirty = true; end end end end for name, s in pairs(FBShields) do if (now >= s.expires) then FBShields[name] = nil; dirty = true; end end for _, casters in pairs(FBCommHeals) do for caster, info in pairs(casters) do if (now >= info.expires) then casters[caster] = nil; dirty = true; end end end if (FBPredictDirect and now > FBPredictDirect.finish) then FBPredictDirect = nil; dirty = true; end if (FBPredictPending and (now - FBPredictPending.t) > FBPREDICT_CONFIRM_TIME) then FBPredictPending = nil; end -- Testmodus: die Geister atmen, im Takt der Vorhersage neu zeichnen if (FBTestMode) then dirty = true; end if (dirty) then FBHealBox_RefreshAllBars(); end end FBPredict_InitPatterns(); -- ========================================================================== -- [ HealComm-Protokoll ] Interop mit Puppeteer, pfUI, Luna, CT_RaidAssist ... -- -- HealComm-1.0 (Ace2) funkt reinen Klartext ueber SendAddonMessage mit dem -- Prefix "HealComm". Wir sprechen dieselbe Sprache, ohne die Bibliothek -- einzubinden: -- -- Heal//// Direktheilung startet -- Healstop Cast abgebrochen -- Healdelay// Pushback -- GrpHeal/////... Gruppenheilung (Prayer of Healing) -- GrpHealstop / GrpHealdelay// -- Renew|Reju|Regr/// HoT angewendet -- -- Empfaenger ignorieren die eigenen Nachrichten (Absender == man selbst), -- und HealComm legt eingehende Heilungen pro Caster ab. Doppelt gesendete -- Nachrichten (z.B. wenn parallel noch ein echtes HealComm laeuft) -- ueberschreiben denselben Eintrag statt sich zu addieren. -- -- Die Betraege sind unsere selbstkorrigierten Werte aus dem Combatlog, -- also inkl. +Heilung und Talenten. Kein ItemBonusLib noetig. -- ========================================================================== FBCOMM_PREFIX = "HealComm"; FBCommHeals = {}; -- [Ziel] = { [Caster] = { amount, expires } } FBCommSentGroup = false; -- war der zuletzt gesendete Cast ein Gruppenheal? FBCommHoTCode = { ["Renew"] = "Renew", ["Rejuvenation"] = "Reju", ["Regrowth"] = "Regr", }; FBCommGroupHeal = { ["Prayer of Healing"] = 1, }; function FBComm_Enabled() return (HealBox and HealBox.HealComm and HealBox.HealComm ~= 0); end function FBComm_Send(msg) if (not FBComm_Enabled()) then return; end local n = GetNumRaidMembers(); if (n and n > 0) then SendAddonMessage(FBCOMM_PREFIX, msg, "RAID"); else n = GetNumPartyMembers(); if (n and n > 0) then SendAddonMessage(FBCOMM_PREFIX, msg, "PARTY"); else return; -- allein: niemand da, der zuhoert end end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF88CCFF[FBP>]|r "..msg); end end -- [ Senden ] --------------------------------------------------------------- function FBComm_SendHealStart(spellName, target, amount, castMs) if (not FBComm_Enabled()) or (not target) then return; end amount = math.floor(amount or 0); castMs = math.floor(castMs or 0); if (amount <= 0) then return; end if (FBCommGroupHeal[spellName]) then -- Gruppenheilung: alle Ziele in Reichweite mitschicken local names = UnitName("player").."/"; for i = 1, 4 do local u = "party"..i; if (UnitExists(u) and CheckInteractDistance(u, 4)) then names = names..UnitName(u).."/"; end end FBCommSentGroup = true; FBComm_Send("GrpHeal/"..amount.."/"..castMs.."/"..names); else FBCommSentGroup = false; FBComm_Send("Heal/"..target.."/"..amount.."/"..castMs.."/"); end end function FBComm_SendHealStop() if (FBCommSentGroup) then FBComm_Send("GrpHealstop"); else FBComm_Send("Healstop"); end end function FBComm_SendHealDelay(ms) ms = tonumber(ms); if (not ms) then return; end if (FBCommSentGroup) then FBComm_Send("GrpHealdelay/"..math.floor(ms).."/"); else FBComm_Send("Healdelay/"..math.floor(ms).."/"); end end function FBComm_SendHoT(spellName, target, duration) local code = FBCommHoTCode[spellName]; if (not code) or (not target) or (not duration) then return; end if (duration < 1) then return; end FBComm_Send(code.."/"..target.."/"..math.floor(duration).."/"); end -- [ Empfangen ] ------------------------------------------------------------ function FBComm_Split(str) local t = {}; for w in string.gfind(str, "([^/]+)") do table.insert(t, w); end return t; end -- Ein Caster hat immer nur einen Heilzauber unterwegs function FBComm_ClearCaster(caster) for _, casters in pairs(FBCommHeals) do if (casters[caster]) then casters[caster] = nil; end end end function FBComm_DelayCaster(caster, ms) local add = (tonumber(ms) or 0) / 1000; for _, casters in pairs(FBCommHeals) do if (casters[caster]) then casters[caster].expires = casters[caster].expires + add; end end end function FBComm_OnMessage(prefix, msg, channel, sender) if (prefix ~= FBCOMM_PREFIX) or (not msg) or (not sender) then return; end if (sender == UnitName("player")) then return; end -- eigene Nachrichten ignorieren if (not FBComm_Enabled()) then return; end local p = FBComm_Split(msg); local cmd = p[1]; local now = GetTime(); local dirty = false; if (cmd == "Heal" and p[2] and p[3] and p[4]) then FBComm_ClearCaster(sender); if (not FBCommHeals[p[2]]) then FBCommHeals[p[2]] = {}; end FBCommHeals[p[2]][sender] = { amount = tonumber(p[3]) or 0, expires = now + ((tonumber(p[4]) or 0) / 1000), }; dirty = true; elseif (cmd == "GrpHeal" and p[2] and p[3]) then FBComm_ClearCaster(sender); local amount = tonumber(p[2]) or 0; local expires = now + ((tonumber(p[3]) or 0) / 1000); local i = 4; while (p[i]) do if (not FBCommHeals[p[i]]) then FBCommHeals[p[i]] = {}; end FBCommHeals[p[i]][sender] = { amount = amount, expires = expires }; i = i + 1; end dirty = true; elseif (cmd == "Healstop" or cmd == "GrpHealstop") then FBComm_ClearCaster(sender); dirty = true; elseif ((cmd == "Healdelay" or cmd == "GrpHealdelay") and p[2]) then FBComm_DelayCaster(sender, p[2]); dirty = true; end -- HoT-Nachrichten (Renew/Reju/Regr) tragen nur Laufzeiten, keine -- Betraege. HealComm selbst zaehlt sie ebenfalls nicht zur -- eingehenden Heilung. Wir ignorieren sie deshalb hier. if (dirty) then FBHealBox_RefreshAllBars(); end end -- Eingehende Heilung anderer Heiler auf diese Einheit function FBGetCommHeal(unitName) if (not unitName) then return 0; end local casters = FBCommHeals[unitName]; if (not casters) then return 0; end local now = GetTime(); local sum = 0; for _, info in pairs(casters) do if (info.expires > now) then sum = sum + info.amount; end end return sum; end -- [ Debug-Kommando ] ------------------------------------------------------- SLASH_FBHEALPREDICT1 = "/fbp"; SlashCmdList["FBHEALPREDICT"] = function(msg) -- Module zuerst (z. B. /fbp raid) if (FBHealBox_RunHook("Slash", msg)) then return; end if (msg == "debug") then FBPredictDebug = not FBPredictDebug; DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_DEBUG").." "..tostring(FBPredictDebug)); return; end if (msg == "reset") then if (HealBox) then HealBox.PredictMemory = {}; end FBPredictInfo = {}; FBPredict_BuildWatch(); DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_RESET")); return; end if (msg == "test") then FBTest_Set(not FBTestMode); return; end if (msg == "config" or msg == "options" or msg == "opt") then FBHealBox_ToggleOptions(); return; end if (msg == "buffs") then -- Diagnose: ueberwachte Buffs und ihr Zustand auf dem Spieler local me = UnitName("player"); local any = false; for spellName, w in pairs(FBPredictWatch) do if (w.hasBuff) then any = true; local present = FBBuffPresent[me] and FBBuffPresent[me][spellName]; local bt = FBBuffTimers[me] and FBBuffTimers[me][spellName]; local left = "-"; if (bt) then left = math.floor(bt.expires - GetTime()).."s"; end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r buff "..spellName.." ("..(w.buffSecs or 0).."s) tex="..tostring(w.tex) .." present="..tostring(present ~= nil and present or false).." left="..left); end end if (not any) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r no buff spells on the buttons (assign e.g. Power Word: Fortitude)"); end if (FBHealBox1 and FBHealBox1.buffIcons) then for k, ic in ipairs(FBHealBox1.buffIcons) do DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r icon "..k..": shown="..tostring(ic:IsShown() and true or false) .." name="..tostring(ic.buffName).." left="..tostring(ic.buffLeft and math.floor(ic.buffLeft)) .." grey="..tostring(ic.greyCount).." q1shown="..tostring(ic.q[1]:IsShown() and true or false) .." desat="..tostring(ic.q[1].fbDesat)); end end local i = 1; while (i <= 32) do local tex = UnitBuff("player", i); if (not tex) then break; end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r player buff "..i..": "..tex); i = i + 1; end return; end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_WATCHED")); for spellName, w in pairs(FBPredictWatch) do local info = FBPredict_GetSpellInfo(w.bookID, spellName); if (info) then local parts = ""; if (info.direct) then local learned = FBPredict_Remembered("direct", spellName, w.rank); parts = parts.." "..FBT("FBP_DIRECT").."="..math.floor(info.direct); if (learned) then parts = parts.."("..FBT("FBP_LEARNED").." "..math.floor(learned)..")"; end end if (info.hot) then parts = parts.." HoT="..math.floor(info.hot.perTick).."x"..info.hot.ticks .." "..FBT("FBP_EVERY").." "..info.hot.interval.."s"; end if (info.shield) then parts = parts.." "..FBT("FBP_SHIELD").."="..info.shield.amount .."/"..info.shield.duration.."s"; end DEFAULT_CHAT_FRAME:AddMessage(" "..spellName.." ("..tostring(w.rank)..")"..parts); end end local now = GetTime(); DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_ACTIVE")); if (FBPredictDirect) then DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_CAST").." "..FBPredictDirect.spell .." "..FBT("FBP_ON").." "..FBPredictDirect.target..": " ..math.floor(FBPredictDirect.amount)); end for name, spells in pairs(FBHoTs) do for spellName, e in pairs(spells) do DEFAULT_CHAT_FRAME:AddMessage(" HoT "..name.." / "..spellName..": " ..FBPredict_TicksLeft(e, now).." "..FBT("FBP_TICKSOF").." " ..math.floor(e.perTick)); end end for name, s in pairs(FBShields) do DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_SHIELD").." "..name.." / "..s.spell ..": "..math.floor(s.max - s.absorbed).." "..FBT("FBP_OF").." " ..math.floor(s.max)); end if (FBLOS_HasUnitXP()) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r LoS: UnitXP"); else DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r LoS: UI_ERROR_MESSAGE ("..FBLOS_TIMEOUT.."s)"); end local state = FBT("FBP_STATE_OFF"); if (FBComm_Enabled()) then state = FBT("FBP_STATE_ON"); end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_SYNC").." "..state); for target, casters in pairs(FBCommHeals) do for caster, info in pairs(casters) do if (info.expires > now) then DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_INCOMING").." "..caster .." -> "..target..": "..math.floor(info.amount)); end end end local smart = FBT("FBP_STATE_OFF"); if (HealBox.SmartRank == 1) then smart = FBT("FBP_STATE_ON"); end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("FBP_SMART"), smart, HealBox.SmartMargin or 20)); FBHealBox_RunHook("Status"); DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_COMMANDS")); end -- Dispel-Farben je Klasse (einmal gebaut, nicht pro Update) FBDispelColors = {}; if (FBClass == "Priest") then FBDispelColors["Magic"] = {0.2, 0.6, 1, 1}; FBDispelColors["Disease"] = {0.6, 0.4, 0, 1}; elseif (FBClass == "Paladin") then FBDispelColors["Magic"] = {0.2, 0.6, 1, 1}; FBDispelColors["Poison"] = {0, 0.6, 0, 1}; FBDispelColors["Disease"] = {0.6, 0.4, 0, 1}; elseif (FBClass == "Shaman") then FBDispelColors["Poison"] = {0, 0.6, 0, 1}; FBDispelColors["Disease"] = {0.6, 0.4, 0, 1}; elseif (FBClass == "Druid") then FBDispelColors["Curse"] = {0.6, 0, 1, 1}; FBDispelColors["Poison"] = {0, 0.6, 0, 1}; end -- Erster von der eigenen Klasse entfernbarer Debuff: Typ, Textur, Stacks (sonst nil) function FBHealBox_DispelType(unit) local g = FBTest_Ghost(unit); if (g) then -- Geist mit festem Debuff-Typ (nur, wenn die eigene Klasse ihn entfernt) if (g.debuffType) then if (FBDispelColors[g.debuffType]) then return g.debuffType, g.debuffTex, g.debuffCount; end return nil; end -- Geist mit Debuff: irgendein Typ, den die eigene Klasse entfernen kann if (g.debuff) then for _, dtype in ipairs({ "Magic", "Poison", "Disease", "Curse" }) do if (FBDispelColors[dtype]) then return dtype, g.debuffTex, g.debuffCount; end end end return nil; end for i = 1, 16 do local texture, count, debuffType = UnitDebuff(unit, i); if (not texture) then break; end if (debuffType and FBDispelColors[debuffType]) then return debuffType, texture, count; end end return nil; end -- Debuff-Icon samt Stackzahl setzen oder verstecken function FBHealBox_UpdateDebuffIcon(frame, texture, count) if (not frame.DebuffIcon) then return; end if (texture and HealBox.DebuffIcon == 1 and not frame.plateHidden) then frame.debuffShown = true; FBHealBox_ApplyNameWidth(frame); frame.DebuffIcon:SetTexture(texture); frame.DebuffIcon:Show(); if (count and tonumber(count) and tonumber(count) > 1) then frame.DebuffCount:SetText(tostring(count)); frame.DebuffCount:Show(); else frame.DebuffCount:Hide(); end else frame.debuffShown = false; FBHealBox_ApplyNameWidth(frame); frame.DebuffIcon:Hide(); frame.DebuffCount:Hide(); end end -- Namensbreite: Grundbreite (mit/ohne Debuff-Icon) minus Platz der Buff-Icons function FBHealBox_ApplyNameWidth(frame) if (not frame) or (not frame.NameText) then return; end local w = frame.nameWidthFull or FBNAME_WIDTH_FULL; if (frame.debuffShown) then w = frame.nameWidthIcon or FBNAME_WIDTH_ICON; end if (w < 16) then w = 16; end frame.NameText:SetWidth(w); end -- ========================================================================== -- [ Buff-Icons mit Uhr im Lebensbalken ] -- -- Buffs mit Laufzeit von den Buttons (Seelenstaerke, Willen, ...), die auf -- der Einheit liegen, als kleine Icons links vom Prozenttext. Restzeit -- bekannt (eigener Cast, eigene Buffs): Cooldown-Uhr laeuft; unbekannt -- (fremder Cast): Icon ohne Uhr. Der Name macht Platz. -- ========================================================================== -- Quadranten der Uhr im Uhrzeigersinn ab 12 Uhr: Ecke, Texturausschnitt FBBUFFICON_QUADS = { { corner = "TOPRIGHT", u1 = 0.50, u2 = 0.93, v1 = 0.07, v2 = 0.50 }, { corner = "BOTTOMRIGHT", u1 = 0.50, u2 = 0.93, v1 = 0.50, v2 = 0.93 }, { corner = "BOTTOMLEFT", u1 = 0.07, u2 = 0.50, v1 = 0.50, v2 = 0.93 }, { corner = "TOPLEFT", u1 = 0.07, u2 = 0.50, v1 = 0.07, v2 = 0.50 }, }; -- Icon Nr. k anlegen, aussen links neben der Plakette, in Zweierstapeln: -- Icon 1 oben an der Kante, Icon 2 darunter, Icon 3 oben in der naechsten -- Spalte links usw. Farbiges Icon plus vier schwarz-weisse Quadranten. function FBHealBox_GetBuffIcon(frame, k, size, rows) if (not frame.buffIcons) then frame.buffIcons = {}; end if (frame.buffIcons[k]) then return frame.buffIcons[k]; end size = size or FBBUFFICON_SIZE; rows = rows or FBBUFFICON_ROWS; local ic = CreateFrame("Frame", nil, frame); ic:SetWidth(size); ic:SetHeight(size); local col = math.floor((k - 1) / rows); local row = math.mod(k - 1, rows); local stackH = rows * size + (rows - 1) * FBBUFFICON_GAP; local x = FBBUFFICON_XOFF - col * (size + FBBUFFICON_GAP); local y = stackH / 2 - row * (size + FBBUFFICON_GAP); -- Oberkante der Zeile relativ zur Mitte ic:SetPoint("TOPRIGHT", frame, "LEFT", x, y); if (ic.SetFrameLevel and frame.GetFrameLevel) then ic:SetFrameLevel((frame:GetFrameLevel() or 0) + 5); end ic.tex = ic:CreateTexture(nil, "ARTWORK"); ic.tex:SetAllPoints(ic); ic.tex:SetTexCoord(0.07, 0.93, 0.07, 0.93); -- Die grauen Quadranten liegen auf einem eigenen Kind-Frame eine Ebene -- ueber dem Icon: Frame-Ebenen zeichnet der 1.12-Client verlaesslich in -- Reihenfolge, Textur-Layer innerhalb eines Frames nicht in jedem Fall. ic.grey = CreateFrame("Frame", nil, ic); ic.grey:SetAllPoints(ic); if (ic.grey.SetFrameLevel and ic.GetFrameLevel) then ic.grey:SetFrameLevel((ic:GetFrameLevel() or 0) + 1); end ic.q = {}; ic.w = {}; local half = size / 2; for i, qd in ipairs(FBBUFFICON_QUADS) do -- schwarz-weisser Ausschnitt des Icons ... local t = ic.grey:CreateTexture(nil, "ARTWORK"); t:SetWidth(half); t:SetHeight(half); t:SetPoint(qd.corner, ic, qd.corner, 0, 0); t:SetTexCoord(qd.u1, qd.u2, qd.v1, qd.v2); t:Hide(); ic.q[i] = t; -- ... plus dunkle Waesche darueber, damit der Unterschied auf jedem Client sichtbar ist local wsh = ic.grey:CreateTexture(nil, "OVERLAY"); wsh:SetWidth(half); wsh:SetHeight(half); wsh:SetPoint(qd.corner, ic, qd.corner, 0, 0); wsh:SetTexture(FBBUFFICON_WASH[1], FBBUFFICON_WASH[2], FBBUFFICON_WASH[3], FBBUFFICON_WASH[4]); wsh:Hide(); ic.w[i] = wsh; end -- Tooltip: Buffname und Restzeit (auch zur Diagnose) ic:EnableMouse(true); ic:SetScript("OnEnter", function() if (not this.buffName) then return; end GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(this.buffName); local left = this.buffLeft; if (left) then GameTooltip:AddLine(FBHealBox_FormatTimer(left), 1, 1, 1); else GameTooltip:AddLine(FBT("TT_BUFF_UNKNOWN"), 0.7, 0.7, 0.7); end GameTooltip:Show(); end); ic:SetScript("OnLeave", function() GameTooltip:Hide(); end); ic:Hide(); frame.buffIcons[k] = ic; return ic; end -- Quadrant schwarz-weiss machen: Entsaettigung (wenn der Client sie kann), -- sonst Grauton. Muss nach jedem SetTexture erneut gesetzt werden. function FBHealBox_GreyTexture(t) local desat = nil; if (t.SetDesaturated) then desat = t:SetDesaturated(1); end t.fbDesat = desat; if (desat) then t:SetVertexColor(0.55, 0.55, 0.55, 1); else t:SetVertexColor(FBBUFFICON_GREY, FBBUFFICON_GREY, FBBUFFICON_GREY, 1); end end -- Uhrstand setzen: remaining = Restanteil 0..1, nil = unbekannt (alles farbig) function FBHealBox_SetBuffIconProgress(ic, remaining) local grey = 0; if (remaining) then if (remaining < 0) then remaining = 0; end if (remaining > 1) then remaining = 1; end grey = math.floor((1 - remaining) * 4 + 0.5); -- 0..4 Quadranten grau, ab 12 Uhr im Uhrzeigersinn if (grey > 4) then grey = 4; end end if (ic.greyCount == grey) then return; end ic.greyCount = grey; for i = 1, 4 do if (i <= grey) then ic.q[i]:Show(); ic.w[i]:Show(); else ic.q[i]:Hide(); ic.w[i]:Hide(); end end end -- Liste der zu zeigenden Buffs einer Einheit: { tex, expires, duration } function FBHealBox_BuffIconList(unitName, g) local list = {}; if (g) then for _, b in ipairs(g.buffs or {}) do table.insert(list, { tex = b.tex, expires = b.left and (GetTime() + b.left), duration = b.dur, name = "Test" }); end return list; end if (not unitName) then return list; end local present = FBBuffPresent[unitName]; if (not present) then return list; end local names = {}; for spellName, w in pairs(FBPredictWatch) do if (w.hasBuff and present[spellName]) then table.insert(names, spellName); end end table.sort(names); for _, spellName in ipairs(names) do local w = FBPredictWatch[spellName]; local bt = FBBuffTimers[unitName] and FBBuffTimers[unitName][spellName]; table.insert(list, { tex = w.icon, expires = bt and bt.expires, duration = w.buffSecs, name = spellName }); end return list; end -- Icons einer Plakette (oder Raid-Zelle) nachfuehren. Liefert die Anzahl. -- size, rows, maxIcons: Icongroesse, Stapelhoehe und Hoechstzahl (Plaketten: -- 8 px, 2 hoch, 6; Raid-Zellen: 6 px, 3 hoch, 12). function FBHealBox_UpdateBuffIcons(frame, unitName, g, size, rows, maxIcons) if (not frame) or (not frame.HPText) then return 0; end maxIcons = maxIcons or FBBUFFICON_MAX; local list = {}; if (HealBox.BuffIcons == 1 and not frame.plateHidden) then list = FBHealBox_BuffIconList(unitName, g); end local now = GetTime(); local n = 0; for k = 1, maxIcons do local b = list[k]; local ic = (frame.buffIcons and frame.buffIcons[k]) or (b and FBHealBox_GetBuffIcon(frame, k, size, rows)); if (ic) then if (b and b.tex) then n = n + 1; if (ic.lastTex ~= b.tex) then ic.lastTex = b.tex; ic.tex:SetTexture(b.tex); for i = 1, 4 do ic.q[i]:SetTexture(b.tex); FBHealBox_GreyTexture(ic.q[i]); end ic.greyCount = nil; end -- Uhr: Restanteil bekannt -> Quadranten; unbekannt -> alles farbig local remaining = nil; ic.buffName = b.name; ic.buffLeft = nil; if (b.expires and b.duration and b.duration > 0) then remaining = (b.expires - now) / b.duration; ic.buffLeft = b.expires - now; end FBHealBox_SetBuffIconProgress(ic, remaining); ic:Show(); else ic:Hide(); ic.lastTex = nil; ic.greyCount = nil; end end end frame.buffIconCount = n; return n; end function FBHealBox_UpdateAllBuffIcons() for p = 1, FBSlotCount do local f = FBPartyFrame[p]; local unit = FBPartyUnit[p]; if (f) then if (f:IsShown() and FBUnitExists(unit)) then FBHealBox_UpdateBuffIcons(f, FBUnitName(unit), FBTest_Ghost(unit), FBBUFFICON_SIZE); else FBHealBox_UpdateBuffIcons(f, nil, nil, FBBUFFICON_SIZE); end end end FBHealBox_RunHook("BuffIcons"); end -- Manabalken: nur wenn eingeschaltet, die Plakette sichtbar ist und die -- Einheit tatsaechlich Mana nutzt. Sonst weg, dann ist der Lebensbalken -- wieder auf voller Hoehe zu sehen. function FBHealBox_UpdateMana(unit, frame) if (not frame.ManaBar) then return; end if (HealBox.ManaBar ~= 1) or frame.plateHidden then frame.ManaBar:Hide(); return; end local mp, mpMax, hasMana = FBUnitMana(unit); if (not hasMana) then frame.ManaBar:Hide(); return; end frame.ManaBar:SetMinMaxValues(0, mpMax); frame.ManaBar:SetValue(mp); frame.ManaBar:Show(); end function FBHealBox_UpdateUnit(unit, frame) if (not frame) or (not frame.HealthBar) then return; end if (not FBUnitExists(unit)) then return; end local hp, hpMax = FBUnitHealth(unit); local hpPercent = hp / hpMax; local state = FBUnitState(unit); -- Tot / Geist / Offline: Text statt Prozent, Balken leer, grau, kein Mana if (state) then local label = "STATE_DEAD"; if (state == "ghost") then label = "STATE_GHOST"; end if (state == "offline") then label = "STATE_OFFLINE"; end frame.HPText:SetText(FBT(label)); frame.HealthBar:SetMinMaxValues(0, hpMax); frame.HealthBar:SetValue(0); frame.HealthBar:SetStatusBarColor(0.5, 0.5, 0.5, 1); frame.ShieldBar:SetMinMaxValues(0, hpMax); frame.ShieldBar:SetValue(0); frame.IncHealBar:SetMinMaxValues(0, hpMax); frame.IncHealBar:SetValue(0); frame.ManaBar:Hide(); FBHealBox_UpdateDebuffIcon(frame, nil, nil); return; end frame.HPText:SetText(format("%d%%", math.floor(hpPercent * 100))); frame.HealthBar:SetMinMaxValues(0, hpMax); frame.HealthBar:SetValue(hp); local name = FBUnitName(unit); local g = FBTest_Ghost(unit); -- Eigener Direktcast + eigene HoT-Restticks + Heilung anderer Heiler local incHeal, shield; if (g) then incHeal = g.inc or 0; shield = g.shield or 0; else incHeal = FBGetDirectHeal(name) + FBGetHoTHeal(name) + FBGetCommHeal(name); shield = FBGetShield(name); end -- Absorb-Schild als Pseudoleben direkt hinter den aktuellen HP local shieldTop = math.min(hpMax, hp + shield); frame.ShieldBar:SetMinMaxValues(0, hpMax); frame.ShieldBar:SetValue(shieldTop); -- Heilvorhersage haengt hinter dem Schild-Anteil frame.IncHealBar:SetMinMaxValues(0, hpMax); frame.IncHealBar:SetValue(math.min(hpMax, shieldTop + incHeal)); -- Manabalken (Balken im Balken) FBHealBox_UpdateMana(unit, frame); -- Farbe: entfernbarer Debuff schlaegt den HP-Stand; dazu Icon + Stacks local dtype, dtex, dcount = FBHealBox_DispelType(unit); FBHealBox_UpdateDebuffIcon(frame, dtex, dcount); if (dtype) then local c = FBDispelColors[dtype]; frame.HealthBar:SetStatusBarColor(c[1], c[2], c[3], c[4]); elseif (hpPercent > LowHP) then frame.HealthBar:SetStatusBarColor(0, 1, 0, 1); elseif (hpPercent > VeryLowHP) then frame.HealthBar:SetStatusBarColor(1, 0.9, 0, 1); else frame.HealthBar:SetStatusBarColor(1, 0, 0, 1); end end MMButton = CreateMiniMapButton(); FBHealBoxSetup(); FBHealBoxCreateAddonOptionFrame();