mirror of
https://github.com/QbiXibQ/FBHealBox.git
synced 2026-09-21 23:26:57 +00:00
5901 lines
258 KiB
Lua
5901 lines
258 KiB
Lua
-- ==========================================================================
|
|
-- Heal Box Vanilla
|
|
--
|
|
-- Original: "Heal Box" von Dourd (Argent Dawn EU), UI Overhauled.
|
|
-- Portierung auf Vanilla, Client 1.12.1 (optional SuperWoW) sowie
|
|
-- Ausbau des Funktionsumfangs 09/2026 durch Mquadrat:
|
|
-- * eigenes Kaskadenmenue fuer die Zauber- und Rangwahl
|
|
-- * Heilvorhersage fuer Direktheilung, HoT-Restticks und Absorb-Schilde,
|
|
-- selbstkorrigierend ueber den Combatlog
|
|
-- * HealComm-Sync mit Puppeteer, pfUI, Luna und Co.
|
|
-- * Lokalisierung Deutsch / Englisch, im Optionsfenster umschaltbar
|
|
-- * v1.4.1: Begleiter (Pets) als eigene Plaketten, Manabalken im
|
|
-- Lebensbalken, frei waehlbare Button- und Zeilenabstaende, Testmodus
|
|
-- mit Geisterspielern, gespeicherte Plattenposition, Klassenfarben,
|
|
-- Buff-Wache (oranger Rahmen bei fehlendem Buff), Reichweiten-Fading,
|
|
-- Optionsfenster mit Tabs, Rechtsklick-Zweitzauber, Tot/Geist/Offline-
|
|
-- Anzeige, Debuff-Icon mit Stackzahl
|
|
-- * v1.4.2: Hook-Schnittstelle fuer Module (FBHealBox_RegisterHook,
|
|
-- FBHealBox_AddOptionsTab). Der Raidmodus lebt in FBHealBox_Raid.lua.
|
|
-- * v1.4.4: Leistungsdurchgang ohne Funktionsaenderung: zentrale Button-
|
|
-- Zustaende statt 260 Event-Handler, Anzeige-Zwischenspeicher, Aura-Scan
|
|
-- je Frame nur einmal, Event-Salven zusammengefasst, Ticker per Event
|
|
-- gesteuert, Combatlog-Parser nach Eventklasse. Details im CHANGELOG.
|
|
-- * v1.4.3: Mana-Ticker-Modul (FBHealBox_Ticker.lua), Smart-Damage-Modul
|
|
-- (FBHealBox_Damage.lua, Abrangen von Angriffszaubern), Reiterknoepfe
|
|
-- schmaler, damit vier Reiter ins Optionsfenster passen, Smart Healing
|
|
-- (automatisches Abrangen je Ziel, standardmaessig aus), Cooldown-Uhr auf den Buttons, roter Rahmen fuer
|
|
-- "wer wird angegriffen", HoT- und Schild-Restzeit auf dem jeweiligen
|
|
-- Button (inkl. Geschwaechte Seele).
|
|
--
|
|
-- Ehre wem Ehre gebuehrt: Aufbau, Namensplaketten und Grundidee stammen
|
|
-- aus dem Original.
|
|
-- ==========================================================================
|
|
|
|
-- Schutz gegen doppeltes Laden (z. B. .toc und .xml binden dieselbe Datei
|
|
-- ein). Ein zweiter Durchlauf wuerde alle Frames, Hooks und das
|
|
-- Optionsfenster erneut anlegen.
|
|
if (FBHealBox_CoreLoaded) then return; end
|
|
FBHealBox_CoreLoaded = true;
|
|
|
|
FBHasSuperWoW = (SUPERWOW_VERSION ~= nil);
|
|
FBClass = UnitClass("player");
|
|
|
|
-- [[ Globals ]] --
|
|
-- Vorgabewerte. Die SavedVariables ersetzen diese Tabelle beim Laden
|
|
-- komplett, deshalb setzt FBHealBox_ApplyDefaults() fehlende Schluessel
|
|
-- nach dem Laden noch einmal nach.
|
|
HealBox = {
|
|
MaxButtons = 5,
|
|
Scale = 1.0,
|
|
AttachMode = 0,
|
|
Active = 1,
|
|
SpellChoice = {},
|
|
ButtonSpacing = 2, -- px zwischen den Buttons (1..20)
|
|
RowSpacing = 4, -- px zwischen den Plaketten (1..20)
|
|
ManaBar = 1, -- Manabalken im Lebensbalken anzeigen
|
|
ShowPets = 1, -- Begleiter als eigene Plaketten anzeigen
|
|
ClassColors = 1, -- Namen in Klassenfarbe
|
|
RangeFade = 1, -- Plakette ausgrauen, wenn ausser Reichweite
|
|
WatchBuff = nil, -- Zaubername der Buff-Wache (nil = aus)
|
|
SpellChoiceR = {}, -- Rechtsklick-Belegung
|
|
RightClick = 0, -- Rechtsklick-Zweitzauber (explizit einschalten)
|
|
DebuffIcon = 1, -- Debuff-Icon neben dem Namen
|
|
LOSIcon = 1, -- Sichtlinien-Abzeichen
|
|
BuffWatchPets = 0, -- Buff-Wache auch fuer Begleiter
|
|
SmartRank = 0, -- Smart Healing (bewusst aus: Overheal kann gewollt sein)
|
|
SmartMargin = 20, -- Sicherheitsaufschlag in Prozent
|
|
Cooldowns = 1, -- Cooldown-Uhr auf den Buttons
|
|
AggroMark = 1, -- roter Rahmen fuer den Angegriffenen
|
|
SpellTimers = 1, -- HoT-/Schild-Restzeit auf den Buttons
|
|
BuffIcons = 1, -- Buff-Icons mit Uhr im Lebensbalken
|
|
PlateLeft = "target", -- Klick auf die Plakette: target | menu | move | none
|
|
PlateRight = "target",
|
|
};
|
|
-- Anzeigename des Addons. FBADDON_FOLDER muss dem Ordnernamen unter
|
|
-- Interface\AddOns entsprechen (dort liegt auch die .toc). Nur dann
|
|
-- feuert ADDON_LOADED fuer uns.
|
|
FBADDON_NAME = "Heal Box Vanilla";
|
|
FBADDON_FOLDER = "FBHealBox";
|
|
HealBoxVersion = "|cFFFFFF00v1.4.4|r";
|
|
|
|
-- ==========================================================================
|
|
-- [ Lokalisierung / Localization ]
|
|
--
|
|
-- Alle sichtbaren Texte liegen in FBLocale. Die aktive Sprache haengt in
|
|
-- FBL, abgefragt wird ueber FBT("SCHLUESSEL"). Fehlt ein Schluessel in der
|
|
-- gewaehlten Sprache, faellt er auf Englisch zurueck.
|
|
--
|
|
-- Umgeschaltet wird im Optionsfenster; FBHealBox_ApplyLocale() beschriftet
|
|
-- die bereits gebaute Oberflaeche neu, ein /reload ist nicht noetig.
|
|
--
|
|
-- Hinweis: In den angezeigten Texten bewusst ae/oe/ue/ss statt Umlauten -
|
|
-- der 1.12-Client behandelt Umlaute je nach Locale und Schriftart
|
|
-- unterschiedlich.
|
|
-- ==========================================================================
|
|
|
|
FBLocale = {};
|
|
|
|
FBLocale["enUS"] = {
|
|
LANG_NAME = "English",
|
|
LANGUAGE = "Language",
|
|
|
|
LOADED = "loaded|r. Minimap button or /fbp config opens the options, /fbp reports the heal prediction.",
|
|
SUPERWOW = " |cFF55FF55[SuperWoW detected]|r",
|
|
CREDITS = "|cFFAAAAAAOriginal by Dourd (Argent Dawn EU), ported to Vanilla and extended 09/2026 by Mquadrat|r",
|
|
|
|
TT_NO_SPELL = "|cFFFFFFFFNo spell\n|cFF00FF00Pick a spell in the options window.",
|
|
TT_TARGET = "Target",
|
|
NOT_IN_GROUP = " is not in your group.",
|
|
|
|
SELECT_SPELL = "Select spell...",
|
|
BUTTON = "Button",
|
|
TAB_BUTTONS = "Buttons",
|
|
TAB_GENERAL = "General",
|
|
COL_LEFT = "Left click",
|
|
COL_RIGHT = "Right click",
|
|
RIGHTCLICK = "Right-click spell",
|
|
RIGHTCLICK_TIP = "Gives every button a second spell on right click (e.g. Flash Heal left, Greater Heal right). Off by default. When on, a second column appears above and a small icon in the corner of each button shows the right-click spell. Drop a spell with the right mouse button or with Shift held to fill this side.",
|
|
TT_RIGHT = "Right click",
|
|
TT_BUFF_UNKNOWN = "remaining time unknown (not your cast)",
|
|
DROP_SET = "Button %d: |cFFFFFFFF%s|r (dragged from the spellbook)",
|
|
DROP_SET_R = "Button %d, right click: |cFFFFFFFF%s|r (dragged from the spellbook)",
|
|
DROP_UNKNOWN = "Could not identify the dragged spell.",
|
|
SMARTRANK = "Smart Healing",
|
|
SMARTRANK_TIP = "What it does: on click, instead of the assigned rank the button casts the lowest rank of the same spell whose expected heal covers the target's missing health (minus healing already on the way) plus the safety margin. Saves mana and overhealing. Rules: never above the assigned rank, direct heals only (HoTs and shields are unaffected), and always the assigned rank below 30 % health. Downsides: the expected heal is an estimate from the tooltip or from learned values and ignores crits; with burst damage, or when you deliberately want to overheal as a buffer (a tank before a big hit), the lower rank can fall short. Turn it off whenever overhealing is what you want. Every decision is logged with /fbp debug.",
|
|
SMART_MARGIN = "Safety margin: |cFFFFFFFF%s %%",
|
|
COOLDOWNS = "Cooldowns on buttons",
|
|
COOLDOWNS_TIP = "Shows the cooldown sweep on every button (Nature's Swiftness, Inner Focus, Lay on Hands, shield cooldown). The global cooldown is not shown.",
|
|
AGGRO = "Mark who is attacked",
|
|
AGGRO_TIP = "Red border on the plate or cell of the member your hostile target is currently targeting. Checked five times a second.",
|
|
BUFFICONS = "Buff icons left of the bar",
|
|
BUFFICONS_TIP = "Buffs with a duration that sit on your buttons (Fortitude, Divine Spirit, Fear Ward, ...) appear as small icons on the outer left side of the plate while they are up. Like a minute hand, the icon turns black and white clockwise from twelve o'clock as the time runs out: full colour when fresh, right half grey at half time, three quarters grey at a quarter left. Exact on yourself, counted from your own cast on others; a buff cast by someone else stays fully coloured (time unknown). /fbp buffs shows what is tracked.",
|
|
TIMERS = "HoT and shield timers",
|
|
TIMERS_TIP = "Each button shows the remaining seconds of your own HoT or shield of that spell on that unit: green for HoTs, blue for the shield, red for Weakened Soul after the shield. Buffs with a duration are shown as icons in the health bar instead (see Buff icons).",
|
|
DBG_SMARTRANK = "Auto-downrank: %s -> %s (missing %d, expected %d)",
|
|
DROP_HINT = "Drag spells from the spellbook onto a button. Right mouse button or Shift while dropping fills the right-click side.",
|
|
STATE_DEAD = "Dead",
|
|
STATE_GHOST = "Ghost",
|
|
STATE_OFFLINE = "Offline",
|
|
PLATE_LEFT = "Left click on plate",
|
|
PLATE_RIGHT = "Right click on plate",
|
|
PLATE_TIP = "What a click on a name plate (name or health bar) does. Shift + left drag always moves the display, whatever is set here.",
|
|
ACT_TARGET = "Target",
|
|
ACT_MENU = "Unit menu",
|
|
ACT_MOVE = "Move display",
|
|
ACT_NONE = "Nothing",
|
|
LOSICON = "Line of sight",
|
|
LOSICON_TIP = "Shows an eye badge on the left edge of a plate while the unit is out of your line of sight. With the UnitXP client mod this is checked live; without it the addon remembers a 'not in line of sight' error for a few seconds after you tried to heal that unit and clears it as soon as a cast on the unit starts or a heal lands.",
|
|
DEBUFFICON = "Debuff icon",
|
|
DEBUFFICON_TIP = "Shows the icon of the first debuff your class can remove next to the name, with its stack count. The health bar keeps taking the debuff colour as well.",
|
|
MENU_NO_SPELL = "|cFF999999No spell|r",
|
|
RANK_DEFAULT = "Default",
|
|
|
|
PANEL_SUB = "Options for %s.\nChoose how many buttons to show\nand which spell each button casts.",
|
|
SHOW_BUTTONS = "Show |cFFFFFFFF%s|r buttons",
|
|
SCALE = "Frame scale: |cFFFFFFFF%s",
|
|
SMALL = "Small",
|
|
LARGE = "Large",
|
|
|
|
BTN_SPACING = "Button spacing: |cFFFFFFFF%s px",
|
|
ROW_SPACING = "Row spacing: |cFFFFFFFF%s px",
|
|
|
|
ATTACH = "Default party frames",
|
|
ATTACH_TIP = "Attaches the heal buttons to Blizzard's default party frames instead of using the addon's own movable name plates.",
|
|
COMM = "HealComm sync",
|
|
COMM_TIP = "Broadcasts your heals in the HealComm format so Puppeteer, pfUI, Luna and others can display them, and feeds the heals announced by other healers into your own prediction.",
|
|
MANABAR = "Mana bar",
|
|
MANABAR_TIP = "Shows a thin blue mana bar along the bottom edge of the health bar, only for units that actually use mana (no rage, focus or energy).",
|
|
SHOWPETS = "Show pets",
|
|
SHOWPETS_TIP = "Adds a plate for every pet in the group (hunter, warlock) directly below its owner, with the same heal buttons.",
|
|
TESTMODE = "Test mode",
|
|
TESTMODE_TIP = "Fills the display with ghost players and pets so you can arrange everything without being in a group. Ghosts show health, mana, a shield, incoming healing and a dispellable debuff. Not saved, always off after login.",
|
|
TEST_ON = "Test mode |cFF00FF00on|r, ghost players active. Buttons do not cast on ghosts.",
|
|
TEST_OFF = "Test mode |cFFFF0000off|r.",
|
|
TEST_CLICK = "Test mode: no cast on a ghost player.",
|
|
CLASSCOLORS = "Class colours",
|
|
CLASSCOLORS_TIP = "Colours the name on each plate in the class colour (Healium style). Pets keep their light-blue name.",
|
|
RANGEFADE = "Range fading",
|
|
RANGEFADE_TIP = "Fades a whole plate including its buttons to half transparency when the unit is out of range of your first assigned spell (or beyond 28 yards if no spell is assigned).",
|
|
BUFFWATCH = "Buff watch",
|
|
BUFFWATCH_TIP = "Pick one of your buffs. Every plate whose unit is missing that buff gets an orange border. The group version counts as well (Prayer of Fortitude for Power Word: Fortitude, Gift of the Wild for Mark of the Wild, Greater Blessings, ...).",
|
|
BUFFWATCH_NONE = "none",
|
|
BUFFWATCH_PETS = "Buff watch on pets",
|
|
BUFFWATCH_PETS_TIP = "Also marks pets that are missing the watched buff. Off by default, because pets rarely get Fortitude or Blessings, so their plates would stay orange most of the time.",
|
|
MENU_NO_BUFF = "|cFF999999No buff watch|r",
|
|
LANG_TIP = "Switches every text in the addon. Takes effect immediately, no reload required.",
|
|
|
|
ABOUT = "%s %s |cFFAAAAAA(original by Dourd, UI Overhauled)|r\n|cFFAAAAAAPorted to Vanilla and extended 09/2026 by Mquadrat|r",
|
|
MM_TIP = "Left: options\nHold right: move this button\nShift + left: show/hide the display",
|
|
|
|
FBP_WATCHED = "Spells read from the spellbook:",
|
|
FBP_ACTIVE = "Currently active:",
|
|
FBP_DIRECT = "direct",
|
|
FBP_SHIELD = "shield",
|
|
FBP_LEARNED = "learned",
|
|
FBP_EVERY = "every",
|
|
FBP_TICKSOF = "ticks of",
|
|
FBP_CAST = "Cast",
|
|
FBP_ON = "on",
|
|
FBP_OF = "of",
|
|
FBP_FOR = "for",
|
|
FBP_SYNC = "HealComm sync:",
|
|
FBP_STATE_ON = "on",
|
|
FBP_STATE_OFF = "off",
|
|
FBP_INCOMING = "Incoming",
|
|
FBP_DEBUG = "Debug:",
|
|
FBP_RESET = "Learned values discarded.",
|
|
FBP_COMMANDS = "Commands: /fbp config (options window), /fbp test (test mode), /fbp buffs (buff diagnostics), /fbp debug, /fbp reset",
|
|
FBP_SMART = "Smart Healing: %s (safety margin %d %%)",
|
|
|
|
DBG_HOT = "HoT %s on %s: %d per tick, %ds",
|
|
DBG_SHIELD = "Shield %s on %s: %d absorb, %ds",
|
|
DBG_CAST = "Cast %s on %s: %d",
|
|
DBG_TICK = "Tick corrected: %s = %d",
|
|
DBG_HEAL = "Heal %s = %d (estimate now %d)",
|
|
DBG_ABSORB = "Absorb %d on %s (%d left)",
|
|
};
|
|
|
|
FBLocale["deDE"] = {
|
|
LANG_NAME = "Deutsch",
|
|
LANGUAGE = "Sprache",
|
|
|
|
LOADED = "geladen|r. Minimap-Button oder /fbp config oeffnet die Optionen, /fbp zeigt den Stand der Heilvorhersage.",
|
|
SUPERWOW = " |cFF55FF55[SuperWoW erkannt]|r",
|
|
CREDITS = "|cFFAAAAAAOriginal von Dourd (Argent Dawn EU), Vanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r",
|
|
|
|
TT_NO_SPELL = "|cFFFFFFFFKein Zauber\n|cFF00FF00Waehle in den Optionen einen Zauber aus.",
|
|
TT_TARGET = "Ziel",
|
|
NOT_IN_GROUP = " ist nicht in der Gruppe.",
|
|
|
|
SELECT_SPELL = "Zauber waehlen...",
|
|
BUTTON = "Button",
|
|
TAB_BUTTONS = "Buttons",
|
|
TAB_GENERAL = "Allgemein",
|
|
COL_LEFT = "Linksklick",
|
|
COL_RIGHT = "Rechtsklick",
|
|
RIGHTCLICK = "Rechtsklick-Zauber",
|
|
RIGHTCLICK_TIP = "Gibt jedem Button einen zweiten Zauber per Rechtsklick (z. B. Blitzheilung links, Grosse Heilung rechts). Standardmaessig aus. Eingeschaltet erscheint oben eine zweite Spalte, und ein kleines Icon in der Ecke jedes Buttons zeigt den Rechtsklick-Zauber. Zauber mit rechter Maustaste oder gehaltener Shift-Taste ablegen, um diese Seite zu fuellen.",
|
|
TT_RIGHT = "Rechtsklick",
|
|
TT_BUFF_UNKNOWN = "Restzeit unbekannt (nicht dein Cast)",
|
|
DROP_SET = "Button %d: |cFFFFFFFF%s|r (aus dem Zauberbuch gezogen)",
|
|
DROP_SET_R = "Button %d, Rechtsklick: |cFFFFFFFF%s|r (aus dem Zauberbuch gezogen)",
|
|
DROP_UNKNOWN = "Der gezogene Zauber liess sich nicht erkennen.",
|
|
SMARTRANK = "Smart Healing",
|
|
SMARTRANK_TIP = "Was es tut: Beim Klick wirkt der Button statt des belegten Rangs den niedrigsten Rang desselben Zaubers, dessen erwartete Heilung das fehlende Leben des Ziels (abzueglich bereits eingehender Heilung) plus Sicherheitsaufschlag deckt. Spart Mana und Overheal. Regeln: nie ueber dem belegten Rang, nur Direktheilungen (HoTs und Schilde bleiben unberuehrt), unter 30 % Leben immer der belegte Rang. Nachteile: Die erwartete Heilung ist eine Schaetzung aus Tooltip oder gelernten Werten und kennt keine Crits; bei Schadensspitzen oder wenn du bewusst ueberheilen willst (Tank vor einem grossen Treffer) kann der kleinere Rang zu wenig sein. Ausschalten, wann immer Overheal gewollt ist. Jede Entscheidung steht mit /fbp debug im Chat.",
|
|
SMART_MARGIN = "Sicherheitsaufschlag: |cFFFFFFFF%s %%",
|
|
COOLDOWNS = "Cooldowns auf den Buttons",
|
|
COOLDOWNS_TIP = "Zeigt die Cooldown-Uhr auf jedem Button (Naturschnelligkeit, Innerer Fokus, Handauflegung, Schild-Cooldown). Der globale Cooldown wird nicht angezeigt.",
|
|
AGGRO = "Angegriffenen markieren",
|
|
AGGRO_TIP = "Roter Rahmen auf der Plakette oder Zelle des Mitglieds, das dein feindliches Ziel gerade im Ziel hat. Fuenfmal je Sekunde geprueft.",
|
|
BUFFICONS = "Buff-Icons links am Balken",
|
|
BUFFICONS_TIP = "Buffs mit Laufzeit, die auf deinen Buttons liegen (Seelenstaerke, Goettlicher Willen, Furchtzauberschutz, ...), erscheinen als kleine Icons aussen links neben der Plakette, solange sie wirken. Wie ein Minutenzeiger wird das Icon mit ablaufender Zeit im Uhrzeigersinn ab zwoelf Uhr schwarz-weiss: frisch ganz farbig, bei halber Zeit die rechte Haelfte grau, bei einem Viertel Rest drei Viertel grau. Exakt bei dir selbst, ab deinem eigenen Cast bei anderen; ein fremd gewirkter Buff bleibt ganz farbig (Zeit unbekannt). /fbp buffs zeigt, was verfolgt wird.",
|
|
TIMERS = "HoT- und Schild-Timer",
|
|
TIMERS_TIP = "Jeder Button zeigt die Restsekunden deines eigenen HoTs oder Schilds dieses Zaubers auf dieser Einheit: gruen fuer HoTs, blau fuer den Schild, rot fuer Geschwaechte Seele nach dem Schild. Buffs mit Laufzeit erscheinen stattdessen als Icons im Lebensbalken (siehe Buff-Icons).",
|
|
DBG_SMARTRANK = "Abrangen: %s -> %s (fehlend %d, erwartet %d)",
|
|
DROP_HINT = "Zauber aus dem Zauberbuch auf einen Button ziehen. Rechte Maustaste oder Shift beim Ablegen fuellt die Rechtsklick-Seite.",
|
|
STATE_DEAD = "Tot",
|
|
STATE_GHOST = "Geist",
|
|
STATE_OFFLINE = "Offline",
|
|
PLATE_LEFT = "Linksklick auf Plakette",
|
|
PLATE_RIGHT = "Rechtsklick auf Plakette",
|
|
PLATE_TIP = "Was ein Klick auf eine Namensplakette (Name oder Lebensbalken) tut. Shift + Linksklick ziehen verschiebt die Anzeige immer, egal was hier eingestellt ist.",
|
|
ACT_TARGET = "Anvisieren",
|
|
ACT_MENU = "Einheitenmenue",
|
|
ACT_MOVE = "Anzeige verschieben",
|
|
ACT_NONE = "Nichts",
|
|
LOSICON = "Sichtlinie",
|
|
LOSICON_TIP = "Zeigt ein Augen-Abzeichen am linken Rand einer Plakette, solange die Einheit ausserhalb deiner Sichtlinie ist. Mit dem Client-Mod UnitXP wird das live geprueft; ohne ihn merkt sich das Addon die Fehlermeldung 'nicht in Sichtlinie' nach einem Heilversuch fuer ein paar Sekunden und loescht sie, sobald ein Cast auf die Einheit startet oder eine Heilung ankommt.",
|
|
DEBUFFICON = "Debuff-Icon",
|
|
DEBUFFICON_TIP = "Zeigt das Icon des ersten von deiner Klasse entfernbaren Debuffs neben dem Namen, mit Stackzahl. Der Lebensbalken nimmt zusaetzlich weiterhin die Debuff-Farbe an.",
|
|
MENU_NO_SPELL = "|cFF999999Kein Zauber|r",
|
|
RANK_DEFAULT = "Standard",
|
|
|
|
PANEL_SUB = "Optionen fuer %s.\nUnten legst du fest, wie viele Buttons erscheinen\nund welcher Zauber auf welchem Button liegt.",
|
|
SHOW_BUTTONS = "|cFFFFFFFF%s|r Buttons anzeigen",
|
|
SCALE = "Skalierung: |cFFFFFFFF%s",
|
|
SMALL = "Klein",
|
|
LARGE = "Gross",
|
|
|
|
BTN_SPACING = "Button-Abstand: |cFFFFFFFF%s px",
|
|
ROW_SPACING = "Zeilen-Abstand: |cFFFFFFFF%s px",
|
|
|
|
ATTACH = "Standard-Gruppenfenster",
|
|
ATTACH_TIP = "Heftet die Heil-Buttons an Blizzards Standard-Gruppenfenster, statt eigene, frei platzierbare Namensplaketten zu verwenden.",
|
|
COMM = "HealComm-Sync",
|
|
COMM_TIP = "Sendet deine Heilungen im HealComm-Format an die Gruppe (Puppeteer, pfUI, Luna und Co. zeigen sie an) und uebernimmt umgekehrt die angekuendigten Heilungen anderer Heiler in die eigene Vorhersage.",
|
|
MANABAR = "Manabalken",
|
|
MANABAR_TIP = "Zeigt einen schmalen blauen Manabalken am unteren Rand des Lebensbalkens, nur bei Einheiten, die tatsaechlich Mana nutzen (kein Wut, Fokus oder Energie).",
|
|
SHOWPETS = "Begleiter anzeigen",
|
|
SHOWPETS_TIP = "Legt fuer jeden Begleiter in der Gruppe (Jaeger, Hexenmeister) eine eigene Plakette direkt unter seinem Besitzer an, mit denselben Heil-Buttons.",
|
|
TESTMODE = "Testmodus",
|
|
TESTMODE_TIP = "Fuellt die Anzeige mit Geisterspielern und -begleitern, damit du alles einrichten kannst, ohne in einer Gruppe zu sein. Die Geister zeigen Leben, Mana, einen Schild, eingehende Heilung und einen entfernbaren Debuff. Wird nicht gespeichert, nach dem Login immer aus.",
|
|
TEST_ON = "Testmodus |cFF00FF00an|r, Geisterspieler aktiv. Buttons casten nicht auf Geister.",
|
|
TEST_OFF = "Testmodus |cFFFF0000aus|r.",
|
|
TEST_CLICK = "Testmodus: kein Cast auf einen Geisterspieler.",
|
|
CLASSCOLORS = "Klassenfarben",
|
|
CLASSCOLORS_TIP = "Faerbt den Namen auf jeder Plakette in der Klassenfarbe (wie Healium). Begleiter behalten ihren hellblauen Namen.",
|
|
RANGEFADE = "Reichweiten-Fading",
|
|
RANGEFADE_TIP = "Blendet eine ganze Plakette samt Buttons auf halbe Deckkraft ab, wenn die Einheit ausserhalb der Reichweite deines ersten belegten Zaubers ist (ohne belegten Zauber: weiter als 28 Meter).",
|
|
BUFFWATCH = "Buff-Wache",
|
|
BUFFWATCH_TIP = "Waehle einen deiner Buffs. Jede Plakette, deren Einheit diesen Buff nicht hat, bekommt einen orangen Rahmen. Die Gruppenversion zaehlt mit (Gebet der Seelenstaerke fuer Machtwort: Seelenstaerke, Gabe der Wildnis fuer Mal der Wildnis, Grosse Segen, ...).",
|
|
BUFFWATCH_NONE = "keiner",
|
|
BUFFWATCH_PETS = "Buff-Wache auch fuer Begleiter",
|
|
BUFFWATCH_PETS_TIP = "Markiert auch Begleiter, denen der ueberwachte Buff fehlt. Standardmaessig aus, denn Pets bekommen selten Seelenstaerke oder Segen, ihre Plaketten waeren sonst meist orange.",
|
|
MENU_NO_BUFF = "|cFF999999Keine Buff-Wache|r",
|
|
LANG_TIP = "Stellt alle Texte des Addons um. Wirkt sofort, ein /reload ist nicht noetig.",
|
|
|
|
ABOUT = "%s %s |cFFAAAAAA(Original von Dourd, UI Overhauled)|r\n|cFFAAAAAAVanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r",
|
|
MM_TIP = "Links: Optionen\nRechts halten: Button verschieben\nShift + Links: Anzeige ein/aus",
|
|
|
|
FBP_WATCHED = "Ausgelesene Zauber:",
|
|
FBP_ACTIVE = "Aktiv:",
|
|
FBP_DIRECT = "Direkt",
|
|
FBP_SHIELD = "Schild",
|
|
FBP_LEARNED = "gelernt",
|
|
FBP_EVERY = "alle",
|
|
FBP_TICKSOF = "Ticks a",
|
|
FBP_CAST = "Cast",
|
|
FBP_ON = "auf",
|
|
FBP_OF = "von",
|
|
FBP_FOR = "fuer",
|
|
FBP_SYNC = "HealComm-Sync:",
|
|
FBP_STATE_ON = "an",
|
|
FBP_STATE_OFF = "aus",
|
|
FBP_INCOMING = "Fremdheilung",
|
|
FBP_DEBUG = "Debug:",
|
|
FBP_RESET = "Gelernte Werte verworfen.",
|
|
FBP_COMMANDS = "Befehle: /fbp config (Optionsfenster), /fbp test (Testmodus), /fbp buffs (Buff-Diagnose), /fbp debug, /fbp reset",
|
|
FBP_SMART = "Smart Healing: %s (Sicherheitsaufschlag %d %%)",
|
|
|
|
DBG_HOT = "HoT %s auf %s: %d pro Tick, %ds",
|
|
DBG_SHIELD = "Schild %s auf %s: %d Absorb, %ds",
|
|
DBG_CAST = "Cast %s auf %s: %d",
|
|
DBG_TICK = "Tick korrigiert: %s = %d",
|
|
DBG_HEAL = "Heilung %s = %d (Schaetzung jetzt %d)",
|
|
DBG_ABSORB = "Absorb %d auf %s (Rest %d)",
|
|
};
|
|
|
|
FBL = nil;
|
|
|
|
-- Client-Sprache als Vorgabe
|
|
function FBDetectLocale()
|
|
local loc = GetLocale and GetLocale();
|
|
if (loc == "deDE") then return "deDE"; end
|
|
if (loc == "esES" or loc == "esMX") then return "esES"; end
|
|
if (loc == "frFR") then return "frFR"; end
|
|
if (loc == "itIT") then return "itIT"; end
|
|
return "enUS";
|
|
end
|
|
|
|
-- Textabfrage mit Rueckfall auf Englisch
|
|
function FBT(key)
|
|
local t = FBL or FBLocale["enUS"];
|
|
local s = t[key];
|
|
if (s == nil) then s = FBLocale["enUS"][key]; end
|
|
if (s == nil) then return key; end
|
|
return s;
|
|
end
|
|
|
|
function FBSetLocale(code, apply)
|
|
if (not code) or (not FBLocale[code]) then code = "enUS"; end
|
|
FBL = FBLocale[code];
|
|
if (HealBox) then HealBox.Locale = code; end
|
|
if (apply) then FBHealBox_ApplyLocale(); end
|
|
end
|
|
|
|
FBLocale["esES"] = {
|
|
LANG_NAME = "Español",
|
|
LANGUAGE = "Idioma",
|
|
LOADED = "cargado|r. El botón del minimapa o /fbp config abre las opciones, /fbp muestra la predicción de curación.",
|
|
SUPERWOW = " |cFF55FF55[SuperWoW detectado]|r",
|
|
CREDITS = "|cFFAAAAAAOriginal de Dourd (Argent Dawn EU), portado a Vanilla y ampliado en 09/2026 por Mquadrat|r",
|
|
TT_NO_SPELL = "|cFFFFFFFFSin hechizo\n|cFF00FF00Elige un hechizo en la ventana de opciones.",
|
|
TT_TARGET = "Objetivo",
|
|
NOT_IN_GROUP = " no está en tu grupo.",
|
|
SELECT_SPELL = "Elegir hechizo...",
|
|
BUTTON = "Botón",
|
|
TAB_BUTTONS = "Botones",
|
|
TAB_GENERAL = "General",
|
|
COL_LEFT = "Clic izquierdo",
|
|
COL_RIGHT = "Clic derecho",
|
|
RIGHTCLICK = "Hechizo de clic derecho",
|
|
RIGHTCLICK_TIP = "Da a cada botón un segundo hechizo con el clic derecho (p. ej. Sanación relámpago a la izquierda, Sanación superior a la derecha). Desactivado por defecto. Al activarlo aparece una segunda columna arriba y un pequeño icono en la esquina de cada botón muestra el hechizo del clic derecho. Suelta un hechizo con el botón derecho o con Mayús pulsado para rellenar este lado.",
|
|
TT_RIGHT = "Clic derecho",
|
|
TT_BUFF_UNKNOWN = "tiempo restante desconocido (no es tu lanzamiento)",
|
|
DROP_SET = "Botón %d: |cFFFFFFFF%s|r (arrastrado desde el libro de hechizos)",
|
|
DROP_SET_R = "Botón %d, clic derecho: |cFFFFFFFF%s|r (arrastrado desde el libro de hechizos)",
|
|
DROP_UNKNOWN = "No se pudo identificar el hechizo arrastrado.",
|
|
SMARTRANK = "Smart Healing",
|
|
SMARTRANK_TIP = "Qué hace: al hacer clic, en lugar del rango asignado el botón lanza el rango más bajo del mismo hechizo cuya curación esperada cubra la vida que le falta al objetivo (menos la curación ya en camino) más el margen de seguridad. Ahorra maná y sobrecuración. Reglas: nunca por encima del rango asignado, solo curaciones directas (HoT y escudos no se ven afectados) y siempre el rango asignado por debajo del 30 % de vida. Desventajas: la curación esperada es una estimación del tooltip o de valores aprendidos y no cuenta los críticos; con daño en ráfaga, o cuando quieres sobrecurar a propósito como colchón (un tanque antes de un golpe fuerte), el rango menor puede quedarse corto. Desactívalo siempre que quieras sobrecurar. Cada decisión se registra con /fbp debug.",
|
|
SMART_MARGIN = "Margen de seguridad: |cFFFFFFFF%s %%",
|
|
COOLDOWNS = "Reutilización en botones",
|
|
COOLDOWNS_TIP = "Muestra el barrido de reutilización en cada botón (Rapidez de la naturaleza, Enfoque interno, Imposición de manos, reutilización del escudo). La reutilización global no se muestra.",
|
|
AGGRO = "Marcar al atacado",
|
|
AGGRO_TIP = "Borde rojo en la placa o celda del miembro al que tu objetivo hostil está apuntando. Se comprueba cinco veces por segundo.",
|
|
BUFFICONS = "Iconos de beneficios (izq.)",
|
|
BUFFICONS_TIP = "Los beneficios con duración que están en tus botones (Entereza, Espíritu divino, Custodia contra el miedo, ...) aparecen como pequeños iconos en el lado exterior izquierdo de la placa mientras están activos. Como una aguja de minutos, el icono se vuelve blanco y negro en el sentido de las agujas del reloj desde las doce a medida que se agota el tiempo: todo en color al principio, mitad derecha gris a mitad de tiempo, tres cuartos gris cuando queda un cuarto. Exacto en ti mismo, contado desde tu propio lanzamiento en los demás; un beneficio lanzado por otro se queda en color (tiempo desconocido). /fbp buffs muestra qué se sigue.",
|
|
TIMERS = "Temporizadores HoT y escudo",
|
|
TIMERS_TIP = "Cada botón muestra los segundos restantes de tu propio HoT o escudo de ese hechizo en esa unidad: verde para HoT, azul para el escudo, rojo para Alma debilitada tras el escudo. Los beneficios con duración se muestran como iconos en la barra de vida (ver Iconos de beneficios).",
|
|
DBG_SMARTRANK = "Reducción de rango: %s -> %s (faltan %d, esperado %d)",
|
|
DROP_HINT = "Arrastra hechizos del libro de hechizos a un botón. El botón derecho o Mayús al soltar rellena el lado del clic derecho.",
|
|
STATE_DEAD = "Muerto",
|
|
STATE_GHOST = "Fantasma",
|
|
STATE_OFFLINE = "Desconectado",
|
|
PLATE_LEFT = "Clic izquierdo en la placa",
|
|
PLATE_RIGHT = "Clic derecho en la placa",
|
|
PLATE_TIP = "Qué hace un clic en una placa de nombre (nombre o barra de vida). Mayús + arrastrar con el izquierdo siempre mueve la pantalla, sea cual sea el ajuste.",
|
|
ACT_TARGET = "Seleccionar",
|
|
ACT_MENU = "Menú de unidad",
|
|
ACT_MOVE = "Mover la pantalla",
|
|
ACT_NONE = "Nada",
|
|
LOSICON = "Línea de visión",
|
|
LOSICON_TIP = "Muestra un ojo en la esquina de la placa mientras la unidad está fuera de tu línea de visión. Con el mod de cliente UnitXP se comprueba en vivo; sin él, el addon recuerda un error de \"fuera de línea de visión\" durante unos segundos tras intentar curar a esa unidad y lo borra en cuanto empieza un lanzamiento sobre ella o llega una curación.",
|
|
DEBUFFICON = "Icono de perjuicio",
|
|
DEBUFFICON_TIP = "Muestra el icono del primer perjuicio que tu clase puede quitar junto al nombre, con su número de acumulaciones. La barra de vida sigue tomando además el color del perjuicio.",
|
|
MENU_NO_SPELL = "|cFF999999Sin hechizo|r",
|
|
RANK_DEFAULT = "Predeterminado",
|
|
PANEL_SUB = "Opciones de %s.\nElige cuántos botones mostrar\ny qué hechizo lanza cada botón.",
|
|
SHOW_BUTTONS = "Mostrar |cFFFFFFFF%s|r botones",
|
|
SCALE = "Escala del marco: |cFFFFFFFF%s",
|
|
SMALL = "Pequeño",
|
|
LARGE = "Grande",
|
|
BTN_SPACING = "Separación de botones: |cFFFFFFFF%s px",
|
|
ROW_SPACING = "Separación de filas: |cFFFFFFFF%s px",
|
|
ATTACH = "Marcos de grupo de Blizzard",
|
|
ATTACH_TIP = "Ancla los botones de curación a los marcos de grupo predeterminados de Blizzard en lugar de usar las placas móviles propias del addon.",
|
|
COMM = "Sincronización HealComm",
|
|
COMM_TIP = "Emite tus curaciones en el formato HealComm para que Puppeteer, pfUI, Luna y otros puedan mostrarlas, e incorpora a tu propia predicción las curaciones anunciadas por otros sanadores.",
|
|
MANABAR = "Barra de maná",
|
|
MANABAR_TIP = "Muestra una fina barra de maná azul en el borde inferior de la barra de vida, solo para unidades que usan maná (no ira, enfoque ni energía).",
|
|
SHOWPETS = "Mostrar mascotas",
|
|
SHOWPETS_TIP = "Añade una placa para cada mascota del grupo (cazador, brujo) justo debajo de su dueño, con los mismos botones de curación.",
|
|
TESTMODE = "Modo de prueba",
|
|
TESTMODE_TIP = "Rellena la pantalla con jugadores y mascotas fantasma para que puedas organizarlo todo sin estar en grupo. Los fantasmas muestran vida, maná, un escudo, curación entrante y un perjuicio disipable. No se guarda, siempre apagado al iniciar sesión.",
|
|
TEST_ON = "Modo de prueba |cFF00FF00activado|r, jugadores fantasma activos. Los botones no lanzan sobre fantasmas.",
|
|
TEST_OFF = "Modo de prueba |cFFFF0000desactivado|r.",
|
|
TEST_CLICK = "Modo de prueba: sin lanzamiento sobre un jugador fantasma.",
|
|
CLASSCOLORS = "Colores de clase",
|
|
CLASSCOLORS_TIP = "Colorea el nombre de cada placa con el color de clase (estilo Healium). Las mascotas conservan su nombre azul claro.",
|
|
RANGEFADE = "Atenuación por distancia",
|
|
RANGEFADE_TIP = "Atenúa toda la placa, botones incluidos, a media transparencia cuando la unidad está fuera del alcance de tu primer hechizo asignado (o a más de 28 metros si no hay hechizo asignado).",
|
|
BUFFWATCH = "Vigilancia de beneficio",
|
|
BUFFWATCH_TIP = "Elige uno de tus beneficios. Cada placa cuya unidad carezca de ese beneficio recibe un borde naranja. La versión de grupo también cuenta (Rezo de entereza para Palabra de poder: entereza, Don de lo Salvaje para Marca de lo Salvaje, Bendiciones superiores, ...).",
|
|
BUFFWATCH_NONE = "ninguno",
|
|
BUFFWATCH_PETS = "Vigilancia de beneficio: mascotas",
|
|
BUFFWATCH_PETS_TIP = "Marca también las mascotas a las que les falta el beneficio vigilado. Desactivado por defecto, porque las mascotas rara vez reciben Entereza o Bendiciones y sus placas estarían naranjas casi siempre.",
|
|
MENU_NO_BUFF = "|cFF999999Sin vigilancia de beneficio|r",
|
|
LANG_TIP = "Cambia todos los textos del addon. Surte efecto de inmediato, sin recargar.",
|
|
ABOUT = "%s %s |cFFAAAAAA(original de Dourd, UI Overhauled)|r\n|cFFAAAAAAPortado a Vanilla y ampliado en 09/2026 por Mquadrat|r",
|
|
MM_TIP = "Izquierdo: opciones\nMantener derecho: mover este botón\nMayús + izquierdo: mostrar/ocultar la pantalla",
|
|
FBP_WATCHED = "Hechizos leídos del libro de hechizos:",
|
|
FBP_ACTIVE = "Activos ahora:",
|
|
FBP_DIRECT = "directo",
|
|
FBP_SHIELD = "escudo",
|
|
FBP_LEARNED = "aprendido",
|
|
FBP_EVERY = "cada",
|
|
FBP_TICKSOF = "pulsos de",
|
|
FBP_CAST = "Lanzamiento",
|
|
FBP_ON = "sobre",
|
|
FBP_OF = "de",
|
|
FBP_FOR = "por",
|
|
FBP_SYNC = "Sincronización HealComm:",
|
|
FBP_STATE_ON = "activada",
|
|
FBP_STATE_OFF = "desactivada",
|
|
FBP_INCOMING = "Entrante",
|
|
FBP_DEBUG = "Depuración:",
|
|
FBP_RESET = "Valores aprendidos descartados.",
|
|
FBP_COMMANDS = "Comandos: /fbp config (ventana de opciones), /fbp test (modo de prueba), /fbp buffs (diagnóstico de beneficios), /fbp debug, /fbp reset",
|
|
FBP_SMART = "Smart Healing: %s (margen de seguridad %d %%)",
|
|
DBG_HOT = "HoT %s sobre %s: %d por pulso, %ds",
|
|
DBG_SHIELD = "Escudo %s sobre %s: %d absorción, %ds",
|
|
DBG_CAST = "Lanzamiento %s sobre %s: %d",
|
|
DBG_TICK = "Pulso corregido: %s = %d",
|
|
DBG_HEAL = "Curación %s = %d (estimación ahora %d)",
|
|
DBG_ABSORB = "Absorción %d en %s (quedan %d)",
|
|
};
|
|
|
|
FBLocale["frFR"] = {
|
|
LANG_NAME = "Français",
|
|
LANGUAGE = "Langue",
|
|
LOADED = "chargé|r. Le bouton de la minicarte ou /fbp config ouvre les options, /fbp affiche la prédiction de soins.",
|
|
SUPERWOW = " |cFF55FF55[SuperWoW détecté]|r",
|
|
CREDITS = "|cFFAAAAAAOriginal de Dourd (Argent Dawn EU), porté sur Vanilla et étendu en 09/2026 par Mquadrat|r",
|
|
TT_NO_SPELL = "|cFFFFFFFFAucun sort\n|cFF00FF00Choisissez un sort dans la fenêtre des options.",
|
|
TT_TARGET = "Cible",
|
|
NOT_IN_GROUP = " n'est pas dans votre groupe.",
|
|
SELECT_SPELL = "Choisir un sort...",
|
|
BUTTON = "Bouton",
|
|
TAB_BUTTONS = "Boutons",
|
|
TAB_GENERAL = "Général",
|
|
COL_LEFT = "Clic gauche",
|
|
COL_RIGHT = "Clic droit",
|
|
RIGHTCLICK = "Sort du clic droit",
|
|
RIGHTCLICK_TIP = "Donne à chaque bouton un second sort au clic droit (p. ex. Soins rapides à gauche, Soins supérieurs à droite). Désactivé par défaut. Une fois activé, une seconde colonne apparaît au-dessus et une petite icône dans le coin de chaque bouton montre le sort du clic droit. Déposez un sort avec le bouton droit ou en maintenant Maj pour remplir ce côté.",
|
|
TT_RIGHT = "Clic droit",
|
|
TT_BUFF_UNKNOWN = "temps restant inconnu (pas votre lancement)",
|
|
DROP_SET = "Bouton %d : |cFFFFFFFF%s|r (glissé depuis le grimoire)",
|
|
DROP_SET_R = "Bouton %d, clic droit : |cFFFFFFFF%s|r (glissé depuis le grimoire)",
|
|
DROP_UNKNOWN = "Impossible d'identifier le sort glissé.",
|
|
SMARTRANK = "Smart Healing",
|
|
SMARTRANK_TIP = "Ce que ça fait : au clic, au lieu du rang assigné, le bouton lance le rang le plus bas du même sort dont le soin attendu couvre les points de vie manquants de la cible (moins les soins déjà en route) plus la marge de sécurité. Économise du mana et du sursoin. Règles : jamais au-dessus du rang assigné, soins directs uniquement (les HoT et les boucliers ne sont pas concernés), et toujours le rang assigné sous 30 % de vie. Inconvénients : le soin attendu est une estimation tirée de l'infobulle ou des valeurs apprises et ignore les critiques ; en cas de dégâts en rafale, ou quand vous voulez volontairement sursoigner comme tampon (un tank avant un gros coup), le rang inférieur peut être insuffisant. Désactivez-le dès que vous voulez sursoigner. Chaque décision est consignée avec /fbp debug.",
|
|
SMART_MARGIN = "Marge de sécurité : |cFFFFFFFF%s %%",
|
|
COOLDOWNS = "Recharges sur les boutons",
|
|
COOLDOWNS_TIP = "Affiche le balayage du temps de recharge sur chaque bouton (Rapidité de la nature, Focalisation intérieure, Imposition des mains, recharge du bouclier). Le temps de recharge global n'est pas affiché.",
|
|
AGGRO = "Marquer la cible attaquée",
|
|
AGGRO_TIP = "Bordure rouge sur la plaque ou la cellule du membre que votre cible hostile vise actuellement. Vérifié cinq fois par seconde.",
|
|
BUFFICONS = "Icônes de buffs (gauche)",
|
|
BUFFICONS_TIP = "Les buffs à durée présents sur vos boutons (Robustesse, Esprit divin, Gardien de peur, ...) apparaissent sous forme de petites icônes sur le côté extérieur gauche de la plaque tant qu'ils sont actifs. Comme une aiguille des minutes, l'icône passe en noir et blanc dans le sens horaire à partir de midi au fur et à mesure que le temps s'écoule : entièrement en couleur au début, moitié droite grise à mi-temps, trois quarts gris quand il reste un quart. Exact sur vous-même, compté depuis votre propre lancement sur les autres ; un buff lancé par quelqu'un d'autre reste en couleur (temps inconnu). /fbp buffs montre ce qui est suivi.",
|
|
TIMERS = "Minuteurs HoT et bouclier",
|
|
TIMERS_TIP = "Chaque bouton affiche les secondes restantes de votre propre HoT ou bouclier de ce sort sur cette unité : vert pour les HoT, bleu pour le bouclier, rouge pour Âme affaiblie après le bouclier. Les buffs à durée sont affichés sous forme d'icônes dans la barre de vie (voir Icônes de buffs).",
|
|
DBG_SMARTRANK = "Rang abaissé : %s -> %s (manque %d, attendu %d)",
|
|
DROP_HINT = "Glissez des sorts du grimoire sur un bouton. Le bouton droit ou Maj au dépôt remplit le côté du clic droit.",
|
|
STATE_DEAD = "Mort",
|
|
STATE_GHOST = "Fantôme",
|
|
STATE_OFFLINE = "Hors ligne",
|
|
PLATE_LEFT = "Clic gauche sur la plaque",
|
|
PLATE_RIGHT = "Clic droit sur la plaque",
|
|
PLATE_TIP = "Ce que fait un clic sur une plaque (nom ou barre de vie). Maj + glisser avec le bouton gauche déplace toujours l'affichage, quel que soit le réglage.",
|
|
ACT_TARGET = "Cibler",
|
|
ACT_MENU = "Menu d'unité",
|
|
ACT_MOVE = "Déplacer l'affichage",
|
|
ACT_NONE = "Rien",
|
|
LOSICON = "Ligne de vue",
|
|
LOSICON_TIP = "Affiche un œil dans le coin de la plaque tant que l'unité est hors de votre ligne de vue. Avec le mod client UnitXP, c'est vérifié en direct ; sans lui, l'addon mémorise une erreur « hors de la ligne de vue » pendant quelques secondes après une tentative de soin sur cette unité et l'efface dès qu'un lancement sur elle commence ou qu'un soin arrive.",
|
|
DEBUFFICON = "Icône de debuff",
|
|
DEBUFFICON_TIP = "Affiche l'icône du premier debuff que votre classe peut dissiper à côté du nom, avec son nombre de charges. La barre de vie prend aussi la couleur du debuff.",
|
|
MENU_NO_SPELL = "|cFF999999Aucun sort|r",
|
|
RANK_DEFAULT = "Par défaut",
|
|
PANEL_SUB = "Options de %s.\nChoisissez combien de boutons afficher\net quel sort chaque bouton lance.",
|
|
SHOW_BUTTONS = "Afficher |cFFFFFFFF%s|r boutons",
|
|
SCALE = "Échelle du cadre : |cFFFFFFFF%s",
|
|
SMALL = "Petit",
|
|
LARGE = "Grand",
|
|
BTN_SPACING = "Espacement des boutons : |cFFFFFFFF%s px",
|
|
ROW_SPACING = "Espacement des lignes : |cFFFFFFFF%s px",
|
|
ATTACH = "Cadres de groupe Blizzard",
|
|
ATTACH_TIP = "Attache les boutons de soins aux cadres de groupe par défaut de Blizzard au lieu d'utiliser les plaques déplaçables de l'addon.",
|
|
COMM = "Synchronisation HealComm",
|
|
COMM_TIP = "Diffuse vos soins au format HealComm pour que Puppeteer, pfUI, Luna et d'autres puissent les afficher, et intègre à votre propre prédiction les soins annoncés par les autres soigneurs.",
|
|
MANABAR = "Barre de mana",
|
|
MANABAR_TIP = "Affiche une fine barre de mana bleue le long du bord inférieur de la barre de vie, uniquement pour les unités qui utilisent du mana (ni rage, ni focalisation, ni énergie).",
|
|
SHOWPETS = "Afficher les familiers",
|
|
SHOWPETS_TIP = "Ajoute une plaque pour chaque familier du groupe (chasseur, démoniste) juste sous son maître, avec les mêmes boutons de soins.",
|
|
TESTMODE = "Mode test",
|
|
TESTMODE_TIP = "Remplit l'affichage de joueurs et de familiers fantômes pour tout organiser sans être en groupe. Les fantômes montrent la vie, le mana, un bouclier, des soins entrants et un debuff dissipable. Non sauvegardé, toujours désactivé à la connexion.",
|
|
TEST_ON = "Mode test |cFF00FF00activé|r, joueurs fantômes actifs. Les boutons ne lancent rien sur les fantômes.",
|
|
TEST_OFF = "Mode test |cFFFF0000désactivé|r.",
|
|
TEST_CLICK = "Mode test : aucun lancement sur un joueur fantôme.",
|
|
CLASSCOLORS = "Couleurs de classe",
|
|
CLASSCOLORS_TIP = "Colore le nom de chaque plaque avec la couleur de classe (style Healium). Les familiers gardent leur nom bleu clair.",
|
|
RANGEFADE = "Estompage hors portée",
|
|
RANGEFADE_TIP = "Rend toute la plaque, boutons compris, à moitié transparente quand l'unité est hors de portée de votre premier sort assigné (ou au-delà de 28 mètres si aucun sort n'est assigné).",
|
|
BUFFWATCH = "Surveillance de buff",
|
|
BUFFWATCH_TIP = "Choisissez l'un de vos buffs. Chaque plaque dont l'unité n'a pas ce buff reçoit une bordure orange. La version de groupe compte aussi (Prière de robustesse pour Mot de pouvoir : Robustesse, Don de la nature pour Marque du fauve, Bénédictions supérieures, ...).",
|
|
BUFFWATCH_NONE = "aucune",
|
|
BUFFWATCH_PETS = "Surveillance de buff : familiers",
|
|
BUFFWATCH_PETS_TIP = "Marque aussi les familiers auxquels le buff surveillé manque. Désactivé par défaut, car les familiers reçoivent rarement Robustesse ou des Bénédictions et leurs plaques resteraient orange la plupart du temps.",
|
|
MENU_NO_BUFF = "|cFF999999Aucune surveillance de buff|r",
|
|
LANG_TIP = "Change tous les textes de l'addon. Effet immédiat, sans rechargement.",
|
|
ABOUT = "%s %s |cFFAAAAAA(original de Dourd, UI Overhauled)|r\n|cFFAAAAAAPorté sur Vanilla et étendu en 09/2026 par Mquadrat|r",
|
|
MM_TIP = "Gauche : options\nMaintenir droit : déplacer ce bouton\nMaj + gauche : afficher/masquer l'affichage",
|
|
FBP_WATCHED = "Sorts lus dans le grimoire :",
|
|
FBP_ACTIVE = "Actifs en ce moment :",
|
|
FBP_DIRECT = "direct",
|
|
FBP_SHIELD = "bouclier",
|
|
FBP_LEARNED = "appris",
|
|
FBP_EVERY = "toutes les",
|
|
FBP_TICKSOF = "ticks de",
|
|
FBP_CAST = "Lancement",
|
|
FBP_ON = "sur",
|
|
FBP_OF = "sur",
|
|
FBP_FOR = "pour",
|
|
FBP_SYNC = "Synchronisation HealComm :",
|
|
FBP_STATE_ON = "activée",
|
|
FBP_STATE_OFF = "désactivée",
|
|
FBP_INCOMING = "Entrant",
|
|
FBP_DEBUG = "Débogage :",
|
|
FBP_RESET = "Valeurs apprises effacées.",
|
|
FBP_COMMANDS = "Commandes : /fbp config (fenêtre des options), /fbp test (mode test), /fbp buffs (diagnostic des buffs), /fbp debug, /fbp reset",
|
|
FBP_SMART = "Smart Healing : %s (marge de sécurité %d %%)",
|
|
DBG_HOT = "HoT %s sur %s : %d par tick, %ds",
|
|
DBG_SHIELD = "Bouclier %s sur %s : %d absorption, %ds",
|
|
DBG_CAST = "Lancement %s sur %s : %d",
|
|
DBG_TICK = "Tick corrigé : %s = %d",
|
|
DBG_HEAL = "Soin %s = %d (estimation maintenant %d)",
|
|
DBG_ABSORB = "Absorption %d sur %s (reste %d)",
|
|
};
|
|
|
|
FBLocale["itIT"] = {
|
|
LANG_NAME = "Italiano",
|
|
LANGUAGE = "Lingua",
|
|
LOADED = "caricato|r. Il pulsante della minimappa o /fbp config apre le opzioni, /fbp mostra la previsione delle cure.",
|
|
SUPERWOW = " |cFF55FF55[SuperWoW rilevato]|r",
|
|
CREDITS = "|cFFAAAAAAOriginale di Dourd (Argent Dawn EU), portato su Vanilla ed esteso nel 09/2026 da Mquadrat|r",
|
|
TT_NO_SPELL = "|cFFFFFFFFNessun incantesimo\n|cFF00FF00Scegli un incantesimo nella finestra delle opzioni.",
|
|
TT_TARGET = "Bersaglio",
|
|
NOT_IN_GROUP = " non è nel tuo gruppo.",
|
|
SELECT_SPELL = "Scegli incantesimo...",
|
|
BUTTON = "Pulsante",
|
|
TAB_BUTTONS = "Pulsanti",
|
|
TAB_GENERAL = "Generale",
|
|
COL_LEFT = "Clic sinistro",
|
|
COL_RIGHT = "Clic destro",
|
|
RIGHTCLICK = "Incantesimo del clic destro",
|
|
RIGHTCLICK_TIP = "Dà a ogni pulsante un secondo incantesimo con il clic destro (per es. Cura Rapida a sinistra, Cura Superiore a destra). Disattivato per impostazione predefinita. Quando è attivo compare una seconda colonna in alto e una piccola icona nell'angolo di ogni pulsante mostra l'incantesimo del clic destro. Rilascia un incantesimo con il tasto destro o tenendo premuto Maiusc per riempire questo lato.",
|
|
TT_RIGHT = "Clic destro",
|
|
TT_BUFF_UNKNOWN = "tempo rimanente sconosciuto (non è un tuo lancio)",
|
|
DROP_SET = "Pulsante %d: |cFFFFFFFF%s|r (trascinato dal libro degli incantesimi)",
|
|
DROP_SET_R = "Pulsante %d, clic destro: |cFFFFFFFF%s|r (trascinato dal libro degli incantesimi)",
|
|
DROP_UNKNOWN = "Impossibile identificare l'incantesimo trascinato.",
|
|
SMARTRANK = "Smart Healing",
|
|
SMARTRANK_TIP = "Cosa fa: al clic, invece del rango assegnato il pulsante lancia il rango più basso dello stesso incantesimo la cui cura prevista copre la salute mancante del bersaglio (meno le cure già in arrivo) più il margine di sicurezza. Risparmia mana e cure in eccesso. Regole: mai sopra il rango assegnato, solo cure dirette (HoT e scudi non sono toccati) e sempre il rango assegnato sotto il 30 % di salute. Svantaggi: la cura prevista è una stima dalla descrizione o dai valori appresi e ignora i critici; con danni a raffica, o quando vuoi curare in eccesso di proposito come cuscinetto (un tank prima di un colpo forte), il rango inferiore può non bastare. Disattivalo ogni volta che vuoi curare in eccesso. Ogni decisione è registrata con /fbp debug.",
|
|
SMART_MARGIN = "Margine di sicurezza: |cFFFFFFFF%s %%",
|
|
COOLDOWNS = "Recuperi sui pulsanti",
|
|
COOLDOWNS_TIP = "Mostra l'animazione del tempo di recupero su ogni pulsante (Rapidità della Natura, Concentrazione Interiore, Imposizione delle Mani, recupero dello scudo). Il tempo di recupero globale non viene mostrato.",
|
|
AGGRO = "Segnala chi è attaccato",
|
|
AGGRO_TIP = "Bordo rosso sulla targhetta o sulla cella del membro che il tuo bersaglio ostile sta puntando. Controllato cinque volte al secondo.",
|
|
BUFFICONS = "Icone benefici (sinistra)",
|
|
BUFFICONS_TIP = "I benefici con durata presenti sui tuoi pulsanti (Tempra, Spirito Divino, Protezione dalla Paura, ...) compaiono come piccole icone sul lato esterno sinistro della targhetta finché sono attivi. Come una lancetta dei minuti, l'icona diventa in bianco e nero in senso orario a partire dalle dodici man mano che il tempo scorre: tutta a colori all'inizio, metà destra grigia a metà tempo, tre quarti grigi quando ne resta un quarto. Esatta su te stesso, contata dal tuo lancio sugli altri; un beneficio lanciato da altri resta a colori (tempo sconosciuto). /fbp buffs mostra cosa viene seguito.",
|
|
TIMERS = "Timer HoT e scudo",
|
|
TIMERS_TIP = "Ogni pulsante mostra i secondi rimanenti del tuo HoT o scudo di quell'incantesimo su quell'unità: verde per gli HoT, blu per lo scudo, rosso per Anima Indebolita dopo lo scudo. I benefici con durata vengono mostrati come icone nella barra della salute (vedi Icone dei benefici).",
|
|
DBG_SMARTRANK = "Rango ridotto: %s -> %s (mancano %d, previsti %d)",
|
|
DROP_HINT = "Trascina gli incantesimi dal libro su un pulsante. Il tasto destro o Maiusc al rilascio riempie il lato del clic destro.",
|
|
STATE_DEAD = "Morto",
|
|
STATE_GHOST = "Fantasma",
|
|
STATE_OFFLINE = "Offline",
|
|
PLATE_LEFT = "Clic sinistro sulla targhetta",
|
|
PLATE_RIGHT = "Clic destro sulla targhetta",
|
|
PLATE_TIP = "Cosa fa un clic su una targhetta (nome o barra della salute). Maiusc + trascinamento con il sinistro sposta sempre la visualizzazione, qualunque sia l'impostazione.",
|
|
ACT_TARGET = "Seleziona",
|
|
ACT_MENU = "Menu unità",
|
|
ACT_MOVE = "Sposta la visualizzazione",
|
|
ACT_NONE = "Niente",
|
|
LOSICON = "Linea di vista",
|
|
LOSICON_TIP = "Mostra un occhio nell'angolo della targhetta finché l'unità è fuori dalla tua linea di vista. Con il mod client UnitXP il controllo è in tempo reale; senza, l'addon ricorda un errore di \"fuori linea di vista\" per qualche secondo dopo un tentativo di cura su quell'unità e lo cancella non appena inizia un lancio su di essa o arriva una cura.",
|
|
DEBUFFICON = "Icona del malus",
|
|
DEBUFFICON_TIP = "Mostra l'icona del primo malus che la tua classe può rimuovere accanto al nome, con il numero di accumuli. La barra della salute continua anche a prendere il colore del malus.",
|
|
MENU_NO_SPELL = "|cFF999999Nessun incantesimo|r",
|
|
RANK_DEFAULT = "Predefinito",
|
|
PANEL_SUB = "Opzioni di %s.\nScegli quanti pulsanti mostrare\ne quale incantesimo lancia ogni pulsante.",
|
|
SHOW_BUTTONS = "Mostra |cFFFFFFFF%s|r pulsanti",
|
|
SCALE = "Scala della cornice: |cFFFFFFFF%s",
|
|
SMALL = "Piccola",
|
|
LARGE = "Grande",
|
|
BTN_SPACING = "Spaziatura pulsanti: |cFFFFFFFF%s px",
|
|
ROW_SPACING = "Spaziatura righe: |cFFFFFFFF%s px",
|
|
ATTACH = "Cornici di gruppo Blizzard",
|
|
ATTACH_TIP = "Aggancia i pulsanti di cura alle cornici di gruppo predefinite di Blizzard invece di usare le targhette mobili dell'addon.",
|
|
COMM = "Sincronizzazione HealComm",
|
|
COMM_TIP = "Trasmette le tue cure nel formato HealComm perché Puppeteer, pfUI, Luna e altri possano mostrarle, e integra nella tua previsione le cure annunciate dagli altri guaritori.",
|
|
MANABAR = "Barra del mana",
|
|
MANABAR_TIP = "Mostra una sottile barra blu del mana lungo il bordo inferiore della barra della salute, solo per le unità che usano mana (niente ira, concentrazione o energia).",
|
|
SHOWPETS = "Mostra famigli",
|
|
SHOWPETS_TIP = "Aggiunge una targhetta per ogni famiglio del gruppo (cacciatore, stregone) subito sotto il suo padrone, con gli stessi pulsanti di cura.",
|
|
TESTMODE = "Modalità test",
|
|
TESTMODE_TIP = "Riempie la visualizzazione con giocatori e famigli fantasma per sistemare tutto senza essere in gruppo. I fantasmi mostrano salute, mana, uno scudo, cure in arrivo e un malus dissolvibile. Non viene salvata, sempre disattivata all'accesso.",
|
|
TEST_ON = "Modalità test |cFF00FF00attiva|r, giocatori fantasma attivi. I pulsanti non lanciano sui fantasmi.",
|
|
TEST_OFF = "Modalità test |cFFFF0000disattivata|r.",
|
|
TEST_CLICK = "Modalità test: nessun lancio su un giocatore fantasma.",
|
|
CLASSCOLORS = "Colori di classe",
|
|
CLASSCOLORS_TIP = "Colora il nome di ogni targhetta con il colore di classe (stile Healium). I famigli mantengono il nome azzurro.",
|
|
RANGEFADE = "Dissolvenza fuori portata",
|
|
RANGEFADE_TIP = "Rende l'intera targhetta, pulsanti compresi, semitrasparente quando l'unità è fuori portata del tuo primo incantesimo assegnato (o oltre 28 metri se nessun incantesimo è assegnato).",
|
|
BUFFWATCH = "Controllo beneficio",
|
|
BUFFWATCH_TIP = "Scegli uno dei tuoi benefici. Ogni targhetta la cui unità non ha quel beneficio riceve un bordo arancione. Conta anche la versione di gruppo (Preghiera della Tempra per Parola del Potere: Tempra, Dono della Natura per Marchio della Natura, Benedizioni Superiori, ...).",
|
|
BUFFWATCH_NONE = "nessuno",
|
|
BUFFWATCH_PETS = "Controllo beneficio: famigli",
|
|
BUFFWATCH_PETS_TIP = "Segnala anche i famigli a cui manca il beneficio controllato. Disattivato per impostazione predefinita, perché i famigli ricevono raramente Tempra o Benedizioni e le loro targhette resterebbero arancioni quasi sempre.",
|
|
MENU_NO_BUFF = "|cFF999999Nessun controllo beneficio|r",
|
|
LANG_TIP = "Cambia tutti i testi dell'addon. Effetto immediato, senza ricaricare.",
|
|
ABOUT = "%s %s |cFFAAAAAA(originale di Dourd, UI Overhauled)|r\n|cFFAAAAAAPortato su Vanilla ed esteso nel 09/2026 da Mquadrat|r",
|
|
MM_TIP = "Sinistro: opzioni\nTieni premuto il destro: sposta questo pulsante\nMaiusc + sinistro: mostra/nascondi la visualizzazione",
|
|
FBP_WATCHED = "Incantesimi letti dal libro:",
|
|
FBP_ACTIVE = "Attivi ora:",
|
|
FBP_DIRECT = "diretta",
|
|
FBP_SHIELD = "scudo",
|
|
FBP_LEARNED = "appreso",
|
|
FBP_EVERY = "ogni",
|
|
FBP_TICKSOF = "tick da",
|
|
FBP_CAST = "Lancio",
|
|
FBP_ON = "su",
|
|
FBP_OF = "di",
|
|
FBP_FOR = "per",
|
|
FBP_SYNC = "Sincronizzazione HealComm:",
|
|
FBP_STATE_ON = "attiva",
|
|
FBP_STATE_OFF = "disattivata",
|
|
FBP_INCOMING = "In arrivo",
|
|
FBP_DEBUG = "Debug:",
|
|
FBP_RESET = "Valori appresi scartati.",
|
|
FBP_COMMANDS = "Comandi: /fbp config (finestra opzioni), /fbp test (modalità test), /fbp buffs (diagnostica benefici), /fbp debug, /fbp reset",
|
|
FBP_SMART = "Smart Healing: %s (margine di sicurezza %d %%)",
|
|
DBG_HOT = "HoT %s su %s: %d per tick, %ds",
|
|
DBG_SHIELD = "Scudo %s su %s: %d assorbimento, %ds",
|
|
DBG_CAST = "Lancio %s su %s: %d",
|
|
DBG_TICK = "Tick corretto: %s = %d",
|
|
DBG_HEAL = "Cura %s = %d (stima ora %d)",
|
|
DBG_ABSORB = "Assorbimento %d su %s (restano %d)",
|
|
};
|
|
|
|
FBL = FBLocale[FBDetectLocale()];
|
|
|
|
-- ==========================================================================
|
|
-- [ Hooks fuer Module ]
|
|
--
|
|
-- Module (z. B. FBHealBox_Raid.lua) haengen sich hier ein, statt den
|
|
-- Kern zu aendern. Aufrufpunkte: Defaults, SyncOptions, ApplyLocale,
|
|
-- UpdateNames, RefreshAllBars, ButtonsChanged, ActiveToggle, Status, Loaded
|
|
-- und Slash (Slash-Hooks geben true zurueck, wenn sie den Befehl verarbeitet
|
|
-- haben).
|
|
-- ==========================================================================
|
|
|
|
FBHookRegistry = {};
|
|
|
|
function FBHealBox_RegisterHook(name, fn)
|
|
if (not FBHookRegistry[name]) then FBHookRegistry[name] = {}; end
|
|
table.insert(FBHookRegistry[name], fn);
|
|
end
|
|
|
|
function FBHealBox_RunHook(name, a1, a2, a3)
|
|
local list = FBHookRegistry[name];
|
|
if (not list) then return false; end
|
|
local handled = false;
|
|
for _, fn in ipairs(list) do
|
|
if (fn(a1, a2, a3)) then handled = true; end
|
|
end
|
|
return handled;
|
|
end
|
|
|
|
LowHP = 0.6;
|
|
VeryLowHP = 0.3;
|
|
NamePlateWidth = 120;
|
|
NamePlateHeight = 28;
|
|
|
|
-- Manabalken: "Balken im Balken" am unteren Rand des Lebensbalkens
|
|
FBMANA_BAR_HEIGHT = 5; -- px
|
|
FBMANA_BAR_COLOR = { 0.15, 0.40, 1.00, 1 }; -- blau
|
|
FBMANA_BG_ALPHA = 0.35; -- dunkler Streifen hinter dem Mana (0 = aus)
|
|
|
|
-- Begleiter-Plaketten: Namensfarbe, Einrueckung unter dem Besitzer (die
|
|
-- Plakette wird um denselben Betrag schmaler, damit die Buttons buendig
|
|
-- bleiben) und ein kleines Pfoten-Icon vor dem Namen.
|
|
FBPET_NAME_COLOR = { 0.75, 0.85, 1.00, 1 };
|
|
FBPET_INDENT = 12;
|
|
FBPET_ICON = "Interface\\Icons\\INV_Misc_Foot_Kodo";
|
|
FBPET_ICON_SIZE = 12;
|
|
|
|
-- Debuff-Icon neben dem Namen
|
|
FBDEBUFF_ICON_SIZE = 14;
|
|
|
|
-- Hoehe der Namensbox: genau eine Zeile (verhindert Umbruch und Verschieben)
|
|
FBNAME_HEIGHT = 12;
|
|
|
|
-- Breite der Namensbox: normal, und wenn rechts daneben das Debuff-Icon steht
|
|
-- (rechts davon braucht der Prozenttext etwa 34 px)
|
|
FBNAME_WIDTH_FULL = NamePlateWidth - 42; -- 78
|
|
FBNAME_WIDTH_ICON = NamePlateWidth - 42 - FBDEBUFF_ICON_SIZE - 4; -- 60
|
|
|
|
-- Sichtlinien-Abzeichen: Icon, Groesse, Position (Anker TOPLEFT an TOPLEFT
|
|
-- der Plakette, ragt etwas ueber die Ecke; links aussen sitzen die Buff-Icons)
|
|
FBLOS_ICON = "Interface\\Icons\\Spell_Shadow_MindSteal"; -- das "blinde Auge" (Blenden)
|
|
FBLOS_ICON_SIZE = 12;
|
|
FBLOS_ICON_X = -3;
|
|
FBLOS_ICON_Y = 3;
|
|
FBLOS_TIMEOUT = 8; -- Sek., wie lange eine LoS-Fehlermeldung ohne UnitXP gilt
|
|
|
|
-- Reichweiten-Fading: Deckkraft einer Plakette ausser Reichweite, Pruefintervall
|
|
FBRANGE_ALPHA = 0.5;
|
|
FBRANGE_INTERVAL = 0.5; -- Sekunden
|
|
|
|
-- Rahmenfarbe, wenn der ueberwachte Buff fehlt (Buff-Wache)
|
|
FBBUFF_MISSING_COLOR = { 1.0, 0.5, 0.0, 1 };
|
|
FBBUFF_NORMAL_COLOR = { 1.0, 1.0, 1.0, 1 };
|
|
-- Rahmenfarbe fuer den Angegriffenen (schlaegt die Buff-Wache)
|
|
FBAGGRO_COLOR = { 1.0, 0.15, 0.15, 1 };
|
|
|
|
-- Cooldown-Uhr: kuerzere Cooldowns (globaler Cooldown) werden nicht gezeigt
|
|
FBCD_MIN_DURATION = 2.0;
|
|
|
|
-- Buff-Icons mit Uhr: 8 px, aussen links neben der Plakette (und Zelle),
|
|
-- vertikal mittig, von rechts nach links aufgereiht. Die Uhr: vier
|
|
-- Quadranten werden im Uhrzeigersinn ab 12 Uhr schwarz-weiss, wie ein
|
|
-- Minutenzeiger, der ueber das Icon laeuft (50 % Rest = rechte Haelfte grau).
|
|
FBBUFFICON_SIZE = 8;
|
|
FBBUFFICON_GAP = 1;
|
|
FBBUFFICON_MAX = 6;
|
|
FBBUFFICON_XOFF = -2; -- px Abstand des ersten Icons zur linken Plattenkante
|
|
FBBUFFICON_GREY = 0.30; -- Grauton der abgelaufenen Quadranten (falls keine Entsaettigung)
|
|
FBBUFFICON_WASH = { 0, 0, 0, 0.45 }; -- dunkle Waesche ueber abgelaufenen Quadranten
|
|
FBBUFFICON_ROWS = 2; -- Icons werden in Zweierstapeln (2 hoch) nach links aufgereiht
|
|
|
|
-- HoT-/Schild-Timer auf den Buttons
|
|
FBTIMER_COLOR_HOT = { 0.4, 1.0, 0.4 };
|
|
FBTIMER_COLOR_SHIELD = { 0.6, 0.8, 1.0 };
|
|
FBTIMER_COLOR_WS = { 1.0, 0.3, 0.3 };
|
|
FBTIMER_COLOR_BUFF = { 1.0, 0.9, 0.4 };
|
|
FBWEAKENED_SOUL_SEC = 15;
|
|
FBSHIELD_SPELL = "Power Word: Shield";
|
|
|
|
-- Klassenfarben: RAID_CLASS_COLORS des Clients, sonst diese Vorgaben
|
|
FBClassColors = {
|
|
WARRIOR = { r = 0.78, g = 0.61, b = 0.43 },
|
|
PALADIN = { r = 0.96, g = 0.55, b = 0.73 },
|
|
HUNTER = { r = 0.67, g = 0.83, b = 0.45 },
|
|
ROGUE = { r = 1.00, g = 0.96, b = 0.41 },
|
|
PRIEST = { r = 1.00, g = 1.00, b = 1.00 },
|
|
SHAMAN = { r = 0.00, g = 0.44, b = 0.87 },
|
|
MAGE = { r = 0.41, g = 0.80, b = 0.94 },
|
|
WARLOCK = { r = 0.58, g = 0.51, b = 0.79 },
|
|
DRUID = { r = 1.00, g = 0.49, b = 0.04 },
|
|
};
|
|
|
|
function FBClassColor(token)
|
|
if (not token) then return nil; end
|
|
if (RAID_CLASS_COLORS and RAID_CLASS_COLORS[token]) then return RAID_CLASS_COLORS[token]; end
|
|
return FBClassColors[token];
|
|
end
|
|
|
|
-- Buff-Wache: welche Buffs der eigenen Klasse zur Auswahl stehen (nur die
|
|
-- gelernten erscheinen im Menue) und welche Gruppenversion dasselbe zaehlt.
|
|
FBBuffWatchSpells = {
|
|
Priest = { "Power Word: Fortitude", "Prayer of Fortitude", "Divine Spirit", "Prayer of Spirit",
|
|
"Shadow Protection", "Prayer of Shadow Protection", "Renew", "Power Word: Shield" },
|
|
Druid = { "Mark of the Wild", "Gift of the Wild", "Thorns", "Rejuvenation", "Regrowth" },
|
|
Paladin = { "Blessing of Wisdom", "Greater Blessing of Wisdom", "Blessing of Might", "Greater Blessing of Might",
|
|
"Blessing of Kings", "Greater Blessing of Kings", "Blessing of Salvation", "Greater Blessing of Salvation",
|
|
"Blessing of Light", "Greater Blessing of Light", "Blessing of Sanctuary", "Greater Blessing of Sanctuary" },
|
|
Shaman = { "Earth Shield", "Water Shield" },
|
|
};
|
|
FBBuffAlternates = {
|
|
["Power Word: Fortitude"] = "Prayer of Fortitude", ["Prayer of Fortitude"] = "Power Word: Fortitude",
|
|
["Divine Spirit"] = "Prayer of Spirit", ["Prayer of Spirit"] = "Divine Spirit",
|
|
["Shadow Protection"] = "Prayer of Shadow Protection", ["Prayer of Shadow Protection"] = "Shadow Protection",
|
|
["Mark of the Wild"] = "Gift of the Wild", ["Gift of the Wild"] = "Mark of the Wild",
|
|
["Blessing of Wisdom"] = "Greater Blessing of Wisdom", ["Greater Blessing of Wisdom"] = "Blessing of Wisdom",
|
|
["Blessing of Might"] = "Greater Blessing of Might", ["Greater Blessing of Might"] = "Blessing of Might",
|
|
["Blessing of Kings"] = "Greater Blessing of Kings", ["Greater Blessing of Kings"] = "Blessing of Kings",
|
|
["Blessing of Salvation"] = "Greater Blessing of Salvation", ["Greater Blessing of Salvation"] = "Blessing of Salvation",
|
|
["Blessing of Light"] = "Greater Blessing of Light", ["Greater Blessing of Light"] = "Blessing of Light",
|
|
["Blessing of Sanctuary"] = "Greater Blessing of Sanctuary", ["Greater Blessing of Sanctuary"] = "Blessing of Sanctuary",
|
|
};
|
|
FBBuffSpells = {}; -- [Name] = { icon = Textur } (aus dem Zauberbuch)
|
|
|
|
-- ==========================================================================
|
|
-- [ Slots ]
|
|
--
|
|
-- Zehn Plaketten: 1-5 Spieler (player, party1-4), 6-10 deren Begleiter
|
|
-- (pet, partypet1-4). FBPartyFrame[p] ist die Plakette, FBPartyTable[p]
|
|
-- ihre Buttons, FBPartyUnit[p] die Unit-ID. Angezeigt wird in der
|
|
-- Reihenfolge FBLayoutOrder: jeder Begleiter direkt unter seinem Besitzer.
|
|
-- ==========================================================================
|
|
|
|
FBSlotCount = 10;
|
|
FBPartyUnit = { "player", "party1", "party2", "party3", "party4",
|
|
"pet", "partypet1", "partypet2", "partypet3", "partypet4" };
|
|
FBSlotIsPet = { false, false, false, false, false, true, true, true, true, true };
|
|
FBLayoutOrder = { 1, 6, 2, 7, 3, 8, 4, 9, 5, 10 };
|
|
|
|
-- Unit-ID -> Slot (fuer die UNIT_*-Events)
|
|
FBUnitSlot = {};
|
|
for p = 1, FBSlotCount do FBUnitSlot[FBPartyUnit[p]] = p; end
|
|
|
|
FBPartyFrame = {};
|
|
FBPartyTable = {};
|
|
for p = 1, FBSlotCount do FBPartyTable[p] = {}; end
|
|
|
|
-- ==========================================================================
|
|
-- [ Testmodus: Geisterspieler ]
|
|
--
|
|
-- Im Testmodus bleibt Slot 1 (der Spieler selbst) echt, alle anderen Slots
|
|
-- werden mit Geistern gefuellt, auch wenn gerade eine echte Gruppe da ist.
|
|
-- Die Geister atmen: ihre HP schwanken langsam, damit die Farbschwellen,
|
|
-- Schild- und Vorhersage-Schichten sichtbar werden. Die Anzeige liest
|
|
-- Einheiten ausschliesslich ueber die FBUnit*-Wrapper unten, deshalb muss
|
|
-- der restliche Code den Testmodus nicht kennen.
|
|
-- Der Testmodus wird bewusst nicht gespeichert.
|
|
-- ==========================================================================
|
|
|
|
FBTestMode = false;
|
|
|
|
-- hp/mp sind Anteile (0..1), swing ist die Amplitude der HP-Schwankung,
|
|
-- debuff = true gibt dem Geist einen von der eigenen Klasse entfernbaren Debuff
|
|
-- (Icon debuffTex, debuffCount Stacks), debuffType einen bestimmten Typ
|
|
-- (z. B. "Disease"; faerbt nur, wenn die eigene Klasse ihn entfernen kann),
|
|
-- state = "dead" | "ghost" | "offline",
|
|
-- buffMissing = true laesst die Buff-Wache anschlagen, outOfRange = true faded,
|
|
-- los = true zeigt das Sichtlinien-Abzeichen, aggro = true den roten Rahmen,
|
|
-- hotLeft/shieldLeft Restsekunden auf Button 1 bzw. 2.
|
|
FBTestGhosts = {
|
|
["party1"] = { name = "Brynn", class = "WARRIOR", hpMax = 3400, hp = 0.90, swing = 0.08, hasMana = false, buffMissing = true, state = "dead" },
|
|
["party2"] = { name = "Cerys", class = "WARLOCK", hpMax = 2300, hp = 0.55, swing = 0.10, hasMana = true, mpMax = 3100, mp = 0.65, shield = 450, los = true },
|
|
["party3"] = { name = "Dorn", class = "HUNTER", hpMax = 2900, hp = 0.30, swing = 0.15, hasMana = true, mpMax = 2400, mp = 0.35, inc = 700, aggro = true, hotLeft = 9, shieldLeft = 21,
|
|
-- sechs Buffs: Seelenstaerke, Willen, Schattenschutz, Furchtzauberschutz, Mal der Wildnis (fremd, ohne Uhr), Koenige
|
|
buffs = { { tex = "Interface\\Icons\\Spell_Holy_WordFortitude", left = 540, dur = 1800 },
|
|
{ tex = "Interface\\Icons\\Spell_Holy_DivineSpirit", left = 1500, dur = 1800 },
|
|
{ tex = "Interface\\Icons\\Spell_Shadow_AntiShadow", left = 300, dur = 600 },
|
|
{ tex = "Interface\\Icons\\Spell_Holy_Excorcism", left = 45, dur = 180 },
|
|
{ tex = "Interface\\Icons\\Spell_Nature_Regeneration", dur = 1800 },
|
|
{ tex = "Interface\\Icons\\Spell_Magic_MageArmor", left = 1750, dur = 1800 } } },
|
|
["party4"] = { name = "Elowen", class = "DRUID", hpMax = 2700, hp = 0.95, swing = 0.04, hasMana = true, mpMax = 3600, mp = 0.90, debuff = true, debuffTex = "Interface\\Icons\\Spell_Shadow_ShadowWordPain", debuffCount = 3, outOfRange = true },
|
|
["pet"] = { name = "Fang", hpMax = 1900, hp = 0.75, swing = 0.12, hasMana = false },
|
|
["partypet2"] = { name = "Zorbek", hpMax = 1200, hp = 0.60, swing = 0.10, hasMana = true, mpMax = 900, mp = 0.50 },
|
|
["partypet3"] = { name = "Bramble", hpMax = 2100, hp = 0.40, swing = 0.14, hasMana = false, inc = 300,
|
|
debuffType = "Disease", debuffTex = "Interface\\Icons\\Spell_Nature_NullifyDisease", debuffCount = 1 },
|
|
};
|
|
|
|
function FBTest_Ghost(unit)
|
|
if (not FBTestMode) or (unit == "player") then return nil; end
|
|
return FBTestGhosts[unit];
|
|
end
|
|
|
|
-- Aktueller HP-Anteil eines Geistes (langsame Sinus-Schwankung)
|
|
function FBTest_HPFraction(g, unit)
|
|
local phase = string.len(unit) * 1.7;
|
|
local frac = g.hp + (g.swing or 0) * math.sin((GetTime() * 0.6) + phase);
|
|
if (frac < 0.03) then frac = 0.03; end
|
|
if (frac > 1) then frac = 1; end
|
|
return frac;
|
|
end
|
|
|
|
function FBTest_Set(on)
|
|
FBTestMode = on and true or false;
|
|
if (TestModeCheck) then TestModeCheck:SetChecked(FBTestMode); end
|
|
if (FBTestMode) then
|
|
-- ausgeblendete Anzeige einblenden, sonst sieht man nichts
|
|
if (HealBox.Active ~= 1) then HealBox.Active = 1; end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_ON"));
|
|
else
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_OFF"));
|
|
end
|
|
FBUpdateNames();
|
|
end
|
|
|
|
-- [ Unit-Wrapper: echte Einheit oder Geist ] --------------------------------
|
|
|
|
function FBUnitExists(unit)
|
|
if (FBTestMode and unit ~= "player") then
|
|
return (FBTestGhosts[unit] ~= nil);
|
|
end
|
|
return UnitExists(unit);
|
|
end
|
|
|
|
function FBUnitName(unit)
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then return g.name; end
|
|
return UnitName(unit);
|
|
end
|
|
|
|
-- liefert hp, hpMax (hpMax nie 0, damit keine Division durch Null entsteht)
|
|
function FBUnitHealth(unit)
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then
|
|
return math.floor(g.hpMax * FBTest_HPFraction(g, unit)), g.hpMax;
|
|
end
|
|
local hp, hpMax = UnitHealth(unit), UnitHealthMax(unit);
|
|
if (not hpMax) or (hpMax <= 0) then hpMax = 1; end
|
|
return (hp or 0), hpMax;
|
|
end
|
|
|
|
-- liefert mp, mpMax, hasMana. hasMana ist nur wahr, wenn die Einheit
|
|
-- tatsaechlich Mana nutzt (Powertyp 0). Krieger, Schurken, Druiden in
|
|
-- Gestalt und Jaegerbegleiter bekommen keinen Manabalken.
|
|
function FBUnitMana(unit)
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then
|
|
if (not g.hasMana) then return 0, 0, false; end
|
|
return math.floor(g.mpMax * g.mp), g.mpMax, true;
|
|
end
|
|
local ptype = 0;
|
|
if (UnitPowerType) then ptype = UnitPowerType(unit); end
|
|
if (ptype ~= 0) then return 0, 0, false; end
|
|
local mp, mpMax = UnitMana(unit), UnitManaMax(unit);
|
|
if (not mpMax) or (mpMax <= 0) then return 0, 0, false; end
|
|
return (mp or 0), mpMax, true;
|
|
end
|
|
|
|
-- nil (lebt), "dead", "ghost" oder "offline"
|
|
function FBUnitState(unit)
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then return g.state; end
|
|
if (UnitIsConnected and not UnitIsConnected(unit)) then return "offline"; end
|
|
if (UnitIsGhost and UnitIsGhost(unit)) then return "ghost"; end
|
|
if (UnitIsDead and UnitIsDead(unit)) then return "dead"; end
|
|
return nil;
|
|
end
|
|
|
|
-- Klassen-Token in Grossbuchstaben ("PRIEST"), nil bei Begleitern/unbekannt
|
|
function FBUnitClassToken(unit)
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then return g.class; end
|
|
local loc, eng = UnitClass(unit);
|
|
if (eng) then return strupper(eng); end
|
|
if (loc) then return strupper(loc); end
|
|
return nil;
|
|
end
|
|
FBDropDown = {};
|
|
FBDropDownButtonValue = {};
|
|
FBDropDownButton = {};
|
|
FBDropDownButtonIcon = {};
|
|
-- Rechtsklick-Belegung (zweiter Zauber je Button)
|
|
FBDropDownButtonR = {};
|
|
FBDropDownButtonIconR = {};
|
|
FBActiveSpellIDsR = {};
|
|
FBSpellBtnsR = {};
|
|
|
|
-- Die drei Laufzeit-Tabellen und die gespeicherte Tabelle einer Seite
|
|
function FBChoiceTables(side)
|
|
if (side == "R") then
|
|
return FBDropDownButtonR, FBDropDownButtonIconR, FBActiveSpellIDsR, FBSpellBtnsR, HealBox.SpellChoiceR;
|
|
end
|
|
return FBDropDownButton, FBDropDownButtonIcon, FBActiveSpellIDs, FBSpellBtns, HealBox.SpellChoice;
|
|
end
|
|
|
|
ClassIcon = {
|
|
Druid = "Interface/Icons/INV_Misc_MonsterClaw_04",
|
|
Warlock = "Interface/Icons/Spell_Nature_FaerieFire",
|
|
Hunter = "Interface/Icons/INV_Weapon_Bow_07",
|
|
Mage = "Interface/Icons/INV_Staff_13",
|
|
Priest = "Interface/Icons/INV_Staff_30",
|
|
Warrior = "Interface/Icons/INV_Sword_27",
|
|
Shaman = "Interface/Icons/Spell_Nature_BloodLust",
|
|
Paladin = "Interface/Icons/Ability_ThunderBolt",
|
|
Rogue = "Interface/AddOns/ChatIcons/images/UI-CharacterCreate-Classes_Rogue",
|
|
}
|
|
|
|
Spell = {
|
|
Name = {},
|
|
Icon = {},
|
|
ID = {},
|
|
};
|
|
|
|
if (FBClass == "Druid") then
|
|
Spell.Name[1] = "Rejuvenation";
|
|
Spell.Name[2] = "Regrowth";
|
|
Spell.Name[3] = "Lifebloom";
|
|
Spell.Name[4] = "Healing Touch";
|
|
Spell.Name[5] = "Swiftmend";
|
|
Spell.Name[6] = "Remove Curse";
|
|
Spell.Name[7] = "Abolish Poison";
|
|
end
|
|
|
|
if (FBClass == "Priest") then
|
|
Spell.Name[1] = "Renew";
|
|
Spell.Name[2] = "Flash Heal";
|
|
Spell.Name[3] = "Lesser Heal";
|
|
Spell.Name[4] = "Heal";
|
|
Spell.Name[5] = "Greater Heal";
|
|
Spell.Name[6] = "Binding Heal";
|
|
Spell.Name[7] = "Prayer of Healing";
|
|
Spell.Name[8] = "Prayer of Mending";
|
|
Spell.Name[9] = "Circle of Healing";
|
|
Spell.Name[10] = "Power Word: Shield";
|
|
Spell.Name[11] = "Abolish Disease";
|
|
Spell.Name[12] = "Cure Disease";
|
|
Spell.Name[13] = "Dispel Magic";
|
|
end
|
|
|
|
if (FBClass == "Shaman") then
|
|
Spell.Name[1] = "Lesser Healing Wave";
|
|
Spell.Name[2] = "Healing Wave";
|
|
Spell.Name[3] = "Chain Heal";
|
|
Spell.Name[4] = "Earth Shield";
|
|
Spell.Name[5] = "Cure Poison";
|
|
Spell.Name[6] = "Cure Disease";
|
|
end
|
|
|
|
if (FBClass == "Paladin") then
|
|
Spell.Name[1] = "Flash of Light";
|
|
Spell.Name[2] = "Holy Light";
|
|
Spell.Name[3] = "Holy Shock";
|
|
Spell.Name[4] = "Lay on Hands";
|
|
Spell.Name[5] = "Purify";
|
|
Spell.Name[6] = "Cleanse";
|
|
Spell.Name[7] = "Blessing of Protection";
|
|
end
|
|
|
|
MaxButtonCount = 10;
|
|
|
|
-- Speichert alle verfügbaren Zauber und Ränge
|
|
FBPlayerSpells = {};
|
|
FBActiveSpellIDs = {};
|
|
FBSpellBtns = {};
|
|
|
|
function FBHealBox_OnLoad()
|
|
local swowTag = "";
|
|
if (FBHasSuperWoW) then
|
|
swowTag = FBT("SUPERWOW");
|
|
end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME.."|r "..HealBoxVersion.." : |cFF00FF00"..FBT("LOADED")..swowTag);
|
|
DEFAULT_CHAT_FRAME:AddMessage(FBT("CREDITS"));
|
|
this:RegisterEvent("ADDON_LOADED");
|
|
this:RegisterEvent("PARTY_MEMBERS_CHANGED");
|
|
this:RegisterEvent("PLAYER_ENTERING_WORLD");
|
|
this:RegisterEvent("SPELLS_CHANGED");
|
|
this:RegisterEvent("UNIT_HEALTH");
|
|
this:RegisterEvent("UNIT_MAXHEALTH");
|
|
this:RegisterEvent("SPELL_UPDATE_COOLDOWN");
|
|
this:RegisterEvent("SPELL_UPDATE_USABLE");
|
|
this:RegisterEvent("VARIABLES_LOADED");
|
|
this:RegisterEvent("UNIT_AURA");
|
|
-- Begleiter kommen und gehen (Beschwoerung, Wegschicken, Tod)
|
|
this:RegisterEvent("UNIT_PET");
|
|
this:RegisterEvent("UNIT_NAME_UPDATE");
|
|
-- Manabalken
|
|
this:RegisterEvent("UNIT_MANA");
|
|
this:RegisterEvent("UNIT_MAXMANA");
|
|
this:RegisterEvent("UNIT_DISPLAYPOWER");
|
|
end
|
|
|
|
-- Fehlende Schluessel in den geladenen SavedVariables nachziehen
|
|
function FBHealBox_ApplyDefaults()
|
|
if (not HealBox) then HealBox = {}; end
|
|
if (not HealBox.SpellChoice) then HealBox.SpellChoice = {}; end
|
|
if (HealBox.MaxButtons == nil) then HealBox.MaxButtons = 5; end
|
|
if (HealBox.Scale == nil) then HealBox.Scale = 1.0; end
|
|
if (HealBox.AttachMode == nil) then HealBox.AttachMode = 0; end
|
|
if (HealBox.Active == nil) then HealBox.Active = 1; end
|
|
if (HealBox.HealComm == nil) then HealBox.HealComm = 1; end
|
|
if (HealBox.Locale == nil) then HealBox.Locale = FBDetectLocale(); end
|
|
if (HealBox.ButtonSpacing == nil) then HealBox.ButtonSpacing = 2; end
|
|
if (HealBox.RowSpacing == nil) then HealBox.RowSpacing = 4; end
|
|
if (HealBox.ManaBar == nil) then HealBox.ManaBar = 1; end
|
|
if (HealBox.ShowPets == nil) then HealBox.ShowPets = 1; end
|
|
if (HealBox.ClassColors == nil) then HealBox.ClassColors = 1; end
|
|
if (HealBox.RangeFade == nil) then HealBox.RangeFade = 1; end
|
|
if (not HealBox.SpellChoiceR) then HealBox.SpellChoiceR = {}; end
|
|
if (HealBox.RightClick == nil) then HealBox.RightClick = 0; end
|
|
if (HealBox.DebuffIcon == nil) then HealBox.DebuffIcon = 1; end
|
|
if (HealBox.LOSIcon == nil) then HealBox.LOSIcon = 1; end
|
|
if (HealBox.BuffWatchPets == nil) then HealBox.BuffWatchPets = 0; end
|
|
if (HealBox.SmartRank == nil) then HealBox.SmartRank = 0; end
|
|
if (HealBox.SmartMargin == nil) then HealBox.SmartMargin = 20; end
|
|
if (HealBox.Cooldowns == nil) then HealBox.Cooldowns = 1; end
|
|
if (HealBox.AggroMark == nil) then HealBox.AggroMark = 1; end
|
|
if (HealBox.SpellTimers == nil) then HealBox.SpellTimers = 1; end
|
|
if (HealBox.BuffIcons == nil) then HealBox.BuffIcons = 1; end
|
|
if (not FBPlateActionName[HealBox.PlateLeft or ""]) then HealBox.PlateLeft = "target"; end
|
|
if (not FBPlateActionName[HealBox.PlateRight or ""]) then HealBox.PlateRight = "target"; end
|
|
FBHealBox_RunHook("Defaults");
|
|
end
|
|
|
|
-- Optionsfenster an die gespeicherten Werte angleichen
|
|
function FBHealBox_SyncOptions()
|
|
if (MaxButtonSlider) then MaxButtonSlider:SetValue(HealBox.MaxButtons); end
|
|
if (ScaleSlider) then ScaleSlider:SetValue(HealBox.Scale); end
|
|
if (ButtonSpacingSlider) then ButtonSpacingSlider:SetValue(HealBox.ButtonSpacing); end
|
|
if (RowSpacingSlider) then RowSpacingSlider:SetValue(HealBox.RowSpacing); end
|
|
if (AttachModeCheck) then AttachModeCheck:SetChecked(HealBox.AttachMode == 1); end
|
|
if (HealCommCheck) then HealCommCheck:SetChecked(HealBox.HealComm == 1); end
|
|
if (ManaBarCheck) then ManaBarCheck:SetChecked(HealBox.ManaBar == 1); end
|
|
if (ShowPetsCheck) then ShowPetsCheck:SetChecked(HealBox.ShowPets == 1); end
|
|
if (TestModeCheck) then TestModeCheck:SetChecked(FBTestMode); end
|
|
if (ClassColorsCheck) then ClassColorsCheck:SetChecked(HealBox.ClassColors == 1); end
|
|
if (RangeFadeCheck) then RangeFadeCheck:SetChecked(HealBox.RangeFade == 1); end
|
|
if (DebuffIconCheck) then DebuffIconCheck:SetChecked(HealBox.DebuffIcon == 1); end
|
|
if (LOSIconCheck) then LOSIconCheck:SetChecked(HealBox.LOSIcon == 1); end
|
|
if (BuffWatchPetsCheck) then BuffWatchPetsCheck:SetChecked(HealBox.BuffWatchPets == 1); end
|
|
if (RightClickCheck) then RightClickCheck:SetChecked(HealBox.RightClick == 1); end
|
|
if (SmartRankCheck) then SmartRankCheck:SetChecked(HealBox.SmartRank == 1); end
|
|
if (SmartMarginSlider) then SmartMarginSlider:SetValue(HealBox.SmartMargin); end
|
|
if (CooldownsCheck) then CooldownsCheck:SetChecked(HealBox.Cooldowns == 1); end
|
|
if (AggroMarkCheck) then AggroMarkCheck:SetChecked(HealBox.AggroMark == 1); end
|
|
if (SpellTimersCheck) then SpellTimersCheck:SetChecked(HealBox.SpellTimers == 1); end
|
|
if (BuffIconsCheck) then BuffIconsCheck:SetChecked(HealBox.BuffIcons == 1); end
|
|
FBHealBox_UpdateBuffWatchLabel();
|
|
FBHealBox_UpdatePlateActionLabels();
|
|
FBHealBox_ApplyRightClickLayout();
|
|
FBHealBox_RunHook("SyncOptions");
|
|
end
|
|
|
|
function FBUnitGUID(unit)
|
|
if (FBHasSuperWoW and UnitExists(unit)) then
|
|
local exists, guid = UnitExists(unit);
|
|
return guid;
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
-- [ Zauberbuch scannen und Ränge sammeln ] --
|
|
function FBLoadSpellData()
|
|
FBPlayerSpells = {};
|
|
FBBuffSpells = {};
|
|
-- Zauber, die per Drag & Drop belegt wurden, koennen ausserhalb der
|
|
-- Klassenliste liegen: ihre Namen aus der gespeicherten Belegung mitnehmen
|
|
local extra = {};
|
|
for _, tbl in ipairs({ HealBox.SpellChoice or {}, HealBox.SpellChoiceR or {} }) do
|
|
for _, cast in pairs(tbl) do
|
|
if (type(cast) == "string") then
|
|
local base = FBPredict_SplitCast(cast);
|
|
if (base) then extra[base] = true; end
|
|
end
|
|
end
|
|
end
|
|
local i = 1;
|
|
while true do
|
|
local spellName, spellRank = GetSpellName(i, BOOKTYPE_SPELL);
|
|
if not spellName then break; end
|
|
local isHealBoxSpell = (extra[spellName] == true);
|
|
for _, v in ipairs(Spell.Name) do
|
|
if v == spellName then
|
|
isHealBoxSpell = true;
|
|
break;
|
|
end
|
|
end
|
|
-- Buff-Wache: Textur des Zaubers merken (rangunabhaengig)
|
|
for _, v in ipairs(FBBuffWatchSpells[FBClass] or {}) do
|
|
if (v == spellName) then
|
|
FBBuffSpells[spellName] = { icon = GetSpellTexture(i, BOOKTYPE_SPELL) };
|
|
break;
|
|
end
|
|
end
|
|
|
|
if isHealBoxSpell then
|
|
if not FBPlayerSpells[spellName] then
|
|
FBPlayerSpells[spellName] = {};
|
|
end
|
|
local icon = GetSpellTexture(i, BOOKTYPE_SPELL);
|
|
table.insert(FBPlayerSpells[spellName], { rank = spellRank, id = i, icon = icon });
|
|
end
|
|
i = i + 1;
|
|
end
|
|
|
|
-- Tooltips auswerten: welche dieser Zauber sind HoTs bzw. Absorb-Schilde?
|
|
FBPredict_BuildWatch();
|
|
FBSpellNameCache = {};
|
|
FBHealBox_ProbeAPIs();
|
|
-- Doppelt gezaehlte Absorb-Lernwerte (Versionen vor 1.4.2) verwerfen
|
|
FBPredict_SanitizeMemory();
|
|
-- Watch ist neu: vorhandene Buffs sofort einlesen
|
|
FBPredict_ScanAllUnits();
|
|
|
|
if (not HealBox.SpellChoiceR) then HealBox.SpellChoiceR = {}; end
|
|
for _, side in ipairs({ "L", "R" }) do
|
|
local _, _, _, _, savedTable = FBChoiceTables(side);
|
|
for btnIndex = 1, MaxButtonCount, 1 do
|
|
local saved = savedTable[btnIndex];
|
|
if type(saved) == "number" then
|
|
savedTable[btnIndex] = nil;
|
|
saved = nil;
|
|
end
|
|
FBApplySpellChoice(btnIndex, saved, side);
|
|
end
|
|
end
|
|
end
|
|
|
|
-- side = "L" (Standard) oder "R" (Rechtsklick)
|
|
function FBApplySpellChoice(i, castString, side)
|
|
if type(castString) == "number" then return; end
|
|
local names, icons, ids, fields = FBChoiceTables(side);
|
|
|
|
names[i] = castString;
|
|
icons[i] = "Interface\\Icons\\INV_Misc_QuestionMark";
|
|
ids[i] = nil;
|
|
|
|
if castString then
|
|
for baseName, ranks in pairs(FBPlayerSpells) do
|
|
for _, spellData in ipairs(ranks) do
|
|
local cmpString = baseName;
|
|
if spellData.rank and spellData.rank ~= "" then
|
|
cmpString = baseName .. "(" .. spellData.rank .. ")";
|
|
end
|
|
if cmpString == castString then
|
|
icons[i] = spellData.icon;
|
|
ids[i] = spellData.id;
|
|
break;
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if fields[i] then
|
|
if castString and icons[i] then
|
|
fields[i].text:SetText(castString);
|
|
fields[i].icon:SetTexture(icons[i]);
|
|
else
|
|
fields[i].text:SetText(FBT("SELECT_SPELL"));
|
|
fields[i].icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark");
|
|
end
|
|
fields[i].icon:Show();
|
|
end
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ FB Cascading Menu: eigenes Menuesystem fuer Vanilla 1.12 / Lua 5.0 ]
|
|
--
|
|
-- Warum kein UIDropDownMenu mehr?
|
|
-- * 1.12 loest Level-2 ueber UIDROPDOWNMENU_OPEN_MENU (ein STRING) auf und
|
|
-- ruft dort ToggleDropDownMenu(level+1, ...) ohne Frame-Referenz auf ->
|
|
-- bei Custom-Frames im displayMode "MENU" bricht die Kette regelmaessig.
|
|
-- * UIDropDownMenuButton_OnEnter ruft bei JEDEM Eintrag ohne hasArrow
|
|
-- CloseDropDownMenus(level+1) -> das Untermenue stirbt, sobald die Maus
|
|
-- ueber einen Nachbareintrag wandert.
|
|
-- * info.func + keepShownOnClick erzeugt zwangsweise Haken + Check-Sound.
|
|
--
|
|
-- Dieses Menue: Hover oeffnet, nichts schliesst es ausser Auswahl / anderes
|
|
-- Untermenue / Klick daneben. Icon links, Text linksbuendig, kein Sound.
|
|
-- ==========================================================================
|
|
|
|
FBMENU_MAX_LEVELS = 2; -- Anzahl Menue-Ebenen
|
|
FBMENU_BTN_HEIGHT = 17; -- Zeilenhoehe
|
|
FBMENU_ICON_SIZE = 16; -- Icon-Kantenlaenge
|
|
FBMENU_TEXT_GAP = 6; -- Abstand Icon -> Text
|
|
FBMENU_PAD = 8; -- Innenabstand der Liste
|
|
FBMENU_ARROW_SPACE = 18; -- Platz fuer den Pfeil rechts
|
|
FBMENU_MOUSE_PAD = 14; -- Toleranzzone: Bruecke zwischen L1 und L2
|
|
FBMENU_GRACE_TIME = 3.0; -- Sek. ausserhalb -> Auto-Close (999 = aus)
|
|
|
|
FBMenuList = {}; -- [level] = Frame
|
|
FBMenuActiveButtonID = 1; -- welcher Options-Slot wird gerade belegt
|
|
FBMenuActiveSide = "L"; -- "L" = Linksklick-Feld, "R" = Rechtsklick-Feld
|
|
FBMenuOpenSubValue = nil; -- welcher Zauber haengt gerade im Untermenue
|
|
FBMenuOutTimer = 0;
|
|
|
|
-- Treiber fuer den Auto-Close (OnUpdate laeuft nur solange sichtbar)
|
|
FBMenuDriver = CreateFrame("Frame", "FBMenuDriver", UIParent);
|
|
FBMenuDriver:Hide();
|
|
FBMenuDriver:SetScript("OnUpdate", function()
|
|
FBMenu_OnUpdate(arg1);
|
|
end);
|
|
|
|
-- Unsichtbarer Klickfaenger hinter dem Menue (Klick daneben schliesst)
|
|
FBMenuCloser = CreateFrame("Button", "FBMenuCloser", UIParent);
|
|
FBMenuCloser:SetAllPoints(UIParent);
|
|
FBMenuCloser:SetFrameStrata("FULLSCREEN");
|
|
FBMenuCloser:EnableMouse(true);
|
|
FBMenuCloser:RegisterForClicks("LeftButtonUp", "RightButtonUp");
|
|
FBMenuCloser:SetScript("OnClick", function() FBMenu_CloseAll(); end);
|
|
FBMenuCloser:Hide();
|
|
|
|
-- [ Hilfsfunktionen ] ------------------------------------------------------
|
|
|
|
function FBMenu_MouseOver(frame)
|
|
if (not frame) or (not frame:IsVisible()) then return false; end
|
|
local left = frame:GetLeft();
|
|
if (not left) then return false; end
|
|
local scale = frame:GetEffectiveScale();
|
|
local x, y = GetCursorPosition();
|
|
x = x / scale;
|
|
y = y / scale;
|
|
local pad = FBMENU_MOUSE_PAD;
|
|
return (x >= left - pad) and (x <= frame:GetRight() + pad)
|
|
and (y >= frame:GetBottom() - pad) and (y <= frame:GetTop() + pad);
|
|
end
|
|
|
|
function FBMenu_GetList(level)
|
|
if (FBMenuList[level]) then return FBMenuList[level]; end
|
|
|
|
local f = CreateFrame("Frame", "FBMenuList"..level, UIParent);
|
|
f:SetFrameStrata("FULLSCREEN_DIALOG");
|
|
f:SetFrameLevel(10 + level * 5);
|
|
f:SetToplevel(true);
|
|
f:EnableMouse(true);
|
|
f:SetBackdrop({
|
|
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background",
|
|
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
|
|
tile = true, tileSize = 16, edgeSize = 14,
|
|
insets = { left = 4, right = 4, top = 4, bottom = 4 }
|
|
});
|
|
f:SetBackdropColor(0, 0, 0, 0.92);
|
|
f.buttons = {};
|
|
f:Hide();
|
|
|
|
FBMenuList[level] = f;
|
|
return f;
|
|
end
|
|
|
|
function FBMenu_GetButton(list, index)
|
|
if (list.buttons[index]) then return list.buttons[index]; end
|
|
|
|
local yOff = -FBMENU_PAD - ((index - 1) * FBMENU_BTN_HEIGHT);
|
|
local b = CreateFrame("Button", list:GetName().."Button"..index, list);
|
|
b:SetHeight(FBMENU_BTN_HEIGHT);
|
|
b:SetPoint("TOPLEFT", list, "TOPLEFT", FBMENU_PAD, yOff);
|
|
b:SetPoint("TOPRIGHT", list, "TOPRIGHT", -FBMENU_PAD, yOff);
|
|
|
|
b.icon = b:CreateTexture(nil, "ARTWORK");
|
|
b.icon:SetWidth(FBMENU_ICON_SIZE);
|
|
b.icon:SetHeight(FBMENU_ICON_SIZE);
|
|
b.icon:SetPoint("LEFT", b, "LEFT", 0, 0);
|
|
b.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93);
|
|
|
|
b.text = b:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall");
|
|
b.text:SetPoint("LEFT", b, "LEFT", FBMENU_ICON_SIZE + FBMENU_TEXT_GAP, 0);
|
|
b.text:SetJustifyH("LEFT");
|
|
|
|
b.arrow = b:CreateTexture(nil, "ARTWORK");
|
|
b.arrow:SetWidth(16);
|
|
b.arrow:SetHeight(16);
|
|
b.arrow:SetPoint("RIGHT", b, "RIGHT", 2, 0);
|
|
b.arrow:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow");
|
|
b.arrow:Hide();
|
|
|
|
b.hl = b:CreateTexture(nil, "HIGHLIGHT");
|
|
b.hl:SetAllPoints(b);
|
|
b.hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight");
|
|
b.hl:SetBlendMode("ADD");
|
|
|
|
b:RegisterForClicks("LeftButtonUp");
|
|
b:SetScript("OnEnter", function() FBMenu_ButtonOnEnter(); end);
|
|
b:SetScript("OnClick", function() FBMenu_ButtonOnClick(); end);
|
|
|
|
list.buttons[index] = b;
|
|
return b;
|
|
end
|
|
|
|
-- [ Menue-Ebene aufbauen und anzeigen ] ------------------------------------
|
|
-- entries = Array aus { text, icon, hasArrow, submenu, value, spellID, func, isTitle }
|
|
-- anchor = Level 1: der Options-Button; Level >1: der Eintrag mit dem Pfeil
|
|
|
|
function FBMenu_ShowLevel(level, entries, anchor)
|
|
local list = FBMenu_GetList(level);
|
|
local count = table.getn(entries);
|
|
if (count == 0) then list:Hide(); return; end
|
|
|
|
local maxText = 0;
|
|
local anyArrow = false;
|
|
|
|
for i = 1, count do
|
|
local e = entries[i];
|
|
local b = FBMenu_GetButton(list, i);
|
|
b.entry = e;
|
|
b.level = level;
|
|
|
|
b.text:SetText(e.text);
|
|
if (e.isTitle) then
|
|
b.text:SetTextColor(1, 0.82, 0);
|
|
b.hl:SetAlpha(0);
|
|
else
|
|
b.text:SetTextColor(1, 1, 1);
|
|
b.hl:SetAlpha(1);
|
|
end
|
|
|
|
if (e.icon) then
|
|
b.icon:SetTexture(e.icon);
|
|
b.icon:Show();
|
|
else
|
|
b.icon:Hide();
|
|
end
|
|
|
|
if (e.hasArrow) then
|
|
b.arrow:Show();
|
|
anyArrow = true;
|
|
else
|
|
b.arrow:Hide();
|
|
end
|
|
|
|
b:Show();
|
|
|
|
local w = b.text:GetStringWidth();
|
|
if (w > maxText) then maxText = w; end
|
|
end
|
|
|
|
-- ueberzaehlige Buttons aus einem frueheren Aufruf verstecken
|
|
local j = count + 1;
|
|
while (list.buttons[j]) do
|
|
list.buttons[j]:Hide();
|
|
j = j + 1;
|
|
end
|
|
|
|
local width = (FBMENU_PAD * 2) + FBMENU_ICON_SIZE + FBMENU_TEXT_GAP + maxText;
|
|
if (anyArrow) then width = width + FBMENU_ARROW_SPACE; end
|
|
if (width < 130) then width = 130; end
|
|
list:SetWidth(width);
|
|
list:SetHeight((FBMENU_PAD * 2) + (count * FBMENU_BTN_HEIGHT));
|
|
|
|
list:ClearAllPoints();
|
|
if (level == 1) then
|
|
list:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, -2);
|
|
else
|
|
-- 2px Ueberlappung mit der Elternliste: kein Loch, das die Maus verliert
|
|
list:SetPoint("TOPLEFT", anchor, "TOPRIGHT", FBMENU_PAD - 2, FBMENU_PAD);
|
|
end
|
|
list:Show();
|
|
|
|
-- Ragt es rechts aus dem Bildschirm? Dann nach links klappen.
|
|
if (level > 1) and list:GetRight() and (list:GetRight() > UIParent:GetRight()) then
|
|
list:ClearAllPoints();
|
|
list:SetPoint("TOPRIGHT", anchor, "TOPLEFT", -(FBMENU_PAD - 2), FBMENU_PAD);
|
|
end
|
|
end
|
|
|
|
-- [ Maus-Handler ] ---------------------------------------------------------
|
|
|
|
function FBMenu_ButtonOnEnter()
|
|
local e = this.entry;
|
|
if (not e) or e.isTitle then return; end
|
|
|
|
if (e.hasArrow) then
|
|
-- Hover oeffnet das Untermenue (nur neu bauen, wenn ein anderer Zauber)
|
|
if (FBMenuOpenSubValue ~= e.submenu) then
|
|
FBMenuOpenSubValue = e.submenu;
|
|
FBMenu_ShowLevel(this.level + 1, FBMenu_BuildRankEntries(e.submenu), this);
|
|
end
|
|
end
|
|
-- Eintraege OHNE Pfeil lassen ein offenes Untermenue absichtlich stehen.
|
|
-- (Blizzards Original wuerde hier CloseDropDownMenus() feuern.)
|
|
end
|
|
|
|
function FBMenu_ButtonOnClick()
|
|
local e = this.entry;
|
|
if (not e) or e.isTitle then return; end
|
|
|
|
if (e.hasArrow) then
|
|
FBMenuOpenSubValue = e.submenu;
|
|
FBMenu_ShowLevel(this.level + 1, FBMenu_BuildRankEntries(e.submenu), this);
|
|
return;
|
|
end
|
|
|
|
if (e.func) then e.func(e); end
|
|
end
|
|
|
|
function FBMenu_OnUpdate(elapsed)
|
|
if (not elapsed) then return; end
|
|
|
|
local over = false;
|
|
for lvl = 1, FBMENU_MAX_LEVELS do
|
|
if (FBMenu_MouseOver(FBMenuList[lvl])) then
|
|
over = true;
|
|
break;
|
|
end
|
|
end
|
|
|
|
if (over) then
|
|
FBMenuOutTimer = 0;
|
|
else
|
|
FBMenuOutTimer = FBMenuOutTimer + elapsed;
|
|
if (FBMenuOutTimer > FBMENU_GRACE_TIME) then
|
|
FBMenu_CloseAll();
|
|
end
|
|
end
|
|
end
|
|
|
|
-- [ Oeffnen / Schliessen ] -------------------------------------------------
|
|
|
|
function FBMenu_IsOpen()
|
|
return (FBMenuList[1] and FBMenuList[1]:IsVisible());
|
|
end
|
|
|
|
function FBMenu_CloseAll()
|
|
for lvl = 1, FBMENU_MAX_LEVELS do
|
|
if (FBMenuList[lvl]) then FBMenuList[lvl]:Hide(); end
|
|
end
|
|
FBMenuOpenSubValue = nil;
|
|
FBMenuOutTimer = 0;
|
|
FBMenuDriver:Hide();
|
|
FBMenuCloser:Hide();
|
|
end
|
|
|
|
-- Beliebige Eintragsliste als Menue oeffnen (Zauberwahl, Sprachwahl, ...)
|
|
function FBMenu_OpenMenu(entries, anchorFrame)
|
|
FBMenu_CloseAll();
|
|
FBMenu_ShowLevel(1, entries, anchorFrame);
|
|
FBMenuOutTimer = 0;
|
|
FBMenuCloser:Show();
|
|
FBMenuDriver:Show();
|
|
end
|
|
|
|
function FBMenu_OpenSpellMenu(btnIndex, anchorFrame, side)
|
|
side = side or "L";
|
|
-- gleiches Feld nochmal geklickt -> zu
|
|
if (FBMenu_IsOpen() and FBMenuActiveButtonID == btnIndex and FBMenuActiveSide == side) then
|
|
FBMenu_CloseAll();
|
|
return;
|
|
end
|
|
|
|
FBMenuActiveButtonID = btnIndex;
|
|
FBMenuActiveSide = side;
|
|
FBMenu_OpenMenu(FBMenu_BuildSpellEntries(), anchorFrame);
|
|
end
|
|
|
|
-- Sprachumschaltung im Optionsfenster
|
|
function FBMenu_OpenLanguageMenu(anchorFrame)
|
|
if (FBMenu_IsOpen()) then
|
|
FBMenu_CloseAll();
|
|
return;
|
|
end
|
|
|
|
local entries = {};
|
|
local codes = { "deDE", "enUS", "esES", "frFR", "itIT" };
|
|
for _, code in ipairs(codes) do
|
|
local e = {};
|
|
e.text = FBLocale[code].LANG_NAME;
|
|
e.code = code;
|
|
e.func = function(entry)
|
|
FBSetLocale(entry.code, true);
|
|
FBMenu_CloseAll();
|
|
end
|
|
table.insert(entries, e);
|
|
end
|
|
FBMenu_OpenMenu(entries, anchorFrame);
|
|
end
|
|
|
|
-- Buff-Wache: Auswahl eines gelernten Buffs (oder keiner)
|
|
function FBMenu_OpenBuffMenu(anchorFrame)
|
|
if (FBMenu_IsOpen()) then
|
|
FBMenu_CloseAll();
|
|
return;
|
|
end
|
|
|
|
local entries = {};
|
|
local none = {};
|
|
none.text = FBT("MENU_NO_BUFF");
|
|
none.icon = "Interface\\Icons\\INV_Misc_QuestionMark";
|
|
none.func = function()
|
|
FBHealBox_SetWatchBuff(nil);
|
|
FBMenu_CloseAll();
|
|
end
|
|
table.insert(entries, none);
|
|
|
|
for _, spellName in ipairs(FBBuffWatchSpells[FBClass] or {}) do
|
|
local sd = FBBuffSpells[spellName];
|
|
if (sd) then
|
|
local e = {};
|
|
e.text = spellName;
|
|
e.icon = sd.icon;
|
|
e.value = spellName;
|
|
e.func = function(entry)
|
|
FBHealBox_SetWatchBuff(entry.value);
|
|
FBMenu_CloseAll();
|
|
end
|
|
table.insert(entries, e);
|
|
end
|
|
end
|
|
FBMenu_OpenMenu(entries, anchorFrame);
|
|
end
|
|
|
|
-- Klickaktion der Plakette waehlen (side = "L" / "R")
|
|
function FBMenu_OpenPlateActionMenu(anchorFrame, side)
|
|
if (FBMenu_IsOpen()) then
|
|
FBMenu_CloseAll();
|
|
return;
|
|
end
|
|
local entries = {};
|
|
for _, action in ipairs(FBPlateActionOrder) do
|
|
local e = {};
|
|
e.text = FBT(FBPlateActionName[action]);
|
|
e.action = action;
|
|
e.func = function(entry)
|
|
if (side == "R") then HealBox.PlateRight = entry.action; else HealBox.PlateLeft = entry.action; end
|
|
FBHealBox_UpdatePlateActionLabels();
|
|
FBMenu_CloseAll();
|
|
end
|
|
table.insert(entries, e);
|
|
end
|
|
FBMenu_OpenMenu(entries, anchorFrame);
|
|
end
|
|
|
|
-- [ Inhalte ] --------------------------------------------------------------
|
|
|
|
function FBMenu_MakeCastString(spellName, rank)
|
|
if (rank and rank ~= "") then
|
|
return spellName.."("..rank..")";
|
|
end
|
|
return spellName;
|
|
end
|
|
|
|
function FBMenu_BuildSpellEntries()
|
|
local entries = {};
|
|
|
|
local clear = {};
|
|
clear.text = FBT("MENU_NO_SPELL");
|
|
clear.icon = "Interface\\Icons\\INV_Misc_QuestionMark";
|
|
clear.func = FBMenu_ClearSpell;
|
|
table.insert(entries, clear);
|
|
|
|
for _, spellName in ipairs(Spell.Name) do
|
|
local ranks = FBPlayerSpells[spellName];
|
|
if (ranks) then
|
|
local numRanks = table.getn(ranks);
|
|
local e = {};
|
|
e.text = spellName;
|
|
e.icon = ranks[1].icon;
|
|
|
|
if (numRanks > 1) then
|
|
e.hasArrow = true;
|
|
e.submenu = spellName;
|
|
else
|
|
e.value = FBMenu_MakeCastString(spellName, ranks[1].rank);
|
|
e.spellID = ranks[1].id;
|
|
e.func = FBMenu_SelectSpell;
|
|
end
|
|
|
|
table.insert(entries, e);
|
|
end
|
|
end
|
|
|
|
return entries;
|
|
end
|
|
|
|
function FBMenu_BuildRankEntries(spellName)
|
|
local entries = {};
|
|
local ranks = FBPlayerSpells[spellName];
|
|
if (not ranks) then return entries; end
|
|
|
|
local title = {};
|
|
title.text = spellName;
|
|
title.isTitle = true;
|
|
title.icon = ranks[1].icon;
|
|
table.insert(entries, title);
|
|
|
|
for _, sd in ipairs(ranks) do
|
|
local e = {};
|
|
e.text = sd.rank;
|
|
if (not e.text) or (e.text == "") then e.text = FBT("RANK_DEFAULT"); end
|
|
e.icon = sd.icon;
|
|
e.value = FBMenu_MakeCastString(spellName, sd.rank);
|
|
e.spellID = sd.id;
|
|
e.func = FBMenu_SelectSpell;
|
|
table.insert(entries, e);
|
|
end
|
|
|
|
return entries;
|
|
end
|
|
|
|
function FBMenu_SelectSpell(entry)
|
|
local btnID = FBMenuActiveButtonID;
|
|
local _, _, _, _, savedTable = FBChoiceTables(FBMenuActiveSide);
|
|
savedTable[btnID] = entry.value;
|
|
FBApplySpellChoice(btnID, entry.value, FBMenuActiveSide);
|
|
FBHealBoxButtonsChanged();
|
|
FBMenu_CloseAll();
|
|
end
|
|
|
|
function FBMenu_ClearSpell()
|
|
local btnID = FBMenuActiveButtonID;
|
|
local _, _, _, _, savedTable = FBChoiceTables(FBMenuActiveSide);
|
|
savedTable[btnID] = nil;
|
|
FBApplySpellChoice(btnID, nil, FBMenuActiveSide);
|
|
FBHealBoxButtonsChanged();
|
|
FBMenu_CloseAll();
|
|
end
|
|
|
|
function FBHealBox_OnEvent(event, arg1)
|
|
if ((event == "ADDON_LOADED") and (arg1 == FBADDON_FOLDER)) then
|
|
FBHealBox_ApplyDefaults();
|
|
FBSetLocale(HealBox.Locale, 1);
|
|
FBHealBox_RunHook("Loaded"); -- Module melden sich im Chat
|
|
FBHealBox_SyncOptions();
|
|
HealBoxAttachMode(HealBox.AttachMode);
|
|
FBHealBox_ApplyButtonSpacing();
|
|
FBUpdateNames();
|
|
end
|
|
|
|
if (event == "PLAYER_ENTERING_WORLD" or event == "SPELLS_CHANGED") then
|
|
FBLoadSpellData();
|
|
FBHealBoxButtons();
|
|
if (FBRegisterMinimapButtonWithMBB) then
|
|
FBRegisterMinimapButtonWithMBB();
|
|
end
|
|
FBHealBox_UpdateBuffWatchLabel();
|
|
if (event == "PLAYER_ENTERING_WORLD") then FBUpdateNames(); end
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
|
|
if (event == "VARIABLES_LOADED") then
|
|
FBHealBox_ApplyDefaults();
|
|
FBSetLocale(HealBox.Locale, 1);
|
|
FBLoadSpellData();
|
|
FBHealBoxButtons();
|
|
FBHealBox_SyncOptions();
|
|
HealBoxAttachMode(HealBox.AttachMode);
|
|
FBHealBox_ApplyButtonSpacing();
|
|
FBUpdateNames();
|
|
end
|
|
|
|
-- Button-Farben und Cooldowns: ein zentraler Durchgang statt 260 Handler.
|
|
-- Mehrere dieser Events je Frame (jede Manaaenderung feuert USABLE)
|
|
-- werden im naechsten OnUpdate zu einem Durchgang zusammengefasst.
|
|
if (event == "SPELL_UPDATE_USABLE") then
|
|
FBBtnStatesDirty = "SPELL_UPDATE_USABLE";
|
|
elseif (event == "SPELL_UPDATE_COOLDOWN") then
|
|
if (FBBtnStatesDirty ~= "SPELL_UPDATE_USABLE") then FBBtnStatesDirty = "SPELL_UPDATE_COOLDOWN"; end
|
|
end
|
|
|
|
-- Gruppe oder Begleiter geaendert -> Plaketten neu belegen und anordnen.
|
|
-- Salven (mehrere Events je Frame beim Zonen) werden auf einen Durchlauf
|
|
-- im naechsten Frame zusammengefasst.
|
|
if (event == "PARTY_MEMBERS_CHANGED" or event == "UNIT_PET") then
|
|
FBNamesDirty = true;
|
|
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], (event == "UNIT_AURA"));
|
|
if (event == "UNIT_AURA") then FBHealBox_CheckWatchBuff(arg1, FBPartyFrame[p]); end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Alle drei Balken in dieselbe Ebene legen und stabil stapeln:
|
|
-- HP deckend oben, darunter der Schild-Anteil, ganz unten die Heilvorhersage.
|
|
-- Der Manabalken liegt als oberste Schicht ueber dem unteren Rand des HP-Balkens.
|
|
function FBHealBox_SetBarStrata(f, strata)
|
|
if (not f) or (not f.HealthBar) then return; end
|
|
f.IncHealBar:SetFrameStrata(strata);
|
|
f.ShieldBar:SetFrameStrata(strata);
|
|
f.HealthBar:SetFrameStrata(strata);
|
|
f.ManaBar:SetFrameStrata(strata);
|
|
f.IncHealBar:SetFrameLevel(1);
|
|
f.ShieldBar:SetFrameLevel(2);
|
|
f.HealthBar:SetFrameLevel(3);
|
|
f.ManaBar:SetFrameLevel(4);
|
|
end
|
|
|
|
-- Alle Balken einer Plakette ein-/ausblenden (Party-Frame-Modus blendet aus)
|
|
function FBHealBox_SetPlateVisible(f, visible)
|
|
if (not f) or (not f.HealthBar) then return; end
|
|
f.plateHidden = (not visible);
|
|
if (visible) then
|
|
f.NameText:Show(); f.HPText:Show();
|
|
if (f.isPet and f.PetIcon) then f.PetIcon:Show(); end
|
|
f.HealthBar:Show(); f.ShieldBar:Show(); f.IncHealBar:Show();
|
|
-- ManaBar entscheidet FBHealBox_UpdateMana je nach Powertyp
|
|
else
|
|
f.NameText:Hide(); f.HPText:Hide();
|
|
if (f.isPet and f.PetIcon) then f.PetIcon:Hide(); end
|
|
f.HealthBar:Hide(); f.ShieldBar:Hide(); f.IncHealBar:Hide(); f.ManaBar:Hide();
|
|
f.DebuffIcon:Hide(); f.DebuffCount:Hide(); f.LOSIcon:Hide();
|
|
if (f.buffIcons) then for _, ic in ipairs(f.buffIcons) do ic:Hide(); end end
|
|
end
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Klick auf die Plakette ]
|
|
--
|
|
-- Links- und Rechtsklick auf Name/Lebensbalken sind belegbar (Optionen,
|
|
-- Reiter Allgemein): target = anvisieren, menu = Blizzards Einheitenmenue,
|
|
-- move = Anzeige ziehen, none = nichts. Shift + Linksklick ziehen verschiebt
|
|
-- die Anzeige immer.
|
|
-- ==========================================================================
|
|
|
|
FBPlateActionOrder = { "target", "menu", "move", "none" };
|
|
FBPlateActionName = { target = "ACT_TARGET", menu = "ACT_MENU", move = "ACT_MOVE", none = "ACT_NONE" };
|
|
FBHealBoxDragging = false;
|
|
|
|
function FBHealBox_PlateAction(mouseButton)
|
|
if (mouseButton == "RightButton") then return HealBox.PlateRight or "target"; end
|
|
return HealBox.PlateLeft or "target";
|
|
end
|
|
|
|
-- Blizzards Dropdown zur Einheit (fuer das Einheitenmenue), sonst nil
|
|
function FBHealBox_UnitDropDown(unit)
|
|
if (unit == "player") then return PlayerFrameDropDown; end
|
|
local _, _, n = string.find(unit, "^party(%d)$");
|
|
if (n) then return getglobal("PartyMemberFrame"..n.."DropDown"); end
|
|
if (unit == "pet") then return PetFrameDropDown; end
|
|
return nil;
|
|
end
|
|
|
|
function FBHealBox_RunPlateAction(f, action)
|
|
local unit = f.unit;
|
|
if (not unit) or (action == "none") or (action == "move") then return; end
|
|
if (FBTest_Ghost(unit)) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_CLICK"));
|
|
return;
|
|
end
|
|
if (not UnitExists(unit)) then return; end
|
|
|
|
if (action == "menu") then
|
|
local dd = FBHealBox_UnitDropDown(unit);
|
|
if (dd and ToggleDropDownMenu) then
|
|
ToggleDropDownMenu(1, nil, dd, "cursor");
|
|
return;
|
|
end
|
|
-- kein Menue fuer diese Einheit (Gruppen-Begleiter): anvisieren
|
|
end
|
|
TargetUnit(unit);
|
|
end
|
|
|
|
function FBHealBox_PlateMouseDown(f)
|
|
local action = FBHealBox_PlateAction(arg1);
|
|
if (HealBox.AttachMode ~= 1) and (action == "move" or (arg1 == "LeftButton" and IsShiftKeyDown())) then
|
|
FBHealBoxDragging = true;
|
|
FBHealBox1:StartMoving();
|
|
end
|
|
end
|
|
|
|
function FBHealBox_PlateMouseUp(f)
|
|
if (FBHealBoxDragging) then
|
|
FBHealBoxDragging = false;
|
|
FBHealBox1:StopMovingOrSizing();
|
|
FBHealBox_SavePosition();
|
|
return;
|
|
end
|
|
FBHealBox_RunPlateAction(f, FBHealBox_PlateAction(arg1));
|
|
end
|
|
|
|
-- [ Plattenposition merken ] ------------------------------------------------
|
|
-- Gespeichert wird die linke obere Ecke in Bildschirmpixeln (skalierungs-
|
|
-- unabhaengig), damit ein Wechsel der Skalierung die Platte nicht verschiebt.
|
|
|
|
function FBHealBox_SavePosition()
|
|
if (not FBHealBox1) or (HealBox.AttachMode == 1) then return; end
|
|
local left, top = FBHealBox1:GetLeft(), FBHealBox1:GetTop();
|
|
if (not left) or (not top) then return; end
|
|
local s = FBHealBox1:GetEffectiveScale();
|
|
HealBox.PosX = left * s;
|
|
HealBox.PosY = top * s;
|
|
end
|
|
|
|
function FBHealBox_RestorePosition()
|
|
if (not FBHealBox1) then return; end
|
|
FBHealBox1:ClearAllPoints();
|
|
if (HealBox.PosX and HealBox.PosY) then
|
|
local s = FBHealBox1:GetEffectiveScale();
|
|
FBHealBox1:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", HealBox.PosX / s, HealBox.PosY / s);
|
|
else
|
|
FBHealBox1:SetPoint("LEFT", WorldFrame, "LEFT", 100, 22);
|
|
end
|
|
end
|
|
|
|
function FBHealBoxCreateFrame(FrameName,ParentFrame,FrameTexture,FrameWidth,FrameHeight,FrameAlpha,Unit,isPet)
|
|
local f = CreateFrame("Frame", FrameName, ParentFrame);
|
|
f:SetFrameStrata("MEDIUM");
|
|
icon = f:CreateTexture(nil, "BACKGROUND");
|
|
icon:SetAllPoints();
|
|
f:SetBackdrop({bgFile = nil, edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 10, insets = { left = 4, right = 4, top = 4, bottom = 4 }});
|
|
f.unit = Unit;
|
|
f.isPet = isPet;
|
|
-- Begleiter: eingerueckt und um die Einrueckung schmaler
|
|
f.indent = 0;
|
|
if (isPet) then f.indent = FBPET_INDENT; end
|
|
f.plateW = FrameWidth - f.indent;
|
|
local barW = f.plateW - 5;
|
|
-- Breite der Namensbox ohne / mit Debuff-Icon (Pets: minus Pfoten-Icon)
|
|
local nameX = 4;
|
|
if (isPet) then nameX = 4 + FBPET_ICON_SIZE + 3; end
|
|
f.nameWidthFull = FBNAME_WIDTH_FULL - f.indent - (nameX - 4);
|
|
f.nameWidthIcon = FBNAME_WIDTH_ICON - f.indent - (nameX - 4);
|
|
|
|
f:SetAlpha(FrameAlpha);
|
|
f:SetHeight(FrameHeight);
|
|
f:SetWidth(f.plateW);
|
|
|
|
if (isPet) then
|
|
f.PetIcon = f:CreateTexture(nil, "OVERLAY");
|
|
f.PetIcon:SetWidth(FBPET_ICON_SIZE);
|
|
f.PetIcon:SetHeight(FBPET_ICON_SIZE);
|
|
f.PetIcon:SetPoint("LEFT", f, "LEFT", 4, 0);
|
|
f.PetIcon:SetTexture(FBPET_ICON);
|
|
f.PetIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93);
|
|
end
|
|
|
|
-- Name: linksbuendig, volle Breite. Nur solange ein Debuff-Icon zu sehen
|
|
-- ist, wird die Box schmaler (FBHealBox_UpdateDebuffIcon).
|
|
f.NameText = f:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
|
-- Fest vertikal zentriert mit Einzeilen-Hoehe: so kann ein internes
|
|
-- Umbrechen des Textfelds den Namen nicht nach unten schieben.
|
|
f.NameText:SetPoint("LEFT", f, "LEFT", nameX, 0);
|
|
f.nameX = nameX;
|
|
f.NameText:SetHeight(FBNAME_HEIGHT);
|
|
f.NameText:SetJustifyH("LEFT");
|
|
f.NameText:SetJustifyV("MIDDLE");
|
|
f.NameText:SetText("");
|
|
if (isPet) then
|
|
f.NameText:SetTextColor(FBPET_NAME_COLOR[1], FBPET_NAME_COLOR[2], FBPET_NAME_COLOR[3], FBPET_NAME_COLOR[4]);
|
|
else
|
|
f.NameText:SetTextColor(1, 1, 1, 1);
|
|
end
|
|
f.NameText:SetWidth(f.nameWidthFull);
|
|
|
|
-- Debuff-Icon rechts neben dem Namen, mit Stackzahl
|
|
f.DebuffIcon = f:CreateTexture(nil, "OVERLAY");
|
|
f.DebuffIcon:SetWidth(FBDEBUFF_ICON_SIZE);
|
|
f.DebuffIcon:SetHeight(FBDEBUFF_ICON_SIZE);
|
|
f.DebuffIcon:SetPoint("LEFT", f, "LEFT", nameX + f.nameWidthIcon + 3, 0);
|
|
f.DebuffIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93);
|
|
f.DebuffIcon:Hide();
|
|
f.DebuffCount = f:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall");
|
|
f.DebuffCount:SetPoint("BOTTOMRIGHT", f.DebuffIcon, "BOTTOMRIGHT", 3, -2);
|
|
f.DebuffCount:SetText("");
|
|
f.DebuffCount:Hide();
|
|
|
|
-- Sichtlinien-Abzeichen am linken Rand
|
|
f.LOSIcon = f:CreateTexture(nil, "OVERLAY");
|
|
f.LOSIcon:SetWidth(FBLOS_ICON_SIZE);
|
|
f.LOSIcon:SetHeight(FBLOS_ICON_SIZE);
|
|
f.LOSIcon:SetPoint("TOPLEFT", f, "TOPLEFT", FBLOS_ICON_X, FBLOS_ICON_Y);
|
|
f.LOSIcon:SetTexture(FBLOS_ICON);
|
|
f.LOSIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93);
|
|
f.LOSIcon:Hide();
|
|
|
|
f.HPText = f:CreateFontString(nil, "OVERLAY", "NumberFontNormalYellow");
|
|
f.HPText:SetPoint("RIGHT", -5, 0);
|
|
f.HPText:SetText("100%");
|
|
f.HPText:SetTextColor(1, 1, 1, 1);
|
|
|
|
f.HealthBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar");
|
|
f.HealthBar:SetWidth(barW);
|
|
f.HealthBar:SetHeight(NamePlateHeight - 5);
|
|
f.HealthBar:SetPoint("TOPLEFT", 2, -3);
|
|
f.HealthBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar");
|
|
f.HealthBar:SetMinMaxValues(0, UnitHealthMax(Unit));
|
|
f.HealthBar:SetValue(UnitHealth(Unit));
|
|
f.HealthBar:SetStatusBarColor(0, 1, 0, 1);
|
|
f.HealthBar:Show();
|
|
|
|
-- Absorb-Schild als halbtransparentes "Pseudoleben" hinter dem HP-Balken
|
|
f.ShieldBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar");
|
|
f.ShieldBar:SetWidth(barW);
|
|
f.ShieldBar:SetHeight(NamePlateHeight - 5);
|
|
f.ShieldBar:SetPoint("TOPLEFT", 2, -3);
|
|
f.ShieldBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar");
|
|
f.ShieldBar:SetMinMaxValues(0, UnitHealthMax(Unit));
|
|
f.ShieldBar:SetValue(UnitHealth(Unit));
|
|
f.ShieldBar:SetStatusBarColor(0.6, 0.8, 1.0, 0.5);
|
|
f.ShieldBar:Show();
|
|
|
|
-- Eingehende Heilung (Direktheilung + HoT-Restticks)
|
|
f.IncHealBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar");
|
|
f.IncHealBar:SetWidth(barW);
|
|
f.IncHealBar:SetHeight(NamePlateHeight - 5);
|
|
f.IncHealBar:SetPoint("TOPLEFT", 2, -3);
|
|
f.IncHealBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar");
|
|
f.IncHealBar:SetMinMaxValues(0, UnitHealthMax(Unit));
|
|
f.IncHealBar:SetValue(UnitHealth(Unit));
|
|
f.IncHealBar:SetStatusBarColor(0.4, 1, 0.4, 0.5);
|
|
f.IncHealBar:Show();
|
|
|
|
-- Manabalken: FBMANA_BAR_HEIGHT px am unteren Rand des Lebensbalkens,
|
|
-- "Balken im Balken". Nur sichtbar bei Einheiten mit Mana.
|
|
f.ManaBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar");
|
|
f.ManaBar:SetWidth(barW);
|
|
f.ManaBar:SetHeight(FBMANA_BAR_HEIGHT);
|
|
f.ManaBar:SetPoint("BOTTOMLEFT", f.HealthBar, "BOTTOMLEFT", 0, 0);
|
|
f.ManaBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar");
|
|
f.ManaBar:SetMinMaxValues(0, 1);
|
|
f.ManaBar:SetValue(0);
|
|
f.ManaBar:SetStatusBarColor(FBMANA_BAR_COLOR[1], FBMANA_BAR_COLOR[2], FBMANA_BAR_COLOR[3], FBMANA_BAR_COLOR[4]);
|
|
-- dunkler Streifen dahinter, damit fehlendes Mana lesbar bleibt
|
|
f.ManaBar.bg = f.ManaBar:CreateTexture(nil, "BACKGROUND");
|
|
f.ManaBar.bg:SetAllPoints(f.ManaBar);
|
|
f.ManaBar.bg:SetTexture(0, 0, 0, FBMANA_BG_ALPHA);
|
|
f.ManaBar:Hide();
|
|
|
|
-- Reihenfolge: Mana ganz oben, HP deckend, darunter Schild, darunter Heilvorhersage
|
|
FBHealBox_SetBarStrata(f, "LOW");
|
|
|
|
f:SetMovable(true);
|
|
f:EnableMouse(true);
|
|
f:SetScript("OnMouseDown", function() FBHealBox_PlateMouseDown(f); end);
|
|
f:SetScript("OnMouseUp", function() FBHealBox_PlateMouseUp(f); end);
|
|
|
|
return f;
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Drag & Drop aus dem Zauberbuch ]
|
|
--
|
|
-- 1.12 kennt kein GetCursorInfo(). Das Zauberbuch ruft beim Ziehen
|
|
-- PickupSpell(id, book) auf; ein Vor-Hook merkt sich diese beiden Werte.
|
|
-- Loslassen auf einem Heil-Button (OnReceiveDrag oder Klick mit Zauber am
|
|
-- Cursor) belegt den Button: Linksklick-Feld, bei aktiviertem Rechtsklick-
|
|
-- Zauber und rechter Maustaste das Rechtsklick-Feld. Auch die Felder im
|
|
-- Optionsfenster nehmen Zauber an.
|
|
-- ==========================================================================
|
|
|
|
FBDragSpell = nil; -- { id, book } des zuletzt aufgenommenen Zaubers
|
|
|
|
function FBHealBox_HookSpellPickup()
|
|
if (FBHealBox_PickupHooked) then return; end
|
|
FBHealBox_PickupHooked = true;
|
|
if (PickupSpell) then
|
|
local origPickup = PickupSpell;
|
|
PickupSpell = function(id, book)
|
|
FBDragSpell = { id = id, book = book or BOOKTYPE_SPELL };
|
|
origPickup(id, book);
|
|
end
|
|
end
|
|
if (ClearCursor) then
|
|
local origClear = ClearCursor;
|
|
ClearCursor = function()
|
|
FBDragSpell = nil;
|
|
origClear();
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Zauber am Cursor: name, rank, id, book oder nil
|
|
function FBHealBox_CursorSpell()
|
|
if (not FBDragSpell) then return nil; end
|
|
if (CursorHasSpell and not CursorHasSpell()) then
|
|
FBDragSpell = nil;
|
|
return nil;
|
|
end
|
|
local name, rank = GetSpellName(FBDragSpell.id, FBDragSpell.book);
|
|
if (not name) then return nil; end
|
|
return name, rank, FBDragSpell.id, FBDragSpell.book;
|
|
end
|
|
|
|
-- Zauber vom Cursor auf Button btnIndex legen. side = "L" oder "R".
|
|
-- true, wenn etwas belegt wurde.
|
|
function FBHealBox_DropSpell(btnIndex, side)
|
|
if (not btnIndex) then return false; end
|
|
local name, rank, id, book = FBHealBox_CursorSpell();
|
|
if (not name) then
|
|
if (FBDragSpell) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("DROP_UNKNOWN"));
|
|
end
|
|
return false;
|
|
end
|
|
side = side or "L";
|
|
if (side == "R" and HealBox.RightClick ~= 1) then side = "L"; end
|
|
|
|
-- Zauber in die Rangliste aufnehmen, falls er nicht aus der Klassenliste stammt
|
|
if (not FBPlayerSpells[name]) then FBPlayerSpells[name] = {}; end
|
|
local known = false;
|
|
for _, sd in ipairs(FBPlayerSpells[name]) do
|
|
if (sd.rank == rank) then known = true; break; end
|
|
end
|
|
if (not known) then
|
|
table.insert(FBPlayerSpells[name], { rank = rank, id = id, icon = GetSpellTexture(id, book) });
|
|
end
|
|
|
|
local castString = name;
|
|
if (rank and rank ~= "") then castString = name.."("..rank..")"; end
|
|
|
|
local _, _, _, _, savedTable = FBChoiceTables(side);
|
|
savedTable[btnIndex] = castString;
|
|
FBApplySpellChoice(btnIndex, castString, side);
|
|
FBHealBoxButtonsChanged();
|
|
|
|
local key = "DROP_SET";
|
|
if (side == "R") then key = "DROP_SET_R"; end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..format(FBT(key), btnIndex, castString));
|
|
|
|
FBDragSpell = nil;
|
|
if (ClearCursor) then ClearCursor(); end
|
|
return true;
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Automatisches Abrangen ]
|
|
--
|
|
-- Niedrigsten Rang des Zaubers waehlen, dessen erwartete Heilung das
|
|
-- fehlende Leben des Ziels (abzueglich schon eingehender Heilung) plus
|
|
-- Sicherheitsaufschlag deckt. Nie ueber dem belegten Rang, nur fuer
|
|
-- Direktheilungen, im Notfall (unter VeryLowHP) immer der belegte Rang.
|
|
-- Erwartete Heilung: gelernter Wert, sonst Tooltip-Mittelwert.
|
|
-- ==========================================================================
|
|
|
|
function FBHealBox_SmartRank(castString, unit)
|
|
if (HealBox.SmartRank ~= 1) or (not castString) then return castString; end
|
|
local base, rank = FBPredict_SplitCast(castString);
|
|
if (not rank) then return castString; end
|
|
local ranks = FBPlayerSpells[base];
|
|
if (not ranks) or (table.getn(ranks) < 2) then return castString; end
|
|
if (not FBUnitExists(unit)) or FBTest_Ghost(unit) then return castString; end
|
|
|
|
local hp, hpMax = FBUnitHealth(unit);
|
|
if (hpMax <= 0) or ((hp / hpMax) <= VeryLowHP) then return castString; end
|
|
local name = FBUnitName(unit);
|
|
local incoming = FBGetDirectHeal(name) + FBGetHoTHeal(name) + FBGetCommHeal(name);
|
|
local deficit = hpMax - hp - incoming;
|
|
if (deficit < 0) then deficit = 0; end
|
|
local need = deficit * (1 + (HealBox.SmartMargin or 20) / 100);
|
|
|
|
local assignedIdx = nil;
|
|
for i, sd in ipairs(ranks) do
|
|
if (sd.rank == rank) then assignedIdx = i; end
|
|
end
|
|
if (not assignedIdx) then return castString; end
|
|
|
|
for i = 1, assignedIdx do
|
|
local sd = ranks[i];
|
|
local info = FBPredict_GetSpellInfo(sd.id, base);
|
|
-- nur echte Direktheilungen: Heilbetrag vorhanden, "heal" im Tooltip,
|
|
-- kein Schild, kein Buff. Alles andere geht im belegten Rang raus.
|
|
if (not info) or (not info.direct) or info.shield or (not info.isHeal) then return castString; end
|
|
local amount = FBPredict_Remembered("direct", base, sd.rank) or info.direct;
|
|
if (amount >= need) then
|
|
if (i == assignedIdx) then return castString; end
|
|
local chosen = base;
|
|
if (sd.rank and sd.rank ~= "") then chosen = base.."("..sd.rank..")"; end
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DBG_SMARTRANK"),
|
|
castString, chosen, math.floor(deficit), math.floor(amount)));
|
|
end
|
|
return chosen;
|
|
end
|
|
end
|
|
return castString;
|
|
end
|
|
|
|
-- Zauber castString auf das Ziel des Buttons wirken (Links- oder Rechtsklick)
|
|
function FBHealBox_CastOn(button, castString)
|
|
if (not castString) then return; end
|
|
local castTarget = button.TargetUnit or "player";
|
|
|
|
-- Geisterspieler: nichts casten, nur Hinweis
|
|
if (FBTest_Ghost(castTarget)) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_CLICK"));
|
|
return;
|
|
end
|
|
|
|
if (castTarget == "player") then
|
|
castString = FBHealBox_SmartRank(castString, "player");
|
|
-- Ziel VOR dem Cast merken: SPELLCAST_START feuert sofort
|
|
FBPredict_NoteCast(castString, UnitName("player"));
|
|
CastSpellByName(castString, 1);
|
|
return;
|
|
end
|
|
|
|
if (not UnitExists(castTarget)) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFF0000"..FBADDON_NAME..":|r "..castTarget..FBT("NOT_IN_GROUP"));
|
|
return;
|
|
end
|
|
|
|
castString = FBHealBox_SmartRank(castString, castTarget);
|
|
|
|
if (SUPERWOW_VERSION or SUPERWOW_STRING) then
|
|
FBPredict_NoteCast(castString, UnitName(castTarget));
|
|
CastSpellByName(castString, castTarget);
|
|
else
|
|
local hadTarget = UnitExists("target");
|
|
local targetWasSame = false;
|
|
if (hadTarget and UnitIsUnit) then
|
|
targetWasSame = UnitIsUnit("target", castTarget);
|
|
end
|
|
if (not targetWasSame) then TargetUnit(castTarget); end
|
|
FBPredict_NoteCast(castString, UnitName(castTarget));
|
|
CastSpellByName(castString);
|
|
if (not targetWasSame) then
|
|
if (hadTarget) then TargetLastTarget(); else ClearTarget(); end
|
|
end
|
|
end
|
|
end
|
|
|
|
function FBHealBoxCreateButton(FBButtonName, FBParentFrame, xoffset, yoffset, texture, tooltiptext, targetUnit, spellID)
|
|
if (not FBButtonName) or (FBButtonName == "") then
|
|
FBButtonName = nil; -- namenlos statt "Button"..random(): keine Kollisionen mit fremden Globals
|
|
end
|
|
|
|
local button = CreateFrame("Button", FBButtonName, FBParentFrame);
|
|
button:SetPoint("LEFT", FBParentFrame, "RIGHT", xoffset, yoffset);
|
|
|
|
button.icon = button:CreateTexture(nil, "BACKGROUND");
|
|
button.icon:SetAllPoints();
|
|
|
|
-- Cooldown-Uhr (Blizzards Modell, wie auf den Aktionsleisten)
|
|
button.cooldown = CreateFrame("Model", nil, button, "CooldownFrameTemplate");
|
|
button.cooldown:SetAllPoints(button);
|
|
button.cooldown:Hide();
|
|
|
|
-- HoT-/Schild-Restzeit
|
|
button.timer = button:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall");
|
|
button.timer:SetPoint("TOP", button, "TOP", 0, -1);
|
|
button.timer:Hide();
|
|
|
|
-- Eck-Icon fuer den Rechtsklick-Zauber (nur sichtbar, wenn belegt und aktiviert)
|
|
button.subIcon = button:CreateTexture(nil, "OVERLAY");
|
|
button.subIcon:SetWidth(12);
|
|
button.subIcon:SetHeight(12);
|
|
button.subIcon:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -1, 1);
|
|
button.subIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93);
|
|
button.subIcon:Hide();
|
|
|
|
local highlight = button:CreateTexture(nil, "HIGHLIGHT");
|
|
highlight:SetAllPoints();
|
|
highlight:SetBlendMode("ADD");
|
|
highlight:SetTexture("Interface/Buttons/ButtonHilight-Square");
|
|
|
|
button:SetPushedTexture("Interface/Buttons/UI-Quickslot-Depress");
|
|
|
|
if (texture) then
|
|
button.icon:SetTexture(texture);
|
|
else
|
|
button.icon:SetTexture("Interface/Icons/INV_Misc_QuestionMark");
|
|
end
|
|
|
|
button:EnableMouse(1);
|
|
button:SetHeight(28);
|
|
button:SetWidth(28);
|
|
button.TargetUnit = targetUnit;
|
|
button.spellName = tooltiptext;
|
|
button.id = spellID;
|
|
|
|
button:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(button, "ANCHOR_RIGHT", -30, 5);
|
|
if (button.spellName == nil or button.id == nil) then
|
|
GameTooltip:SetText(FBT("TT_NO_SPELL"));
|
|
else
|
|
GameTooltip_SetDefaultAnchor(GameTooltip, this);
|
|
GameTooltip:SetSpell(this.id, SpellBookFrame.bookType);
|
|
local tname = FBUnitName(this.TargetUnit) or "?";
|
|
GameTooltip:AddLine(FBADDON_NAME.." "..FBT("TT_TARGET")..": |cFF00FF00"..tname, 1, 1, 1);
|
|
end
|
|
if (button.spellNameR) then
|
|
GameTooltip:AddLine(FBT("TT_RIGHT")..": |cFFFFFFFF"..button.spellNameR, 0.6, 0.8, 1);
|
|
end
|
|
GameTooltip:Show();
|
|
end);
|
|
|
|
button:SetScript("OnLeave", function()
|
|
GameTooltip:Hide();
|
|
end);
|
|
|
|
-- Beide Maustasten: Rechtsklick wird fuer Drag & Drop immer gebraucht,
|
|
-- fuer den Rechtsklick-Zauber prueft OnClick die Option selbst
|
|
button:RegisterForClicks("LeftButtonUp", "RightButtonUp");
|
|
|
|
button:SetScript("OnClick", function()
|
|
-- Zauber am Cursor: belegen statt casten (rechts oder Shift = Rechtsklick-Seite)
|
|
if (FBDragSpell and button.btnIndex) then
|
|
local side = "L";
|
|
if (arg1 == "RightButton" or IsShiftKeyDown()) then side = "R"; end
|
|
if (FBHealBox_DropSpell(button.btnIndex, side)) then return; end
|
|
end
|
|
local castString = button.spellName;
|
|
if (arg1 == "RightButton") then
|
|
-- Rechtsklick-Zauber nur, wenn die Option an ist
|
|
if (HealBox.RightClick ~= 1) then return; end
|
|
castString = button.spellNameR;
|
|
end
|
|
FBHealBox_CastOn(button, castString);
|
|
end);
|
|
button:SetScript("OnReceiveDrag", function()
|
|
if (button.btnIndex) then
|
|
local side = "L";
|
|
if (IsShiftKeyDown()) then side = "R"; end
|
|
FBHealBox_DropSpell(button.btnIndex, side);
|
|
end
|
|
end);
|
|
|
|
-- Kein eigener Event-Handler je Button mehr: der Kern aktualisiert alle
|
|
-- sichtbaren Buttons zentral in FBHealBox_UpdateButtonStates (ein
|
|
-- IsUsableSpell/GetSpellCooldown je Zauber statt je Button).
|
|
return button;
|
|
end
|
|
|
|
function FBHealBoxSetup()
|
|
local bg = "Interface/DialogFrame/UI-DialogBox-Background";
|
|
-- Spieler-Plaketten FBHealBox1..5, Begleiter-Plaketten FBHealBoxPet1..5.
|
|
-- Alle haengen an FBHealBox1: die wird verschoben, der Rest folgt.
|
|
FBHealBox1 = FBHealBoxCreateFrame("FBHealBox1", UIParent, bg, NamePlateWidth, NamePlateHeight, 1, "player", false);
|
|
FBPartyFrame[1] = FBHealBox1;
|
|
for p = 2, FBSlotCount do
|
|
local name;
|
|
if (FBSlotIsPet[p]) then name = "FBHealBoxPet"..(p - 5); else name = "FBHealBox"..p; end
|
|
FBPartyFrame[p] = FBHealBoxCreateFrame(name, FBHealBox1, bg, NamePlateWidth, NamePlateHeight, 1, FBPartyUnit[p], FBSlotIsPet[p]);
|
|
end
|
|
FBHealBox2 = FBPartyFrame[2]; FBHealBox3 = FBPartyFrame[3];
|
|
FBHealBox4 = FBPartyFrame[4]; FBHealBox5 = FBPartyFrame[5];
|
|
FBHealBoxPet1 = FBPartyFrame[6]; FBHealBoxPet2 = FBPartyFrame[7]; FBHealBoxPet3 = FBPartyFrame[8];
|
|
FBHealBoxPet4 = FBPartyFrame[9]; FBHealBoxPet5 = FBPartyFrame[10];
|
|
HealBoxAttachMode(HealBox.AttachMode);
|
|
end
|
|
|
|
function FBHealBox_RefreshAllBars()
|
|
if (not FBHealBox1) or (not FBHealBox1.ShieldBar) then return; end
|
|
for p = 1, FBSlotCount do
|
|
local unit = FBPartyUnit[p];
|
|
if (FBUnitExists(unit)) then FBHealBox_UpdateUnit(unit, FBPartyFrame[p]); end
|
|
end
|
|
FBHealBox_RunHook("RefreshAllBars");
|
|
end
|
|
|
|
-- Ist dieser Slot gerade anzuzeigen? (Begleiter nur mit ShowPets)
|
|
function FBSlotActive(p)
|
|
if (p == 1) then return true; end
|
|
if (FBSlotIsPet[p] and HealBox.ShowPets ~= 1) then return false; end
|
|
return FBUnitExists(FBPartyUnit[p]);
|
|
end
|
|
|
|
-- Plaketten senkrecht anordnen: in FBLayoutOrder (Besitzer, darunter sein
|
|
-- Begleiter), nur sichtbare Plaketten zaehlen, Abstand = HealBox.RowSpacing.
|
|
-- Im Party-Frame-Modus haengen die Slots an Blizzards Frames, dann nichts tun.
|
|
function FBHealBox_Layout()
|
|
if (not FBHealBox1) or (HealBox.AttachMode == 1) then return; end
|
|
local gap = HealBox.RowSpacing or 4;
|
|
local prev = FBHealBox1;
|
|
for _, p in ipairs(FBLayoutOrder) do
|
|
if (p ~= 1) then
|
|
local f = FBPartyFrame[p];
|
|
f:ClearAllPoints();
|
|
-- Begleiter ruecken ein, der naechste Spieler rueckt wieder aus
|
|
local xShift = (f.indent or 0) - (prev.indent or 0);
|
|
f:SetPoint("TOPLEFT", prev, "BOTTOMLEFT", xShift, -gap);
|
|
if (f:IsShown()) then prev = f; end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Alle vorhandenen Einheiten einmal aktiv nach Buffs scannen: nach /reload
|
|
-- oder Gruppenwechsel kommt sonst kein UNIT_AURA, bis sich etwas aendert.
|
|
function FBPredict_ScanAllUnits()
|
|
if (not FBPredict_ScanUnit) or FBTestMode then return; end
|
|
for p = 1, FBSlotCount do
|
|
local unit = FBPartyUnit[p];
|
|
if (UnitExists(unit)) then FBPredict_ScanUnit(unit); end
|
|
end
|
|
end
|
|
|
|
function FBUpdateNames()
|
|
if (not FBHealBox1) then return; end
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
f:Hide();
|
|
-- Einheit kann gewechselt haben: Zwischenspeicher der Anzeige leeren
|
|
f.dispelKnown = nil; f.lastText = nil; f.lastMax = nil; f.colorKey = nil; f.manaShown = nil;
|
|
f.vHp = nil; f.vShield = nil; f.vInc = nil; f.vMp = nil;
|
|
end
|
|
|
|
if (HealBox.Active == 1) then FBHealBox1:Show(); end
|
|
FBHealBox1.NameText:SetText(strupper(FBUnitName("player") or ""));
|
|
FBHealBox_ApplyNameColor("player", FBHealBox1);
|
|
|
|
for p = 2, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
if (FBSlotActive(p)) then
|
|
f.NameText:SetText(strupper(FBUnitName(FBPartyUnit[p]) or ""));
|
|
FBHealBox_ApplyNameColor(FBPartyUnit[p], f);
|
|
f:Show();
|
|
end
|
|
end
|
|
|
|
FBHealBox_Layout();
|
|
FBPredict_ScanAllUnits();
|
|
FBHealBox_CheckAllWatchBuffs();
|
|
FBHealBox_CheckRangeAll();
|
|
FBHealBox_CheckLOSAll();
|
|
FBHealBox_RefreshAllBars();
|
|
FBHealBox_RunHook("UpdateNames");
|
|
FBHealBox_UpdateButtonStates("SPELL_UPDATE_USABLE");
|
|
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
|
|
|
|
-- Buff-Texturen einer Einheit, je Frame nur einmal gelesen: Vorhersage-Scan
|
|
-- und Buff-Wache brauchen dieselbe Liste im selben Event.
|
|
FBBuffScanMemo = {}; -- [unit] = { t, tex = {}, list = {}, n }
|
|
function FBHealBox_UnitBuffs(unit)
|
|
local now = GetTime();
|
|
local m = FBBuffScanMemo[unit];
|
|
if (m and m.t == now) then return m.tex, m.list, m.n; end
|
|
if (not m) then m = { tex = {}, list = {}, n = 0 }; FBBuffScanMemo[unit] = m; end
|
|
for k in pairs(m.tex) do m.tex[k] = nil; end
|
|
local i = 1;
|
|
while (i <= 32) do
|
|
local tex = UnitBuff(unit, i);
|
|
if (not tex) then break; end
|
|
tex = strupper(tex);
|
|
m.tex[tex] = true;
|
|
m.list[i] = tex;
|
|
i = i + 1;
|
|
end
|
|
m.n = i - 1;
|
|
m.t = now;
|
|
return m.tex, m.list, m.n;
|
|
end
|
|
|
|
-- Buffname je Textur, einmal per Tooltip gelesen und dann gemerkt: erspart
|
|
-- bis zu 32 Tooltip-Scans je UNIT_AURA bei Einheiten ohne den Buff.
|
|
FBBuffNameByTex = {};
|
|
|
|
-- 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 texSet, list, n = FBHealBox_UnitBuffs(unit);
|
|
if (wantTex and texSet[wantTex]) then return true; end
|
|
if (altTex and texSet[altTex]) then return true; end
|
|
-- Textur nicht dabei: Namen pruefen (faengt fremde Gruppenversionen).
|
|
-- Je Textur nur einmal per Tooltip, danach aus dem Speicher.
|
|
for i = 1, n do
|
|
local tex = list[i];
|
|
local name = FBBuffNameByTex[tex];
|
|
if (name == nil) then
|
|
name = FBHealBox_BuffName(unit, i) or false;
|
|
FBBuffNameByTex[tex] = name;
|
|
end
|
|
if (name and (name == want or name == alt)) then return true; end
|
|
end
|
|
return false;
|
|
end
|
|
|
|
function FBHealBox_CheckWatchBuff(unit, f)
|
|
if (not f) or (not f.SetBackdropBorderColor) then return; end
|
|
local missing = false;
|
|
-- Begleiter nur, wenn ausdruecklich eingeschaltet
|
|
local skipPet = (f.isPet and HealBox.BuffWatchPets ~= 1);
|
|
if (HealBox.WatchBuff and FBUnitExists(unit) and not f.plateHidden and not skipPet) then
|
|
missing = (not FBHealBox_HasWatchBuff(unit));
|
|
end
|
|
if (f.buffMissing ~= missing) then
|
|
f.buffMissing = missing;
|
|
FBHealBox_ApplyBorder(f);
|
|
end
|
|
end
|
|
|
|
-- Rahmenfarbe einer Plakette: Angegriffener (rot) vor Buff-Wache (orange) vor normal
|
|
function FBHealBox_ApplyBorder(f)
|
|
if (not f) or (not f.SetBackdropBorderColor) then return; end
|
|
local c = FBBUFF_NORMAL_COLOR;
|
|
if (f.buffMissing) then c = FBBUFF_MISSING_COLOR; end
|
|
if (f.underAttack) then c = FBAGGRO_COLOR; end
|
|
f:SetBackdropBorderColor(c[1], c[2], c[3], c[4]);
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Wer wird angegriffen ]
|
|
--
|
|
-- Hat dein Ziel ein feindliches Ziel im Ziel, bekommt dessen Plakette einen
|
|
-- roten Rahmen. Laeuft im 0.2-s-Takt der Vorhersage. Module haengen sich
|
|
-- ueber den Hook "Aggro" an (Raid-Zellen).
|
|
-- ==========================================================================
|
|
|
|
-- Unit-ID des Angegriffenen ("targettarget") oder nil
|
|
function FBHealBox_AggroUnit()
|
|
if (HealBox.AggroMark ~= 1) then return nil; end
|
|
if (not UnitExists("target")) or (not UnitExists("targettarget")) then return nil; end
|
|
if (UnitCanAttack and not UnitCanAttack("player", "target")) then return nil; end
|
|
return "targettarget";
|
|
end
|
|
|
|
function FBHealBox_UnitIsAggro(unit, tt)
|
|
if (not tt) or (not unit) then return false; end
|
|
if (UnitIsUnit) then
|
|
local r = UnitIsUnit(tt, unit);
|
|
return (r == 1) or (r == true);
|
|
end
|
|
return (UnitName(tt) == UnitName(unit));
|
|
end
|
|
|
|
FBAggroAny = false; -- ist irgendwo ein roter Rahmen gesetzt?
|
|
|
|
-- Name des Angegriffenen je Tick einmal lesen; UnitIsUnit nur noch zur
|
|
-- Bestaetigung bei Namensgleichheit (statt je Plakette und Zelle)
|
|
FBAggroName = nil;
|
|
|
|
function FBHealBox_UnitIsAggroFast(unit, unitName, tt)
|
|
if (not tt) or (not unitName) then return false; end
|
|
if (FBAggroName ~= unitName) then return false; end
|
|
return FBHealBox_UnitIsAggro(unit, tt);
|
|
end
|
|
|
|
function FBHealBox_CheckAggroAll()
|
|
local tt = FBHealBox_AggroUnit();
|
|
-- Kein feindliches Ziel und nichts markiert: nichts zu tun (haeufigster Fall)
|
|
if (not tt) and (not FBAggroAny) and (not FBTestMode) then return; end
|
|
FBAggroName = tt and UnitName(tt);
|
|
local any = false;
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
if (f) then
|
|
local flag = false;
|
|
local unit = FBPartyUnit[p];
|
|
local g = FBTest_Ghost(unit);
|
|
if (HealBox.AggroMark == 1 and f:IsShown()) then
|
|
if (g) then flag = (g.aggro == true);
|
|
elseif (tt and FBUnitExists(unit)) then flag = FBHealBox_UnitIsAggroFast(unit, FBUnitName(unit), tt); end
|
|
end
|
|
if (f.underAttack ~= flag) then
|
|
f.underAttack = flag;
|
|
FBHealBox_ApplyBorder(f);
|
|
end
|
|
if (flag) then any = true; end
|
|
end
|
|
end
|
|
-- Module (Raid-Zellen) melden ueber den Rueckgabewert, ob sie noch markieren
|
|
if (FBHealBox_RunHook("Aggro", tt)) then any = true; end
|
|
FBAggroAny = any;
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ HoT- und Schild-Timer auf den Buttons ]
|
|
--
|
|
-- Der Button eines Zaubers zeigt fuer seine Einheit die Restsekunden des
|
|
-- eigenen HoTs bzw. Schilds dieses Zaubers; nach dem Schild die Geschwaechte
|
|
-- Seele (15 s ab Anlegen) in Rot. Nur eigene Effekte, weil nur die verfolgt
|
|
-- werden. Module: Hook "SpellTimers".
|
|
-- ==========================================================================
|
|
|
|
-- Text und Farbe fuer einen Button, oder nil. base ist der Zaubername ohne
|
|
-- Rang (einmal in ButtonsChanged berechnet, nicht je Tick).
|
|
function FBHealBox_SpellTimerFor(base, unitName, now, g, btnIndex)
|
|
if (g) then
|
|
if (btnIndex == 1 and g.hotLeft) then return tostring(g.hotLeft), FBTIMER_COLOR_HOT; end
|
|
if (btnIndex == 2 and g.shieldLeft) then return tostring(g.shieldLeft), FBTIMER_COLOR_SHIELD; end
|
|
return nil;
|
|
end
|
|
if (not base) or (not unitName) then return nil; end
|
|
local hots = FBHoTs[unitName];
|
|
local e = hots and hots[base];
|
|
if (e and e.expires > now) then
|
|
return tostring(math.ceil(e.expires - now)), FBTIMER_COLOR_HOT;
|
|
end
|
|
local sh = FBShields[unitName];
|
|
if (sh and sh.spell == base) then
|
|
if (sh.expires > now and (sh.max - sh.absorbed) > 0) then
|
|
return tostring(math.ceil(sh.expires - now)), FBTIMER_COLOR_SHIELD;
|
|
end
|
|
if (base == FBSHIELD_SPELL and sh.duration) then
|
|
local applied = sh.expires - sh.duration;
|
|
local left = applied + FBWEAKENED_SOUL_SEC - now;
|
|
if (left > 0) then return tostring(math.ceil(left)), FBTIMER_COLOR_WS; end
|
|
end
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
function FBHealBox_FormatTimer(secs)
|
|
if (secs >= 60) then return math.ceil(secs / 60) .. "m"; end
|
|
return tostring(math.ceil(secs));
|
|
end
|
|
|
|
function FBHealBox_SetButtonTimer(b, text, color)
|
|
if (not b) or (not b.timer) then return; end
|
|
if (text) then
|
|
if (b.timerText ~= text) then b.timerText = text; b.timer:SetText(text); end
|
|
if (b.timerColor ~= color) then b.timerColor = color; b.timer:SetTextColor(color[1], color[2], color[3], 1); end
|
|
if (not b.timerOn) then b.timerOn = true; b.timer:Show(); end
|
|
elseif (b.timerOn) then
|
|
b.timerOn = false; b.timerText = nil;
|
|
b.timer:Hide();
|
|
end
|
|
end
|
|
|
|
function FBHealBox_UpdateSpellTimers()
|
|
local now = GetTime();
|
|
local on = (HealBox.SpellTimers == 1);
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
local unit = FBPartyUnit[p];
|
|
if (f and FBPartyTable[p]) then
|
|
local shown = on and f:IsShown() and FBUnitExists(unit);
|
|
local name = shown and FBUnitName(unit);
|
|
local g = shown and FBTest_Ghost(unit);
|
|
-- Ohne eigenen HoT oder Schild auf dieser Einheit gibt es nichts
|
|
-- anzuzeigen: dann nur einmal alle Timer ausblenden und weiter.
|
|
local active = shown and (g or FBHoTs[name] or FBShields[name]);
|
|
if (active) then
|
|
f.timersShown = true;
|
|
for i = 1, MaxButtonCount do
|
|
local b = FBPartyTable[p][i];
|
|
if (b) then
|
|
if (b:IsShown()) then
|
|
local text, color = FBHealBox_SpellTimerFor(b.spellBase, name, now, g, i);
|
|
if (not text and b.spellBaseR) then
|
|
text, color = FBHealBox_SpellTimerFor(b.spellBaseR, name, now, nil, i);
|
|
end
|
|
FBHealBox_SetButtonTimer(b, text, color);
|
|
else
|
|
FBHealBox_SetButtonTimer(b, nil);
|
|
end
|
|
end
|
|
end
|
|
elseif (f.timersShown) then
|
|
f.timersShown = false;
|
|
for i = 1, MaxButtonCount do FBHealBox_SetButtonTimer(FBPartyTable[p][i], nil); end
|
|
end
|
|
end
|
|
end
|
|
FBHealBox_RunHook("SpellTimers", now);
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Cooldown-Uhr ]
|
|
-- ==========================================================================
|
|
|
|
-- Cooldown eines Buttons frisch setzen (nach Umbelegung)
|
|
function FBHealBox_UpdateButtonCooldown(b)
|
|
if (not b) or (not b.cooldown) or (not CooldownFrame_SetTimer) then return; end
|
|
b.cdKey = nil;
|
|
if (not b.id) then
|
|
CooldownFrame_SetTimer(b.cooldown, 0, 0, 0);
|
|
b.cdKey = "off";
|
|
return;
|
|
end
|
|
FBBtnPass = FBBtnPass + 1;
|
|
FBHealBox_UpdateButtonState(b, "SPELL_UPDATE_COOLDOWN");
|
|
end
|
|
|
|
function FBHealBox_UpdateAllCooldowns()
|
|
FBBtnPass = FBBtnPass + 1;
|
|
for p = 1, FBSlotCount do
|
|
for i = 1, MaxButtonCount do
|
|
local b = FBPartyTable[p] and FBPartyTable[p][i];
|
|
if (b) then b.cdKey = nil; FBHealBox_UpdateButtonState(b, "SPELL_UPDATE_COOLDOWN"); end
|
|
end
|
|
end
|
|
FBHealBox_RunHook("Cooldowns");
|
|
end
|
|
|
|
function FBHealBox_CheckAllWatchBuffs()
|
|
for p = 1, FBSlotCount do
|
|
if (FBPartyFrame[p]) then FBHealBox_CheckWatchBuff(FBPartyUnit[p], FBPartyFrame[p]); end
|
|
end
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Sichtlinie ]
|
|
--
|
|
-- Die 1.12-API kennt keine LoS-Abfrage. Zwei Wege:
|
|
-- 1) UnitXP SP3 (Client-Mod): UnitXP("inSight", "player", unit), live.
|
|
-- 2) Sonst merkt sich das Addon die Fehlermeldung SPELL_FAILED_LINE_OF_SIGHT
|
|
-- fuer das Ziel des letzten Heilversuchs (FBLOS_TIMEOUT Sekunden) und
|
|
-- loescht sie, sobald ein Cast auf die Einheit startet oder eine eigene
|
|
-- Heilung dort ankommt.
|
|
-- ==========================================================================
|
|
|
|
FBLOSFlags = {}; -- [Name] = Ablaufzeit der Markierung (Fallback-Weg)
|
|
|
|
function FBLOS_HasUnitXP()
|
|
return (UnitXP ~= nil);
|
|
end
|
|
|
|
-- UnitXP sicher abfragen: true / false, nil wenn nicht verfuegbar
|
|
function FBLOS_QueryUnitXP(unit)
|
|
if (not UnitXP) then return nil; end
|
|
local ok, res = pcall(UnitXP, "inSight", "player", unit);
|
|
if (not ok) then return nil; end
|
|
return res;
|
|
end
|
|
|
|
-- true, wenn die Einheit als ausserhalb der Sichtlinie gilt
|
|
function FBUnitLOSBlocked(unit)
|
|
if (unit == "player") then return false; end
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then return (g.los == true); end
|
|
if (not UnitExists(unit)) then return false; end
|
|
|
|
local live = FBLOS_QueryUnitXP(unit);
|
|
if (live ~= nil) then return (not live); end
|
|
|
|
local name = UnitName(unit);
|
|
local until_ = name and FBLOSFlags[name];
|
|
if (until_ and GetTime() < until_) then return true; end
|
|
if (until_) then FBLOSFlags[name] = nil; end
|
|
return false;
|
|
end
|
|
|
|
-- Fehlermeldung "nicht in Sichtlinie": Ziel des letzten Heilversuchs markieren
|
|
function FBLOS_OnError(msg)
|
|
if (not msg) then return; end
|
|
local losText = SPELL_FAILED_LINE_OF_SIGHT or "Target not in line of sight";
|
|
if (msg ~= losText) then return; end
|
|
local name = FBPredict_ResolveTarget();
|
|
if (not name) then return; end
|
|
FBLOSFlags[name] = GetTime() + FBLOS_TIMEOUT;
|
|
FBHealBox_CheckLOSAll();
|
|
end
|
|
|
|
function FBLOS_Clear(name)
|
|
if (name and FBLOSFlags[name]) then
|
|
FBLOSFlags[name] = nil;
|
|
FBHealBox_CheckLOSAll();
|
|
end
|
|
end
|
|
|
|
function FBHealBox_CheckLOSAll()
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
if (f and f.LOSIcon) then
|
|
local blocked = false;
|
|
if (HealBox.LOSIcon == 1 and f:IsShown() and not f.plateHidden) then
|
|
blocked = FBUnitLOSBlocked(FBPartyUnit[p]);
|
|
end
|
|
if (f.losBlocked ~= blocked) then
|
|
f.losBlocked = blocked;
|
|
if (blocked) then f.LOSIcon:Show(); else f.LOSIcon:Hide(); end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ API-Fähigkeiten des Clients ]
|
|
--
|
|
-- IsSpellInRange und IsUsableSpell gibt es erst seit TBC (2.0). Der
|
|
-- 1.12-Client hat sie nicht; ein Aufruf bricht mit "attempt to call global"
|
|
-- ab. Diese Wrapper nutzen sie, wenn vorhanden (SuperWoW-artige Clients),
|
|
-- und fallen sonst auf 1.12-Mittel zurueck:
|
|
-- Reichweite: UnitXP("distanceBetween") gegen die Tooltip-Reichweite
|
|
-- ("40 yd range"), sonst CheckInteractDistance (28 m). Was
|
|
-- jenseits von 28 m nicht entscheidbar ist, gilt als unbekannt
|
|
-- (kein Rot), nicht als ausser Reichweite.
|
|
-- Nutzbarkeit: Manapreis aus dem Tooltip ("175 Mana") gegen das eigene Mana.
|
|
-- ==========================================================================
|
|
|
|
-- Signaturen unterscheiden sich je Client: 2.0 kennt (id, "spell", unit),
|
|
-- der Turtle-Client (name_oder_id, unit). Beim Einstieg wird mit pcall
|
|
-- ausprobiert, welche Form der Client versteht; keine -> 1.12-Rueckfall.
|
|
FBAPI_SpellRange = false; -- wird in FBHealBox_ProbeAPIs gesetzt
|
|
FBAPI_RangeForm = nil; -- 3 = (id, "spell", unit), 2 = (name, unit)
|
|
FBAPI_UsableSpell = false;
|
|
FBAPI_UsableForm = nil; -- 2 = (id, "spell"), 1 = (name)
|
|
FBAPI_Probed = false;
|
|
FBSpellRangeCache = {}; -- [bookID] = Reichweite in Metern oder false
|
|
FBSpellCostCache = {}; -- [bookID] = Manapreis oder false
|
|
FBSpellNameCache = {}; -- [bookID] = Zaubername (fuer die Namensformen)
|
|
|
|
function FBHealBox_SpellNameOf(id)
|
|
local n = FBSpellNameCache[id];
|
|
if (n) then return n; end
|
|
n = GetSpellName(id, BOOKTYPE_SPELL) or "";
|
|
FBSpellNameCache[id] = n;
|
|
return n;
|
|
end
|
|
|
|
-- Einmalig pruefen, welche Reichweiten-/Nutzbarkeitsfunktionen der Client
|
|
-- in welcher Form anbietet. Braucht ein gefuelltes Zauberbuch (Index 1).
|
|
function FBHealBox_ProbeAPIs()
|
|
FBAPI_Probed = true;
|
|
FBAPI_SpellRange = false; FBAPI_RangeForm = nil;
|
|
FBAPI_UsableSpell = false; FBAPI_UsableForm = nil;
|
|
if (type(IsSpellInRange) == "function") then
|
|
local ok = pcall(IsSpellInRange, 1, BOOKTYPE_SPELL, "player");
|
|
if (ok) then
|
|
FBAPI_SpellRange = true; FBAPI_RangeForm = 3;
|
|
else
|
|
ok = pcall(IsSpellInRange, FBHealBox_SpellNameOf(1), "player");
|
|
if (ok) then FBAPI_SpellRange = true; FBAPI_RangeForm = 2; end
|
|
end
|
|
end
|
|
if (type(IsUsableSpell) == "function") then
|
|
local ok = pcall(IsUsableSpell, 1, BOOKTYPE_SPELL);
|
|
if (ok) then
|
|
FBAPI_UsableSpell = true; FBAPI_UsableForm = 2;
|
|
else
|
|
ok = pcall(IsUsableSpell, FBHealBox_SpellNameOf(1));
|
|
if (ok) then FBAPI_UsableSpell = true; FBAPI_UsableForm = 1; end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Reichweite eines Zaubers aus dem Tooltip (Meter) oder nil
|
|
function FBHealBox_SpellRangeYards(id)
|
|
local c = FBSpellRangeCache[id];
|
|
if (c ~= nil) then return c or nil; end
|
|
local txt = FBPredict_TooltipText and FBPredict_TooltipText(id) or "";
|
|
local _, _, yd = string.find(txt, "(%d+)%s+[Yy]d");
|
|
if (not yd) then _, _, yd = string.find(txt, "(%d+)%s+[Mm]eter"); end
|
|
c = yd and tonumber(yd) or false;
|
|
FBSpellRangeCache[id] = c;
|
|
return c or nil;
|
|
end
|
|
|
|
-- Manapreis eines Zaubers aus dem Tooltip oder nil (Prozentkosten: nil)
|
|
function FBHealBox_SpellManaCost(id)
|
|
local c = FBSpellCostCache[id];
|
|
if (c ~= nil) then return c or nil; end
|
|
local txt = FBPredict_TooltipText and FBPredict_TooltipText(id) or "";
|
|
local _, _, cost = string.find(txt, "(%d+)%s+Mana");
|
|
c = cost and tonumber(cost) or false;
|
|
FBSpellCostCache[id] = c;
|
|
return c or nil;
|
|
end
|
|
|
|
-- 1 = in Reichweite, 0 = ausserhalb, nil = nicht entscheidbar
|
|
function FBHealBox_SpellInRange(id, unit)
|
|
if (not id) or (not unit) then return nil; end
|
|
if (not FBAPI_Probed) then FBHealBox_ProbeAPIs(); end
|
|
if (FBAPI_SpellRange) then
|
|
local ok, r;
|
|
if (FBAPI_RangeForm == 3) then
|
|
ok, r = pcall(IsSpellInRange, id, BOOKTYPE_SPELL, unit);
|
|
else
|
|
ok, r = pcall(IsSpellInRange, FBHealBox_SpellNameOf(id), unit);
|
|
end
|
|
if (ok) then
|
|
if (r == 1 or r == true) then return 1; end
|
|
if (r == 0 or r == false) then return 0; end
|
|
return nil;
|
|
end
|
|
-- Client wirft doch: Funktion abschalten, Rueckfall nutzen
|
|
FBAPI_SpellRange = false;
|
|
end
|
|
local range = FBHealBox_SpellRangeYards(id);
|
|
if (UnitXP and range) then
|
|
local ok, d = pcall(UnitXP, "distanceBetween", "player", unit);
|
|
if (ok and type(d) == "number") then
|
|
if (d <= range) then return 1; else return 0; end
|
|
end
|
|
end
|
|
if (CheckInteractDistance) then
|
|
if (CheckInteractDistance(unit, 4)) then return 1; end -- naeher als 28 m
|
|
if (range and range <= 28) then return 0; end -- Nahzauber: sicher ausserhalb
|
|
return nil; -- 28 bis 40 m: unbekannt
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
-- isUsable, noMana (wie IsUsableSpell)
|
|
function FBHealBox_SpellUsable(id)
|
|
if (not id) then return 1, nil; end
|
|
if (not FBAPI_Probed) then FBHealBox_ProbeAPIs(); end
|
|
if (FBAPI_UsableSpell) then
|
|
local ok, u, nm;
|
|
if (FBAPI_UsableForm == 2) then
|
|
ok, u, nm = pcall(IsUsableSpell, id, BOOKTYPE_SPELL);
|
|
else
|
|
ok, u, nm = pcall(IsUsableSpell, FBHealBox_SpellNameOf(id));
|
|
end
|
|
if (ok) then return u, nm; end
|
|
FBAPI_UsableSpell = false;
|
|
end
|
|
local cost = FBHealBox_SpellManaCost(id);
|
|
if (cost) then
|
|
local mp = UnitMana("player") or 0;
|
|
if (UnitPowerType and UnitPowerType("player") == 0 and mp < cost) then return nil, 1; end
|
|
end
|
|
return 1, nil;
|
|
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 = FBHealBox_SpellInRange(id, unit);
|
|
if (r == 0) then return false; end
|
|
if (r == 1) then return true; end
|
|
end
|
|
if (CheckInteractDistance) then
|
|
return (CheckInteractDistance(unit, 4) ~= nil);
|
|
end
|
|
return true;
|
|
end
|
|
|
|
function FBHealBox_CheckRangeAll()
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
if (f) then
|
|
local faded = false;
|
|
if (HealBox.RangeFade == 1 and f:IsShown()) then
|
|
faded = (not FBHealBox_UnitInRange(FBPartyUnit[p]));
|
|
end
|
|
if (f.rangeFaded ~= faded) then
|
|
f.rangeFaded = faded;
|
|
if (faded) then f:SetAlpha(FBRANGE_ALPHA); else f:SetAlpha(1); end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Beschriftet die bereits gebaute Oberflaeche neu. Wird beim Bauen des
|
|
-- Optionsfensters, beim Laden der gespeicherten Sprache und bei jedem
|
|
-- Sprachwechsel aufgerufen. Ein /reload ist nie noetig.
|
|
function FBHealBox_ApplyLocale()
|
|
if (MMButton) then MMButton.tooltipText = FBT("MM_TIP"); end
|
|
if (not panel) then return; end
|
|
|
|
panel.TitleText:SetText(FBADDON_NAME .. " " .. HealBoxVersion);
|
|
panel.TitleSubText:SetText(format(FBT("PANEL_SUB"), FBADDON_NAME));
|
|
panel.AboutText:SetText(format(FBT("ABOUT"), FBADDON_NAME, HealBoxVersion));
|
|
|
|
for i = 1, MaxButtonCount, 1 do
|
|
local b = FBSpellBtns[i];
|
|
if (b) then
|
|
if (b.label) then b.label:SetText(FBT("BUTTON") .. " " .. i); end
|
|
-- belegte Buttons zeigen den Zaubernamen, der bleibt wie er ist
|
|
if (not FBDropDownButton[i]) then b.text:SetText(FBT("SELECT_SPELL")); end
|
|
end
|
|
local r = FBSpellBtnsR[i];
|
|
if (r and not FBDropDownButtonR[i]) then r.text:SetText(FBT("SELECT_SPELL")); end
|
|
end
|
|
if (panel.tabButtons) then
|
|
for i, btn in ipairs(panel.tabButtons) do
|
|
btn.text:SetText(FBT(panel.tabLabelKeys[i] or ""));
|
|
end
|
|
end
|
|
if (panel.colLeft) then
|
|
panel.colLeft:SetText(FBT("COL_LEFT"));
|
|
panel.colRight:SetText(FBT("COL_RIGHT"));
|
|
end
|
|
|
|
FBUpdateButtonSliderText();
|
|
FBUpdateScaleSliderText();
|
|
FBUpdateSpacingSliderText();
|
|
if (ScaleSlider) then
|
|
getglobal(ScaleSlider:GetName() .. "Low"):SetText(FBT("SMALL"));
|
|
getglobal(ScaleSlider:GetName() .. "High"):SetText(FBT("LARGE"));
|
|
end
|
|
|
|
if (AttachModeCheck) then
|
|
AttachModeCheck.Text:SetText(FBT("ATTACH"));
|
|
AttachModeCheck.tooltipText = FBT("ATTACH_TIP");
|
|
end
|
|
if (HealCommCheck) then
|
|
HealCommCheck.Text:SetText(FBT("COMM"));
|
|
HealCommCheck.tooltipText = FBT("COMM_TIP");
|
|
end
|
|
if (ManaBarCheck) then
|
|
ManaBarCheck.Text:SetText(FBT("MANABAR"));
|
|
ManaBarCheck.tooltipText = FBT("MANABAR_TIP");
|
|
end
|
|
if (ShowPetsCheck) then
|
|
ShowPetsCheck.Text:SetText(FBT("SHOWPETS"));
|
|
ShowPetsCheck.tooltipText = FBT("SHOWPETS_TIP");
|
|
end
|
|
if (TestModeCheck) then
|
|
TestModeCheck.Text:SetText(FBT("TESTMODE"));
|
|
TestModeCheck.tooltipText = FBT("TESTMODE_TIP");
|
|
end
|
|
if (ClassColorsCheck) then
|
|
ClassColorsCheck.Text:SetText(FBT("CLASSCOLORS"));
|
|
ClassColorsCheck.tooltipText = FBT("CLASSCOLORS_TIP");
|
|
end
|
|
if (RangeFadeCheck) then
|
|
RangeFadeCheck.Text:SetText(FBT("RANGEFADE"));
|
|
RangeFadeCheck.tooltipText = FBT("RANGEFADE_TIP");
|
|
end
|
|
if (DebuffIconCheck) then
|
|
DebuffIconCheck.Text:SetText(FBT("DEBUFFICON"));
|
|
DebuffIconCheck.tooltipText = FBT("DEBUFFICON_TIP");
|
|
end
|
|
if (LOSIconCheck) then
|
|
LOSIconCheck.Text:SetText(FBT("LOSICON"));
|
|
LOSIconCheck.tooltipText = FBT("LOSICON_TIP");
|
|
end
|
|
if (BuffWatchPetsCheck) then
|
|
BuffWatchPetsCheck.Text:SetText(FBT("BUFFWATCH_PETS"));
|
|
BuffWatchPetsCheck.tooltipText = FBT("BUFFWATCH_PETS_TIP");
|
|
end
|
|
if (RightClickCheck) then
|
|
RightClickCheck.Text:SetText(FBT("RIGHTCLICK"));
|
|
RightClickCheck.tooltipText = FBT("RIGHTCLICK_TIP");
|
|
end
|
|
if (SmartRankCheck) then
|
|
SmartRankCheck.Text:SetText(FBT("SMARTRANK"));
|
|
SmartRankCheck.tooltipText = FBT("SMARTRANK_TIP");
|
|
end
|
|
FBUpdateSmartMarginText();
|
|
if (CooldownsCheck) then
|
|
CooldownsCheck.Text:SetText(FBT("COOLDOWNS"));
|
|
CooldownsCheck.tooltipText = FBT("COOLDOWNS_TIP");
|
|
end
|
|
if (AggroMarkCheck) then
|
|
AggroMarkCheck.Text:SetText(FBT("AGGRO"));
|
|
AggroMarkCheck.tooltipText = FBT("AGGRO_TIP");
|
|
end
|
|
if (SpellTimersCheck) then
|
|
SpellTimersCheck.Text:SetText(FBT("TIMERS"));
|
|
SpellTimersCheck.tooltipText = FBT("TIMERS_TIP");
|
|
end
|
|
if (BuffIconsCheck) then
|
|
BuffIconsCheck.Text:SetText(FBT("BUFFICONS"));
|
|
BuffIconsCheck.tooltipText = FBT("BUFFICONS_TIP");
|
|
end
|
|
FBHealBox_UpdateBuffWatchLabel();
|
|
FBHealBox_UpdatePlateActionLabels();
|
|
if (FBLangBtn) then
|
|
FBLangBtn.text:SetText(FBT("LANGUAGE") .. ": |cFFFFFFFF" .. FBT("LANG_NAME"));
|
|
end
|
|
FBHealBox_RunHook("ApplyLocale");
|
|
end
|
|
|
|
-- [ Options-Fenster ] --
|
|
--
|
|
-- Zwei Reiter: "Buttons" (Belegung der zehn Buttons, Anzahl, Rechtsklick)
|
|
-- und "Allgemein" (Skalierung, Abstaende, Schalter, Sprache, Buff-Wache).
|
|
-- Jeder Reiter ist ein eigener Frame in Panelgroesse; die Koordinaten der
|
|
-- Steuerelemente beziehen sich damit weiterhin auf die linke obere Ecke.
|
|
|
|
FBOPT_TAB_Y = -92; -- Hoehe der Reiterleiste
|
|
FBOPT_TAB_W = 100; -- Breite eines Reiterknopfs
|
|
FBOPT_CHECK_TEXT_W = 170; -- Breite der Schalterbeschriftungen (zwei Spalten je Reiter)
|
|
FBOPT_TAB_PITCH = 104; -- Abstand von Knopf zu Knopf (vier passen nebeneinander)
|
|
FBOPT_CONTENT_Y = -128; -- erste Inhaltszeile unter der Reiterleiste
|
|
|
|
-- Auswahlknopf mit Icon und Text (Zauberfelder, Sprache, Buff-Wache)
|
|
function FBHealBox_CreatePickButton(name, parent, x, y, width, height, iconSize)
|
|
local btn = CreateFrame("Button", name, parent);
|
|
btn:SetWidth(width);
|
|
btn:SetHeight(height);
|
|
btn:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y);
|
|
btn:SetBackdrop({
|
|
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
|
|
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
|
|
tile = true, tileSize = 16, edgeSize = 12,
|
|
insets = { left = 3, right = 3, top = 3, bottom = 3 }
|
|
});
|
|
btn:SetBackdropColor(0, 0, 0, 0.8);
|
|
btn:SetBackdropBorderColor(0.6, 0.6, 0.6, 1);
|
|
|
|
btn.icon = btn:CreateTexture(nil, "ARTWORK");
|
|
btn.icon:SetWidth(iconSize or 20);
|
|
btn.icon:SetHeight(iconSize or 20);
|
|
btn.icon:SetPoint("LEFT", 4, 0);
|
|
btn.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark");
|
|
|
|
btn.text = btn:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall");
|
|
btn.text:SetPoint("LEFT", btn.icon, "RIGHT", 6, 0);
|
|
btn.text:SetPoint("RIGHT", -6, 0);
|
|
btn.text:SetJustifyH("LEFT");
|
|
|
|
local hl = btn:CreateTexture(nil, "HIGHLIGHT");
|
|
hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight");
|
|
hl:SetBlendMode("ADD");
|
|
hl:SetAllPoints(btn);
|
|
return btn;
|
|
end
|
|
|
|
-- Reiter-Knopf
|
|
function FBHealBox_CreateTabButton(name, parent, x, index)
|
|
local t = CreateFrame("Button", name, parent);
|
|
t:SetWidth(FBOPT_TAB_W);
|
|
t:SetHeight(24);
|
|
t:SetPoint("TOPLEFT", parent, "TOPLEFT", x, FBOPT_TAB_Y);
|
|
t:SetBackdrop({
|
|
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
|
|
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
|
|
tile = true, tileSize = 16, edgeSize = 12,
|
|
insets = { left = 3, right = 3, top = 3, bottom = 3 }
|
|
});
|
|
t.text = t:CreateFontString(nil, "OVERLAY", "GameFontNormal");
|
|
t.text:SetPoint("CENTER", 0, 0);
|
|
t.index = index;
|
|
t:SetScript("OnClick", function()
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBHealBox_ShowTab(this.index);
|
|
end);
|
|
return t;
|
|
end
|
|
|
|
-- Neuen Reiter anlegen (auch fuer Module). Liefert den Inhalts-Frame, der
|
|
-- die Panelgroesse hat; Koordinaten wie im Panel, Inhalt ab FBOPT_CONTENT_Y.
|
|
function FBHealBox_AddOptionsTab(labelKey)
|
|
if (not panel) or (not panel.tabs) then return nil; end
|
|
local i = table.getn(panel.tabs) + 1;
|
|
local tab = CreateFrame("Frame", "HealBoxOptionsTab"..i, panel);
|
|
tab:SetAllPoints(panel);
|
|
tab:Hide();
|
|
panel.tabs[i] = tab;
|
|
panel.tabLabelKeys[i] = labelKey;
|
|
panel.tabButtons[i] = FBHealBox_CreateTabButton("HealBoxOptionsTabButton"..i, panel, 25 + (i - 1) * FBOPT_TAB_PITCH, i);
|
|
panel.tabButtons[i].text:SetText(FBT(labelKey));
|
|
if (panel.activeTab) then FBHealBox_ShowTab(panel.activeTab); end
|
|
return tab;
|
|
end
|
|
|
|
-- Inhalts-Frame eines vorhandenen Reiters (fuer Module, die sich einen
|
|
-- Reiter teilen). nil, wenn es ihn nicht gibt.
|
|
function FBHealBox_FindOptionsTab(labelKey)
|
|
if (not panel) or (not panel.tabs) then return nil; end
|
|
for i, key in ipairs(panel.tabLabelKeys) do
|
|
if (key == labelKey) then return panel.tabs[i]; end
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
function FBHealBox_ShowTab(index)
|
|
if (not panel) or (not panel.tabs) then return; end
|
|
FBMenu_CloseAll();
|
|
panel.activeTab = index;
|
|
for i, tab in ipairs(panel.tabs) do
|
|
local btn = panel.tabButtons[i];
|
|
if (i == index) then
|
|
tab:Show();
|
|
btn:SetBackdropColor(0.15, 0.12, 0.02, 0.9);
|
|
btn:SetBackdropBorderColor(1, 0.82, 0, 1);
|
|
btn.text:SetTextColor(1, 0.82, 0, 1);
|
|
else
|
|
tab:Hide();
|
|
btn:SetBackdropColor(0, 0, 0, 0.8);
|
|
btn:SetBackdropBorderColor(0.5, 0.5, 0.5, 1);
|
|
btn.text:SetTextColor(0.7, 0.7, 0.7, 1);
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Rechtsklick an/aus: zweite Spalte und Spaltenkoepfe im Buttons-Reiter
|
|
function FBHealBox_ApplyRightClickLayout()
|
|
if (not panel) or (not panel.colLeft) then return; end
|
|
local on = (HealBox.RightClick == 1);
|
|
for i = 1, MaxButtonCount do
|
|
if (FBSpellBtnsR[i]) then
|
|
if (on) then FBSpellBtnsR[i]:Show(); else FBSpellBtnsR[i]:Hide(); end
|
|
end
|
|
end
|
|
end
|
|
|
|
function FBHealBoxCreateAddonOptionFrame()
|
|
panel = CreateFrame("FRAME", "HealBoxOptionsFrame", UIParent);
|
|
panel.name = FBADDON_NAME;
|
|
panel:SetWidth(460);
|
|
panel:SetHeight(600);
|
|
panel:SetPoint("CENTER", UIParent, "CENTER", 0, 0);
|
|
panel:SetFrameStrata("DIALOG");
|
|
panel:SetBackdrop({
|
|
bgFile = "Interface/DialogFrame/UI-DialogBox-Background",
|
|
edgeFile = "Interface/DialogFrame/UI-DialogBox-Border",
|
|
tile = true, tileSize = 32, edgeSize = 32,
|
|
insets = { left = 11, right = 12, top = 12, bottom = 11 }
|
|
});
|
|
panel:SetMovable(true);
|
|
panel:EnableMouse(true);
|
|
panel:RegisterForDrag("LeftButton");
|
|
panel:SetScript("OnDragStart", function() panel:StartMoving(); end);
|
|
panel:SetScript("OnDragStop", function() panel:StopMovingOrSizing(); end);
|
|
-- Beim Schliessen (X, ESC, /fbp config) immer auch das Kaskadenmenue zu
|
|
panel:SetScript("OnHide", function() FBMenu_CloseAll(); end);
|
|
panel:Hide();
|
|
-- ESC schliesst das Fenster. Zwei Wege, weil nicht jeder Client die
|
|
-- UISpecialFrames-Liste auswertet:
|
|
-- 1) Eintrag in UISpecialFrames (Blizzards offizieller Weg)
|
|
-- 2) Vor-Hook auf ToggleGameMenu, das die ESC-Taste immer aufruft
|
|
if (UISpecialFrames) then
|
|
table.insert(UISpecialFrames, "HealBoxOptionsFrame");
|
|
end
|
|
FBHealBox_HookEscape();
|
|
FBHealBox_HookSpellPickup();
|
|
|
|
panel.CloseButton = CreateFrame("Button", "HealBoxOptionsFrameClose", panel, "UIPanelCloseButton");
|
|
panel.CloseButton:SetPoint("TOPRIGHT", -5, -5);
|
|
panel.CloseButton:SetScript("OnClick", function() panel:Hide(); end);
|
|
|
|
panel.TitleText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge");
|
|
panel.TitleText:SetPoint("TOPLEFT", 25, -18);
|
|
panel.TitleText:SetText(FBADDON_NAME .. " " .. HealBoxVersion);
|
|
|
|
panel.TitleSubText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
|
panel.TitleSubText:SetPoint("TOPLEFT", 25, -38);
|
|
panel.TitleSubText:SetJustifyH("LEFT");
|
|
panel.TitleSubText:SetText(format(FBT("PANEL_SUB"), FBADDON_NAME));
|
|
panel.TitleSubText:SetTextColor(1, 1, 1, 1);
|
|
|
|
-- Klassen-Icon samt Name muss oberhalb der Reiterleiste (FBOPT_TAB_Y)
|
|
-- bleiben: Icon 52 px, Name direkt darunter, Unterkante bei etwa -84
|
|
local classIcon = CreateFrame("Frame", nil, panel);
|
|
classIcon:SetPoint("TOPRIGHT", -25, -16);
|
|
classIcon:SetWidth(52);
|
|
classIcon:SetHeight(52);
|
|
classIcon.tex = classIcon:CreateTexture(nil, "BACKGROUND");
|
|
classIcon.tex:SetAllPoints();
|
|
classIcon.tex:SetTexture(ClassIcon[FBClass]);
|
|
classIcon.text = classIcon:CreateFontString(nil, "OVERLAY", "GameFontNormal");
|
|
classIcon.text:SetText(strupper(FBClass));
|
|
classIcon.text:SetPoint("TOP", classIcon, "BOTTOM", 0, -2);
|
|
classIcon.text:SetTextColor(1, 1, 0.2, 1);
|
|
|
|
-- [ Reiter ] ------------------------------------------------------------
|
|
panel.tabs = {};
|
|
panel.tabButtons = {};
|
|
panel.tabLabelKeys = {};
|
|
local tabButtons = FBHealBox_AddOptionsTab("TAB_BUTTONS");
|
|
local tabGeneral = FBHealBox_AddOptionsTab("TAB_GENERAL");
|
|
|
|
-- Trennlinie unter den Reitern
|
|
panel.tabLine = panel:CreateTexture(nil, "ARTWORK");
|
|
panel.tabLine:SetTexture(1, 0.82, 0, 0.35);
|
|
panel.tabLine:SetHeight(1);
|
|
panel.tabLine:SetPoint("TOPLEFT", panel, "TOPLEFT", 25, FBOPT_TAB_Y - 26);
|
|
panel.tabLine:SetPoint("TOPRIGHT", panel, "TOPRIGHT", -25, FBOPT_TAB_Y - 26);
|
|
|
|
-- ======================================================================
|
|
-- Reiter 1: Button-Belegung
|
|
-- Oben Smart Healing und Sicherheitsaufschlag, dann Spaltenkoepfe,
|
|
-- je Button eine Zeile: Label | Linksklick-Feld | Rechtsklick-Feld,
|
|
-- darunter Buttonzahl und Rechtsklick-Schalter.
|
|
-- ======================================================================
|
|
local rowH = 30; -- Zeilenabstand (Felder 28 px hoch, 2 px Luft)
|
|
local fieldH = 28;
|
|
local xLabel = 30;
|
|
local xLeft = 92;
|
|
local xRight = 268;
|
|
local fieldW = 170;
|
|
|
|
-- Smart Healing mit Sicherheitsaufschlag (oben)
|
|
SmartRankCheck = FBHealBox_CreateCheck("FBHealBoxSmartRankCheck", tabButtons, 34, FBOPT_CONTENT_Y, "SMARTRANK", "SMARTRANK_TIP", function()
|
|
HealBox.SmartRank = SmartRankCheck:GetChecked() and 1 or 0;
|
|
end);
|
|
SmartRankCheck:SetChecked(nil);
|
|
|
|
SmartMarginSlider = CreateFrame("Slider", "FBSmartMarginSlider", tabButtons, "OptionsSliderTemplate");
|
|
SmartMarginSlider:SetWidth(fieldW);
|
|
SmartMarginSlider:SetHeight(16);
|
|
SmartMarginSlider:SetPoint("TOPLEFT", xRight, FBOPT_CONTENT_Y - 20);
|
|
SmartMarginSlider:SetMinMaxValues(0, 50);
|
|
SmartMarginSlider:SetValueStep(5);
|
|
SmartMarginSlider:SetValue(HealBox.SmartMargin or 20);
|
|
SmartMarginSlider.Text = SmartMarginSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
|
SmartMarginSlider.Text:SetPoint("CENTER", 0, 15);
|
|
getglobal(SmartMarginSlider:GetName() .. "Low"):SetText("0");
|
|
getglobal(SmartMarginSlider:GetName() .. "High"):SetText("50");
|
|
SmartMarginSlider:SetScript("OnValueChanged", function()
|
|
HealBox.SmartMargin = math.floor(SmartMarginSlider:GetValue() + 0.5);
|
|
FBUpdateSmartMarginText();
|
|
end);
|
|
FBUpdateSmartMarginText();
|
|
|
|
-- Spaltenkoepfe und Zeilen
|
|
local yHead = FBOPT_CONTENT_Y - 52;
|
|
local y0 = yHead - 16;
|
|
|
|
panel.colLeft = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
|
panel.colLeft:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xLeft + 4, yHead);
|
|
panel.colLeft:SetText(FBT("COL_LEFT"));
|
|
-- Der Spaltenkopf der rechten Spalte ist der Schalter selbst (unten);
|
|
-- dieser Text bleibt als Platzhalter verborgen.
|
|
panel.colRight = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
|
panel.colRight:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xRight + 4, yHead);
|
|
panel.colRight:SetText(FBT("COL_RIGHT"));
|
|
panel.colRight:Hide();
|
|
|
|
-- Rechtsklick-Zweitzauber: Schalter als Kopf der rechten Spalte,
|
|
-- bewusst nur hier einschaltbar, Standard aus
|
|
RightClickCheck = FBHealBox_CreateCheck("FBHealBoxRightClickCheck", tabButtons, xRight - 6, yHead + 9, "RIGHTCLICK", "RIGHTCLICK_TIP", function()
|
|
HealBox.RightClick = RightClickCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_ApplyRightClickLayout();
|
|
FBHealBoxButtonsChanged();
|
|
end);
|
|
RightClickCheck:SetChecked(nil);
|
|
|
|
for i = 1, MaxButtonCount do
|
|
local yPos = y0 - ((i - 1) * rowH);
|
|
local btnIndex = i;
|
|
|
|
local btn = FBHealBox_CreatePickButton("FBHealBoxBtn"..i, tabButtons, xLeft, yPos, fieldW, fieldH, 20);
|
|
btn.text:SetText(FBT("SELECT_SPELL"));
|
|
btn.label = btn:CreateFontString(nil, "OVERLAY", "GameFontNormal");
|
|
btn.label:SetPoint("RIGHT", btn, "LEFT", -8, 0);
|
|
btn.label:SetJustifyH("RIGHT");
|
|
btn.label:SetText(FBT("BUTTON") .. " " .. i);
|
|
btn:SetScript("OnClick", function()
|
|
if (FBDragSpell and FBHealBox_DropSpell(btnIndex, "L")) then return; end
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenSpellMenu(btnIndex, btn, "L");
|
|
end);
|
|
btn:SetScript("OnReceiveDrag", function()
|
|
local side = "L";
|
|
if (IsShiftKeyDown()) then side = "R"; end
|
|
FBHealBox_DropSpell(btnIndex, side);
|
|
end);
|
|
FBSpellBtns[i] = btn;
|
|
|
|
local btnR = FBHealBox_CreatePickButton("FBHealBoxBtnR"..i, tabButtons, xRight, yPos, fieldW, fieldH, 20);
|
|
btnR.text:SetText(FBT("SELECT_SPELL"));
|
|
btnR:SetScript("OnClick", function()
|
|
if (FBDragSpell and FBHealBox_DropSpell(btnIndex, "R")) then return; end
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenSpellMenu(btnIndex, btnR, "R");
|
|
end);
|
|
btnR:SetScript("OnReceiveDrag", function() FBHealBox_DropSpell(btnIndex, "R"); end);
|
|
btnR:Hide();
|
|
FBSpellBtnsR[i] = btnR;
|
|
end
|
|
|
|
local yBelow = y0 - (MaxButtonCount * rowH) - 26; -- unter der letzten Zeile
|
|
|
|
-- Buttonzahl: ueber die volle Breite beider Feldspalten, buendig mit den Feldern
|
|
MaxButtonSlider = CreateFrame("Slider", "MaxButtonSlider", tabButtons, "OptionsSliderTemplate");
|
|
MaxButtonSlider:SetWidth(xRight + fieldW - xLeft);
|
|
MaxButtonSlider:SetHeight(16);
|
|
MaxButtonSlider:SetPoint("TOPLEFT", xLeft, yBelow);
|
|
MaxButtonSlider:SetMinMaxValues(0, MaxButtonCount);
|
|
MaxButtonSlider:SetValueStep(1);
|
|
MaxButtonSlider:SetValue(HealBox.MaxButtons);
|
|
MaxButtonSlider.Text = MaxButtonSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
|
MaxButtonSlider.Text:SetPoint("CENTER", 0, 15);
|
|
FBUpdateButtonSliderText();
|
|
getglobal(MaxButtonSlider:GetName() .. "Low"):SetText("0");
|
|
getglobal(MaxButtonSlider:GetName() .. "High"):SetText(tostring(MaxButtonCount));
|
|
MaxButtonSlider:SetScript("OnValueChanged", MaxButtonSlider_Update);
|
|
|
|
-- ======================================================================
|
|
-- Reiter 2: Allgemeine Einstellungen
|
|
-- ======================================================================
|
|
local gy = FBOPT_CONTENT_Y - 22;
|
|
|
|
ScaleSlider = CreateFrame("Slider", "ScaleSlider", tabGeneral, "OptionsSliderTemplate");
|
|
ScaleSlider:SetWidth(128);
|
|
ScaleSlider:SetHeight(16);
|
|
ScaleSlider:SetPoint("TOPLEFT", 75, gy);
|
|
ScaleSlider:SetMinMaxValues(0.6, 1.5);
|
|
ScaleSlider:SetValueStep(0.1);
|
|
ScaleSlider:SetValue(HealBox.Scale);
|
|
ScaleSlider.Text = ScaleSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
|
ScaleSlider.Text:SetPoint("CENTER", 0, 15);
|
|
FBUpdateScaleSliderText();
|
|
getglobal(ScaleSlider:GetName() .. "Low"):SetText(FBT("SMALL"));
|
|
getglobal(ScaleSlider:GetName() .. "High"):SetText(FBT("LARGE"));
|
|
ScaleSlider:SetScript("OnValueChanged", function()
|
|
HealBox.Scale = ScaleSlider:GetValue();
|
|
HealBoxScale(FBHealBox1, HealBox.Scale);
|
|
FBUpdateScaleSliderText();
|
|
end);
|
|
|
|
-- Abstand der Buttons zueinander (0..20 px)
|
|
ButtonSpacingSlider = CreateFrame("Slider", "FBButtonSpacingSlider", tabGeneral, "OptionsSliderTemplate");
|
|
ButtonSpacingSlider:SetWidth(128);
|
|
ButtonSpacingSlider:SetHeight(16);
|
|
ButtonSpacingSlider:SetPoint("TOPLEFT", 260, gy);
|
|
ButtonSpacingSlider:SetMinMaxValues(0, 20);
|
|
ButtonSpacingSlider:SetValueStep(1);
|
|
ButtonSpacingSlider:SetValue(HealBox.ButtonSpacing or 2);
|
|
ButtonSpacingSlider.Text = ButtonSpacingSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
|
ButtonSpacingSlider.Text:SetPoint("CENTER", 0, 15);
|
|
getglobal(ButtonSpacingSlider:GetName() .. "Low"):SetText("0");
|
|
getglobal(ButtonSpacingSlider:GetName() .. "High"):SetText("20");
|
|
ButtonSpacingSlider:SetScript("OnValueChanged", function()
|
|
HealBox.ButtonSpacing = math.floor(ButtonSpacingSlider:GetValue() + 0.5);
|
|
FBUpdateSpacingSliderText();
|
|
FBHealBox_ApplyButtonSpacing();
|
|
end);
|
|
|
|
-- Abstand der Plaketten zueinander (0..20 px)
|
|
RowSpacingSlider = CreateFrame("Slider", "FBRowSpacingSlider", tabGeneral, "OptionsSliderTemplate");
|
|
RowSpacingSlider:SetWidth(128);
|
|
RowSpacingSlider:SetHeight(16);
|
|
RowSpacingSlider:SetPoint("TOPLEFT", 75, gy - 50);
|
|
RowSpacingSlider:SetMinMaxValues(0, 20);
|
|
RowSpacingSlider:SetValueStep(1);
|
|
RowSpacingSlider:SetValue(HealBox.RowSpacing or 4);
|
|
RowSpacingSlider.Text = RowSpacingSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
|
RowSpacingSlider.Text:SetPoint("CENTER", 0, 15);
|
|
getglobal(RowSpacingSlider:GetName() .. "Low"):SetText("0");
|
|
getglobal(RowSpacingSlider:GetName() .. "High"):SetText("20");
|
|
RowSpacingSlider:SetScript("OnValueChanged", function()
|
|
HealBox.RowSpacing = math.floor(RowSpacingSlider:GetValue() + 0.5);
|
|
FBUpdateSpacingSliderText();
|
|
FBHealBox_Layout();
|
|
end);
|
|
FBUpdateSpacingSliderText();
|
|
|
|
-- [ Schalter ] ----------------------------------------------------------
|
|
local cy = gy - 95;
|
|
AttachModeCheck = FBHealBox_CreateCheck("$parentCheckButton", tabGeneral, 40, cy, "ATTACH", "ATTACH_TIP", function()
|
|
HealBox.AttachMode = AttachModeCheck:GetChecked() and 1 or 0;
|
|
HealBoxAttachMode(HealBox.AttachMode);
|
|
FBUpdateNames();
|
|
end);
|
|
|
|
HealCommCheck = FBHealBox_CreateCheck("FBHealBoxHealCommCheck", tabGeneral, 250, cy, "COMM", "COMM_TIP", function()
|
|
HealBox.HealComm = HealCommCheck:GetChecked() and 1 or 0;
|
|
if (HealBox.HealComm == 0) then
|
|
FBCommHeals = {};
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
end);
|
|
HealCommCheck:SetChecked(1);
|
|
|
|
ManaBarCheck = FBHealBox_CreateCheck("FBHealBoxManaBarCheck", tabGeneral, 40, cy - 30, "MANABAR", "MANABAR_TIP", function()
|
|
HealBox.ManaBar = ManaBarCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_RefreshAllBars();
|
|
end);
|
|
ManaBarCheck:SetChecked(1);
|
|
|
|
ShowPetsCheck = FBHealBox_CreateCheck("FBHealBoxShowPetsCheck", tabGeneral, 250, cy - 30, "SHOWPETS", "SHOWPETS_TIP", function()
|
|
HealBox.ShowPets = ShowPetsCheck:GetChecked() and 1 or 0;
|
|
FBUpdateNames();
|
|
end);
|
|
ShowPetsCheck:SetChecked(1);
|
|
|
|
ClassColorsCheck = FBHealBox_CreateCheck("FBHealBoxClassColorsCheck", tabGeneral, 40, cy - 60, "CLASSCOLORS", "CLASSCOLORS_TIP", function()
|
|
HealBox.ClassColors = ClassColorsCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_ApplyAllNameColors();
|
|
end);
|
|
ClassColorsCheck:SetChecked(1);
|
|
|
|
RangeFadeCheck = FBHealBox_CreateCheck("FBHealBoxRangeFadeCheck", tabGeneral, 250, cy - 60, "RANGEFADE", "RANGEFADE_TIP", function()
|
|
HealBox.RangeFade = RangeFadeCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_CheckRangeAll();
|
|
end);
|
|
RangeFadeCheck:SetChecked(1);
|
|
|
|
DebuffIconCheck = FBHealBox_CreateCheck("FBHealBoxDebuffIconCheck", tabGeneral, 40, cy - 90, "DEBUFFICON", "DEBUFFICON_TIP", function()
|
|
HealBox.DebuffIcon = DebuffIconCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_InvalidateUnitCaches();
|
|
FBHealBox_RefreshAllBars();
|
|
end);
|
|
DebuffIconCheck:SetChecked(1);
|
|
|
|
LOSIconCheck = FBHealBox_CreateCheck("FBHealBoxLOSIconCheck", tabGeneral, 250, cy - 90, "LOSICON", "LOSICON_TIP", function()
|
|
HealBox.LOSIcon = LOSIconCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_CheckLOSAll();
|
|
end);
|
|
LOSIconCheck:SetChecked(1);
|
|
|
|
TestModeCheck = FBHealBox_CreateCheck("FBHealBoxTestModeCheck", tabGeneral, 40, cy - 120, "TESTMODE", "TESTMODE_TIP", function()
|
|
FBTest_Set(TestModeCheck:GetChecked());
|
|
end);
|
|
TestModeCheck:SetChecked(nil);
|
|
|
|
BuffWatchPetsCheck = FBHealBox_CreateCheck("FBHealBoxBuffWatchPetsCheck", tabGeneral, 250, cy - 120, "BUFFWATCH_PETS", "BUFFWATCH_PETS_TIP", function()
|
|
HealBox.BuffWatchPets = BuffWatchPetsCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_CheckAllWatchBuffs();
|
|
end);
|
|
BuffWatchPetsCheck:SetChecked(nil);
|
|
|
|
AggroMarkCheck = FBHealBox_CreateCheck("FBHealBoxAggroMarkCheck", tabGeneral, 40, cy - 150, "AGGRO", "AGGRO_TIP", function()
|
|
HealBox.AggroMark = AggroMarkCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_CheckAggroAll();
|
|
end);
|
|
AggroMarkCheck:SetChecked(1);
|
|
|
|
SpellTimersCheck = FBHealBox_CreateCheck("FBHealBoxSpellTimersCheck", tabGeneral, 250, cy - 150, "TIMERS", "TIMERS_TIP", function()
|
|
HealBox.SpellTimers = SpellTimersCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_UpdateSpellTimers();
|
|
end);
|
|
SpellTimersCheck:SetChecked(1);
|
|
|
|
CooldownsCheck = FBHealBox_CreateCheck("FBHealBoxCooldownsCheck", tabGeneral, 40, cy - 180, "COOLDOWNS", "COOLDOWNS_TIP", function()
|
|
HealBox.Cooldowns = CooldownsCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_UpdateAllCooldowns();
|
|
end);
|
|
CooldownsCheck:SetChecked(1);
|
|
|
|
BuffIconsCheck = FBHealBox_CreateCheck("FBHealBoxBuffIconsCheck", tabGeneral, 250, cy - 180, "BUFFICONS", "BUFFICONS_TIP", function()
|
|
HealBox.BuffIcons = BuffIconsCheck:GetChecked() and 1 or 0;
|
|
FBHealBox_UpdateAllBuffIcons();
|
|
end);
|
|
BuffIconsCheck:SetChecked(1);
|
|
|
|
-- [ Sprache und Buff-Wache ] -------------------------------------------
|
|
local py = cy - 215;
|
|
FBLangBtn = FBHealBox_CreatePickButton("FBHealBoxLangBtn", tabGeneral, 35, py, 180, 26, 18);
|
|
FBLangBtn.icon:SetTexture("Interface\\Icons\\INV_Misc_Note_01");
|
|
FBLangBtn:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
|
GameTooltip:SetText(FBT("LANGUAGE"));
|
|
GameTooltip:AddLine(FBT("LANG_TIP"), 1, 1, 1, true);
|
|
GameTooltip:Show();
|
|
end);
|
|
FBLangBtn:SetScript("OnLeave", function() GameTooltip:Hide(); end);
|
|
FBLangBtn:SetScript("OnClick", function()
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenLanguageMenu(FBLangBtn);
|
|
end);
|
|
|
|
FBBuffWatchBtn = FBHealBox_CreatePickButton("FBHealBoxBuffWatchBtn", tabGeneral, 245, py, 180, 26, 18);
|
|
FBBuffWatchBtn:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
|
GameTooltip:SetText(FBT("BUFFWATCH"));
|
|
GameTooltip:AddLine(FBT("BUFFWATCH_TIP"), 1, 1, 1, true);
|
|
GameTooltip:Show();
|
|
end);
|
|
FBBuffWatchBtn:SetScript("OnLeave", function() GameTooltip:Hide(); end);
|
|
FBBuffWatchBtn:SetScript("OnClick", function()
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenBuffMenu(FBBuffWatchBtn);
|
|
end);
|
|
FBHealBox_UpdateBuffWatchLabel();
|
|
|
|
-- [ Klick auf die Plakette ] --------------------------------------------
|
|
FBPlateLeftBtn = FBHealBox_CreatePickButton("FBHealBoxPlateLeftBtn", tabGeneral, 35, py - 36, 180, 26, 18);
|
|
FBPlateLeftBtn.icon:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot");
|
|
FBPlateLeftBtn.side = "L";
|
|
FBPlateRightBtn = FBHealBox_CreatePickButton("FBHealBoxPlateRightBtn", tabGeneral, 245, py - 36, 180, 26, 18);
|
|
FBPlateRightBtn.icon:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot");
|
|
FBPlateRightBtn.side = "R";
|
|
for _, pb in ipairs({ FBPlateLeftBtn, FBPlateRightBtn }) do
|
|
pb:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
|
if (this.side == "R") then GameTooltip:SetText(FBT("PLATE_RIGHT")); else GameTooltip:SetText(FBT("PLATE_LEFT")); end
|
|
GameTooltip:AddLine(FBT("PLATE_TIP"), 1, 1, 1, true);
|
|
GameTooltip:Show();
|
|
end);
|
|
pb:SetScript("OnLeave", function() GameTooltip:Hide(); end);
|
|
pb:SetScript("OnClick", function()
|
|
PlaySound("igMainMenuOptionCheckBoxOn");
|
|
FBMenu_OpenPlateActionMenu(this, this.side);
|
|
end);
|
|
end
|
|
FBHealBox_UpdatePlateActionLabels();
|
|
|
|
panel.AboutText = panel:CreateFontString(nil, "ARTWORK", "GameFontDisableSmall");
|
|
panel.AboutText:SetPoint("BOTTOM", panel, "BOTTOM", 0, 14);
|
|
panel.AboutText:SetWidth(400);
|
|
panel.AboutText:SetJustifyH("CENTER");
|
|
panel.AboutText:SetText(format(FBT("ABOUT"), FBADDON_NAME, HealBoxVersion));
|
|
|
|
FBHealBox_ShowTab(1);
|
|
FBHealBox_ApplyRightClickLayout();
|
|
FBHealBox_ApplyLocale();
|
|
end
|
|
|
|
-- ESC: ToggleGameMenu abfangen, solange das Optionsfenster offen ist.
|
|
-- Ist das Spielmenue selbst offen (ESC darueber gedrueckt), bleibt alles
|
|
-- beim Original; sonst schliesst ESC zuerst unser Fenster und verpufft.
|
|
-- Das Original liegt in einem lokalen Upvalue (nie in einer globalen
|
|
-- Variablen, die ein zweiter Ladevorgang ueberschreiben koennte), der
|
|
-- Hook wird hoechstens einmal gesetzt, und der Aufruf ist bewusst kein
|
|
-- Tail-Call (return f()), weil Lua 5.0 im 1.12-Client damit Probleme hat.
|
|
function FBHealBox_HookEscape()
|
|
if (FBHealBox_EscHooked) or (not ToggleGameMenu) then return; end
|
|
FBHealBox_EscHooked = true;
|
|
local origToggleGameMenu = ToggleGameMenu;
|
|
ToggleGameMenu = function(clicked)
|
|
local gameMenuOpen = (GameMenuFrame and GameMenuFrame:IsVisible());
|
|
if (panel and panel:IsVisible() and not gameMenuOpen) then
|
|
panel:Hide();
|
|
return;
|
|
end
|
|
origToggleGameMenu(clicked);
|
|
end
|
|
end
|
|
|
|
-- Optionsfenster auf/zu (Minimap-Button, /fbp config)
|
|
function FBHealBox_ToggleOptions()
|
|
if (not panel) then return; end
|
|
if (panel:IsVisible()) then
|
|
panel:Hide();
|
|
else
|
|
panel:Show();
|
|
end
|
|
end
|
|
|
|
-- Optionsschalter mit Beschriftung und Tooltip (fuenfmal gebraucht)
|
|
function FBHealBox_CreateCheck(name, parent, x, y, labelKey, tipKey, onClick)
|
|
local c = CreateFrame("CheckButton", name, parent, "OptionsCheckButtonTemplate");
|
|
c:SetPoint("TOPLEFT", x, y);
|
|
c.Text = c:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
|
c.Text:SetPoint("LEFT", c, "RIGHT", 4, 1);
|
|
-- feste Breite und eine Zeile: lange Uebersetzungen enden mit "...", der
|
|
-- volle Text steht im Tooltip
|
|
c.Text:SetWidth(FBOPT_CHECK_TEXT_W);
|
|
c.Text:SetHeight(14);
|
|
c.Text:SetJustifyH("LEFT");
|
|
c.Text:SetText(FBT(labelKey));
|
|
c.labelKey = labelKey;
|
|
c.tooltipText = FBT(tipKey);
|
|
c:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
|
GameTooltip:SetText(FBT(this.labelKey));
|
|
GameTooltip:AddLine(this.tooltipText, 1, 1, 1, true);
|
|
GameTooltip:Show();
|
|
end);
|
|
c:SetScript("OnLeave", function() GameTooltip:Hide(); end);
|
|
c:SetScript("OnClick", onClick);
|
|
return c;
|
|
end
|
|
|
|
-- [ Namensplaketten Buttons ] --
|
|
|
|
-- Buttons werden genau einmal angelegt und danach nur noch umbelegt.
|
|
-- (Frueher wurden sie bei jedem SPELLS_CHANGED neu erzeugt.)
|
|
function FBHealBoxButtons()
|
|
for p = 1, FBSlotCount do
|
|
local unit = FBPartyUnit[p];
|
|
local parentFrame = FBPartyFrame[p];
|
|
if (parentFrame) then
|
|
local prevButton = nil;
|
|
for i = 1, MaxButtonCount do
|
|
if (not FBPartyTable[p][i]) then
|
|
local anchor = prevButton or parentFrame;
|
|
local name = "FBHealBoxSlot"..p.."Btn"..i;
|
|
FBPartyTable[p][i] = FBHealBoxCreateButton(name, anchor, HealBox.ButtonSpacing or 2, 0,
|
|
FBDropDownButtonIcon[i], FBDropDownButton[i], unit, FBActiveSpellIDs[i]);
|
|
FBPartyTable[p][i].btnIndex = i;
|
|
end
|
|
prevButton = FBPartyTable[p][i];
|
|
end
|
|
end
|
|
end
|
|
FBHealBox_ApplyButtonSpacing();
|
|
FBHealBoxButtonsChanged();
|
|
end
|
|
|
|
function FBHealBoxButtonsChanged()
|
|
local rightOn = (HealBox.RightClick == 1);
|
|
for p = 1, FBSlotCount do
|
|
local unit = FBPartyUnit[p];
|
|
for i = 1, MaxButtonCount do
|
|
local b = FBPartyTable[p][i];
|
|
if (b) then
|
|
b:Hide();
|
|
b.TargetUnit = unit;
|
|
b.spellName = FBDropDownButton[i];
|
|
b.id = FBActiveSpellIDs[i];
|
|
if (FBDropDownButtonIcon[i]) then
|
|
b.icon:SetTexture(FBDropDownButtonIcon[i]);
|
|
else
|
|
b.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark");
|
|
end
|
|
-- Rechtsklick: nur wenn in den Optionen eingeschaltet
|
|
if (rightOn) then
|
|
b.spellNameR = FBDropDownButtonR[i];
|
|
b.idR = FBActiveSpellIDsR[i];
|
|
else
|
|
b.spellNameR = nil;
|
|
b.idR = nil;
|
|
end
|
|
if (b.subIcon) then
|
|
if (b.spellNameR and FBDropDownButtonIconR[i]) then
|
|
b.subIcon:SetTexture(FBDropDownButtonIconR[i]);
|
|
b.subIcon:Show();
|
|
else
|
|
b.subIcon:Hide();
|
|
end
|
|
end
|
|
if (i <= (HealBox.MaxButtons or 0)) then b:Show(); end
|
|
b.cdKey = nil;
|
|
b.colorState = nil;
|
|
-- Basisnamen fuer die Timer einmal berechnen statt je Tick
|
|
if (b.spellName) then b.spellBase = FBPredict_SplitCast(b.spellName); else b.spellBase = nil; end
|
|
if (b.spellNameR) then b.spellBaseR = FBPredict_SplitCast(b.spellNameR); else b.spellBaseR = nil; end
|
|
end
|
|
end
|
|
end
|
|
FBHealBox_RunHook("ButtonsChanged");
|
|
FBHealBox_UpdateButtonStates("SPELL_UPDATE_USABLE");
|
|
end
|
|
|
|
-- Buttons neu verketten: erster Button haengt an der Plakette, jeder weitere
|
|
-- am vorherigen, jeweils mit HealBox.ButtonSpacing Pixeln Luft.
|
|
function FBHealBox_ApplyButtonSpacing()
|
|
local gap = HealBox.ButtonSpacing or 2;
|
|
for p = 1, FBSlotCount do
|
|
local prev = FBPartyFrame[p];
|
|
for i = 1, MaxButtonCount do
|
|
local b = FBPartyTable[p][i];
|
|
if (b and prev) then
|
|
b:ClearAllPoints();
|
|
b:SetPoint("LEFT", prev, "RIGHT", gap, 0);
|
|
prev = b;
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Sliderbeschriftungen: eigene Funktionen, damit der Sprachwechsel sie neu setzen kann
|
|
function FBUpdateButtonSliderText()
|
|
if (MaxButtonSlider and MaxButtonSlider.Text) then
|
|
MaxButtonSlider.Text:SetText(format(FBT("SHOW_BUTTONS"), MaxButtonSlider:GetValue()));
|
|
end
|
|
end
|
|
|
|
function FBUpdateScaleSliderText()
|
|
if (ScaleSlider and ScaleSlider.Text) then
|
|
ScaleSlider.Text:SetText(format(FBT("SCALE"), format("%.1f", ScaleSlider:GetValue())));
|
|
end
|
|
end
|
|
|
|
function FBUpdateSmartMarginText()
|
|
if (SmartMarginSlider and SmartMarginSlider.Text) then
|
|
SmartMarginSlider.Text:SetText(format(FBT("SMART_MARGIN"), math.floor(SmartMarginSlider:GetValue() + 0.5)));
|
|
end
|
|
end
|
|
|
|
function FBUpdateSpacingSliderText()
|
|
if (ButtonSpacingSlider and ButtonSpacingSlider.Text) then
|
|
ButtonSpacingSlider.Text:SetText(format(FBT("BTN_SPACING"), math.floor(ButtonSpacingSlider:GetValue() + 0.5)));
|
|
end
|
|
if (RowSpacingSlider and RowSpacingSlider.Text) then
|
|
RowSpacingSlider.Text:SetText(format(FBT("ROW_SPACING"), math.floor(RowSpacingSlider:GetValue() + 0.5)));
|
|
end
|
|
end
|
|
|
|
function MaxButtonSlider_Update()
|
|
FBUpdateButtonSliderText();
|
|
HealBox.MaxButtons = MaxButtonSlider:GetValue();
|
|
FBHealBoxButtonsChanged();
|
|
end
|
|
|
|
function CreateMiniMapButton()
|
|
local button = CreateFrame("Button", "FBHealMiniMap", Minimap);
|
|
button:SetFrameStrata("MEDIUM");
|
|
button:SetFrameLevel(8);
|
|
button:SetWidth(31);
|
|
button:SetHeight(31);
|
|
button:EnableMouse(1);
|
|
button:RegisterForClicks("LeftButtonUp", "RightButtonUp");
|
|
button:RegisterForDrag("RightButton");
|
|
|
|
button.icon = button:CreateTexture("FBHealMiniMapIcon", "BACKGROUND");
|
|
button.icon:SetWidth(17);
|
|
button.icon:SetHeight(17);
|
|
button.icon:SetPoint("TOPLEFT", button, "TOPLEFT", 7, -6);
|
|
button.icon:SetTexture("Interface/Icons/Spell_Holy_GreaterHeal");
|
|
button.icon:SetTexCoord(0.075, 0.925, 0.075, 0.925);
|
|
|
|
button.border = button:CreateTexture("FBHealMiniMapBorder", "OVERLAY");
|
|
button.border:SetWidth(53);
|
|
button.border:SetHeight(53);
|
|
button.border:SetPoint("TOPLEFT", button, "TOPLEFT", 0, 0);
|
|
button.border:SetTexture("Interface/Minimap/MiniMap-TrackingBorder");
|
|
|
|
button:SetHighlightTexture("Interface/Minimap/UI-Minimap-ZoomButton-Highlight", "ADD");
|
|
button.tooltipTitle = FBADDON_NAME;
|
|
button.tooltipText = FBT("MM_TIP");
|
|
|
|
local mmAngle = math.rad(225);
|
|
button:SetPoint("TOPLEFT", "Minimap", "TOPLEFT", 52-(80*cos(mmAngle)), (80*sin(mmAngle))-52);
|
|
button:Show();
|
|
|
|
button:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(this, "ANCHOR_LEFT");
|
|
GameTooltip:SetText(this.tooltipTitle);
|
|
GameTooltip:AddLine(this.tooltipText, 1, 1, 1);
|
|
GameTooltip:Show();
|
|
end);
|
|
|
|
button:SetScript("OnLeave", function()
|
|
GameTooltip:Hide();
|
|
end);
|
|
|
|
button:SetMovable(true);
|
|
button:SetScript("OnMouseDown", function()
|
|
if (arg1 == "RightButton") then this:StartMoving(); end
|
|
end);
|
|
|
|
button:SetScript("OnMouseUp", function()
|
|
if (arg1 == "RightButton") then this:StopMovingOrSizing(); end
|
|
end);
|
|
|
|
button:SetScript("OnClick", function()
|
|
if (arg1 == "LeftButton") then
|
|
if (IsShiftKeyDown()) then
|
|
HealBox.Active = 1 - HealBox.Active;
|
|
if (HealBox.Active == 1) then FBHealBox1:Show(); else FBHealBox1:Hide(); end
|
|
FBHealBox_RunHook("ActiveToggle");
|
|
else
|
|
FBHealBox_ToggleOptions();
|
|
end
|
|
end
|
|
end);
|
|
return button;
|
|
end
|
|
|
|
function FBGetSpellID(spell, rank, debug)
|
|
local i = 1;
|
|
local spellID;
|
|
local highestRank;
|
|
while true do
|
|
local spellName = GetSpellName(i, SpellBookFrame.bookType);
|
|
if (not spellName) then break; end
|
|
if (spellName == spell) then
|
|
spellID = i;
|
|
highestRank = spellRank;
|
|
end
|
|
i = i + 1;
|
|
if (i > 300) then break; end
|
|
end
|
|
return spellID, highestRank;
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Button-Zustaende zentral ]
|
|
--
|
|
-- Frueher hatte jeder der bis zu 260 Buttons einen eigenen Event-Handler
|
|
-- fuer SPELL_UPDATE_USABLE/COOLDOWN (der zudem "this"/"event" als Parameter
|
|
-- deklarierte und damit die 1.12-Globals verdeckte, also nie etwas tat).
|
|
-- Jetzt laeuft ein Durchgang ueber die sichtbaren Buttons; Nutzbarkeit und
|
|
-- Cooldown werden je Zauber-ID nur einmal abgefragt, die Reichweite je
|
|
-- Button (haengt vom Ziel ab). Farben werden nur gesetzt, wenn sich der
|
|
-- Zustand aendert.
|
|
-- ==========================================================================
|
|
|
|
FBBtnUsableCache = {}; -- [id] = { pass, st } st = "ok" | "mana" | "no"
|
|
FBBtnCdCache = {}; -- [id] = { pass, start, duration, enable }
|
|
FBBtnPass = 0; -- Durchgangszaehler: Eintraege eines aelteren Durchgangs gelten als leer
|
|
|
|
function FBHealBox_ButtonUsable(id)
|
|
local e = FBBtnUsableCache[id];
|
|
if (e and e.pass == FBBtnPass) then return e.st; end
|
|
if (not e) then e = {}; FBBtnUsableCache[id] = e; end
|
|
local isUsable, noMana = FBHealBox_SpellUsable(id);
|
|
if (isUsable) then e.st = "ok"; elseif (noMana) then e.st = "mana"; else e.st = "no"; end
|
|
e.pass = FBBtnPass;
|
|
return e.st;
|
|
end
|
|
|
|
function FBHealBox_ButtonCooldown(id)
|
|
local cd = FBBtnCdCache[id];
|
|
if (cd and cd.pass == FBBtnPass) then return cd; end
|
|
if (not cd) then cd = {}; FBBtnCdCache[id] = cd; end
|
|
local start, duration, enable = GetSpellCooldown(id, BOOKTYPE_SPELL);
|
|
cd[1] = start or 0; cd[2] = duration or 0; cd[3] = enable or 0;
|
|
cd.pass = FBBtnPass;
|
|
return cd;
|
|
end
|
|
|
|
-- Einen sichtbaren Button nachfuehren. Nutzbarkeit/Reichweite nur bei USABLE.
|
|
function FBHealBox_UpdateButtonState(b, event)
|
|
if (not b) or (not b.id) then return; end
|
|
if (b.cooldown and CooldownFrame_SetTimer) then
|
|
local key = "off";
|
|
local cd = nil;
|
|
if (HealBox.Cooldowns == 1) then
|
|
cd = FBHealBox_ButtonCooldown(b.id);
|
|
if (cd[2] > FBCD_MIN_DURATION) then key = cd[1].."|"..cd[2]; end
|
|
end
|
|
if (b.cdKey ~= key) then
|
|
b.cdKey = key;
|
|
if (key == "off") then CooldownFrame_SetTimer(b.cooldown, 0, 0, 0);
|
|
else CooldownFrame_SetTimer(b.cooldown, cd[1], cd[2], cd[3]); end
|
|
end
|
|
end
|
|
if (event ~= "SPELL_UPDATE_USABLE") then return; end
|
|
local st = FBHealBox_ButtonUsable(b.id);
|
|
local inRange = FBHealBox_SpellInRange(b.id, b.TargetUnit);
|
|
if (inRange == 0) then st = "range"; end
|
|
if (b.colorState == st) then return; end
|
|
b.colorState = st;
|
|
if (st == "ok") then b.icon:SetVertexColor(1.0, 1.0, 1.0);
|
|
elseif (st == "mana") then b.icon:SetVertexColor(0.5, 0.5, 1.0);
|
|
elseif (st == "range") then b.icon:SetVertexColor(1.0, 0.3, 0.3);
|
|
else b.icon:SetVertexColor(0.3, 0.3, 0.3); end
|
|
end
|
|
|
|
-- Alle sichtbaren Buttons (Plaketten; Module ueber Hook "ButtonStates")
|
|
function FBHealBox_UpdateButtonStates(event)
|
|
if (HealBox.Active == 0) then return; end
|
|
FBBtnPass = FBBtnPass + 1;
|
|
local maxB = HealBox.MaxButtons or 0;
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
if (f and f:IsShown() and FBPartyTable[p]) then
|
|
for i = 1, maxB do
|
|
local b = FBPartyTable[p][i];
|
|
if (b and b:IsShown()) then FBHealBox_UpdateButtonState(b, event); end
|
|
end
|
|
end
|
|
end
|
|
FBHealBox_RunHook("ButtonStates", event);
|
|
end
|
|
|
|
-- Kompatibilitaet fuer aeltere Aufrufer
|
|
function HealBoxButton_OnEvent(this, event, arg1)
|
|
if (HealBox.Active == 0) then return 0; end
|
|
FBBtnPass = FBBtnPass + 1;
|
|
FBHealBox_UpdateButtonState(this, event);
|
|
end
|
|
|
|
function HealBoxScale(this, scale)
|
|
this:SetScale(scale);
|
|
end
|
|
|
|
-- Blizzard-Frame, an das ein Slot im Party-Frame-Modus gehaengt wird
|
|
function FBHealBox_BlizzAnchor(p)
|
|
if (p >= 2 and p <= 5) then return getglobal("PartyMemberFrame"..(p - 1)), 119, 6; end
|
|
if (p == 6) then return PetFrame, 4, 0; end
|
|
if (p >= 7) then return getglobal("PartyMemberFrame"..(p - 6).."PetFrame"), 4, 0; end
|
|
return nil;
|
|
end
|
|
|
|
function HealBoxAttachMode(mode)
|
|
if (not FBHealBox1) then return; end
|
|
|
|
if (mode == 1) then
|
|
-- Eigene Plaketten weg: Slots 2-10 werden 1x1 Pixel gross und
|
|
-- haengen unsichtbar an Blizzards Frames, nur die Buttons bleiben.
|
|
FBHealBox1:SetScale(1);
|
|
for p = 2, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
local anchor, xoff, yoff = FBHealBox_BlizzAnchor(p);
|
|
f:ClearAllPoints();
|
|
if (anchor) then
|
|
if (p >= 6) then
|
|
f:SetPoint("LEFT", anchor, "RIGHT", xoff, yoff);
|
|
else
|
|
f:SetPoint("LEFT", anchor, "LEFT", xoff, yoff);
|
|
end
|
|
else
|
|
f:SetPoint("LEFT", FBHealBox1, "LEFT", 0, 0);
|
|
end
|
|
f:SetBackdropColor(0, 0, 0, 0.8);
|
|
f:SetWidth(1);
|
|
f:SetHeight(1);
|
|
FBHealBox_SetPlateVisible(f, false);
|
|
f:SetBackdropBorderColor(FBBUFF_NORMAL_COLOR[1], FBBUFF_NORMAL_COLOR[2], FBBUFF_NORMAL_COLOR[3], FBBUFF_NORMAL_COLOR[4]);
|
|
f.buffMissing = false;
|
|
f:SetFrameStrata("LOW");
|
|
f:Hide();
|
|
end
|
|
else
|
|
FBHealBox1:SetScale(HealBox.Scale or 1);
|
|
FBHealBox_RestorePosition();
|
|
FBHealBox1:SetBackdropColor(0, 0, 0, 0.8);
|
|
FBHealBox_SetPlateVisible(FBHealBox1, true);
|
|
FBHealBox1:Hide();
|
|
|
|
for p = 2, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
f:SetBackdropColor(0, 0, 0, 0.8);
|
|
f:SetWidth(f.plateW or NamePlateWidth);
|
|
f:SetHeight(NamePlateHeight);
|
|
FBHealBox_SetPlateVisible(f, true);
|
|
FBHealBox_SetBarStrata(f, "BACKGROUND");
|
|
f:Hide();
|
|
end
|
|
FBHealBox_Layout();
|
|
end
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ FB Heal Prediction : Direktheilung + HoT-Ticks + Absorb-Schilde ]
|
|
--
|
|
-- Ersetzt FBHealCommLite komplett. Ein Tooltip-Parser, ein Lernspeicher,
|
|
-- ein Balken-Update statt zwei Systemen, die sich gegenseitig ins
|
|
-- Gehege kommen.
|
|
--
|
|
-- 1) Direktheilung (Flash Heal, Greater Heal, Healing Wave, ...)
|
|
-- SPELLCAST_START liefert Zaubername UND Castdauer, unabhaengig
|
|
-- davon, ob der Cast vom HealBox-Button, der Aktionsleiste oder aus
|
|
-- einem Makro kommt. Kein Hook auf CastSpellByName noetig.
|
|
-- Instants brauchen keine Vorhersage: die Heilung ist da, bevor ein
|
|
-- Balken sie anzeigen koennte.
|
|
--
|
|
-- 2) HoT-Vorhersage (Renew, Rejuvenation, Regrowth-Anteil, ...)
|
|
-- UnitBuff() liefert fuer fremde Einheiten keine Restlaufzeit, also
|
|
-- fuehren wir selbst Buch: Cast vormerken -> UNIT_AURA bestaetigt die
|
|
-- Anwendung ueber die Buff-Textur -> Restticks aus
|
|
-- (Ablauf - GetTime()) / Intervall. Faellt der Buff weg, ist die
|
|
-- Anzeige sofort weg.
|
|
--
|
|
-- 3) Schild-Vorhersage (Power Word: Shield, ...)
|
|
-- Maximaler Absorb aus dem Tooltip, Verbrauch aus dem Combatlog
|
|
-- ("(123 absorbed)").
|
|
--
|
|
-- Selbstkorrektur: Tooltips liefern in 1.12 nur Basiswerte ohne
|
|
-- +Heilung. Der Combatlog liefert die Wahrheit: jeder beobachtete
|
|
-- Tick, jede angekommene Direktheilung und jeder Absorb ueber dem
|
|
-- Tooltip-Wert schaerft die Schaetzung nach und wird pro Zauber+Rang
|
|
-- in den SavedVariables gemerkt. Crits werden dabei ignoriert (sie
|
|
-- wuerden die Vorhersage dauerhaft aufblasen).
|
|
--
|
|
-- Debug: /fbp Status + ausgelesene Tooltip-Werte
|
|
-- /fbp debug Live-Ausgabe an/aus
|
|
-- /fbp reset Gelernte Werte verwerfen
|
|
-- ==========================================================================
|
|
|
|
FBPREDICT_TICK_DEFAULT = 3; -- Standard-Tickintervall in Sekunden
|
|
FBPREDICT_THROTTLE = 0.2; -- Update-Rate der Vorhersage
|
|
FBPREDICT_CONFIRM_TIME = 3.0; -- Wartezeit auf Aura-Bestaetigung nach Cast
|
|
FBPREDICT_TARGET_TIME = 2.0; -- wie lange ein gemerktes Cast-Ziel gilt
|
|
FBPredictDebug = false;
|
|
|
|
-- Zauber mit abweichendem Tickintervall
|
|
FBPredictTickInterval = {
|
|
["Lifebloom"] = 1,
|
|
};
|
|
|
|
FBHoTs = {}; -- [Name] = { [Zauber] = {rank, perTick, interval, expires} }
|
|
FBShields = {}; -- [Name] = { spell, rank, max, absorbed, expires }
|
|
FBBuffTimers = {}; -- [Name] = { [Zauber] = { expires } } Buffs mit Laufzeit (eigene Casts, eigene Buffs)
|
|
FBBuffPresent = {}; -- [Name] = { [Zauber] = true } Buff (Textur) ist auf der Einheit
|
|
FBPredictDirect = nil; -- laufender Direktcast { target, spell, rank, amount, finish }
|
|
|
|
FBPredictWatch = {}; -- [Zauber] = { tex, bookID, rank, hasDirect, hasHoT, hasShield }
|
|
FBPredictInfo = {}; -- Cache: [bookID] = Tooltip-Auswertung
|
|
FBPredictPending = nil; -- eigener Cast, wartet auf Aura-Bestaetigung
|
|
FBPredictCastTarget = nil; -- exaktes Ziel des letzten Button-Casts
|
|
FBPredictCastTime = 0;
|
|
FBPredictAccum = 0;
|
|
|
|
-- alle Slots inkl. Begleiter. HoTs und Schilde auf Pets werden genauso verfolgt
|
|
FBPredictUnits = {};
|
|
for _, u in ipairs(FBPartyUnit) do FBPredictUnits[u] = 1; end
|
|
|
|
-- [ Tooltip-Scanner ] ------------------------------------------------------
|
|
|
|
FBPredictTip = CreateFrame("GameTooltip", "FBHealBoxScanTip", nil, "GameTooltipTemplate");
|
|
FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE");
|
|
|
|
function FBPredict_TooltipText(bookID)
|
|
if (not bookID) then return ""; end
|
|
FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE");
|
|
FBPredictTip:ClearLines();
|
|
FBPredictTip:SetSpell(bookID, BOOKTYPE_SPELL);
|
|
|
|
local txt = "";
|
|
local i = 1;
|
|
while (i <= 30) do
|
|
local fs = getglobal("FBHealBoxScanTipTextLeft"..i);
|
|
if (not fs) then break; end
|
|
local line = fs:GetText();
|
|
if (line) then txt = txt.." "..line; end
|
|
i = i + 1;
|
|
end
|
|
return txt;
|
|
end
|
|
|
|
function FBPredict_Find1(txt, patterns)
|
|
for _, p in ipairs(patterns) do
|
|
local _, _, a = string.find(txt, p);
|
|
if (a) then return a; end
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
function FBPredict_Find2(txt, patterns)
|
|
for _, p in ipairs(patterns) do
|
|
local _, _, a, b = string.find(txt, p);
|
|
if (a and b) then return a, b; end
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
-- Wertet den Zauberbuch-Tooltip aus. Ein Zauber kann mehrere Anteile
|
|
-- haben (Regrowth: Sofortheilung UND HoT), deshalb keine Entweder-Oder-
|
|
-- Klassifizierung, sondern drei unabhaengige Felder.
|
|
-- Ist das Wort hinter einer Zahl eine Zeiteinheit? ("sec", "min", "hr", ...)
|
|
function FBPredict_IsTimeUnit(word)
|
|
if (not word) then return false; end
|
|
word = string.lower(word);
|
|
return (string.find(word, "^sec") or string.find(word, "^min") or string.find(word, "^hr")
|
|
or string.find(word, "^hour") or string.find(word, "^sek") or string.find(word, "^std")
|
|
or string.find(word, "^s$")) ~= nil;
|
|
end
|
|
|
|
-- Laufzeit eines Buffs in Sekunden ("for 30 min", "Lasts 3 min", "1 hr",
|
|
-- "for 15 sec") oder nil. Die groesste gefundene Angabe gewinnt, damit
|
|
-- nicht eine Zauberzeit ("1.5 sec cast") erwischt wird.
|
|
function FBPredict_FindBuffDuration(txt)
|
|
if (not txt) then return nil; end
|
|
local best = nil;
|
|
for n, unit in string.gfind(txt, "(%d+)%s+(%a+)") do
|
|
local u = string.lower(unit);
|
|
local secs = nil;
|
|
if (string.find(u, "^min")) then secs = tonumber(n) * 60;
|
|
elseif (string.find(u, "^hr") or string.find(u, "^hour") or string.find(u, "^std")) then secs = tonumber(n) * 3600;
|
|
elseif (string.find(u, "^sec") or string.find(u, "^sek")) then secs = tonumber(n); end
|
|
if (secs and ((not best) or secs > best)) then best = secs; end
|
|
end
|
|
return best;
|
|
end
|
|
|
|
-- "X to Y" ohne Zeiteinheit dahinter -> X, Y (Zahlen) oder nil
|
|
function FBPredict_FindAmountRange(txt)
|
|
if (not txt) then return nil; end
|
|
local pos = 1;
|
|
while true do
|
|
local s, e, lo, hi, tail = string.find(txt, "(%d+)%s+to%s+(%d+)%s*(%a*)", pos);
|
|
if (not s) then return nil; end
|
|
if (not FBPredict_IsTimeUnit(tail)) then return tonumber(lo), tonumber(hi); end
|
|
pos = e + 1;
|
|
end
|
|
end
|
|
|
|
-- "for X" ohne Zeiteinheit dahinter -> X (Zahl) oder nil
|
|
function FBPredict_FindAmountSingle(txt)
|
|
if (not txt) then return nil; end
|
|
local pos = 1;
|
|
while true do
|
|
local s, e, n, tail = string.find(txt, "for%s+(%d+)%s*(%a*)", pos);
|
|
if (not s) then return nil; end
|
|
if (not FBPredict_IsTimeUnit(tail)) then return tonumber(n); end
|
|
pos = e + 1;
|
|
end
|
|
end
|
|
|
|
function FBPredict_GetSpellInfo(bookID, spellName)
|
|
if (not bookID) then return nil; end
|
|
if (FBPredictInfo[bookID] ~= nil) then
|
|
if (FBPredictInfo[bookID] == false) then return nil; end
|
|
return FBPredictInfo[bookID];
|
|
end
|
|
|
|
local txt = FBPredict_TooltipText(bookID);
|
|
local info = { direct = nil, hot = nil, shield = nil };
|
|
local found = false;
|
|
|
|
-- --- Absorb-Schild ---
|
|
local absorb = FBPredict_Find1(txt, {
|
|
"absorbing%s+(%d+)",
|
|
"absorbs%s+(%d+)%s+damage",
|
|
});
|
|
if (absorb) then
|
|
-- "Lasts 30 sec" bevorzugen; sonst die groesste Sekundenangabe,
|
|
-- damit nicht die Zauberzeit ("1.5 sec cast") erwischt wird.
|
|
local dur = FBPredict_Find1(txt, { "[Ll]asts%s+(%d+)%s+sec" });
|
|
if (not dur) then
|
|
local best = 0;
|
|
for n in string.gfind(txt, "(%d+)%s+sec") do
|
|
if (tonumber(n) > best) then best = tonumber(n); end
|
|
end
|
|
if (best > 0) then dur = best; end
|
|
end
|
|
info.shield = { amount = tonumber(absorb), duration = tonumber(dur) or 30 };
|
|
found = true;
|
|
end
|
|
|
|
-- --- Heilung ueber Zeit ---
|
|
local total, dur = FBPredict_Find2(txt, {
|
|
"(%d+)%s+damage%s+over%s+(%d+)%s+sec",
|
|
"(%d+)%s+over%s+(%d+)%s+sec",
|
|
"for%s+(%d+)[^%d]-over%s+(%d+)%s+sec",
|
|
});
|
|
if (not total) then
|
|
-- Notfall: letzte Zahl vor "over X sec" nehmen
|
|
local s, _, d = string.find(txt, "over%s+(%d+)%s+sec");
|
|
if (s) then
|
|
local head = string.sub(txt, 1, s);
|
|
local last = nil;
|
|
for n in string.gfind(head, "(%d+)") do last = n; end
|
|
if (last) then total = last; dur = d; end
|
|
end
|
|
end
|
|
if (total and dur) then
|
|
local interval = FBPredictTickInterval[spellName] or FBPREDICT_TICK_DEFAULT;
|
|
local ticks = math.floor((tonumber(dur) / interval) + 0.5);
|
|
if (ticks < 1) then ticks = 1; end
|
|
info.hot = {
|
|
total = tonumber(total),
|
|
duration = tonumber(dur),
|
|
interval = interval,
|
|
ticks = ticks,
|
|
perTick = tonumber(total) / ticks,
|
|
};
|
|
found = true;
|
|
end
|
|
|
|
-- --- Sofortheilung ---
|
|
-- "for 887 to 1033" -> Mittelwert. Zeitangaben ("for 30 min",
|
|
-- "for 15 sec", "2 to 3 sec") sind keine Heilbetraege.
|
|
local lo, hi = FBPredict_FindAmountRange(txt);
|
|
if (lo and hi) then
|
|
info.direct = (lo + hi) / 2;
|
|
found = true;
|
|
else
|
|
-- Einzelwert, aber nicht den HoT-Betrag doppelt zaehlen
|
|
local one = FBPredict_FindAmountSingle(txt);
|
|
if (one) and ((not info.hot) or (one ~= info.hot.total)) then
|
|
info.direct = one;
|
|
found = true;
|
|
end
|
|
end
|
|
-- Heilt der Zauber ueberhaupt? (Buffs wie Seelenstaerke haben Zahlen,
|
|
-- aber kein "heal" im Text; Smart Healing verlangt das.)
|
|
info.isHeal = (string.find(txt, "[Hh]eal") ~= nil);
|
|
|
|
-- --- Buff mit Laufzeit (Seelenstaerke "for 30 min", Furchtzauberschutz
|
|
-- "Lasts 3 min", Inneres Feuer "10 min"): nur, wenn es kein HoT, kein
|
|
-- Schild und keine Heilung ist. Liefert die Restlaufzeit auf dem Button.
|
|
if (not info.hot) and (not info.shield) and (not info.isHeal) then
|
|
local secs = FBPredict_FindBuffDuration(txt);
|
|
if (secs and secs >= 30) then
|
|
info.buff = { duration = secs };
|
|
found = true;
|
|
end
|
|
end
|
|
|
|
if (found) then
|
|
FBPredictInfo[bookID] = info;
|
|
return info;
|
|
end
|
|
FBPredictInfo[bookID] = false;
|
|
return nil;
|
|
end
|
|
|
|
-- Nach jedem Zauberbuch-Scan: was koennen die gelernten Zauber ueberhaupt?
|
|
FBPredictWatchBuffOrder = {}; -- Buff-Zauber alphabetisch (fuer die Icon-Reihenfolge)
|
|
|
|
function FBPredict_BuildWatch()
|
|
FBPredictWatch = {};
|
|
FBPredictInfo = {};
|
|
FBPredictWatchBuffOrder = {};
|
|
|
|
for spellName, ranks in pairs(FBPlayerSpells) do
|
|
local top = ranks[table.getn(ranks)];
|
|
local info = FBPredict_GetSpellInfo(top.id, spellName);
|
|
if (info) then
|
|
FBPredictWatch[spellName] = {
|
|
tex = strupper(top.icon or ""),
|
|
bookID = top.id,
|
|
rank = top.rank,
|
|
hasDirect = (info.direct ~= nil),
|
|
hasHoT = (info.hot ~= nil),
|
|
hasShield = (info.shield ~= nil),
|
|
hasBuff = (info.buff ~= nil),
|
|
buffSecs = info.buff and info.buff.duration,
|
|
icon = top.icon,
|
|
};
|
|
if (info.buff) then table.insert(FBPredictWatchBuffOrder, spellName); end
|
|
end
|
|
end
|
|
table.sort(FBPredictWatchBuffOrder);
|
|
end
|
|
|
|
-- Buff per eigenem Button auf ein Ziel neu gewirkt, das ihn schon traegt:
|
|
-- ein Refresh loest kein Aura-Event aus, also gilt der erfolgreiche Cast
|
|
-- (SPELLCAST_STOP) als Bestaetigung und stellt die Uhr auf voll.
|
|
function FBPredict_ConfirmBuffRefresh()
|
|
local p = FBPredictPending;
|
|
if (not p) or (not p.spell) or (not p.target) then return; end
|
|
local w = FBPredictWatch[p.spell];
|
|
if (not w) or (not w.hasBuff) then return; end
|
|
if (p.target == UnitName("player")) then return; end -- eigene Buffs liest die Buff-API
|
|
if (FBBuffPresent[p.target] and FBBuffPresent[p.target][p.spell]) then
|
|
FBPredict_StartBuff(p.target, p.spell, w.buffSecs);
|
|
FBPredictPending = nil;
|
|
end
|
|
end
|
|
|
|
-- Buff-Laufzeit auf einer Einheit vermerken
|
|
function FBPredict_StartBuff(unitName, spellName, secs)
|
|
if (not unitName) or (not spellName) or (not secs) then return; end
|
|
if (not FBBuffTimers[unitName]) then FBBuffTimers[unitName] = {}; end
|
|
local t = FBBuffTimers[unitName][spellName];
|
|
if (t) then t.expires = GetTime() + secs; else FBBuffTimers[unitName][spellName] = { expires = GetTime() + secs }; end
|
|
FBBuffIconsDirty = true;
|
|
end
|
|
|
|
-- Restlaufzeit eines eigenen Buffs (Textur) ueber die Spielerbuff-API
|
|
function FBPredict_PlayerBuffTimeLeft(tex)
|
|
if (not GetPlayerBuff) or (not GetPlayerBuffTexture) or (not GetPlayerBuffTimeLeft) then return nil; end
|
|
local i = 0;
|
|
while true do
|
|
local id = GetPlayerBuff(i, "HELPFUL");
|
|
if (not id) or (id < 0) then break; end
|
|
local t = GetPlayerBuffTexture(id);
|
|
if (t and strupper(t) == tex) then
|
|
local left = GetPlayerBuffTimeLeft(id);
|
|
if (left and left > 0) then return left; end
|
|
return nil;
|
|
end
|
|
i = i + 1;
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
-- [ Lernspeicher (wandert in die SavedVariables) ] --------------------------
|
|
|
|
FBPREDICT_ABSORB_MAX_FACTOR = 1.5;
|
|
|
|
-- Unplausible Absorb-Lernwerte verwerfen (etwa doppelt gezaehlte aus
|
|
-- aelteren Versionen). Laeuft nach dem Einlesen der Zauber.
|
|
function FBPredict_SanitizeMemory()
|
|
if (not HealBox) or (not HealBox.PredictMemory) then return; end
|
|
local drop = {};
|
|
for key, value in pairs(HealBox.PredictMemory) do
|
|
local _, _, spell, rank = string.find(key, "^absorb|([^|]+)|(.*)$");
|
|
if (spell) then
|
|
local bookID = FBPredict_FindBookID(spell, rank);
|
|
local info = bookID and FBPredict_GetSpellInfo(bookID, spell);
|
|
if (info and info.shield and value > info.shield.amount * FBPREDICT_ABSORB_MAX_FACTOR) then
|
|
table.insert(drop, key);
|
|
end
|
|
end
|
|
end
|
|
for _, key in ipairs(drop) do
|
|
HealBox.PredictMemory[key] = nil;
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r memory dropped: "..key);
|
|
end
|
|
end
|
|
end
|
|
|
|
function FBPredict_MemKey(kind, spell, rank)
|
|
return kind.."|"..spell.."|"..(rank or "");
|
|
end
|
|
|
|
function FBPredict_Remembered(kind, spell, rank)
|
|
if (not HealBox) or (not HealBox.PredictMemory) then return nil; end
|
|
return HealBox.PredictMemory[FBPredict_MemKey(kind, spell, rank)];
|
|
end
|
|
|
|
function FBPredict_Remember(kind, spell, rank, value)
|
|
if (not HealBox) then return; end
|
|
if (not HealBox.PredictMemory) then HealBox.PredictMemory = {}; end
|
|
HealBox.PredictMemory[FBPredict_MemKey(kind, spell, rank)] = value;
|
|
end
|
|
|
|
-- [ Tracking starten ] -----------------------------------------------------
|
|
|
|
function FBPredict_FindBookID(spellName, rank)
|
|
local ranks = FBPlayerSpells[spellName];
|
|
if (not ranks) then return nil; end
|
|
for _, sd in ipairs(ranks) do
|
|
if (sd.rank == rank) then return sd.id; end
|
|
end
|
|
return ranks[table.getn(ranks)].id;
|
|
end
|
|
|
|
-- rankKnown = true nur, wenn der Rang aus einem eigenen Button-Cast stammt.
|
|
-- Nur dann darf der beobachtete Wert dauerhaft gemerkt werden, sonst
|
|
-- wuerde ein Rang-3-Cast von der Aktionsleiste die Schaetzung fuer den
|
|
-- Maximalrang verderben.
|
|
function FBPredict_StartHoT(unitName, spellName, rank, bookID, rankKnown)
|
|
local info = FBPredict_GetSpellInfo(bookID, spellName);
|
|
if (not info) or (not info.hot) then return false; end
|
|
|
|
local perTick = FBPredict_Remembered("tick", spellName, rank) or info.hot.perTick;
|
|
if (not FBHoTs[unitName]) then FBHoTs[unitName] = {}; end
|
|
FBHoTs[unitName][spellName] = {
|
|
rank = rank,
|
|
rankKnown = rankKnown,
|
|
perTick = perTick,
|
|
interval = info.hot.interval,
|
|
expires = GetTime() + info.hot.duration,
|
|
};
|
|
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_HOT"),
|
|
spellName, unitName, math.floor(perTick), info.hot.duration));
|
|
end
|
|
|
|
-- Nur gesicherte eigene Casts funken. Ein per Aura entdeckter HoT
|
|
-- koennte auch von einem anderen Heiler stammen. Der erste eigene
|
|
-- Combatlog-Tick holt das unten nach.
|
|
if (rankKnown) then
|
|
FBHoTs[unitName][spellName].commSent = true;
|
|
FBComm_SendHoT(spellName, unitName, info.hot.duration);
|
|
end
|
|
return true;
|
|
end
|
|
|
|
function FBPredict_StartShield(unitName, spellName, rank, bookID, rankKnown)
|
|
local info = FBPredict_GetSpellInfo(bookID, spellName);
|
|
if (not info) or (not info.shield) then return false; end
|
|
|
|
-- Gelernter Wert nur, wenn er plausibel ist (hoechstens das
|
|
-- FBPREDICT_ABSORB_MAX_FACTOR-fache des Tooltips); sonst Tooltip.
|
|
local amount = FBPredict_Remembered("absorb", spellName, rank);
|
|
if (not amount) or (amount > info.shield.amount * FBPREDICT_ABSORB_MAX_FACTOR) then
|
|
amount = info.shield.amount;
|
|
end
|
|
FBShields[unitName] = {
|
|
spell = spellName,
|
|
rank = rank,
|
|
rankKnown = rankKnown,
|
|
tooltip = info.shield.amount,
|
|
duration = info.shield.duration,
|
|
max = amount,
|
|
absorbed = 0,
|
|
expires = GetTime() + info.shield.duration,
|
|
};
|
|
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_SHIELD"),
|
|
spellName, unitName, math.floor(amount), info.shield.duration));
|
|
end
|
|
return true;
|
|
end
|
|
|
|
-- [ Abfrage durch die Balken ] ---------------------------------------------
|
|
|
|
function FBPredict_TicksLeft(e, now)
|
|
local left = e.expires - now;
|
|
if (left <= 0) then return 0; end
|
|
return math.ceil((left / e.interval) - 0.05);
|
|
end
|
|
|
|
-- Summe aller noch ausstehenden HoT-Ticks
|
|
function FBGetHoTHeal(unitName)
|
|
if (not unitName) then return 0; end
|
|
local t = FBHoTs[unitName];
|
|
if (not t) then return 0; end
|
|
|
|
local now = GetTime();
|
|
local sum = 0;
|
|
for _, e in pairs(t) do
|
|
local n = FBPredict_TicksLeft(e, now);
|
|
if (n > 0) then sum = sum + (n * e.perTick); end
|
|
end
|
|
return sum;
|
|
end
|
|
|
|
-- Laufender Direktcast auf diese Einheit
|
|
function FBGetDirectHeal(unitName)
|
|
local d = FBPredictDirect;
|
|
if (not d) or (not unitName) then return 0; end
|
|
if (d.target ~= unitName) then return 0; end
|
|
if (GetTime() > d.finish) then return 0; end
|
|
return d.amount;
|
|
end
|
|
|
|
-- Verbleibender Absorb
|
|
function FBGetShield(unitName)
|
|
if (not unitName) then return 0; end
|
|
local s = FBShields[unitName];
|
|
if (not s) then return 0; end
|
|
if (GetTime() > s.expires) then return 0; end
|
|
|
|
local rem = s.max - s.absorbed;
|
|
if (rem < 0) then rem = 0; end
|
|
return rem;
|
|
end
|
|
|
|
-- [ Eigenen Cast vormerken (aus dem HealBox-Button) ] -----------------------
|
|
|
|
function FBPredict_SplitCast(castString)
|
|
local _, _, base, rank = string.find(castString, "^(.+)%((.+)%)$");
|
|
if (base) then return base, rank; end
|
|
return castString, nil;
|
|
end
|
|
|
|
-- WICHTIG: direkt VOR CastSpellByName aufrufen, denn SPELLCAST_START feuert
|
|
-- sofort und braucht das Ziel bereits.
|
|
function FBPredict_NoteCast(castString, targetName)
|
|
if (not castString) or (not targetName) then return; end
|
|
|
|
FBPredictCastTarget = targetName;
|
|
FBPredictCastTime = GetTime();
|
|
|
|
local base, rank = FBPredict_SplitCast(castString);
|
|
if (not FBPredictWatch[base]) then return; end
|
|
|
|
FBPredictPending = {
|
|
spell = base,
|
|
rank = rank,
|
|
target = targetName,
|
|
bookID = FBPredict_FindBookID(base, rank),
|
|
t = GetTime(),
|
|
};
|
|
end
|
|
|
|
function FBPredict_ResolveTarget()
|
|
if (FBPredictCastTarget and (GetTime() - FBPredictCastTime) <= FBPREDICT_TARGET_TIME) then
|
|
return FBPredictCastTarget;
|
|
end
|
|
if (UnitExists("target") and UnitIsFriend("player", "target")) then
|
|
return UnitName("target");
|
|
end
|
|
return UnitName("player");
|
|
end
|
|
|
|
-- [ Direktheilung: SPELLCAST_* ] -------------------------------------------
|
|
|
|
function FBPredict_CastStart(spellName, castMs)
|
|
if (not spellName) then return; end
|
|
local w = FBPredictWatch[spellName];
|
|
if (not w) or (not w.hasDirect) then return; end
|
|
|
|
local rank = w.rank;
|
|
local bookID = w.bookID;
|
|
local rankKnown = false;
|
|
if (FBPredictPending and FBPredictPending.spell == spellName) then
|
|
rank = FBPredictPending.rank or rank;
|
|
bookID = FBPredictPending.bookID or bookID;
|
|
rankKnown = true;
|
|
end
|
|
|
|
local info = FBPredict_GetSpellInfo(bookID, spellName);
|
|
if (not info) or (not info.direct) then return; end
|
|
|
|
local amount = FBPredict_Remembered("direct", spellName, rank) or info.direct;
|
|
FBLOS_Clear(FBPredict_ResolveTarget()); -- Cast laeuft an: Sichtlinie ist da
|
|
|
|
FBPredictDirect = {
|
|
target = FBPredict_ResolveTarget(),
|
|
spell = spellName,
|
|
rank = rank,
|
|
rankKnown = rankKnown,
|
|
amount = amount,
|
|
finish = GetTime() + ((castMs or 0) / 1000) + 0.3,
|
|
};
|
|
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_CAST"),
|
|
spellName, FBPredictDirect.target, math.floor(amount)));
|
|
end
|
|
|
|
-- an andere Heiler funken (Puppeteer & Co. lesen mit)
|
|
FBComm_SendHealStart(spellName, FBPredictDirect.target, amount, castMs);
|
|
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
|
|
function FBPredict_CastEnd()
|
|
if (FBPredictDirect) then
|
|
FBPredictDirect = nil;
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
end
|
|
|
|
-- [ Aura-Scan: Anwendung bestaetigen, Wegfall erkennen ] --------------------
|
|
|
|
function FBPredict_ScanUnit(unit)
|
|
if (not unit) or (not FBPredictUnits[unit]) then return; end
|
|
if (not UnitExists(unit)) then return; end
|
|
|
|
local name = UnitName(unit);
|
|
if (not name) then return; end
|
|
|
|
-- Raid-Einheiten: nur scannen, wenn etwas davon abhaengt (eigener Cast
|
|
-- wartet, HoT/Schild wird verfolgt, oder die Zelle ist zu sehen). Sonst
|
|
-- kosten 40 Raider mit staendig wechselnden Auren nur CPU.
|
|
if (string.sub(unit, 1, 4) == "raid") then
|
|
local needed = (FBPredictPending and FBPredictPending.target == name)
|
|
or FBHoTs[name] or FBShields[name];
|
|
if (not needed) then
|
|
local c = FBRaidUnitCell and FBRaidUnitCell[unit];
|
|
if (not c) or (not c:IsShown()) then return; end
|
|
end
|
|
end
|
|
|
|
local textures = FBHealBox_UnitBuffs(unit);
|
|
|
|
local dirty = false;
|
|
|
|
-- 1) Eigener Cast wartet auf Bestaetigung? Der hat Vorrang, damit auch
|
|
-- ein Refresh (Nachcasten) die Uhr neu stellt.
|
|
if (FBPredictPending and FBPredictPending.target == name) then
|
|
local w = FBPredictWatch[FBPredictPending.spell];
|
|
if (w and textures[w.tex]) then
|
|
if (w.hasHoT) then
|
|
dirty = FBPredict_StartHoT(name, FBPredictPending.spell,
|
|
FBPredictPending.rank, FBPredictPending.bookID, true) or dirty;
|
|
end
|
|
if (w.hasShield) then
|
|
dirty = FBPredict_StartShield(name, FBPredictPending.spell,
|
|
FBPredictPending.rank, FBPredictPending.bookID, true) or dirty;
|
|
end
|
|
if (w.hasBuff) then
|
|
FBPredict_StartBuff(name, FBPredictPending.spell, w.buffSecs);
|
|
end
|
|
FBPredictPending = nil;
|
|
end
|
|
end
|
|
|
|
-- Buff-Laufzeiten: beim Spieler exakt aus der Spielerbuff-API, bei
|
|
-- anderen nur eigene Casts (oben); weg ist weg. Praesenz merken, damit
|
|
-- die Plakette auch fremde Buffs (ohne Uhr) zeigen kann.
|
|
if (not FBBuffPresent[name]) then FBBuffPresent[name] = {}; end
|
|
for spellName, w in pairs(FBPredictWatch) do
|
|
if (w.hasBuff) then
|
|
local present = textures[w.tex];
|
|
if (FBBuffPresent[name][spellName] ~= present) then FBBuffIconsDirty = true; end
|
|
FBBuffPresent[name][spellName] = present;
|
|
local tracked = FBBuffTimers[name] and FBBuffTimers[name][spellName];
|
|
if (present and unit == "player") then
|
|
-- beim Spieler bei jedem Scan neu aus der Buff-API lesen: so
|
|
-- stellt auch ein Neucast per Aktionsleiste die Uhr auf voll
|
|
local left = FBPredict_PlayerBuffTimeLeft(w.tex);
|
|
if (left) then FBPredict_StartBuff(name, spellName, left); end
|
|
elseif (tracked and not present) then
|
|
FBBuffTimers[name][spellName] = nil;
|
|
end
|
|
end
|
|
end
|
|
|
|
-- 2) Generischer Abgleich: Buff da / Buff weg
|
|
for spellName, w in pairs(FBPredictWatch) do
|
|
local present = textures[w.tex];
|
|
|
|
if (w.hasHoT) then
|
|
local tracked = FBHoTs[name] and FBHoTs[name][spellName];
|
|
if (present and not tracked) then
|
|
-- z.B. von der Aktionsleiste: hoechster bekannter Rang,
|
|
-- der erste Combatlog-Tick korrigiert den Wert ohnehin
|
|
dirty = FBPredict_StartHoT(name, spellName, w.rank, w.bookID) or dirty;
|
|
elseif (tracked and not present) then
|
|
FBHoTs[name][spellName] = nil;
|
|
dirty = true;
|
|
end
|
|
end
|
|
|
|
if (w.hasShield) then
|
|
local tracked = FBShields[name];
|
|
if (present and ((not tracked) or tracked.spell ~= spellName)) then
|
|
dirty = FBPredict_StartShield(name, spellName, w.rank, w.bookID) or dirty;
|
|
elseif (tracked and tracked.spell == spellName and not present) then
|
|
-- Schild gebrochen (vor Ablauf) -> Maximum nach oben lernen
|
|
if (tracked.rankKnown and GetTime() < tracked.expires
|
|
and tracked.absorbed > tracked.max) then
|
|
FBPredict_Remember("absorb", tracked.spell, tracked.rank, tracked.absorbed);
|
|
end
|
|
FBShields[name] = nil;
|
|
dirty = true;
|
|
end
|
|
end
|
|
end
|
|
|
|
if (dirty) then FBHealBox_RefreshAllBars(); end
|
|
end
|
|
|
|
-- [ Combatlog ] ------------------------------------------------------------
|
|
|
|
function FBPredict_ToPattern(gs, anchor)
|
|
if (not gs) then return nil; end
|
|
local p = string.gsub(gs, "([%^%$%(%)%.%[%]%*%+%-%?])", "%%%1");
|
|
p = string.gsub(p, "%%s", "(.+)");
|
|
p = string.gsub(p, "%%d", "(%%d+)");
|
|
if (anchor) then return "^"..p.."$"; end
|
|
return p;
|
|
end
|
|
|
|
function FBPredict_InitPatterns()
|
|
-- "%s gains %d health from your %s."
|
|
FBPredictPatHoTOther = FBPredict_ToPattern(PERIODICAURAHEALOTHERSELF, true)
|
|
or "^(.+) gains (%d+) health from your (.+)%.$";
|
|
-- "You gain %d health from your %s."
|
|
FBPredictPatHoTSelf = FBPredict_ToPattern(PERIODICAURAHEALSELFSELF, true)
|
|
or "^You gain (%d+) health from your (.+)%.$";
|
|
-- "Your %s heals %s for %d." (Crits haben eine eigene Formulierung und
|
|
-- laufen deshalb ins Leere, genau so gewollt)
|
|
FBPredictPatHealOther = FBPredict_ToPattern(HEALEDSELFOTHER, true)
|
|
or "^Your (.+) heals (.+) for (%d+)%.$";
|
|
-- "Your %s heals you for %d."
|
|
FBPredictPatHealSelf = FBPredict_ToPattern(HEALEDSELFSELF, true)
|
|
or "^Your (.+) heals you for (%d+)%.$";
|
|
-- " (%d absorbed)"
|
|
FBPredictPatAbsorb = FBPredict_ToPattern(ABSORB_TRAILER, false)
|
|
or "%((%d+) absorbed%)";
|
|
end
|
|
|
|
-- Events, bei denen das Opfer immer der Spieler selbst ist
|
|
FBPredictSelfDamage = {
|
|
["CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS"] = 1,
|
|
["CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE"] = 1,
|
|
["CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE"] = 1,
|
|
["CHAT_MSG_SPELL_DAMAGESHIELDS_ON_SELF"] = 1,
|
|
};
|
|
|
|
function FBPredict_ResolveVictim(event, msg)
|
|
if (FBPredictSelfDamage[event]) then return UnitName("player"); end
|
|
|
|
for name, _ in pairs(FBShields) do
|
|
if (string.find(msg, name, 1, true)) then return name; end
|
|
end
|
|
|
|
if (string.find(msg, " you", 1, true) or string.find(msg, "You ", 1, true)) then
|
|
return UnitName("player");
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
function FBPredict_OnTick(unitName, amount, spellName)
|
|
if (not unitName) or (not amount) or (not spellName) then return; end
|
|
FBLOS_Clear(unitName);
|
|
local t = FBHoTs[unitName];
|
|
if (not t) or (not t[spellName]) then return; end
|
|
|
|
local e = t[spellName];
|
|
|
|
-- "... from your Renew" beweist: der HoT ist von uns. Falls er ueber
|
|
-- die Aktionsleiste kam und noch nicht gefunkt wurde, jetzt nachholen.
|
|
if (not e.commSent) then
|
|
e.commSent = true;
|
|
FBComm_SendHoT(spellName, unitName, e.expires - GetTime());
|
|
end
|
|
|
|
if (amount > 0 and e.perTick ~= amount) then
|
|
e.perTick = amount;
|
|
if (e.rankKnown) then
|
|
FBPredict_Remember("tick", spellName, e.rank, amount);
|
|
end
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_TICK"),
|
|
spellName, amount));
|
|
end
|
|
end
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
|
|
function FBPredict_OnDirectHeal(spellName, targetName, amount)
|
|
if (not spellName) or (not amount) then return; end
|
|
FBLOS_Clear(targetName);
|
|
local w = FBPredictWatch[spellName];
|
|
if (not w) then return; end -- faengt auch die Crit-Formulierung ab
|
|
|
|
-- Nur lernen, wenn der gecastete Rang gesichert ist (Button-Cast).
|
|
-- Ein Downrank von der Aktionsleiste wuerde sonst dem Maximalrang
|
|
-- zugeschrieben und die Vorhersage nach unten ziehen.
|
|
if (FBPredictDirect and FBPredictDirect.spell == spellName and FBPredictDirect.rankKnown) then
|
|
local rank = FBPredictDirect.rank;
|
|
-- Heilungen streuen innerhalb einer Spanne -> sanft einpendeln
|
|
local old = FBPredict_Remembered("direct", spellName, rank);
|
|
local value = amount;
|
|
if (old) then value = (old + amount) / 2; end
|
|
FBPredict_Remember("direct", spellName, rank, value);
|
|
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_HEAL"),
|
|
spellName, amount, math.floor(value)));
|
|
end
|
|
end
|
|
|
|
if (FBPredictDirect and FBPredictDirect.target == targetName) then
|
|
FBPredictDirect = nil;
|
|
end
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
|
|
function FBPredict_OnAbsorb(unitName, amount)
|
|
local s = FBShields[unitName];
|
|
if (not s) or (not amount) then return; end
|
|
|
|
s.absorbed = s.absorbed + amount;
|
|
if (s.absorbed > s.max) then
|
|
-- mehr absorbiert als der Tooltip hergibt (+Heilung) -> anheben.
|
|
-- Dauerhaft gemerkt wird nur ein plausibler Wert: PW:S skaliert in
|
|
-- Vanilla mit rund 10 % der Heilkraft, mehr als das
|
|
-- FBPREDICT_ABSORB_MAX_FACTOR-fache des Tooltips ist ein Zaehlfehler.
|
|
s.max = s.absorbed;
|
|
if (s.rankKnown and s.tooltip and s.max <= s.tooltip * FBPREDICT_ABSORB_MAX_FACTOR) then
|
|
FBPredict_Remember("absorb", s.spell, s.rank, s.max);
|
|
end
|
|
end
|
|
|
|
if (FBPredictDebug) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_ABSORB"),
|
|
amount, unitName, math.floor(s.max - s.absorbed)));
|
|
end
|
|
FBHealBox_RefreshAllBars();
|
|
end
|
|
|
|
-- Eventklasse je Eventname einmal bestimmen: Heil-/Tick-Zeilen kommen nur
|
|
-- ueber *_BUFF(S)-Events, Absorb-Zeilen nur ueber Treffer-Events. So laufen
|
|
-- je Zeile hoechstens die passenden Muster statt aller fuenf.
|
|
FBPredictEventClass = {};
|
|
function FBPredict_EventClass(event)
|
|
local c = FBPredictEventClass[event];
|
|
if (c) then return c; end
|
|
if (string.find(event, "_BUFF")) then c = "heal"; else c = "hit"; end
|
|
FBPredictEventClass[event] = c;
|
|
return c;
|
|
end
|
|
|
|
function FBPredict_ParseCombat(event, msg)
|
|
if (not msg) then return; end
|
|
|
|
if (FBPredict_EventClass(event) == "hit") then
|
|
-- Absorb-Anteil: "... hits Bob for 120. (80 absorbed)" (billiger Vortest)
|
|
if (string.find(msg, "absorbed", 1, true)) then
|
|
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
|
|
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
|
|
end
|
|
|
|
-- [ Event-Frame ] ----------------------------------------------------------
|
|
|
|
FBPredictEvents = {
|
|
"UNIT_AURA",
|
|
"PLAYER_AURAS_CHANGED", -- eigene Buffs: 1.12 feuert hierfuer kein UNIT_AURA("player")
|
|
"CHAT_MSG_ADDON",
|
|
"UI_ERROR_MESSAGE", -- Sichtlinien-Fehler
|
|
-- eigener Cast
|
|
"SPELLCAST_START",
|
|
"SPELLCAST_STOP",
|
|
"SPELLCAST_FAILED",
|
|
"SPELLCAST_INTERRUPTED",
|
|
"SPELLCAST_DELAYED",
|
|
-- angekommene Heilung + HoT-Ticks
|
|
"CHAT_MSG_SPELL_SELF_BUFF",
|
|
"CHAT_MSG_SPELL_PARTY_BUFF",
|
|
"CHAT_MSG_SPELL_FRIENDLYPLAYER_BUFF",
|
|
"CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS",
|
|
"CHAT_MSG_SPELL_PERIODIC_PARTY_BUFFS",
|
|
"CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_BUFFS",
|
|
"CHAT_MSG_SPELL_PERIODIC_CREATURE_BUFFS",
|
|
-- Schaden mit Absorb-Anteil
|
|
"CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS",
|
|
"CHAT_MSG_COMBAT_CREATURE_VS_PARTY_HITS",
|
|
"CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS",
|
|
"CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE",
|
|
"CHAT_MSG_SPELL_CREATURE_VS_PARTY_DAMAGE",
|
|
"CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE",
|
|
"CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE",
|
|
"CHAT_MSG_SPELL_PERIODIC_PARTY_DAMAGE",
|
|
"CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE",
|
|
"CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE",
|
|
"CHAT_MSG_SPELL_DAMAGESHIELDS_ON_SELF",
|
|
};
|
|
|
|
FBPredictFrame = CreateFrame("Frame", "FBHealBoxPredict", UIParent);
|
|
for _, ev in ipairs(FBPredictEvents) do
|
|
pcall(function() FBPredictFrame:RegisterEvent(ev); end);
|
|
end
|
|
|
|
FBPredictFrame:SetScript("OnEvent", function()
|
|
if (event == "UNIT_AURA") then
|
|
FBPredict_ScanUnit(arg1);
|
|
|
|
elseif (event == "PLAYER_AURAS_CHANGED") then
|
|
FBPredict_ScanUnit("player");
|
|
|
|
elseif (event == "CHAT_MSG_ADDON") then
|
|
FBComm_OnMessage(arg1, arg2, arg3, arg4);
|
|
|
|
elseif (event == "UI_ERROR_MESSAGE") then
|
|
FBLOS_OnError(arg1);
|
|
|
|
elseif (event == "SPELLCAST_START") then
|
|
FBPredict_CastStart(arg1, tonumber(arg2));
|
|
|
|
elseif (event == "SPELLCAST_STOP") then
|
|
-- Erfolgreich beendet: HealComm-Empfaenger lassen den Eintrag
|
|
-- selbst auslaufen, hier wird bewusst kein Healstop gefunkt.
|
|
FBPredict_ConfirmBuffRefresh();
|
|
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);
|
|
|
|
FBNamesDirty = false;
|
|
FBBtnStatesDirty = nil;
|
|
FBBuffIconsDirty = true;
|
|
FBBuffIconsAccum = 0;
|
|
|
|
function FBPredict_OnUpdate(elapsed)
|
|
-- Aufgeschobene Gruppen-Aktualisierung (Event-Salven zusammengefasst)
|
|
if (FBNamesDirty) then
|
|
FBNamesDirty = false;
|
|
FBUpdateNames();
|
|
end
|
|
-- Aufgeschobene Button-Zustaende (USABLE schlaegt COOLDOWN, da es beides tut)
|
|
if (FBBtnStatesDirty) then
|
|
local ev = FBBtnStatesDirty;
|
|
FBBtnStatesDirty = nil;
|
|
FBHealBox_UpdateButtonStates(ev);
|
|
end
|
|
|
|
-- Reichweiten-Fading laeuft im eigenen Takt mit
|
|
FBRangeAccum = FBRangeAccum + (elapsed or 0);
|
|
if (FBRangeAccum >= FBRANGE_INTERVAL) then
|
|
FBRangeAccum = 0;
|
|
FBHealBox_CheckRangeAll();
|
|
FBHealBox_CheckLOSAll();
|
|
end
|
|
|
|
FBPredictAccum = FBPredictAccum + (elapsed or 0);
|
|
if (FBPredictAccum < FBPREDICT_THROTTLE) then return; end
|
|
FBPredictAccum = 0;
|
|
|
|
-- Angegriffenen markieren, Button-Timer und Buff-Icons nachfuehren (0.2-s-Takt).
|
|
-- Die Uhr-Quadranten aendern sich langsam: Buff-Icons nur bei Aenderung
|
|
-- (Scan hat etwas gemeldet) oder einmal je Sekunde.
|
|
FBHealBox_CheckAggroAll();
|
|
FBHealBox_UpdateSpellTimers();
|
|
FBPredict_RefreshPlayerBuffs(FBPREDICT_THROTTLE);
|
|
FBBuffIconsAccum = FBBuffIconsAccum + FBPREDICT_THROTTLE;
|
|
if (FBBuffIconsDirty or FBBuffIconsAccum >= 1.0 or FBTestMode) then
|
|
FBBuffIconsDirty = false;
|
|
FBBuffIconsAccum = 0;
|
|
FBHealBox_UpdateAllBuffIcons();
|
|
end
|
|
|
|
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)
|
|
if (prefix ~= FBCOMM_PREFIX) or (not msg) or (not sender) then return; end
|
|
if (sender == UnitName("player")) then return; end -- eigene Nachrichten ignorieren
|
|
if (not FBComm_Enabled()) then return; end
|
|
|
|
local p = FBComm_Split(msg);
|
|
local cmd = p[1];
|
|
local now = GetTime();
|
|
local dirty = false;
|
|
|
|
if (cmd == "Heal" and p[2] and p[3] and p[4]) then
|
|
FBComm_ClearCaster(sender);
|
|
if (not FBCommHeals[p[2]]) then FBCommHeals[p[2]] = {}; end
|
|
FBCommHeals[p[2]][sender] = {
|
|
amount = tonumber(p[3]) or 0,
|
|
expires = now + ((tonumber(p[4]) or 0) / 1000),
|
|
};
|
|
dirty = true;
|
|
|
|
elseif (cmd == "GrpHeal" and p[2] and p[3]) then
|
|
FBComm_ClearCaster(sender);
|
|
local amount = tonumber(p[2]) or 0;
|
|
local expires = now + ((tonumber(p[3]) or 0) / 1000);
|
|
local i = 4;
|
|
while (p[i]) do
|
|
if (not FBCommHeals[p[i]]) then FBCommHeals[p[i]] = {}; end
|
|
FBCommHeals[p[i]][sender] = { amount = amount, expires = expires };
|
|
i = i + 1;
|
|
end
|
|
dirty = true;
|
|
|
|
elseif (cmd == "Healstop" or cmd == "GrpHealstop") then
|
|
FBComm_ClearCaster(sender);
|
|
dirty = true;
|
|
|
|
elseif ((cmd == "Healdelay" or cmd == "GrpHealdelay") and p[2]) then
|
|
FBComm_DelayCaster(sender, p[2]);
|
|
dirty = true;
|
|
end
|
|
-- HoT-Nachrichten (Renew/Reju/Regr) tragen nur Laufzeiten, keine
|
|
-- Betraege. HealComm selbst zaehlt sie ebenfalls nicht zur
|
|
-- eingehenden Heilung. Wir ignorieren sie deshalb hier.
|
|
|
|
if (dirty) then FBHealBox_RefreshAllBars(); end
|
|
end
|
|
|
|
-- Eingehende Heilung anderer Heiler auf diese Einheit
|
|
function FBGetCommHeal(unitName)
|
|
if (not unitName) then return 0; end
|
|
local casters = FBCommHeals[unitName];
|
|
if (not casters) then return 0; end
|
|
|
|
local now = GetTime();
|
|
local sum = 0;
|
|
for _, info in pairs(casters) do
|
|
if (info.expires > now) then sum = sum + info.amount; end
|
|
end
|
|
return sum;
|
|
end
|
|
|
|
-- [ Debug-Kommando ] -------------------------------------------------------
|
|
|
|
SLASH_FBHEALPREDICT1 = "/fbp";
|
|
SlashCmdList["FBHEALPREDICT"] = function(msg)
|
|
-- Module zuerst (z. B. /fbp raid)
|
|
if (FBHealBox_RunHook("Slash", msg)) then return; end
|
|
|
|
if (msg == "debug") then
|
|
FBPredictDebug = not FBPredictDebug;
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_DEBUG").." "..tostring(FBPredictDebug));
|
|
return;
|
|
end
|
|
|
|
if (msg == "reset") then
|
|
if (HealBox) then HealBox.PredictMemory = {}; end
|
|
FBPredictInfo = {};
|
|
FBPredict_BuildWatch();
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_RESET"));
|
|
return;
|
|
end
|
|
|
|
if (msg == "test") then
|
|
FBTest_Set(not FBTestMode);
|
|
return;
|
|
end
|
|
|
|
if (msg == "config" or msg == "options" or msg == "opt") then
|
|
FBHealBox_ToggleOptions();
|
|
return;
|
|
end
|
|
|
|
if (msg == "buffs") then
|
|
-- Diagnose: ueberwachte Buffs und ihr Zustand auf dem Spieler
|
|
local me = UnitName("player");
|
|
local any = false;
|
|
for spellName, w in pairs(FBPredictWatch) do
|
|
if (w.hasBuff) then
|
|
any = true;
|
|
local present = FBBuffPresent[me] and FBBuffPresent[me][spellName];
|
|
local bt = FBBuffTimers[me] and FBBuffTimers[me][spellName];
|
|
local left = "-";
|
|
if (bt) then left = math.floor(bt.expires - GetTime()).."s"; end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r buff "..spellName.." ("..(w.buffSecs or 0).."s) tex="..tostring(w.tex)
|
|
.." present="..tostring(present ~= nil and present or false).." left="..left);
|
|
end
|
|
end
|
|
if (not any) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r no buff spells on the buttons (assign e.g. Power Word: Fortitude)"); end
|
|
if (FBHealBox1 and FBHealBox1.buffIcons) then
|
|
for k, ic in ipairs(FBHealBox1.buffIcons) do
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r icon "..k..": shown="..tostring(ic:IsShown() and true or false)
|
|
.." name="..tostring(ic.buffName).." left="..tostring(ic.buffLeft and math.floor(ic.buffLeft))
|
|
.." grey="..tostring(ic.greyCount).." q1shown="..tostring(ic.q[1]:IsShown() and true or false)
|
|
.." desat="..tostring(ic.q[1].fbDesat));
|
|
end
|
|
end
|
|
local i = 1;
|
|
while (i <= 32) do
|
|
local tex = UnitBuff("player", i);
|
|
if (not tex) then break; end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r player buff "..i..": "..tex);
|
|
i = i + 1;
|
|
end
|
|
return;
|
|
end
|
|
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_WATCHED"));
|
|
for spellName, w in pairs(FBPredictWatch) do
|
|
local info = FBPredict_GetSpellInfo(w.bookID, spellName);
|
|
if (info) then
|
|
local parts = "";
|
|
if (info.direct) then
|
|
local learned = FBPredict_Remembered("direct", spellName, w.rank);
|
|
parts = parts.." "..FBT("FBP_DIRECT").."="..math.floor(info.direct);
|
|
if (learned) then
|
|
parts = parts.."("..FBT("FBP_LEARNED").." "..math.floor(learned)..")";
|
|
end
|
|
end
|
|
if (info.hot) then
|
|
parts = parts.." HoT="..math.floor(info.hot.perTick).."x"..info.hot.ticks
|
|
.." "..FBT("FBP_EVERY").." "..info.hot.interval.."s";
|
|
end
|
|
if (info.shield) then
|
|
parts = parts.." "..FBT("FBP_SHIELD").."="..info.shield.amount
|
|
.."/"..info.shield.duration.."s";
|
|
end
|
|
DEFAULT_CHAT_FRAME:AddMessage(" "..spellName.." ("..tostring(w.rank)..")"..parts);
|
|
end
|
|
end
|
|
|
|
local now = GetTime();
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_ACTIVE"));
|
|
if (FBPredictDirect) then
|
|
DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_CAST").." "..FBPredictDirect.spell
|
|
.." "..FBT("FBP_ON").." "..FBPredictDirect.target..": "
|
|
..math.floor(FBPredictDirect.amount));
|
|
end
|
|
for name, spells in pairs(FBHoTs) do
|
|
for spellName, e in pairs(spells) do
|
|
DEFAULT_CHAT_FRAME:AddMessage(" HoT "..name.." / "..spellName..": "
|
|
..FBPredict_TicksLeft(e, now).." "..FBT("FBP_TICKSOF").." "
|
|
..math.floor(e.perTick));
|
|
end
|
|
end
|
|
for name, s in pairs(FBShields) do
|
|
DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_SHIELD").." "..name.." / "..s.spell
|
|
..": "..math.floor(s.max - s.absorbed).." "..FBT("FBP_OF").." "
|
|
..math.floor(s.max));
|
|
end
|
|
|
|
if (FBLOS_HasUnitXP()) then
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r LoS: UnitXP");
|
|
else
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r LoS: UI_ERROR_MESSAGE ("..FBLOS_TIMEOUT.."s)");
|
|
end
|
|
local rangeApi = "CheckInteractDistance (28m)";
|
|
if (FBAPI_SpellRange) then rangeApi = "IsSpellInRange ("..tostring(FBAPI_RangeForm).." args)"; elseif (UnitXP) then rangeApi = "UnitXP distance + tooltip"; end
|
|
local usableApi = "tooltip mana cost";
|
|
if (FBAPI_UsableSpell) then usableApi = "IsUsableSpell ("..tostring(FBAPI_UsableForm).." args)"; end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r Range: "..rangeApi..", usable: "..usableApi);
|
|
|
|
local state = FBT("FBP_STATE_OFF");
|
|
if (FBComm_Enabled()) then state = FBT("FBP_STATE_ON"); end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_SYNC").." "..state);
|
|
for target, casters in pairs(FBCommHeals) do
|
|
for caster, info in pairs(casters) do
|
|
if (info.expires > now) then
|
|
DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_INCOMING").." "..caster
|
|
.." -> "..target..": "..math.floor(info.amount));
|
|
end
|
|
end
|
|
end
|
|
local smart = FBT("FBP_STATE_OFF");
|
|
if (HealBox.SmartRank == 1) then smart = FBT("FBP_STATE_ON"); end
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("FBP_SMART"), smart, HealBox.SmartMargin or 20));
|
|
FBHealBox_RunHook("Status");
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_COMMANDS"));
|
|
end
|
|
|
|
-- Dispel-Farben je Klasse (einmal gebaut, nicht pro Update)
|
|
FBDispelColors = {};
|
|
if (FBClass == "Priest") then
|
|
FBDispelColors["Magic"] = {0.2, 0.6, 1, 1};
|
|
FBDispelColors["Disease"] = {0.6, 0.4, 0, 1};
|
|
elseif (FBClass == "Paladin") then
|
|
FBDispelColors["Magic"] = {0.2, 0.6, 1, 1};
|
|
FBDispelColors["Poison"] = {0, 0.6, 0, 1};
|
|
FBDispelColors["Disease"] = {0.6, 0.4, 0, 1};
|
|
elseif (FBClass == "Shaman") then
|
|
FBDispelColors["Poison"] = {0, 0.6, 0, 1};
|
|
FBDispelColors["Disease"] = {0.6, 0.4, 0, 1};
|
|
elseif (FBClass == "Druid") then
|
|
FBDispelColors["Curse"] = {0.6, 0, 1, 1};
|
|
FBDispelColors["Poison"] = {0, 0.6, 0, 1};
|
|
end
|
|
|
|
FBDISPEL_ORDER = { "Magic", "Poison", "Disease", "Curse" };
|
|
|
|
-- Erster von der eigenen Klasse entfernbarer Debuff: Typ, Textur, Stacks (sonst nil)
|
|
function FBHealBox_DispelType(unit)
|
|
local g = FBTest_Ghost(unit);
|
|
if (g) then
|
|
-- Geist mit festem Debuff-Typ (nur, wenn die eigene Klasse ihn entfernt)
|
|
if (g.debuffType) then
|
|
if (FBDispelColors[g.debuffType]) then return g.debuffType, g.debuffTex, g.debuffCount; end
|
|
return nil;
|
|
end
|
|
-- Geist mit Debuff: irgendein Typ, den die eigene Klasse entfernen kann
|
|
if (g.debuff) then
|
|
for _, dtype in ipairs(FBDISPEL_ORDER) do
|
|
if (FBDispelColors[dtype]) then return dtype, g.debuffTex, g.debuffCount; end
|
|
end
|
|
end
|
|
return nil;
|
|
end
|
|
for i = 1, 16 do
|
|
local texture, count, debuffType = UnitDebuff(unit, i);
|
|
if (not texture) then break; end
|
|
if (debuffType and FBDispelColors[debuffType]) then return debuffType, texture, count; end
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
-- Debuff-Icon samt Stackzahl setzen oder verstecken
|
|
function FBHealBox_UpdateDebuffIcon(frame, texture, count)
|
|
if (not frame.DebuffIcon) then return; end
|
|
if (texture and HealBox.DebuffIcon == 1 and not frame.plateHidden) then
|
|
frame.debuffShown = true;
|
|
FBHealBox_ApplyNameWidth(frame);
|
|
frame.DebuffIcon:SetTexture(texture);
|
|
frame.DebuffIcon:Show();
|
|
if (count and tonumber(count) and tonumber(count) > 1) then
|
|
frame.DebuffCount:SetText(tostring(count));
|
|
frame.DebuffCount:Show();
|
|
else
|
|
frame.DebuffCount:Hide();
|
|
end
|
|
else
|
|
frame.debuffShown = false;
|
|
FBHealBox_ApplyNameWidth(frame);
|
|
frame.DebuffIcon:Hide();
|
|
frame.DebuffCount:Hide();
|
|
end
|
|
end
|
|
|
|
-- Namensbreite: Grundbreite (mit/ohne Debuff-Icon) minus Platz der Buff-Icons
|
|
function FBHealBox_ApplyNameWidth(frame)
|
|
if (not frame) or (not frame.NameText) then return; end
|
|
local w = frame.nameWidthFull or FBNAME_WIDTH_FULL;
|
|
if (frame.debuffShown) then w = frame.nameWidthIcon or FBNAME_WIDTH_ICON; end
|
|
if (w < 16) then w = 16; end
|
|
frame.NameText:SetWidth(w);
|
|
end
|
|
|
|
-- ==========================================================================
|
|
-- [ Buff-Icons mit Uhr im Lebensbalken ]
|
|
--
|
|
-- Buffs mit Laufzeit von den Buttons (Seelenstaerke, Willen, ...), die auf
|
|
-- der Einheit liegen, als kleine Icons links vom Prozenttext. Restzeit
|
|
-- bekannt (eigener Cast, eigene Buffs): Cooldown-Uhr laeuft; unbekannt
|
|
-- (fremder Cast): Icon ohne Uhr. Der Name macht Platz.
|
|
-- ==========================================================================
|
|
|
|
-- Quadranten der Uhr im Uhrzeigersinn ab 12 Uhr: Ecke, Texturausschnitt
|
|
FBBUFFICON_QUADS = {
|
|
{ corner = "TOPRIGHT", u1 = 0.50, u2 = 0.93, v1 = 0.07, v2 = 0.50 },
|
|
{ corner = "BOTTOMRIGHT", u1 = 0.50, u2 = 0.93, v1 = 0.50, v2 = 0.93 },
|
|
{ corner = "BOTTOMLEFT", u1 = 0.07, u2 = 0.50, v1 = 0.50, v2 = 0.93 },
|
|
{ corner = "TOPLEFT", u1 = 0.07, u2 = 0.50, v1 = 0.07, v2 = 0.50 },
|
|
};
|
|
|
|
-- Icon Nr. k anlegen, aussen links neben der Plakette, in Zweierstapeln:
|
|
-- Icon 1 oben an der Kante, Icon 2 darunter, Icon 3 oben in der naechsten
|
|
-- Spalte links usw. Farbiges Icon plus vier schwarz-weisse Quadranten.
|
|
function FBHealBox_GetBuffIcon(frame, k, size, rows)
|
|
if (not frame.buffIcons) then frame.buffIcons = {}; end
|
|
if (frame.buffIcons[k]) then return frame.buffIcons[k]; end
|
|
size = size or FBBUFFICON_SIZE;
|
|
rows = rows or FBBUFFICON_ROWS;
|
|
local ic = CreateFrame("Frame", nil, frame);
|
|
ic:SetWidth(size);
|
|
ic:SetHeight(size);
|
|
local col = math.floor((k - 1) / rows);
|
|
local row = math.mod(k - 1, rows);
|
|
local stackH = rows * size + (rows - 1) * FBBUFFICON_GAP;
|
|
local x = FBBUFFICON_XOFF - col * (size + FBBUFFICON_GAP);
|
|
local y = stackH / 2 - row * (size + FBBUFFICON_GAP); -- Oberkante der Zeile relativ zur Mitte
|
|
ic:SetPoint("TOPRIGHT", frame, "LEFT", x, y);
|
|
if (ic.SetFrameLevel and frame.GetFrameLevel) then ic:SetFrameLevel((frame:GetFrameLevel() or 0) + 5); end
|
|
ic.tex = ic:CreateTexture(nil, "ARTWORK");
|
|
ic.tex:SetAllPoints(ic);
|
|
ic.tex:SetTexCoord(0.07, 0.93, 0.07, 0.93);
|
|
-- Die grauen Quadranten liegen auf einem eigenen Kind-Frame eine Ebene
|
|
-- ueber dem Icon: Frame-Ebenen zeichnet der 1.12-Client verlaesslich in
|
|
-- Reihenfolge, Textur-Layer innerhalb eines Frames nicht in jedem Fall.
|
|
ic.grey = CreateFrame("Frame", nil, ic);
|
|
ic.grey:SetAllPoints(ic);
|
|
if (ic.grey.SetFrameLevel and ic.GetFrameLevel) then ic.grey:SetFrameLevel((ic:GetFrameLevel() or 0) + 1); end
|
|
ic.q = {};
|
|
ic.w = {};
|
|
local half = size / 2;
|
|
for i, qd in ipairs(FBBUFFICON_QUADS) do
|
|
-- schwarz-weisser Ausschnitt des Icons ...
|
|
local t = ic.grey:CreateTexture(nil, "ARTWORK");
|
|
t:SetWidth(half);
|
|
t:SetHeight(half);
|
|
t:SetPoint(qd.corner, ic, qd.corner, 0, 0);
|
|
t:SetTexCoord(qd.u1, qd.u2, qd.v1, qd.v2);
|
|
t:Hide();
|
|
ic.q[i] = t;
|
|
-- ... plus dunkle Waesche darueber, damit der Unterschied auf jedem Client sichtbar ist
|
|
local wsh = ic.grey:CreateTexture(nil, "OVERLAY");
|
|
wsh:SetWidth(half);
|
|
wsh:SetHeight(half);
|
|
wsh:SetPoint(qd.corner, ic, qd.corner, 0, 0);
|
|
wsh:SetTexture(FBBUFFICON_WASH[1], FBBUFFICON_WASH[2], FBBUFFICON_WASH[3], FBBUFFICON_WASH[4]);
|
|
wsh:Hide();
|
|
ic.w[i] = wsh;
|
|
end
|
|
-- Tooltip: Buffname und Restzeit (auch zur Diagnose)
|
|
ic:EnableMouse(true);
|
|
ic:SetScript("OnEnter", function()
|
|
if (not this.buffName) then return; end
|
|
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
|
GameTooltip:SetText(this.buffName);
|
|
local left = this.buffLeft;
|
|
if (left) then
|
|
GameTooltip:AddLine(FBHealBox_FormatTimer(left), 1, 1, 1);
|
|
else
|
|
GameTooltip:AddLine(FBT("TT_BUFF_UNKNOWN"), 0.7, 0.7, 0.7);
|
|
end
|
|
GameTooltip:Show();
|
|
end);
|
|
ic:SetScript("OnLeave", function() GameTooltip:Hide(); end);
|
|
ic:Hide();
|
|
frame.buffIcons[k] = ic;
|
|
return ic;
|
|
end
|
|
|
|
-- Quadrant schwarz-weiss machen: Entsaettigung (wenn der Client sie kann),
|
|
-- sonst Grauton. Muss nach jedem SetTexture erneut gesetzt werden.
|
|
function FBHealBox_GreyTexture(t)
|
|
local desat = nil;
|
|
if (t.SetDesaturated) then desat = t:SetDesaturated(1); end
|
|
t.fbDesat = desat;
|
|
if (desat) then
|
|
t:SetVertexColor(0.55, 0.55, 0.55, 1);
|
|
else
|
|
t:SetVertexColor(FBBUFFICON_GREY, FBBUFFICON_GREY, FBBUFFICON_GREY, 1);
|
|
end
|
|
end
|
|
|
|
-- Uhrstand setzen: remaining = Restanteil 0..1, nil = unbekannt (alles farbig)
|
|
function FBHealBox_SetBuffIconProgress(ic, remaining)
|
|
local grey = 0;
|
|
if (remaining) then
|
|
if (remaining < 0) then remaining = 0; end
|
|
if (remaining > 1) then remaining = 1; end
|
|
grey = math.floor((1 - remaining) * 4 + 0.5); -- 0..4 Quadranten grau, ab 12 Uhr im Uhrzeigersinn
|
|
if (grey > 4) then grey = 4; end
|
|
end
|
|
if (ic.greyCount == grey) then return; end
|
|
ic.greyCount = grey;
|
|
for i = 1, 4 do
|
|
if (i <= grey) then ic.q[i]:Show(); ic.w[i]:Show(); else ic.q[i]:Hide(); ic.w[i]:Hide(); end
|
|
end
|
|
end
|
|
|
|
-- Zu zeigende Buffs einer Einheit in die Arbeits-Tabelle out schreiben
|
|
-- (wiederverwendet, keine neuen Tabellen je Tick). Liefert die Anzahl.
|
|
-- Reihenfolge: FBPredictWatchBuffOrder (einmal in BuildWatch sortiert).
|
|
function FBHealBox_BuffIconList(unitName, g, out)
|
|
local n = 0;
|
|
if (g) then
|
|
for _, b in ipairs(g.buffs or {}) do
|
|
n = n + 1;
|
|
local e = out[n] or {}; out[n] = e;
|
|
e.tex = b.tex; e.expires = b.left and (GetTime() + b.left); e.duration = b.dur; e.name = "Test";
|
|
end
|
|
return n;
|
|
end
|
|
if (not unitName) then return 0; end
|
|
local present = FBBuffPresent[unitName];
|
|
if (not present) then return 0; end
|
|
local timers = FBBuffTimers[unitName];
|
|
for _, spellName in ipairs(FBPredictWatchBuffOrder) do
|
|
if (present[spellName]) then
|
|
local w = FBPredictWatch[spellName];
|
|
local bt = timers and timers[spellName];
|
|
n = n + 1;
|
|
local e = out[n] or {}; out[n] = e;
|
|
e.tex = w.icon; e.expires = bt and bt.expires; e.duration = w.buffSecs; e.name = spellName;
|
|
end
|
|
end
|
|
return n;
|
|
end
|
|
|
|
-- Icons einer Plakette (oder Raid-Zelle) nachfuehren. Liefert die Anzahl.
|
|
-- size, rows, maxIcons: Icongroesse, Stapelhoehe und Hoechstzahl (Plaketten:
|
|
-- 8 px, 2 hoch, 6; Raid-Zellen: 6 px, 3 hoch, 12).
|
|
function FBHealBox_UpdateBuffIcons(frame, unitName, g, size, rows, maxIcons)
|
|
if (not frame) or (not frame.HPText) then return 0; end
|
|
maxIcons = maxIcons or FBBUFFICON_MAX;
|
|
if (not frame.buffList) then frame.buffList = {}; end
|
|
local list = frame.buffList;
|
|
local count = 0;
|
|
if (HealBox.BuffIcons == 1 and not frame.plateHidden) then
|
|
count = FBHealBox_BuffIconList(unitName, g, list);
|
|
end
|
|
-- nichts zu tun, wenn weder etwas angezeigt wird noch angezeigt war
|
|
if (count == 0 and (frame.buffIconCount or 0) == 0) then return 0; end
|
|
local now = GetTime();
|
|
local n = 0;
|
|
for k = 1, maxIcons do
|
|
local b = nil;
|
|
if (k <= count) then b = list[k]; end
|
|
local ic = (frame.buffIcons and frame.buffIcons[k]) or (b and FBHealBox_GetBuffIcon(frame, k, size, rows));
|
|
if (ic) then
|
|
if (b and b.tex) then
|
|
n = n + 1;
|
|
if (ic.lastTex ~= b.tex) then
|
|
ic.lastTex = b.tex;
|
|
ic.tex:SetTexture(b.tex);
|
|
for i = 1, 4 do
|
|
ic.q[i]:SetTexture(b.tex);
|
|
FBHealBox_GreyTexture(ic.q[i]);
|
|
end
|
|
ic.greyCount = nil;
|
|
end
|
|
-- Uhr: Restanteil bekannt -> Quadranten; unbekannt -> alles farbig
|
|
local remaining = nil;
|
|
ic.buffName = b.name;
|
|
ic.buffLeft = nil;
|
|
if (b.expires and b.duration and b.duration > 0) then
|
|
remaining = (b.expires - now) / b.duration;
|
|
ic.buffLeft = b.expires - now;
|
|
end
|
|
FBHealBox_SetBuffIconProgress(ic, remaining);
|
|
ic:Show();
|
|
else
|
|
ic:Hide();
|
|
ic.lastTex = nil;
|
|
ic.greyCount = nil;
|
|
end
|
|
end
|
|
end
|
|
frame.buffIconCount = n;
|
|
return n;
|
|
end
|
|
|
|
-- Eigene Buffs regelmaessig neu aus der Buff-API lesen: Ein Neucast auf
|
|
-- einen noch laufenden Buff (Refresh) loest im 1.12-Client kein Aura-Event
|
|
-- aus, die Restzeit springt aber trotzdem auf voll.
|
|
FBBuffRefreshAccum = 0;
|
|
function FBPredict_RefreshPlayerBuffs(elapsed)
|
|
FBBuffRefreshAccum = FBBuffRefreshAccum + (elapsed or 0);
|
|
if (FBBuffRefreshAccum < 1.0) then return; end
|
|
FBBuffRefreshAccum = 0;
|
|
local me = UnitName("player");
|
|
if (not me) or (not FBBuffPresent[me]) then return; end
|
|
local timers = FBBuffTimers[me];
|
|
for _, spellName in ipairs(FBPredictWatchBuffOrder) do
|
|
if (FBBuffPresent[me][spellName]) then
|
|
local w = FBPredictWatch[spellName];
|
|
local left = FBPredict_PlayerBuffTimeLeft(w.tex);
|
|
if (left) then
|
|
-- nur uebernehmen, wenn die API mehr als eine Sekunde von der
|
|
-- eigenen Uhr abweicht (Refresh); sonst kein Dirty-Flag
|
|
local t = timers and timers[spellName];
|
|
if (not t) or (math.abs((t.expires - GetTime()) - left) > 1.0) then
|
|
FBPredict_StartBuff(me, spellName, left);
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function FBHealBox_UpdateAllBuffIcons()
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
local unit = FBPartyUnit[p];
|
|
if (f) then
|
|
if (f:IsShown() and FBUnitExists(unit)) then
|
|
FBHealBox_UpdateBuffIcons(f, FBUnitName(unit), FBTest_Ghost(unit), FBBUFFICON_SIZE);
|
|
else
|
|
FBHealBox_UpdateBuffIcons(f, nil, nil, FBBUFFICON_SIZE);
|
|
end
|
|
end
|
|
end
|
|
FBHealBox_RunHook("BuffIcons");
|
|
end
|
|
|
|
-- Manabalken: nur wenn eingeschaltet, die Plakette sichtbar ist und die
|
|
-- Einheit tatsaechlich Mana nutzt. Sonst weg, dann ist der Lebensbalken
|
|
-- wieder auf voller Hoehe zu sehen.
|
|
function FBHealBox_UpdateMana(unit, frame)
|
|
if (not frame.ManaBar) then return; end
|
|
local mp, mpMax, hasMana = 0, 0, false;
|
|
if (HealBox.ManaBar == 1) and (not frame.plateHidden) then
|
|
mp, mpMax, hasMana = FBUnitMana(unit);
|
|
end
|
|
if (not hasMana) then
|
|
if (frame.manaShown ~= false) then frame.manaShown = false; frame.ManaBar:Hide(); end
|
|
return;
|
|
end
|
|
if (frame.lastMpMax ~= mpMax) then
|
|
frame.lastMpMax = mpMax;
|
|
frame.ManaBar:SetMinMaxValues(0, mpMax);
|
|
end
|
|
if (frame.vMp ~= mp) then frame.vMp = mp; frame.ManaBar:SetValue(mp); end
|
|
if (frame.manaShown ~= true) then frame.manaShown = true; frame.ManaBar:Show(); end
|
|
end
|
|
|
|
-- Anzeige-Zwischenspeicher aller Plaketten leeren (nach Optionswechsel)
|
|
function FBHealBox_InvalidateUnitCaches()
|
|
for p = 1, FBSlotCount do
|
|
local f = FBPartyFrame[p];
|
|
if (f) then f.dispelKnown = nil; f.lastText = nil; f.lastMax = nil; f.colorKey = nil; f.manaShown = nil; f.lastMpMax = nil; f.vHp = nil; f.vShield = nil; f.vInc = nil; f.vMp = nil; end
|
|
end
|
|
end
|
|
|
|
-- Balkenfarbe nur setzen, wenn sie sich aendert (Schluessel merken)
|
|
function FBHealBox_SetBarColor(frame, key, r, g, b, a)
|
|
if (frame.colorKey == key) then return; end
|
|
frame.colorKey = key;
|
|
frame.HealthBar:SetStatusBarColor(r, g, b, a);
|
|
end
|
|
|
|
-- Werte der drei Balken nur setzen, wenn sie sich geaendert haben
|
|
function FBHealBox_SetBarValues(frame, hp, shieldTop, incTop)
|
|
if (frame.vHp ~= hp) then frame.vHp = hp; frame.HealthBar:SetValue(hp); end
|
|
if (frame.vShield ~= shieldTop) then frame.vShield = shieldTop; frame.ShieldBar:SetValue(shieldTop); end
|
|
if (frame.vInc ~= incTop) then frame.vInc = incTop; frame.IncHealBar:SetValue(incTop); end
|
|
end
|
|
|
|
-- Maximalwerte der drei Balken nur bei geaendertem hpMax setzen
|
|
function FBHealBox_SetBarMax(frame, hpMax)
|
|
if (frame.lastMax == hpMax) then return; end
|
|
frame.lastMax = hpMax;
|
|
frame.HealthBar:SetMinMaxValues(0, hpMax);
|
|
frame.ShieldBar:SetMinMaxValues(0, hpMax);
|
|
frame.IncHealBar:SetMinMaxValues(0, hpMax);
|
|
end
|
|
|
|
-- auraChanged: true bei UNIT_AURA. Nur dann wird der Debuff neu gesucht
|
|
-- (UnitDebuff-Scan); UNIT_HEALTH und der Vorhersage-Tick nutzen den Cache.
|
|
function FBHealBox_UpdateUnit(unit, frame, auraChanged)
|
|
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
|
|
if (frame.lastText ~= label) then
|
|
frame.lastText = label;
|
|
frame.HPText:SetText(FBT(label));
|
|
end
|
|
FBHealBox_SetBarMax(frame, hpMax);
|
|
FBHealBox_SetBarValues(frame, 0, 0, 0);
|
|
FBHealBox_SetBarColor(frame, "state", 0.5, 0.5, 0.5, 1);
|
|
if (frame.manaShown ~= false) then frame.manaShown = false; frame.ManaBar:Hide(); end
|
|
FBHealBox_UpdateDebuffIcon(frame, nil, nil);
|
|
return;
|
|
end
|
|
|
|
local pct = math.floor(hpPercent * 100);
|
|
if (frame.lastText ~= pct) then
|
|
frame.lastText = pct;
|
|
frame.HPText:SetText(pct.."%");
|
|
end
|
|
FBHealBox_SetBarMax(frame, hpMax);
|
|
|
|
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,
|
|
-- Heilvorhersage dahinter; Werte nur setzen, wenn sie sich aendern
|
|
local shieldTop = hp + shield;
|
|
if (shieldTop > hpMax) then shieldTop = hpMax; end
|
|
local incTop = shieldTop + incHeal;
|
|
if (incTop > hpMax) then incTop = hpMax; end
|
|
FBHealBox_SetBarValues(frame, hp, shieldTop, incTop);
|
|
|
|
-- Manabalken (Balken im Balken)
|
|
FBHealBox_UpdateMana(unit, frame);
|
|
|
|
-- Farbe: entfernbarer Debuff schlaegt den HP-Stand; dazu Icon + Stacks.
|
|
-- Debuffs aendern sich nur mit UNIT_AURA, sonst gilt der letzte Befund.
|
|
if (auraChanged or (not frame.dispelKnown) or g) then
|
|
frame.dispelType, frame.dispelTex, frame.dispelCount = FBHealBox_DispelType(unit);
|
|
frame.dispelKnown = true;
|
|
FBHealBox_UpdateDebuffIcon(frame, frame.dispelTex, frame.dispelCount);
|
|
end
|
|
local dtype = frame.dispelType;
|
|
if (dtype) then
|
|
local c = FBDispelColors[dtype];
|
|
FBHealBox_SetBarColor(frame, dtype, c[1], c[2], c[3], c[4]);
|
|
elseif (hpPercent > LowHP) then
|
|
FBHealBox_SetBarColor(frame, "green", 0, 1, 0, 1);
|
|
elseif (hpPercent > VeryLowHP) then
|
|
FBHealBox_SetBarColor(frame, "yellow", 1, 0.9, 0, 1);
|
|
else
|
|
FBHealBox_SetBarColor(frame, "red", 1, 0, 0, 1);
|
|
end
|
|
end
|
|
|
|
MMButton = CreateMiniMapButton();
|
|
FBHealBoxSetup();
|
|
FBHealBoxCreateAddonOptionFrame(); |