mirror of
https://github.com/QbiXibQ/FBHealBox.git
synced 2026-09-22 07:36:57 +00:00
4061 lines
157 KiB
Lua
4061 lines
157 KiB
Lua
-- ==========================================================================
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-- Heal Box Vanilla
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--
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-- Original: "Heal Box" von Dourd (Argent Dawn EU), UI Overhauled.
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-- Portierung auf Vanilla, Client 1.12.1 (optional SuperWoW) sowie
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-- Ausbau des Funktionsumfangs 09/2026 durch Mquadrat:
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-- * eigenes Kaskadenmenue fuer die Zauber- und Rangwahl
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-- * Heilvorhersage fuer Direktheilung, HoT-Restticks und Absorb-Schilde,
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-- selbstkorrigierend ueber den Combatlog
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-- * HealComm-Sync mit Puppeteer, pfUI, Luna und Co.
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-- * Lokalisierung Deutsch / Englisch, im Optionsfenster umschaltbar
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-- * v1.4.1: Begleiter (Pets) als eigene Plaketten, Manabalken im
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-- Lebensbalken, frei waehlbare Button- und Zeilenabstaende, Testmodus
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-- mit Geisterspielern, gespeicherte Plattenposition, Klassenfarben,
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-- Buff-Wache (oranger Rahmen bei fehlendem Buff), Reichweiten-Fading,
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-- Optionsfenster mit Tabs, Rechtsklick-Zweitzauber, Tot/Geist/Offline-
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-- Anzeige, Debuff-Icon mit Stackzahl
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--
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-- Ehre wem Ehre gebuehrt: Aufbau, Namensplaketten und Grundidee stammen
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-- aus dem Original.
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-- ==========================================================================
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FBHasSuperWoW = (SUPERWOW_VERSION ~= nil);
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FBClass = UnitClass("player");
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-- [[ Globals ]] --
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-- Vorgabewerte. Die SavedVariables ersetzen diese Tabelle beim Laden
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-- komplett, deshalb setzt FBHealBox_ApplyDefaults() fehlende Schluessel
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-- nach dem Laden noch einmal nach.
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HealBox = {
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MaxButtons = 5,
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Scale = 1.0,
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AttachMode = 0,
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Active = 1,
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SpellChoice = {},
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ButtonSpacing = 2, -- px zwischen den Buttons (1..20)
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RowSpacing = 4, -- px zwischen den Plaketten (1..20)
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ManaBar = 1, -- Manabalken im Lebensbalken anzeigen
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ShowPets = 1, -- Begleiter als eigene Plaketten anzeigen
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ClassColors = 1, -- Namen in Klassenfarbe
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RangeFade = 1, -- Plakette ausgrauen, wenn ausser Reichweite
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WatchBuff = nil, -- Zaubername der Buff-Wache (nil = aus)
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SpellChoiceR = {}, -- Rechtsklick-Belegung
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RightClick = 0, -- Rechtsklick-Zweitzauber (explizit einschalten)
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DebuffIcon = 1, -- Debuff-Icon neben dem Namen
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LOSIcon = 1, -- Sichtlinien-Abzeichen
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BuffWatchPets = 0, -- Buff-Wache auch fuer Begleiter
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PlateLeft = "target", -- Klick auf die Plakette: target | menu | move | none
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PlateRight = "target",
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};
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-- Anzeigename des Addons. FBADDON_FOLDER muss dem Ordnernamen unter
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-- Interface\AddOns entsprechen (dort liegt auch die .toc). Nur dann
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-- feuert ADDON_LOADED fuer uns.
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FBADDON_NAME = "Heal Box Vanilla";
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FBADDON_FOLDER = "FBHealBox";
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HealBoxVersion = "|cFFFFFF00v1.4.1|r";
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-- ==========================================================================
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-- [ Lokalisierung / Localization ]
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--
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-- Alle sichtbaren Texte liegen in FBLocale. Die aktive Sprache haengt in
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-- FBL, abgefragt wird ueber FBT("SCHLUESSEL"). Fehlt ein Schluessel in der
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-- gewaehlten Sprache, faellt er auf Englisch zurueck.
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--
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-- Umgeschaltet wird im Optionsfenster; FBHealBox_ApplyLocale() beschriftet
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-- die bereits gebaute Oberflaeche neu, ein /reload ist nicht noetig.
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--
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-- Hinweis: In den angezeigten Texten bewusst ae/oe/ue/ss statt Umlauten -
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-- der 1.12-Client behandelt Umlaute je nach Locale und Schriftart
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-- unterschiedlich.
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-- ==========================================================================
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FBLocale = {};
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FBLocale["enUS"] = {
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LANG_NAME = "English",
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LANGUAGE = "Language",
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LOADED = "loaded|r. Minimap button or /fbp config opens the options, /fbp reports the heal prediction.",
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SUPERWOW = " |cFF55FF55[SuperWoW detected]|r",
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CREDITS = "|cFFAAAAAAOriginal by Dourd (Argent Dawn EU), ported to Vanilla and extended 09/2026 by Mquadrat|r",
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TT_NO_SPELL = "|cFFFFFFFFNo spell\n|cFF00FF00Pick a spell in the options window.",
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TT_TARGET = "Target",
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NOT_IN_GROUP = " is not in your group.",
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SELECT_SPELL = "Select spell...",
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BUTTON = "Button",
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TAB_BUTTONS = "Buttons",
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TAB_GENERAL = "General",
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COL_LEFT = "Left click",
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COL_RIGHT = "Right click",
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RIGHTCLICK = "Right-click spell",
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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.",
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TT_RIGHT = "Right click",
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STATE_DEAD = "Dead",
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STATE_GHOST = "Ghost",
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STATE_OFFLINE = "Offline",
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PLATE_LEFT = "Left click on plate",
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PLATE_RIGHT = "Right click on plate",
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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.",
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ACT_TARGET = "Target",
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ACT_MENU = "Unit menu",
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ACT_MOVE = "Move display",
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ACT_NONE = "Nothing",
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LOSICON = "Line of sight",
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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.",
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DEBUFFICON = "Debuff icon",
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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.",
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MENU_NO_SPELL = "|cFF999999No spell|r",
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RANK_DEFAULT = "Default",
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PANEL_SUB = "Options for %s.\nChoose how many buttons to show\nand which spell each button casts.",
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SHOW_BUTTONS = "Show |cFFFFFFFF%s|r buttons",
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SCALE = "Frame scale: |cFFFFFFFF%s",
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SMALL = "Small",
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LARGE = "Large",
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BTN_SPACING = "Button spacing: |cFFFFFFFF%s px",
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ROW_SPACING = "Row spacing: |cFFFFFFFF%s px",
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ATTACH = "Default party frames",
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ATTACH_TIP = "Attaches the heal buttons to Blizzard's default party frames instead of using the addon's own movable name plates.",
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COMM = "HealComm sync",
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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.",
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MANABAR = "Mana bar",
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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).",
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SHOWPETS = "Show pets",
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SHOWPETS_TIP = "Adds a plate for every pet in the group (hunter, warlock) directly below its owner, with the same heal buttons.",
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TESTMODE = "Test mode",
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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.",
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TEST_ON = "Test mode |cFF00FF00on|r, ghost players active. Buttons do not cast on ghosts.",
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TEST_OFF = "Test mode |cFFFF0000off|r.",
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TEST_CLICK = "Test mode: no cast on a ghost player.",
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CLASSCOLORS = "Class colours",
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CLASSCOLORS_TIP = "Colours the name on each plate in the class colour (Healium style). Pets keep their light-blue name.",
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RANGEFADE = "Range fading",
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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).",
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BUFFWATCH = "Buff watch",
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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, ...).",
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BUFFWATCH_NONE = "none",
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BUFFWATCH_PETS = "Buff watch on pets",
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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.",
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MENU_NO_BUFF = "|cFF999999No buff watch|r",
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LANG_TIP = "Switches every text in the addon. Takes effect immediately, no reload required.",
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ABOUT = "%s %s |cFFAAAAAA(original by Dourd, UI Overhauled)|r\n|cFFAAAAAAPorted to Vanilla and extended 09/2026 by Mquadrat|r",
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MM_TIP = "Left: options\nHold right: move this button\nShift + left: show/hide the display",
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FBP_WATCHED = "Spells read from the spellbook:",
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FBP_ACTIVE = "Currently active:",
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FBP_DIRECT = "direct",
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FBP_SHIELD = "shield",
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FBP_LEARNED = "learned",
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FBP_EVERY = "every",
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FBP_TICKSOF = "ticks of",
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FBP_CAST = "Cast",
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FBP_ON = "on",
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FBP_OF = "of",
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FBP_FOR = "for",
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FBP_SYNC = "HealComm sync:",
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FBP_STATE_ON = "on",
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FBP_STATE_OFF = "off",
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FBP_INCOMING = "Incoming",
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FBP_DEBUG = "Debug:",
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FBP_RESET = "Learned values discarded.",
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FBP_COMMANDS = "Commands: /fbp config (options window), /fbp test (test mode), /fbp debug, /fbp reset",
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DBG_HOT = "HoT %s on %s: %d per tick, %ds",
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DBG_SHIELD = "Shield %s on %s: %d absorb, %ds",
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DBG_CAST = "Cast %s on %s: %d",
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DBG_TICK = "Tick corrected: %s = %d",
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DBG_HEAL = "Heal %s = %d (estimate now %d)",
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DBG_ABSORB = "Absorb %d on %s (%d left)",
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};
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FBLocale["deDE"] = {
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LANG_NAME = "Deutsch",
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LANGUAGE = "Sprache",
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LOADED = "geladen|r. Minimap-Button oder /fbp config oeffnet die Optionen, /fbp zeigt den Stand der Heilvorhersage.",
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SUPERWOW = " |cFF55FF55[SuperWoW erkannt]|r",
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CREDITS = "|cFFAAAAAAOriginal von Dourd (Argent Dawn EU), Vanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r",
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TT_NO_SPELL = "|cFFFFFFFFKein Zauber\n|cFF00FF00Waehle in den Optionen einen Zauber aus.",
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TT_TARGET = "Ziel",
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NOT_IN_GROUP = " ist nicht in der Gruppe.",
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SELECT_SPELL = "Zauber waehlen...",
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BUTTON = "Button",
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TAB_BUTTONS = "Buttons",
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TAB_GENERAL = "Allgemein",
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COL_LEFT = "Linksklick",
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COL_RIGHT = "Rechtsklick",
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RIGHTCLICK = "Rechtsklick-Zauber",
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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.",
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TT_RIGHT = "Rechtsklick",
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STATE_DEAD = "Tot",
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STATE_GHOST = "Geist",
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STATE_OFFLINE = "Offline",
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PLATE_LEFT = "Linksklick auf Plakette",
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PLATE_RIGHT = "Rechtsklick auf Plakette",
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PLATE_TIP = "Was ein Klick auf eine Namensplakette (Name oder Lebensbalken) tut. Shift + Linksklick ziehen verschiebt die Anzeige immer, egal was hier eingestellt ist.",
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ACT_TARGET = "Anvisieren",
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ACT_MENU = "Einheitenmenue",
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ACT_MOVE = "Anzeige verschieben",
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ACT_NONE = "Nichts",
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LOSICON = "Sichtlinie",
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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.",
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DEBUFFICON = "Debuff-Icon",
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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.",
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MENU_NO_SPELL = "|cFF999999Kein Zauber|r",
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RANK_DEFAULT = "Standard",
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PANEL_SUB = "Optionen fuer %s.\nUnten legst du fest, wie viele Buttons erscheinen\nund welcher Zauber auf welchem Button liegt.",
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SHOW_BUTTONS = "|cFFFFFFFF%s|r Buttons anzeigen",
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SCALE = "Skalierung: |cFFFFFFFF%s",
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SMALL = "Klein",
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LARGE = "Gross",
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BTN_SPACING = "Button-Abstand: |cFFFFFFFF%s px",
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ROW_SPACING = "Zeilen-Abstand: |cFFFFFFFF%s px",
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ATTACH = "Standard-Gruppenfenster",
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ATTACH_TIP = "Heftet die Heil-Buttons an Blizzards Standard-Gruppenfenster, statt eigene, frei platzierbare Namensplaketten zu verwenden.",
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COMM = "HealComm-Sync",
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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.",
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MANABAR = "Manabalken",
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MANABAR_TIP = "Zeigt einen schmalen blauen Manabalken am unteren Rand des Lebensbalkens, nur bei Einheiten, die tatsaechlich Mana nutzen (kein Wut, Fokus oder Energie).",
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SHOWPETS = "Begleiter anzeigen",
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SHOWPETS_TIP = "Legt fuer jeden Begleiter in der Gruppe (Jaeger, Hexenmeister) eine eigene Plakette direkt unter seinem Besitzer an, mit denselben Heil-Buttons.",
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TESTMODE = "Testmodus",
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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.",
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TEST_ON = "Testmodus |cFF00FF00an|r, Geisterspieler aktiv. Buttons casten nicht auf Geister.",
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TEST_OFF = "Testmodus |cFFFF0000aus|r.",
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TEST_CLICK = "Testmodus: kein Cast auf einen Geisterspieler.",
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CLASSCOLORS = "Klassenfarben",
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CLASSCOLORS_TIP = "Faerbt den Namen auf jeder Plakette in der Klassenfarbe (wie Healium). Begleiter behalten ihren hellblauen Namen.",
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RANGEFADE = "Reichweiten-Fading",
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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).",
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BUFFWATCH = "Buff-Wache",
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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, ...).",
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BUFFWATCH_NONE = "keiner",
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BUFFWATCH_PETS = "Buff-Wache auch fuer Begleiter",
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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.",
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MENU_NO_BUFF = "|cFF999999Keine Buff-Wache|r",
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LANG_TIP = "Stellt alle Texte des Addons um. Wirkt sofort, ein /reload ist nicht noetig.",
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ABOUT = "%s %s |cFFAAAAAA(Original von Dourd, UI Overhauled)|r\n|cFFAAAAAAVanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r",
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MM_TIP = "Links: Optionen\nRechts halten: Button verschieben\nShift + Links: Anzeige ein/aus",
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FBP_WATCHED = "Ausgelesene Zauber:",
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FBP_ACTIVE = "Aktiv:",
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FBP_DIRECT = "Direkt",
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FBP_SHIELD = "Schild",
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FBP_LEARNED = "gelernt",
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FBP_EVERY = "alle",
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FBP_TICKSOF = "Ticks a",
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FBP_CAST = "Cast",
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FBP_ON = "auf",
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FBP_OF = "von",
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FBP_FOR = "fuer",
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FBP_SYNC = "HealComm-Sync:",
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FBP_STATE_ON = "an",
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FBP_STATE_OFF = "aus",
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FBP_INCOMING = "Fremdheilung",
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FBP_DEBUG = "Debug:",
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FBP_RESET = "Gelernte Werte verworfen.",
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FBP_COMMANDS = "Befehle: /fbp config (Optionsfenster), /fbp test (Testmodus), /fbp debug, /fbp reset",
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DBG_HOT = "HoT %s auf %s: %d pro Tick, %ds",
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DBG_SHIELD = "Schild %s auf %s: %d Absorb, %ds",
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DBG_CAST = "Cast %s auf %s: %d",
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DBG_TICK = "Tick korrigiert: %s = %d",
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DBG_HEAL = "Heilung %s = %d (Schaetzung jetzt %d)",
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DBG_ABSORB = "Absorb %d auf %s (Rest %d)",
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};
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FBL = nil;
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-- Client-Sprache als Vorgabe
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function FBDetectLocale()
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if (GetLocale and GetLocale() == "deDE") then return "deDE"; end
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return "enUS";
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end
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-- Textabfrage mit Rueckfall auf Englisch
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function FBT(key)
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local t = FBL or FBLocale["enUS"];
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local s = t[key];
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if (s == nil) then s = FBLocale["enUS"][key]; end
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if (s == nil) then return key; end
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return s;
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end
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function FBSetLocale(code, apply)
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if (not code) or (not FBLocale[code]) then code = "enUS"; end
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FBL = FBLocale[code];
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if (HealBox) then HealBox.Locale = code; end
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if (apply) then FBHealBox_ApplyLocale(); end
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end
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FBL = FBLocale[FBDetectLocale()];
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LowHP = 0.6;
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VeryLowHP = 0.3;
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NamePlateWidth = 120;
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NamePlateHeight = 28;
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-- Manabalken: "Balken im Balken" am unteren Rand des Lebensbalkens
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FBMANA_BAR_HEIGHT = 5; -- px
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FBMANA_BAR_COLOR = { 0.15, 0.40, 1.00, 1 }; -- blau
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FBMANA_BG_ALPHA = 0.35; -- dunkler Streifen hinter dem Mana (0 = aus)
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-- Begleiter-Plaketten: Namensfarbe, Einrueckung unter dem Besitzer (die
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-- Plakette wird um denselben Betrag schmaler, damit die Buttons buendig
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-- bleiben) und ein kleines Pfoten-Icon vor dem Namen.
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FBPET_NAME_COLOR = { 0.75, 0.85, 1.00, 1 };
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FBPET_INDENT = 12;
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FBPET_ICON = "Interface\\Icons\\INV_Misc_Foot_Kodo";
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FBPET_ICON_SIZE = 12;
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-- Debuff-Icon neben dem Namen
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FBDEBUFF_ICON_SIZE = 14;
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-- Breite der Namensbox: normal, und wenn rechts daneben das Debuff-Icon steht
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-- (rechts davon braucht der Prozenttext etwa 34 px)
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FBNAME_WIDTH_FULL = NamePlateWidth - 42; -- 78
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FBNAME_WIDTH_ICON = NamePlateWidth - 42 - FBDEBUFF_ICON_SIZE - 4; -- 60
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|
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-- Sichtlinien-Abzeichen: Icon, Groesse, Position (Anker RIGHT an LEFT der Plakette)
|
|
FBLOS_ICON = "Interface\\Icons\\Spell_Shadow_MindSteal"; -- das "blinde Auge" (Blenden)
|
|
FBLOS_ICON_SIZE = 16;
|
|
FBLOS_ICON_X = 6; -- wie weit das Abzeichen in die Plakette hineinragt
|
|
FBLOS_ICON_Y = 0;
|
|
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 };
|
|
|
|
-- 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),
|
|
-- buffMissing = true laesst die Buff-Wache anschlagen, outOfRange = true faded,
|
|
-- los = true zeigt das Sichtlinien-Abzeichen.
|
|
FBTestGhosts = {
|
|
["party1"] = { name = "Brynn", class = "WARRIOR", hpMax = 3400, hp = 0.90, swing = 0.08, hasMana = false, buffMissing = true },
|
|
["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 },
|
|
["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 },
|
|
};
|
|
|
|
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 (not FBPlateActionName[HealBox.PlateLeft or ""]) then HealBox.PlateLeft = "target"; end
|
|
if (not FBPlateActionName[HealBox.PlateRight or ""]) then HealBox.PlateRight = "target"; end
|
|
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
|
|
FBHealBox_UpdateBuffWatchLabel();
|
|
FBHealBox_UpdatePlateActionLabels();
|
|
FBHealBox_ApplyRightClickLayout();
|
|
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 = {};
|
|
local i = 1;
|
|
while true do
|
|
local spellName, spellRank = GetSpellName(i, BOOKTYPE_SPELL);
|
|
if not spellName then break; end
|
|
local isHealBoxSpell = false;
|
|
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();
|
|
|
|
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" };
|
|
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_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();
|
|
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("TOPLEFT", f, "TOPLEFT", 4, -7);
|
|
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");
|
|
f.NameText:SetPoint("TOPLEFT", f, "TOPLEFT", nameX, -8);
|
|
f.NameText:SetJustifyH("LEFT");
|
|
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("TOPLEFT", f, "TOPLEFT", nameX + f.nameWidthIcon + 3, -7);
|
|
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("RIGHT", f, "LEFT", 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
|
|
|
|
-- 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
|
|
-- 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
|
|
|
|
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();
|
|
|
|
-- 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);
|
|
|
|
button:RegisterForClicks("LeftButtonUp");
|
|
|
|
button:SetScript("OnClick", function()
|
|
local castString = button.spellName;
|
|
if (arg1 == "RightButton") then castString = button.spellNameR; end
|
|
FBHealBox_CastOn(button, castString);
|
|
end);
|
|
|
|
button:RegisterEvent("SPELL_UPDATE_USABLE");
|
|
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
|
|
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
|
|
|
|
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();
|
|
FBHealBox_CheckAllWatchBuffs();
|
|
FBHealBox_CheckRangeAll();
|
|
FBHealBox_CheckLOSAll();
|
|
FBHealBox_RefreshAllBars();
|
|
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;
|
|
local c = FBBUFF_NORMAL_COLOR;
|
|
if (missing) then c = FBBUFF_MISSING_COLOR; end
|
|
f:SetBackdropBorderColor(c[1], c[2], c[3], c[4]);
|
|
end
|
|
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
|
|
panel.tabButtons[1].text:SetText(FBT("TAB_BUTTONS"));
|
|
panel.tabButtons[2].text:SetText(FBT("TAB_GENERAL"));
|
|
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
|
|
FBHealBox_UpdateBuffWatchLabel();
|
|
FBHealBox_UpdatePlateActionLabels();
|
|
if (FBLangBtn) then
|
|
FBLangBtn.text:SetText(FBT("LANGUAGE") .. ": |cFFFFFFFF" .. FBT("LANG_NAME"));
|
|
end
|
|
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_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(110);
|
|
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
|
|
|
|
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
|
|
if (on) then panel.colRight:Show(); else panel.colRight:Hide(); 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();
|
|
|
|
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);
|
|
|
|
local classIcon = CreateFrame("Frame", nil, panel);
|
|
classIcon:SetPoint("TOPRIGHT", -25, -20);
|
|
classIcon:SetWidth(70);
|
|
classIcon:SetHeight(70);
|
|
classIcon.tex = classIcon:CreateTexture(nil, "BACKGROUND");
|
|
classIcon.tex:SetAllPoints();
|
|
classIcon.tex:SetTexture(ClassIcon[FBClass]);
|
|
classIcon.text = classIcon:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge");
|
|
classIcon.text:SetText(strupper(FBClass));
|
|
classIcon.text:SetPoint("CENTER", 0, -45);
|
|
classIcon.text:SetTextColor(1, 1, 0.2, 1);
|
|
|
|
-- [ Reiter ] ------------------------------------------------------------
|
|
panel.tabs = {};
|
|
panel.tabButtons = {};
|
|
for i = 1, 2 do
|
|
local tab = CreateFrame("Frame", "HealBoxOptionsTab"..i, panel);
|
|
tab:SetAllPoints(panel);
|
|
tab:Hide();
|
|
panel.tabs[i] = tab;
|
|
panel.tabButtons[i] = FBHealBox_CreateTabButton("HealBoxOptionsTabButton"..i, panel, 25 + (i - 1) * 116, i);
|
|
end
|
|
local tabButtons = panel.tabs[1];
|
|
local tabGeneral = panel.tabs[2];
|
|
|
|
-- 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
|
|
-- Zeile je Button: Label | Linksklick-Feld | Rechtsklick-Feld (optional)
|
|
-- ======================================================================
|
|
local rowH = 32;
|
|
local xLabel = 30;
|
|
local xLeft = 92;
|
|
local xRight = 268;
|
|
local fieldW = 170;
|
|
local y0 = FBOPT_CONTENT_Y - 18;
|
|
|
|
panel.colLeft = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
|
panel.colLeft:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xLeft + 4, FBOPT_CONTENT_Y);
|
|
panel.colLeft:SetText(FBT("COL_LEFT"));
|
|
panel.colRight = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
|
panel.colRight:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xRight + 4, FBOPT_CONTENT_Y);
|
|
panel.colRight:SetText(FBT("COL_RIGHT"));
|
|
|
|
for i = 1, MaxButtonCount do
|
|
local yPos = y0 - ((i - 1) * rowH);
|
|
local btnIndex = i;
|
|
|
|
local btn = FBHealBox_CreatePickButton("FBHealBoxBtn"..i, tabButtons, xLeft, yPos, fieldW, 28, 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()
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenSpellMenu(btnIndex, btn, "L");
|
|
end);
|
|
FBSpellBtns[i] = btn;
|
|
|
|
local btnR = FBHealBox_CreatePickButton("FBHealBoxBtnR"..i, tabButtons, xRight, yPos, fieldW, 28, 20);
|
|
btnR.text:SetText(FBT("SELECT_SPELL"));
|
|
btnR:SetScript("OnClick", function()
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenSpellMenu(btnIndex, btnR, "R");
|
|
end);
|
|
btnR:Hide();
|
|
FBSpellBtnsR[i] = btnR;
|
|
end
|
|
|
|
local yBelow = y0 - (MaxButtonCount * rowH) - 30; -- unter der letzten Zeile
|
|
|
|
MaxButtonSlider = CreateFrame("Slider", "MaxButtonSlider", tabButtons, "OptionsSliderTemplate");
|
|
MaxButtonSlider:SetWidth(fieldW);
|
|
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);
|
|
|
|
-- Rechtsklick-Zweitzauber: bewusst nur hier einschaltbar, Standard aus
|
|
RightClickCheck = FBHealBox_CreateCheck("FBHealBoxRightClickCheck", tabButtons, xRight - 6, yBelow + 6, "RIGHTCLICK", "RIGHTCLICK_TIP", function()
|
|
HealBox.RightClick = RightClickCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_ApplyRightClickLayout();
|
|
FBHealBoxButtonsChanged();
|
|
end);
|
|
RightClickCheck:SetChecked(nil);
|
|
|
|
-- ======================================================================
|
|
-- 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);
|
|
|
|
-- [ Sprache und Buff-Wache ] -------------------------------------------
|
|
local py = cy - 170;
|
|
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.
|
|
FBHealBox_OrigToggleGameMenu = nil;
|
|
function FBHealBox_HookEscape()
|
|
if (FBHealBox_OrigToggleGameMenu) or (not ToggleGameMenu) then return; end
|
|
FBHealBox_OrigToggleGameMenu = ToggleGameMenu;
|
|
ToggleGameMenu = function(clicked)
|
|
local gameMenuOpen = (GameMenuFrame and GameMenuFrame:IsVisible());
|
|
if (panel and panel:IsVisible() and not gameMenuOpen) then
|
|
panel:Hide();
|
|
return;
|
|
end
|
|
return FBHealBox_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);
|
|
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]);
|
|
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];
|
|
b:RegisterForClicks("LeftButtonUp", "RightButtonUp");
|
|
else
|
|
b.spellNameR = nil;
|
|
b.idR = nil;
|
|
b:RegisterForClicks("LeftButtonUp");
|
|
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
|
|
end
|
|
end
|
|
end
|
|
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 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
|
|
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_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 }
|
|
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.
|
|
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
|
|
local lo, hi = FBPredict_Find2(txt, { "(%d+)%s+to%s+(%d+)" });
|
|
if (lo and hi) then
|
|
info.direct = (tonumber(lo) + tonumber(hi)) / 2;
|
|
found = true;
|
|
else
|
|
-- Einzelwert, aber nicht den HoT-Betrag doppelt zaehlen
|
|
local one = FBPredict_Find1(txt, { "for%s+(%d+)" });
|
|
if (one) and ((not info.hot) or (tonumber(one) ~= info.hot.total)) then
|
|
info.direct = tonumber(one);
|
|
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),
|
|
};
|
|
end
|
|
end
|
|
end
|
|
|
|
-- [ Lernspeicher (wandert in die SavedVariables) ] --------------------------
|
|
|
|
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
|
|
|
|
local amount = FBPredict_Remembered("absorb", spellName, rank) or info.shield.amount;
|
|
FBShields[unitName] = {
|
|
spell = spellName,
|
|
rank = rank,
|
|
rankKnown = rankKnown,
|
|
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
|
|
FBPredictPending = nil;
|
|
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
|
|
s.max = s.absorbed;
|
|
if (s.rankKnown) 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",
|
|
"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 == "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;
|
|
|
|
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/<Ziel>/<Betrag>/<Castzeit ms>/ Direktheilung startet
|
|
-- Healstop Cast abgebrochen
|
|
-- Healdelay/<ms>/ Pushback
|
|
-- GrpHeal/<Betrag>/<ms>/<Z1>/<Z2>/... Gruppenheilung (Prayer of Healing)
|
|
-- GrpHealstop / GrpHealdelay/<ms>/
|
|
-- Renew|Reju|Regr/<Ziel>/<Dauer sec>/ 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)
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if (prefix ~= FBCOMM_PREFIX) or (not msg) or (not sender) then return; end
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if (sender == UnitName("player")) then return; end -- eigene Nachrichten ignorieren
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if (not FBComm_Enabled()) then return; end
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|
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local p = FBComm_Split(msg);
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local cmd = p[1];
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local now = GetTime();
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local dirty = false;
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if (cmd == "Heal" and p[2] and p[3] and p[4]) then
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FBComm_ClearCaster(sender);
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if (not FBCommHeals[p[2]]) then FBCommHeals[p[2]] = {}; end
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FBCommHeals[p[2]][sender] = {
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amount = tonumber(p[3]) or 0,
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expires = now + ((tonumber(p[4]) or 0) / 1000),
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};
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dirty = true;
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|
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elseif (cmd == "GrpHeal" and p[2] and p[3]) then
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FBComm_ClearCaster(sender);
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local amount = tonumber(p[2]) or 0;
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local expires = now + ((tonumber(p[3]) or 0) / 1000);
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local i = 4;
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while (p[i]) do
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if (not FBCommHeals[p[i]]) then FBCommHeals[p[i]] = {}; end
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FBCommHeals[p[i]][sender] = { amount = amount, expires = expires };
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i = i + 1;
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end
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dirty = true;
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|
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elseif (cmd == "Healstop" or cmd == "GrpHealstop") then
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FBComm_ClearCaster(sender);
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dirty = true;
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|
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elseif ((cmd == "Healdelay" or cmd == "GrpHealdelay") and p[2]) then
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FBComm_DelayCaster(sender, p[2]);
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dirty = true;
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end
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-- HoT-Nachrichten (Renew/Reju/Regr) tragen nur Laufzeiten, keine
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-- Betraege. HealComm selbst zaehlt sie ebenfalls nicht zur
|
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-- eingehenden Heilung. Wir ignorieren sie deshalb hier.
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|
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if (dirty) then FBHealBox_RefreshAllBars(); end
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end
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|
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-- Eingehende Heilung anderer Heiler auf diese Einheit
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function FBGetCommHeal(unitName)
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if (not unitName) then return 0; end
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local casters = FBCommHeals[unitName];
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if (not casters) then return 0; end
|
|
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local now = GetTime();
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local sum = 0;
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for _, info in pairs(casters) do
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if (info.expires > now) then sum = sum + info.amount; end
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end
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return sum;
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end
|
|
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-- [ Debug-Kommando ] -------------------------------------------------------
|
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SLASH_FBHEALPREDICT1 = "/fbp";
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SlashCmdList["FBHEALPREDICT"] = function(msg)
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if (msg == "debug") then
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FBPredictDebug = not FBPredictDebug;
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DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_DEBUG").." "..tostring(FBPredictDebug));
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return;
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end
|
|
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if (msg == "reset") then
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if (HealBox) then HealBox.PredictMemory = {}; end
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FBPredictInfo = {};
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FBPredict_BuildWatch();
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DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_RESET"));
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return;
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end
|
|
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if (msg == "test") then
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FBTest_Set(not FBTestMode);
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|
return;
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|
end
|
|
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if (msg == "config" or msg == "options" or msg == "opt") then
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FBHealBox_ToggleOptions();
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return;
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|
end
|
|
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DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_WATCHED"));
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for spellName, w in pairs(FBPredictWatch) do
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|
local info = FBPredict_GetSpellInfo(w.bookID, spellName);
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|
if (info) then
|
|
local parts = "";
|
|
if (info.direct) then
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|
local learned = FBPredict_Remembered("direct", spellName, w.rank);
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|
parts = parts.." "..FBT("FBP_DIRECT").."="..math.floor(info.direct);
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|
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
|
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.." "..FBT("FBP_EVERY").." "..info.hot.interval.."s";
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|
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
|
|
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|
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
|
|
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 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.NameText:SetWidth(frame.nameWidthIcon or FBNAME_WIDTH_ICON);
|
|
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.NameText:SetWidth(frame.nameWidthFull or FBNAME_WIDTH_FULL);
|
|
frame.DebuffIcon:Hide();
|
|
frame.DebuffCount:Hide();
|
|
end
|
|
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(); |