Files
Cursive/ui.lua
T
Wayoff333 073b65fec5 Add files via upload
Added Sacrifice bar
2026-09-04 22:18:49 -04:00

1903 lines
62 KiB
Lua

if not Cursive.nampower then
return
end
local L = AceLibrary("AceLocale-2.2"):new("Cursive")
local utils = Cursive.utils
local filter = Cursive.filter
local ui = CreateFrame("Frame", "CursiveUI", UIParent)
-- Empirically-adjusted duration for the Shadow Vulnerability local
-- countdown timer -- see comment at its usage for why this isn't 12s.
local SHADOW_VULN_DURATION = 9
-- Registry of currently-expiring curse icon frames that should flash.
-- Populated/cleared during row updates, animated by a shared ticker below.
ui.flashingCurseIcons = {}
ui.border = {
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
tile = true, tileSize = 16, edgeSize = 8,
insets = { left = 2, right = 2, top = 2, bottom = 2 }
}
ui.background = {
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
tile = true, tileSize = 16, edgeSize = 8,
insets = { left = 0, right = 0, top = 0, bottom = 0 }
}
ui.rootBarFrame = nil
ui.targetIndicatorSize = 8
ui.padding = 2
ui.row = 1
ui.col = 1
ui.maxBarsDisplayed = false
ui.numDisplayed = 0
local function GetBarFirstSectionWidth()
local config = Cursive.db.profile
local size = 1
if config.showraidicons then
size = size + config.raidiconsize
end
if config.showtargetindicator then
size = size + ui.targetIndicatorSize
end
if size > 0 then
size = size + ui.padding
end
return size
end
local function GetBarSecondSectionWidth()
local config = Cursive.db.profile
if config.showhealthbar == false and config.showunitname == false then
return 1
end
return config.healthwidth + ui.padding
end
local function GetBarThirdSectionWidth()
local config = Cursive.db.profile
return config.maxcurses * (config.curseiconsize + ui.padding)
end
local function GetBarWidth()
return GetBarFirstSectionWidth() +
GetBarSecondSectionWidth() +
GetBarThirdSectionWidth()
end
local function UpdateRootBarFrame()
local config = Cursive.db.profile
if config.showbackdrop then
ui.rootBarFrame:SetBackdrop(ui.background)
else
ui.rootBarFrame:SetBackdrop(nil)
end
ui.rootBarFrame:EnableMouse(not config.clickthrough)
ui.rootBarFrame.pos = config.anchor .. config.x .. config.y .. config.scale
ui.rootBarFrame:ClearAllPoints()
ui.rootBarFrame:SetPoint(config.anchor, config.x, config.y)
ui.rootBarFrame:SetScale(config.scale)
ui.rootBarFrame.caption:SetFont(STANDARD_TEXT_FONT, Cursive.db.profile.textsize, "THINOUTLINE")
ui.rootBarFrame.caption:SetText(Cursive.db.profile.caption)
if Cursive.db.profile.showtitle then
ui.rootBarFrame.caption:Show()
else
ui.rootBarFrame.caption:Hide()
end
ui.rootBarFrame:SetWidth(config.maxcol * GetBarWidth())
-- Calculate height: title area + GCD bar (if shown) + all rows + extra spacing
local title_size = 12 + config.spacing
local gcdbar_size = config.showgcdbar and (config.gcdbarheight + config.spacing) or 0
local total_height = title_size + gcdbar_size + (config.maxrow * (config.height + config.spacing)) + config.spacing
ui.rootBarFrame:SetHeight(total_height)
-- GCD swing-timer bar: thin strip spanning the frame width, sitting
-- just below the title caption and above the first row of bars.
if ui.rootBarFrame.gcdBar then
ui.rootBarFrame.gcdBar:SetHeight(config.gcdbarheight)
ui.rootBarFrame.gcdBar:SetWidth(config.gcdbarwidth)
ui.rootBarFrame.gcdBar:SetStatusBarTexture(config.bartexture)
ui.rootBarFrame.gcdBar:SetStatusBarColor(config.gcdbarcolor.r, config.gcdbarcolor.g, config.gcdbarcolor.b, 0.9)
ui.rootBarFrame.gcdBar.enabled = config.showgcdbar
if not config.showgcdbar then
ui.rootBarFrame.gcdBar:Hide()
end
end
end
local function CreateRoot()
local frame = CreateFrame("Frame", Cursive.db.profile.caption, UIParent)
ui.rootBarFrame = frame
frame.id = Cursive.db.profile.caption
frame:RegisterForDrag("LeftButton")
frame:SetMovable(true)
frame:SetScript("OnDragStart", function()
this.lock = true
this:StartMoving()
end)
frame:SetScript("OnDragStop", function()
-- convert to best anchor depending on position
local new_anchor = utils.GetBestAnchor(this)
local anchor, x, y = utils.ConvertFrameAnchor(this, new_anchor)
this:ClearAllPoints()
this:SetPoint(anchor, UIParent, anchor, x, y)
-- save new position
anchor, _, _, x, y = this:GetPoint()
Cursive.db.profile.anchor, Cursive.db.profile.x, Cursive.db.profile.y = anchor, x, y
-- stop drag
this:StopMovingOrSizing()
this.lock = false
this:ClearAllPoints()
this:SetPoint(anchor, x, y)
end)
-- create title text
frame.caption = frame:CreateFontString(nil, "HIGH", "GameFontWhite")
frame.caption:SetPoint("TOPLEFT", frame, "TOPLEFT", 10, -2)
frame.caption:SetTextColor(1, 1, 1, 1)
-- GCD swing-timer bar
local gcdBar = CreateFrame("StatusBar", "CursiveGcdBar", frame)
gcdBar:SetHeight(Cursive.db.profile.gcdbarheight)
gcdBar:SetWidth(Cursive.db.profile.gcdbarwidth)
gcdBar:SetPoint("TOPLEFT", frame.caption, "BOTTOMLEFT", -8, -2)
gcdBar:SetStatusBarTexture(Cursive.db.profile.bartexture)
gcdBar:SetStatusBarColor(Cursive.db.profile.gcdbarcolor.r, Cursive.db.profile.gcdbarcolor.g, Cursive.db.profile.gcdbarcolor.b, 0.9)
gcdBar:SetMinMaxValues(0, 1)
gcdBar:SetValue(0)
gcdBar.enabled = Cursive.db.profile.showgcdbar
local gcdBarBg = gcdBar:CreateTexture(nil, "BACKGROUND")
gcdBarBg:SetAllPoints(gcdBar)
gcdBarBg:SetTexture(0, 0, 0)
gcdBarBg:SetAlpha(0.4)
gcdBar:Hide()
frame.gcdBar = gcdBar
UpdateRootBarFrame()
frame:Show()
return frame
end
ui.unitFrames = {} -- holds all unitFrames for all columns/rows
Cursive.UpdateFramesFromConfig = function()
for col, rows in pairs(ui.unitFrames) do
for row, unitFrame in pairs(rows) do
if unitFrame and unitFrame:IsShown() then
unitFrame:Hide()
end
end
end
if ui.rootBarFrame then
UpdateRootBarFrame()
end
-- after 3 seconds reset the unit frames so all changes are applied
Cursive:ScheduleEvent("resetUnitFrames", Cursive.ResetUnitFrames, 3)
end
Cursive.ResetUnitFrames = function()
-- hide all existing unit frames
for col, rows in pairs(ui.unitFrames) do
for row, unitFrame in pairs(rows) do
if unitFrame and unitFrame:IsShown() then
unitFrame:Hide()
end
end
end
-- clear cached frames so they are recreated
ui.unitFrames = {}
end
ui.BarEnter = function()
if this.parent.healthBar then
this.parent.healthBar.border:SetBackdropBorderColor(1, 1, 1, 1)
end
this.parent.hover = true
SetMouseoverUnit(this.parent.guid)
GameTooltip_SetDefaultAnchor(GameTooltip, this)
GameTooltip:SetUnit(this.parent.guid)
GameTooltip:Show()
end
ui.BarLeave = function()
this.parent.hover = false
SetMouseoverUnit()
GameTooltip:Hide()
end
ui.BarUpdate = function()
if not this.guid or this.guid == 0 then
this:Hide()
return
end
if (this.tick or 1) > GetTime() then
return
else
this.tick = GetTime() + 0.05
end
-- update statusbar values if it exists
if this.healthBar then
this.healthBar:SetMinMaxValues(0, UnitHealthMax(this.guid))
this.healthBar:SetValue(UnitHealth(this.guid))
-- update health bar color
local hex, r, g, b, a = utils.GetUnitColor(this.guid)
this.healthBar:SetStatusBarColor(r, g, b, a)
-- update health bar border
if this.healthBar.border then
if this.hover then
this.healthBar.border:SetBackdropBorderColor(1, 1, 1, 1)
elseif UnitAffectingCombat(this.guid) then
this.healthBar.border:SetBackdropBorderColor(.8, .2, .2, 1)
else
this.healthBar.border:SetBackdropBorderColor(.2, .2, .2, 1)
end
end
end
-- update caption text
local name = UnitName(this.guid)
if name and this.nameText then
this.nameText:SetText(name)
end
if this.hpText then
local hp = UnitHealth(this.guid)
if GetLocale() == "zhCN" then
if hp then
if hp >= 10000 then
hp = math.floor(hp / 1000) / 10 .. "万"
-- elseif hp >= 1000 then
-- hp = math.floor(hp / 100) / 10 .. "k"
end
end
else
-- convert hp to k if > 1000
if hp then
if hp >= 1000000 then
hp = math.floor(hp / 100000) / 10 .. "m"
elseif hp >= 1000 then
hp = math.floor(hp / 100) / 10 .. "k"
end
end
end
if hp then
this.hpText:SetText(hp)
end
end
-- show raid icon if existing
if this.icon then
if GetRaidTargetIndex(this.guid) and Cursive.filter.alive(this.guid) then
SetRaidTargetIconTexture(this.icon, GetRaidTargetIndex(this.guid))
this.icon:Show()
else
this.icon:Hide()
end
end
-- update target indicator
if this.target_left then
if UnitIsUnit("target", this.guid) then
this.target_left:Show()
else
this.target_left:Hide()
end
end
end
ui.BarClick = function()
if arg1 == "LeftButton" then
TargetUnit(this.parent.guid)
elseif arg1 == "RightButton" then
TargetUnit(this.parent.guid)
if (not PlayerFrame.inCombat) then
AttackTarget()
end
end
end
local function CreateBarFirstSection(unitFrame, guid)
local config = Cursive.db.profile
local firstSection = CreateFrame("Frame", "Cursive1stSection", unitFrame)
if config.invertbars then
-- When inverted, position relative to second section (rightmost)
firstSection:SetPoint("LEFT", unitFrame.secondSection, "RIGHT", 0, 0)
else
-- Normal positioning (leftmost)
firstSection:SetPoint("LEFT", unitFrame, "LEFT", 0, 0)
end
firstSection:SetWidth(GetBarFirstSectionWidth())
firstSection:SetHeight(config.height)
firstSection:EnableMouse(false)
unitFrame.firstSection = firstSection
-- create target indicator
if config.showtargetindicator then
local targetLeft = firstSection:CreateTexture(nil, "OVERLAY")
targetLeft:SetWidth(ui.targetIndicatorSize)
targetLeft:SetHeight(8)
if config.invertbars then
targetLeft:SetPoint("RIGHT", firstSection, "RIGHT", 0, 0)
targetLeft:SetTexture("Interface\\AddOns\\Cursive\\img\\target-right")
else
targetLeft:SetPoint("LEFT", unitFrame, "LEFT", 0, 0)
targetLeft:SetTexture("Interface\\AddOns\\Cursive\\img\\target-left")
end
targetLeft:Hide()
unitFrame.target_left = targetLeft
end
-- create raid icon textures
if config.showraidicons then
local icon = firstSection:CreateTexture(nil, "OVERLAY")
icon:SetWidth(config.raidiconsize)
icon:SetHeight(config.raidiconsize)
if config.invertbars then
icon:SetPoint("LEFT", firstSection, "LEFT", 0, 0)
else
icon:SetPoint("RIGHT", firstSection, "RIGHT", 0, 0)
end
icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
icon:Hide()
unitFrame.icon = icon
end
end
local function CreateBarSecondSection(unitFrame, guid)
local config = Cursive.db.profile
local secondSection = CreateFrame("Button", "Cursive2ndSection", unitFrame)
if config.invertbars then
-- When inverted, position relative to third section (which is created first)
secondSection:SetPoint("LEFT", unitFrame.thirdSection, "RIGHT", 0, 0)
else
-- Normal positioning relative to first section
secondSection:SetPoint("LEFT", unitFrame.firstSection, "RIGHT", 0, 0)
end
secondSection:SetWidth(GetBarSecondSectionWidth())
secondSection:SetHeight(config.height)
unitFrame.secondSection = secondSection
secondSection.parent = unitFrame
secondSection:RegisterForClicks("LeftButtonUp", "RightButtonUp")
secondSection:SetScript("OnClick", ui.BarClick)
secondSection:SetScript("OnEnter", ui.BarEnter)
secondSection:SetScript("OnLeave", ui.BarLeave)
-- create health bar
if config.showhealthbar then
local healthBar = CreateFrame("StatusBar", "CursiveHealthBar", secondSection)
healthBar:SetStatusBarTexture(config.bartexture)
healthBar:SetStatusBarColor(1, .8, .2, 1)
healthBar:SetMinMaxValues(0, 100)
healthBar:SetValue(20)
healthBar:SetPoint("LEFT", secondSection, "LEFT", ui.padding, 0)
healthBar:SetWidth(config.healthwidth)
healthBar:SetHeight(config.height)
unitFrame.healthBar = healthBar
local hp = healthBar:CreateFontString(nil, "HIGH", "GameFontWhite")
hp:SetPoint("TOPRIGHT", healthBar, "TOPRIGHT", -2, -2)
hp:SetWidth(30)
hp:SetHeight(config.height - 4)
hp:SetFont(STANDARD_TEXT_FONT, config.textsize, "THINOUTLINE")
hp:SetJustifyH("RIGHT")
unitFrame.hpText = hp
if config.showunitname then
local name = healthBar:CreateFontString(nil, "HIGH", "GameFontWhite")
name:SetPoint("TOPLEFT", healthBar, "TOPLEFT", 2, -2)
name:SetPoint("BOTTOMRIGHT", hp, "BOTTOMLEFT", 2, 0)
name:SetFont(STANDARD_TEXT_FONT, config.textsize, "THINOUTLINE")
name:SetJustifyH("LEFT")
unitFrame.nameText = name
end
-- create health bar backdrops
if pfUI and pfUI.uf then
pfUI.api.CreateBackdrop(healthBar)
healthBar.border = healthBar.backdrop
else
healthBar:SetBackdrop(ui.background)
healthBar:SetBackdropColor(0, 0, 0, 1)
local border = CreateFrame("Frame", "CursiveBorder", healthBar.bar)
border:SetBackdrop(ui.border)
border:SetBackdropColor(.2, .2, .2, 1)
border:SetPoint("TOPLEFT", healthBar.bar, "TOPLEFT", -2, 2)
border:SetPoint("BOTTOMRIGHT", healthBar.bar, "BOTTOMRIGHT", 2, -2)
healthBar.border = border
end
else
if config.showunitname then
local name = secondSection:CreateFontString(nil, "HIGH", "GameFontWhite")
name:SetPoint("TOPLEFT", secondSection, "TOPLEFT", 2, -2)
name:SetPoint("BOTTOMRIGHT", secondSection, "BOTTOMRIGHT", 2, 0)
name:SetFont(STANDARD_TEXT_FONT, config.textsize, "THINOUTLINE")
name:SetWidth(config.healthwidth)
name:SetHeight(config.height - 4)
name:SetJustifyH("LEFT")
unitFrame.nameText = name
end
end
end
local function CreateBarThirdSection(unitFrame, guid)
local config = Cursive.db.profile
local thirdSection = CreateFrame("Frame", "Cursive3rdSection", unitFrame)
if config.invertbars then
-- When inverted, this is positioned first (leftmost)
thirdSection:SetPoint("LEFT", unitFrame, "LEFT", 0, 0)
else
-- Normal positioning relative to second section
thirdSection:SetPoint("LEFT", unitFrame.secondSection, "RIGHT", 0, 0)
end
thirdSection:SetWidth(GetBarThirdSectionWidth())
thirdSection:SetHeight(config.height)
thirdSection:EnableMouse(false)
unitFrame.thirdSection = thirdSection
-- display up to maxcurses curses
for i = 1, config.maxcurses do
local curse = thirdSection:CreateTexture(nil, "OVERLAY")
curse:SetWidth(config.curseiconsize)
curse:SetHeight(config.curseiconsize)
if config.invertbars then
-- When inverted, position from right to left
local rightOffset = i * ui.padding + ((i - 1) * config.curseiconsize)
curse:SetPoint("RIGHT", thirdSection, "RIGHT", -rightOffset, 0)
else
-- Normal positioning from left to right
curse:SetPoint("LEFT", thirdSection, "LEFT", i * ui.padding + ((i - 1) * config.curseiconsize), 0)
end
curse.timer = thirdSection:CreateFontString(nil, "OVERLAY", "GameFontNormal")
curse.timer:SetFontObject(GameFontHighlight)
curse.timer:SetFont(STANDARD_TEXT_FONT, config.cursetimersize, "OUTLINE")
curse.timer:SetTextColor(1, 1, 1)
curse.timer:SetAllPoints(curse)
curse.timer:Hide()
curse:Hide()
unitFrame["curse" .. i] = curse
end
-- Ghost icons: faded icons showing missing curse/DoT(s) to cast on
-- this target. One frame per possible slot (same count as real curse
-- icons), so "show all missing" mode can display several at once.
-- Repositioned dynamically on each refresh to slot into wherever the
-- next real curse icon would actually go.
unitFrame.ghostIcons = {}
for i = 1, config.maxcurses do
local ghost = thirdSection:CreateTexture(nil, "OVERLAY")
ghost:SetWidth(config.curseiconsize)
ghost:SetHeight(config.curseiconsize)
ghost:SetAlpha(config.ghosticonalpha)
ghost:Hide()
unitFrame.ghostIcons[i] = ghost
end
-- Shadow Vulnerability indicator: always claims slot 1 when enabled.
-- Dim (ghost-like) when inactive, brightens and flashes when actually
-- active -- position gets set dynamically on each refresh.
local shadowVulnIcon = thirdSection:CreateTexture(nil, "OVERLAY")
shadowVulnIcon:SetWidth(config.curseiconsize)
shadowVulnIcon:SetHeight(config.curseiconsize)
shadowVulnIcon:SetTexture("Interface\\Icons\\Spell_Shadow_ShadowBolt")
shadowVulnIcon:SetAlpha(0.3)
shadowVulnIcon.timer = thirdSection:CreateFontString(nil, "OVERLAY", "GameFontNormal")
shadowVulnIcon.timer:SetFontObject(GameFontHighlight)
shadowVulnIcon.timer:SetFont(STANDARD_TEXT_FONT, config.cursetimersize, "OUTLINE")
shadowVulnIcon.timer:SetTextColor(1, 1, 1)
shadowVulnIcon.timer:SetAllPoints(shadowVulnIcon)
shadowVulnIcon.timer:Hide()
shadowVulnIcon:Hide()
unitFrame.shadowVulnIcon = shadowVulnIcon
end
local function CreateBar(row, col, guid)
local unitFrame = CreateFrame("Frame", "CursiveUnitFrame", ui.rootBarFrame)
unitFrame.guid = guid
unitFrame:SetScript("OnUpdate", ui.BarUpdate)
local config = Cursive.db.profile
local width = GetBarWidth()
unitFrame:SetWidth(width)
unitFrame:SetHeight(config.height)
local config = Cursive.db.profile
if config.invertbars then
-- Create sections in reverse order: 3 -> 2 -> 1
CreateBarThirdSection(unitFrame, guid)
CreateBarSecondSection(unitFrame, guid)
CreateBarFirstSection(unitFrame, guid)
else
-- Normal order: 1 -> 2 -> 3
CreateBarFirstSection(unitFrame, guid)
CreateBarSecondSection(unitFrame, guid)
CreateBarThirdSection(unitFrame, guid)
end
ui.unitFrames[col][row] = unitFrame
return unitFrame
end
local function GetBarCords(row, col)
local config = Cursive.db.profile
local x = (col - 1) * GetBarWidth()
local y
if config.expandupwards then
-- For upward expansion: start from bottom with spacing, then go up
y = config.spacing + ((row - 1) * (config.height + config.spacing))
else
-- For downward expansion: use original logic (don't subtract 1 to account for header)
local gcdOffset = config.showgcdbar and (config.gcdbarheight + config.spacing) or 0
y = -(row * (config.height + config.spacing)) - gcdOffset
end
return x, y
end
local function hasAnySpellId(guid, spellIds)
local auras = GetUnitField(guid, "aura")
for i, spellId in pairs(auras) do
if spellIds[spellId] then
return spellId
end
end
return nil
end
-- Priority list for the ghost icon: checks curse presence first (via
-- Cursive's own tracked curse data), then DoTs in order, returning the
-- icon path for whichever is missing first. Curse icon textures (CoE/CoS/
-- CoR/CoW) are confirmed-correct from prior testing; the DoT textures and
-- the Curse of Agony fallback below are reasonable but UNVERIFIED guesses
-- -- worth checking in-game and reporting back if any look wrong.
local GHOST_DOT_ICONS = {
{ name = "Corruption", texture = "Spell_Shadow_AbominationExplosion", settingKey = "showghostcorruption" },
{ name = "Immolate", texture = "Spell_Fire_Immolation", settingKey = "showghostimmolate" },
{ name = "Siphon Life", texture = "Spell_Shadow_Requiem", settingKey = "showghostsiphonlife" },
}
local GHOST_CURSE_FALLBACK_ICON = "Interface\\Icons\\Spell_Shadow_CurseOfSargeras" -- Curse of Agony
-- UnitDebuff(guid, i) via the GUID extension has been confirmed (via live
-- /cgd diagnostic) to sometimes return nothing at all for a guid, even
-- when that guid IS the player's own current target. Unit tokens are
-- always reliable, so substitute one whenever the guid matches something
-- checkable -- covers being directly targeted, or being your target's
-- target (common on bosses when tanking/watching a tank). Other tracked
-- guids (raid members' own targets etc) still have no equivalent safe
-- substitute without a broader token scan. Note: "focus" was tried here
-- too but removed -- confirmed via live error that vanilla 1.12 has no
-- focus frame support at all (that's a later-expansion addition), and
-- UnitExists("focus") hard-errors here rather than just returning nil.
local function SafeUnitDebuff(guid, i)
local _, targetGuid = UnitExists("target")
if targetGuid and guid == targetGuid then
return UnitDebuff("target", i)
end
local _, totGuid = UnitExists("targettarget")
if totGuid and guid == totGuid then
return UnitDebuff("targettarget", i)
end
return UnitDebuff(guid, i)
end
local function GetGhostTextures(guid)
local config = Cursive.db.profile
local textures = {}
-- Curse check: specifically checks Curse of Agony via Cursive's own
-- tested HasCurse API, rather than a custom table check. This matters
-- for Malediction warlocks -- casting Elements/Shadow/Recklessness also
-- applies Agony, so "is any curse present" isn't the right question;
-- what matters is whether Agony itself has fallen off and needs
-- refreshing, even if another curse is technically still ticking.
-- malediction=0 here since we're already asking about Agony directly,
-- not one of the curses that would normally redirect to it.
if config.showghostcurse then
local hasCurse = Cursive.curses:HasCurse(L["curse of agony"], guid, 0, 0)
if not hasCurse then
table.insert(textures, GHOST_CURSE_FALLBACK_ICON)
if not config.showallmissingghosts then
return textures
end
end
end
-- DoT check: direct debuff scan via SuperWoW's GUID-based UnitDebuff,
-- since these aren't part of Cursive's own curse tracking. Each DoT
-- checked individually against its own toggle, since not everyone
-- runs all three (e.g. pure Affliction warlocks often skip Immolate).
for _, dot in ipairs(GHOST_DOT_ICONS) do
if config[dot.settingKey] then
local found = false
local i = 1
while true do
local tex = SafeUnitDebuff(guid, i)
if not tex then break end
if string.find(tex, dot.texture, 1, true) then
found = true
break
end
i = i + 1
end
if not found then
table.insert(textures, "Interface\\Icons\\" .. dot.texture)
if not config.showallmissingghosts then
return textures
end
end
end
end
return textures -- empty if everything's up (or all checks disabled)
end
local function GetSortedCurses(guidCurses)
-- Collect keys
local curseNames = {}
for key in pairs(guidCurses) do
table.insert(curseNames, key)
end
if Cursive.db.profile.curseordering == L["Order applied"] then
table.sort(curseNames, function(a, b)
return guidCurses[a].start < guidCurses[b].start
end)
elseif Cursive.db.profile.curseordering == L["Expiring soonest -> latest"] then
table.sort(curseNames, function(a, b)
return Cursive.curses:TimeRemaining(guidCurses[a]) < Cursive.curses:TimeRemaining(guidCurses[b])
end)
elseif Cursive.db.profile.curseordering == L["Expiring latest -> soonest"] then
table.sort(curseNames, function(a, b)
return Cursive.curses:TimeRemaining(guidCurses[a]) > Cursive.curses:TimeRemaining(guidCurses[b])
end)
end
local i = 0
return function()
i = i + 1
local key = curseNames[i]
if key then
return key, guidCurses[key]
end
end
end
local function DisplayGuid(guid)
if not ui.unitFrames[ui.col] then
ui.unitFrames[ui.col] = {}
end
local unitFrame
if ui.unitFrames[ui.col][ui.row] then
unitFrame = ui.unitFrames[ui.col][ui.row]
unitFrame.guid = guid
else
unitFrame = CreateBar(ui.row, ui.col, guid)
ui.unitFrames[ui.col][ui.row] = unitFrame
end
local x, y = GetBarCords(ui.row, ui.col)
-- update position if required
local config = Cursive.db.profile
if not unitFrame.pos or unitFrame.pos ~= x .. y then
unitFrame:ClearAllPoints()
if config.expandupwards then
unitFrame:SetPoint("BOTTOMLEFT", ui.rootBarFrame, "BOTTOMLEFT", x, y)
else
unitFrame:SetPoint("TOPLEFT", ui.rootBarFrame, "TOPLEFT", x, y)
end
unitFrame.pos = x .. y
end
-- check for shared debuffs
for sharedDebuffKey, guids in pairs(Cursive.curses.sharedDebuffGuids) do
if guids[guid] then
local sharedDebuffSpellIds = Cursive.curses.sharedDebuffs[sharedDebuffKey]
local spellId = hasAnySpellId(guid, sharedDebuffSpellIds)
if spellId ~= nil then
-- add curse to curses
Cursive.curses:ApplySharedCurse(sharedDebuffKey, spellId, guid, GetTime())
-- remove guid
Cursive.curses.sharedDebuffGuids[sharedDebuffKey][guid] = nil
end
end
end
-- update curses
local cfg = Cursive.db.profile
-- Shadow Vulnerability always claims slot 1 when enabled, so real
-- curses/ghosts start filling from slot 2 instead.
local curseNumber = cfg.notifyshadowvuln and 2 or 1
-- Shadow Vulnerability indicator: always visible (dim) once enabled,
-- brightens and flashes when actually active, rather than showing/
-- hiding entirely -- reuses the same flash-ticker infrastructure as
-- the (currently unused) curse-expiring flash.
if cfg.notifyshadowvuln then
local hasShadowVuln = false
local i = 1
while true do
local tex = SafeUnitDebuff(guid, i)
if not tex then break end
if string.find(tex, "Spell_Shadow_ShadowBolt", 1, true) then
hasShadowVuln = true
break
end
i = i + 1
end
-- Preview mode: force the flashing state regardless of real debuff
-- presence while previewing a flash-speed change in settings.
if ui.shadowVulnPreviewUntil and GetTime() < ui.shadowVulnPreviewUntil then
hasShadowVuln = true
end
unitFrame.shadowVulnIcon:ClearAllPoints()
if cfg.invertbars then
unitFrame.shadowVulnIcon:SetPoint("RIGHT", unitFrame.thirdSection, "RIGHT", -(1 * ui.padding), 0)
else
unitFrame.shadowVulnIcon:SetPoint("LEFT", unitFrame.thirdSection, "LEFT", 1 * ui.padding, 0)
end
unitFrame.shadowVulnIcon:Show()
if hasShadowVuln then
if not unitFrame.shadowVulnActive then
-- Newly appeared -- start our own countdown, since this
-- client has no API for a third party's remaining aura
-- duration. Wowhead's classic spell page listed 12 seconds,
-- but real observed behavior showed the icon disappearing
-- ~3s before that countdown hit zero -- adjusted to 9s to
-- match what's actually been seen in practice (Wowhead's
-- value may reflect a different talent rank, or this
-- server's own tuning differs from stock classic data).
unitFrame.shadowVulnAppliedAt = GetTime()
end
unitFrame.shadowVulnActive = true
local remaining = SHADOW_VULN_DURATION - (GetTime() - unitFrame.shadowVulnAppliedAt)
if remaining > 0 then
unitFrame.shadowVulnIcon.timer:SetText(math.ceil(remaining))
unitFrame.shadowVulnIcon.timer:Show()
else
unitFrame.shadowVulnIcon.timer:Hide()
end
ui.flashingCurseIcons[unitFrame.shadowVulnIcon] = cfg.shadowvulnflashspeed
else
unitFrame.shadowVulnActive = false
ui.flashingCurseIcons[unitFrame.shadowVulnIcon] = nil
unitFrame.shadowVulnIcon:SetAlpha(0.3)
unitFrame.shadowVulnIcon.timer:Hide()
end
else
unitFrame.shadowVulnIcon:Hide()
unitFrame.shadowVulnIcon.timer:Hide()
unitFrame.shadowVulnActive = false
ui.flashingCurseIcons[unitFrame.shadowVulnIcon] = nil
end
-- make sure old curses are hidden
for i = 1, Cursive.db.profile.maxcurses do
local curse = unitFrame["curse" .. i]
curse:Hide()
curse.timer:Hide()
ui.flashingCurseIcons[curse] = nil
curse:SetAlpha(1)
end
local guidCurses = Cursive.curses.guids[guid]
if guidCurses then
for curseName, curseData in GetSortedCurses(guidCurses) do
if curseNumber > Cursive.db.profile.maxcurses then
break
end
local remaining = Cursive.curses:TimeRemaining(curseData)
local curse = unitFrame["curse" .. curseNumber]
if remaining >= 0 then
curse:SetTexture(Cursive.curses.trackedCurseIds[curseData.spellID].texture)
if curseData["currentPlayer"] == false then
curse:SetDesaturated(true); -- desaturate if not applied by current player
curse:SetAlpha(Cursive.db.profile.othercursealpha or 1)
else
curse:SetDesaturated(false); -- saturate if applied by current player
curse:SetAlpha(1)
end
-- curse:SetTexCoord(.078, .92, .079, .937) rounded icons
curse.timer:SetText(remaining)
curse.timer:Show()
curse:Show()
if remaining < 1 then
if Cursive.curses:ShouldPlayExpiringSound(curseName, guid) then
PlaySoundFile("Interface\\AddOns\\Cursive\\sounds\\expiring.mp3")
end
else
if Cursive.curses:HasRequestedExpiringSound(curseName, guid) then
Cursive.curses:EnableExpiringSound(curseName, guid)
end
end
-- Flash check: independent, wider threshold than the sound's <1.
-- Confirmed via live diagnostic earlier that "remaining" is
-- integer-quantized and stays at 2 for nearly a full second --
-- using <=2 catches that reliably-observed value directly, rather
-- than gambling on 1/0 ever actually appearing before the curse
-- disappears from the list entirely.
if Cursive.db.profile.flashonexpiring and remaining <= 2 then
ui.flashingCurseIcons[curse] = 3
else
ui.flashingCurseIcons[curse] = nil
curse:SetAlpha(1)
end
curseNumber = curseNumber + 1
end
end
end
-- Hide all ghost slots first, matching the same pattern used for real
-- curse icons above.
for i = 1, cfg.maxcurses do
if unitFrame.ghostIcons[i] then
unitFrame.ghostIcons[i]:Hide()
end
end
if cfg.showghostcurse or cfg.showghostcorruption or cfg.showghostimmolate or cfg.showghostsiphonlife then
local ghostTextures = GetGhostTextures(guid)
local slot = curseNumber
for _, tex in ipairs(ghostTextures) do
if slot > cfg.maxcurses then
break
end
local ghostIcon = unitFrame.ghostIcons[slot]
ghostIcon:ClearAllPoints()
if cfg.invertbars then
local rightOffset = slot * ui.padding + ((slot - 1) * cfg.curseiconsize)
ghostIcon:SetPoint("RIGHT", unitFrame.thirdSection, "RIGHT", -rightOffset, 0)
else
ghostIcon:SetPoint("LEFT", unitFrame.thirdSection, "LEFT", slot * ui.padding + ((slot - 1) * cfg.curseiconsize), 0)
end
ghostIcon:SetTexture(tex)
ghostIcon:SetDesaturated(cfg.ghosticongreyscale and true or false)
ghostIcon:Show()
slot = slot + 1
end
end
unitFrame:Show()
ui.numDisplayed = ui.numDisplayed + 1
local config = Cursive.db.profile
-- update row/col
ui.row = ui.row + 1
if ui.row > config.maxrow then
ui.row = 1
ui.col = ui.col + 1
if ui.col > config.maxcol then
ui.maxBarsDisplayed = true
end
end
end
local function CheckForCleanup(guid, time)
local active = UnitExists(guid) and Cursive.filter.alive(guid)
if active then
local old = GetTime() - time >= 900 -- >= 15 minutes old
if old and not UnitIsVisible(guid) then
active = false
end
end
if not active then
-- remove from core
Cursive.core.remove(guid)
-- remove from curses
Cursive.curses:RemoveGuid(guid)
-- remove from sharedDebuffGuids
for sharedDebuffKey, guids in pairs(Cursive.curses.sharedDebuffGuids) do
if guids[guid] then
Cursive.curses.sharedDebuffGuids[sharedDebuffKey][guid] = nil
end
end
end
end
local shouldDisplayGuids = {};
local displayedGuids = {};
ui:SetAllPoints()
ui:SetScript("OnUpdate", function()
local config = Cursive.db.profile
if not config.enabled then
return
end
if (this.tick or 1) > GetTime() then
return
else
this.tick = GetTime() + 0.1
end
if not ui.rootBarFrame then
ui.rootBarFrame = CreateRoot()
end
-- skip if locked (due to moving)
if ui.rootBarFrame.lock then
return
end
-- reset display data
ui.row = 1
ui.col = 1
ui.maxBarsDisplayed = false
ui.numDisplayed = 0
-- clear shouldDisplayGuids
for guid, _ in pairs(shouldDisplayGuids) do
shouldDisplayGuids[guid] = nil
end
-- clear displayedGuids
for guid, _ in pairs(displayedGuids) do
displayedGuids[guid] = nil
end
-- run through all guids and fill with bars
local title_size = 12 + config.spacing
local topMaxHp = 0
local secondMaxHp = 0
local thirdMaxHp = 0
local topMaxGuid = 0
local secondMaxGuid = 0
local thirdMaxGuid = 0
local numDisplayable = 0
local averageMaxHp = 0
local _, currentTargetGuid = UnitExists("target")
-- first consider raid marks
for i = 8, 1, -1 do
local _, guid = UnitExists("mark" .. i)
if guid then
if Cursive:ShouldDisplayGuid(guid) then
numDisplayable = numDisplayable + 1
-- display guid
displayedGuids[guid] = true
DisplayGuid(guid)
if ui.maxBarsDisplayed then
break
end
end
-- don't try to display this guid again
shouldDisplayGuids[guid] = false
end
end
for guid, time in pairs(Cursive.core.guids) do
-- calculate shouldDisplay
local shouldDisplay = false
if shouldDisplayGuids[guid] == nil then
shouldDisplay = Cursive:ShouldDisplayGuid(guid)
shouldDisplayGuids[guid] = shouldDisplay
if shouldDisplay then
numDisplayable = numDisplayable + 1
end
else
shouldDisplay = shouldDisplayGuids[guid]
end
-- calculate top 3 max hps
if shouldDisplay then
local maxHp = UnitHealthMax(guid)
if maxHp > topMaxHp then
thirdMaxHp = secondMaxHp
thirdMaxGuid = secondMaxGuid
secondMaxHp = topMaxHp
secondMaxGuid = topMaxGuid
topMaxHp = maxHp
topMaxGuid = guid
elseif maxHp > secondMaxHp then
thirdMaxHp = secondMaxHp
thirdMaxGuid = secondMaxGuid
secondMaxHp = maxHp
secondMaxGuid = guid
elseif maxHp > thirdMaxHp then
thirdMaxHp = maxHp
thirdMaxGuid = guid
end
else
CheckForCleanup(guid, time)
end
end
-- top max hp
if not ui.maxBarsDisplayed and numDisplayable > ui.numDisplayed and not displayedGuids[topMaxGuid] then
displayedGuids[topMaxGuid] = true
DisplayGuid(topMaxGuid)
end
-- second max hp
if not ui.maxBarsDisplayed and numDisplayable > ui.numDisplayed and not displayedGuids[secondMaxGuid] then
displayedGuids[secondMaxGuid] = true
DisplayGuid(secondMaxGuid)
end
-- third max hp
if not ui.maxBarsDisplayed and numDisplayable > ui.numDisplayed and not displayedGuids[thirdMaxGuid] then
displayedGuids[thirdMaxGuid] = true
DisplayGuid(thirdMaxGuid)
end
-- fill in remaining slots
for guid, time in pairs(Cursive.core.guids) do
if ui.maxBarsDisplayed or numDisplayable <= ui.numDisplayed then
break
end
if not displayedGuids[guid] and shouldDisplayGuids[guid] == true then
displayedGuids[guid] = true
DisplayGuid(guid)
end
end
-- if current target not yet displayed, show it at maxrow/maxcol
if currentTargetGuid and
shouldDisplayGuids[currentTargetGuid] and
not displayedGuids[currentTargetGuid] and
Cursive.db.profile.alwaysshowcurrenttarget then
-- replace the last displayed guid with the current target
displayedGuids[currentTargetGuid] = true
ui.col = config.maxcol
ui.row = config.maxrow
DisplayGuid(currentTargetGuid)
end
-- hide any remaining unit frames
for col, rows in pairs(ui.unitFrames) do
for row, unitFrame in pairs(rows) do
if unitFrame:IsShown() then
if not displayedGuids[unitFrame.guid] then
unitFrame:Hide()
else
displayedGuids[unitFrame.guid] = nil -- avoid displaying duplicate rows
end
end
end
end
end)
-- GCD swing-timer bar. Cursive.ui.StartGcdBar(duration) is called from
-- curses.lua's SPELL_GO_SELF handler, using nampower's precise
-- GetSpellIdCooldown() data at the moment a curse actually goes off.
-- This ticker just smoothly drains the bar from that snapshot every
-- frame (unlike the throttled 0.1s main UI loop above).
ui.gcdBarStart = nil
ui.gcdBarDuration = nil
ui.StartGcdBar = function(duration)
if not ui.rootBarFrame or not ui.rootBarFrame.gcdBar then
return
end
if not ui.rootBarFrame.gcdBar.enabled then
return
end
ui.gcdBarStart = GetTime()
ui.gcdBarDuration = duration
end
local gcdTicker = CreateFrame("Frame", "CursiveGcdTicker", UIParent)
ui.gcdPreviewUntil = nil
-- Call this from any GCD bar setting's set() callback to show a temporary
-- static preview fill, since the real bar normally only appears during an
-- actual GCD -- this lets color/size changes be seen immediately.
function ui.PreviewGcdBar()
ui.gcdPreviewUntil = GetTime() + 4
end
ui.shadowVulnPreviewUntil = nil
-- Call this from the flash-speed setting's set() callback to force any
-- currently-displayed Shadow Vulnerability icon into its flashing state
-- temporarily, regardless of real debuff presence -- only affects rows
-- that are actually displayed right now (requires a target/row visible).
function ui.PreviewShadowVulnFlash()
ui.shadowVulnPreviewUntil = GetTime() + 4
end
gcdTicker:SetScript("OnUpdate", function()
if not ui.rootBarFrame or not ui.rootBarFrame.gcdBar then
return
end
local bar = ui.rootBarFrame.gcdBar
-- Preview mode: triggered directly by changing a GCD bar setting,
-- rather than trying to detect whether the options menu is open.
if ui.gcdPreviewUntil and GetTime() < ui.gcdPreviewUntil then
bar:SetMinMaxValues(0, 1)
bar:SetValue(0.6)
if not bar:IsShown() then
bar:Show()
end
return
end
if not bar.enabled or not ui.gcdBarStart then
if bar:IsShown() then
bar:Hide()
end
return
end
local remaining = (ui.gcdBarStart + ui.gcdBarDuration) - GetTime()
if remaining > 0 then
bar:SetMinMaxValues(0, ui.gcdBarDuration)
bar:SetValue(remaining)
if not bar:IsShown() then
bar:Show()
end
else
ui.gcdBarStart = nil
if bar:IsShown() then
bar:Hide()
end
end
end)
-------------------------------------------------------------------------------
-- Sacrifice shield tracking (Voidwalker's damage-absorb shield on the
-- warlock). Detection and initial-absorb-value reading use a tooltip scan
-- of the player's own buff (robust across all ranks, since it reads the
-- actual computed value including any Demonic Brutality talent bonus,
-- rather than guessing based on rank). Duration is a fixed 30s regardless
-- of rank (confirmed).
--
-- IMPORTANT CAVEAT: remaining-absorb tracking (damage taken while the
-- shield is up) is UNVERIFIED. Vanilla's combat log is chat-message-based
-- and its exact wording for absorbed hits hasn't been confirmed on this
-- server. Diagnostic mode (/cursivesacdebug) prints every combat message
-- received while the shield is active, so the real format can be seen and
-- the parsing refined -- until then, the absorb estimate may be inaccurate
-- or simply not update at all if the message format doesn't match what's
-- guessed below.
-------------------------------------------------------------------------------
local SACRIFICE_DURATION = 30
ui.sacrificeDebugMode = false
ui.cachedSacrificeAbsorb = nil
local sacrificeState = {
active = false,
initialAbsorb = 0,
appliedAt = 0,
damageTaken = 0,
}
-- The APPLIED buff's own tooltip is confirmed abbreviated ("Absorbs all
-- damage", no number) -- the real absorb value only appears in the full
-- spell description, shown on the Voidwalker's pet action bar. Since the
-- Voidwalker is consumed by the cast, this has to be scanned proactively
-- while it's still alive and cached, rather than read after the fact.
local function ScanPetBarForSacrifice()
local slot = 1
while slot <= 10 do
local button = getglobal("pfActionBarPetButton"..slot) or getglobal("PetActionButton"..slot)
if button and button:IsVisible() then
Cursive.core.tooltipScan:SetOwner(UIParent, "ANCHOR_NONE")
Cursive.core.tooltipScan:SetPetAction(slot)
local nameLine = getglobal("CursiveTooltipScanTextLeft1")
local nameText = nameLine and nameLine:GetText()
if nameText and string.find(nameText, "Sacrifice", 1, true) then
local lineNum = 2
while lineNum <= 6 do
local descLine = getglobal("CursiveTooltipScanTextLeft"..lineNum)
local desc = descLine and descLine:GetText()
if desc then
local _, _, num = string.find(desc, "absorb (%d+)")
if num then
if ui.sacrificeDebugMode and ui.cachedSacrificeAbsorb ~= tonumber(num) then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Cached Sacrifice absorb value from pet bar: "..num)
end
ui.cachedSacrificeAbsorb = tonumber(num)
Cursive.core.tooltipScan:Hide()
return
end
end
lineNum = lineNum + 1
end
end
Cursive.core.tooltipScan:Hide()
end
slot = slot + 1
end
end
-- One-shot diagnostic: dumps the full state of PetActionButton1-10 --
-- whether each exists, is visible, and what its tooltip shows (regardless
-- of whether it matches "Sacrifice"). Run this with your Voidwalker
-- summoned if the pet-bar scan above isn't finding anything -- likely
-- explanation is a UI replacement addon (e.g. pfUI) using different pet
-- bar frame names than the vanilla default.
-- Guessing frame naming conventions has failed twice -- this reports
-- exactly which frame is under the mouse cursor, no guessing involved.
-- Run the command, THEN hover over the Sacrifice icon on the pet bar
-- within 3 seconds (gives time to move the mouse after typing/hitting
-- enter, since GetMouseFocus needs the cursor there at the exact moment
-- it's checked).
local whatFrameChecker = CreateFrame("Frame")
SLASH_CURSIVEWHATFRAME1 = "/cursivewhatframe"
SlashCmdList["CURSIVEWHATFRAME"] = function()
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive:|r hover over the Sacrifice pet icon now -- checking in 3 seconds...")
local elapsed = 0
whatFrameChecker:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed < 3 then return end
whatFrameChecker:SetScript("OnUpdate", nil)
local frame = GetMouseFocus()
if not frame then
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive:|r no frame under mouse")
return
end
local name = frame.GetName and frame:GetName()
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive:|r frame under mouse: "..tostring(name))
local parent = frame.GetParent and frame:GetParent()
if parent then
local parentName = parent.GetName and parent:GetName()
DEFAULT_CHAT_FRAME:AddMessage(" parent: "..tostring(parentName))
end
end)
end
SLASH_CURSIVEPETDEBUG1 = "/cursivepetdebug"
SlashCmdList["CURSIVEPETDEBUG"] = function()
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive pet bar debug|r")
local prefixes = { "pfActionBarPetButton", "PetActionButton", "ActionBarPetButton", "ActionBarPet" }
local anyFound = false
local pIdx = 1
while pIdx <= 4 do
local prefix = prefixes[pIdx]
local slot = 1
while slot <= 10 do
local buttonName = prefix..slot
local button = getglobal(buttonName)
if button then
anyFound = true
local visible = button:IsVisible()
DEFAULT_CHAT_FRAME:AddMessage(" "..buttonName..": exists, visible="..tostring(visible))
if visible then
-- Try SetPetAction directly on this slot number (works
-- regardless of the button's frame naming convention,
-- since SetPetAction addresses pet action slots by
-- index, not frame name).
Cursive.core.tooltipScan:SetOwner(UIParent, "ANCHOR_NONE")
local ok = pcall(function() Cursive.core.tooltipScan:SetPetAction(slot) end)
local nameLine = getglobal("CursiveTooltipScanTextLeft1")
local nameText = nameLine and nameLine:GetText()
DEFAULT_CHAT_FRAME:AddMessage(" SetPetAction("..slot..") tooltip name: "..tostring(nameText).." (call ok: "..tostring(ok)..")")
Cursive.core.tooltipScan:Hide()
end
end
slot = slot + 1
end
pIdx = pIdx + 1
end
if not anyFound then
DEFAULT_CHAT_FRAME:AddMessage(" None of PetActionButton/ActionBarPetButton/ActionBarPet 1-10 exist -- naming convention is something else entirely.")
end
end
local function ScanForSacrificeBuff()
local found = false
local i = 1
while true do
local tex = UnitBuff("player", i)
if not tex then break end
Cursive.core.tooltipScan:SetOwner(UIParent, "ANCHOR_NONE")
Cursive.core.tooltipScan:SetUnitBuff("player", i)
local nameLine = getglobal("CursiveTooltipScanTextLeft1")
local name = nameLine and nameLine:GetText()
if name and string.find(name, "Sacrifice", 1, true) then
found = true
if not sacrificeState.active then
sacrificeState.active = true
sacrificeState.appliedAt = GetTime()
sacrificeState.damageTaken = 0
sacrificeState.initialAbsorb = ui.cachedSacrificeAbsorb or 0
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Shield applied, using cached absorb value: "..tostring(ui.cachedSacrificeAbsorb))
end
end
break
end
i = i + 1
end
Cursive.core.tooltipScan:Hide()
if not found and sacrificeState.active then
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Shield no longer detected (expired or broken)")
end
sacrificeState.active = false
end
return found
end
-- Diagnostic: logs every combat message received while the shield is
-- active, to determine the real absorb-message wording on this server.
-- Also attempts a best-effort parse (any number immediately preceding or
-- following "absorb") to estimate damage taken, but this is unverified.
local sacDebugFrame = CreateFrame("Frame")
-- Confirmed (via community-documented vanilla 1.12.1 event listings) as
-- the correct events for damage TAKEN by the player -- the original guess
-- above was wrong: CHAT_MSG_SPELL_SELF_DAMAGE and CHAT_MSG_COMBAT_SELF_HITS
-- report damage the player DEALS to others, not damage taken, which is why
-- zero debug messages ever fired despite the player clearly taking damage.
sacDebugFrame:RegisterEvent("CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS") -- melee from a creature to the player
sacDebugFrame:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE") -- spell from a creature to the player
sacDebugFrame:RegisterEvent("CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS") -- melee from a hostile player (PvP)
sacDebugFrame:RegisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE") -- spell from a hostile player (PvP)
sacDebugFrame:SetScript("OnEvent", function()
if not sacrificeState.active then return end
local msg = arg1
if not msg then return end
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r ["..event.."] "..msg)
end
if string.find(string.lower(msg), "absorb", 1, true) then
local _, _, num = string.find(msg, "%((%d+) absorbed%)")
if num then
sacrificeState.damageTaken = sacrificeState.damageTaken + tonumber(num)
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Parsed absorbed amount: "..num..", running total: "..sacrificeState.damageTaken)
end
end
end
end)
SLASH_CURSIVESACDEBUG1 = "/cursivesacdebug"
SlashCmdList["CURSIVESACDEBUG"] = function()
ui.sacrificeDebugMode = not ui.sacrificeDebugMode
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive|r sacrifice debug mode: "..(ui.sacrificeDebugMode and "|cff00ff00ON|r" or "|cffff6060OFF|r"))
end
-- Standalone, draggable Sacrifice shield bar. Depletes visually with time
-- remaining (same mechanic as the GCD bar); the damage-remaining estimate
-- is shown as text overlaid on the bar rather than driving the bar's fill,
-- since only the time value is fully reliable.
-- Repositions the label/absorb text based on orientation. Horizontal keeps
-- them side-by-side inside the bar; vertical stacks them below the bar
-- instead, since a narrow vertical bar can't fit readable text inside it.
local function UpdateSacrificeBarTextLayout(bar, isVertical)
bar.label:ClearAllPoints()
bar.absorbText:ClearAllPoints()
if isVertical then
bar.label:SetPoint("Top", bar, "Bottom", 0, -4)
bar.label:SetJustifyH("Center")
bar.absorbText:SetPoint("Top", bar.label, "Bottom", 0, -2)
bar.absorbText:SetJustifyH("Center")
else
bar.label:SetPoint("Left", bar, "Left", 4, 0)
bar.label:SetJustifyH("Left")
bar.absorbText:SetPoint("Right", bar, "Right", -4, 0)
bar.absorbText:SetJustifyH("Right")
end
end
local function CreateSacrificeBar()
local p = Cursive.db.profile
local bar = CreateFrame("StatusBar", "CursiveSacrificeBar", UIParent)
bar:SetWidth(p.sacrificebarwidth or 200)
bar:SetHeight(p.sacrificebarheight or 14)
if p.sacrificebaranchor then
bar:SetPoint(p.sacrificebaranchor, UIParent, p.sacrificebaranchor, p.sacrificebarx or 0, p.sacrificebary or 0)
else
bar:SetPoint("Center", UIParent, "Center", 0, -100)
end
bar:SetStatusBarTexture(Cursive.db.profile.bartexture)
bar:SetOrientation(p.sacrificebarorientation or "HORIZONTAL")
local c = p.sacrificebarcolor or { r = 0.6, g = 0.2, b = 0.85 }
bar:SetStatusBarColor(c.r, c.g, c.b, 0.9)
bar:SetMinMaxValues(0, 1)
bar:SetValue(0)
-- Border color reflects % of absorb remaining (green -> red), as an
-- at-a-glance cue independent of the text number.
bar:SetBackdrop({
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
edgeSize = 12,
})
bar:SetBackdropBorderColor(0, 1, 0, 1)
local bg = bar:CreateTexture(nil, "BACKGROUND")
bg:SetAllPoints(bar)
bg:SetTexture(0, 0, 0)
bg:SetAlpha(0.4)
local label = bar:CreateFontString(nil, "OVERLAY")
label:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
label:SetTextColor(1, 1, 1, 1)
label:SetText("Sacrifice")
local absorbText = bar:CreateFontString(nil, "OVERLAY")
absorbText:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
absorbText:SetTextColor(1, 1, 1, 1)
bar.label = label
bar.absorbText = absorbText
UpdateSacrificeBarTextLayout(bar, (p.sacrificebarorientation == "VERTICAL"))
bar:EnableMouse(true)
bar:SetMovable(true)
bar:RegisterForDrag("LeftButton")
bar:SetScript("OnDragStart", function()
this:StartMoving()
end)
bar:SetScript("OnDragStop", function()
this:StopMovingOrSizing()
local newAnchor = utils.GetBestAnchor(this)
local anchor, x, y = utils.ConvertFrameAnchor(this, newAnchor)
this:ClearAllPoints()
this:SetPoint(anchor, UIParent, anchor, x, y)
Cursive.db.profile.sacrificebaranchor = anchor
Cursive.db.profile.sacrificebarx = x
Cursive.db.profile.sacrificebary = y
end)
bar:Hide()
ui.sacrificeBar = bar
return bar
end
ui.UpdateSacrificeBarTextLayout = UpdateSacrificeBarTextLayout
local sacrificeTicker = CreateFrame("Frame", "CursiveSacrificeTicker", UIParent)
local sacrificeTickAccum = 0
ui.sacrificeBarPreviewUntil = nil
-- Call this from any Sacrifice bar setting's set() callback to show a
-- temporary static preview fill, since the real bar normally only
-- appears while the shield is actually active -- lets color/size changes
-- be seen immediately.
function ui.PreviewSacrificeBar()
ui.sacrificeBarPreviewUntil = GetTime() + 4
end
sacrificeTicker:SetScript("OnUpdate", function()
sacrificeTickAccum = sacrificeTickAccum + arg1
if sacrificeTickAccum < 0.5 then return end
sacrificeTickAccum = 0
ScanPetBarForSacrifice()
ScanForSacrificeBuff()
if not ui.sacrificeBar then
CreateSacrificeBar()
end
local bar = ui.sacrificeBar
-- Preview mode: triggered directly by changing a Sacrifice bar
-- setting, rather than trying to detect whether the options menu is
-- open.
if ui.sacrificeBarPreviewUntil and GetTime() < ui.sacrificeBarPreviewUntil then
bar:SetMinMaxValues(0, 30)
bar:SetValue(18)
bar.absorbText:SetText("18s | 1200 absorb")
if not bar:IsShown() then bar:Show() end
return
end
if not sacrificeState.active then
if bar:IsShown() then bar:Hide() end
return
end
local remaining = SACRIFICE_DURATION - (GetTime() - sacrificeState.appliedAt)
if remaining <= 0 then
sacrificeState.active = false
bar:Hide()
return
end
if not bar:IsShown() then bar:Show() end
bar:SetMinMaxValues(0, SACRIFICE_DURATION)
bar:SetValue(remaining)
local remainingAbsorb = sacrificeState.initialAbsorb - sacrificeState.damageTaken
if remainingAbsorb < 0 then remainingAbsorb = 0 end
bar.absorbText:SetText(math.floor(remaining + 1).."s | "..remainingAbsorb.." absorb")
if sacrificeState.initialAbsorb > 0 then
local pct = remainingAbsorb / sacrificeState.initialAbsorb
if pct > 1 then pct = 1 end
bar.borderR, bar.borderG, bar.borderB = 1 - pct, pct, 0
else
bar.borderR, bar.borderG, bar.borderB = 0.5, 0.5, 0.5
end
end)
-- Glowing border: pulses the border alpha smoothly via sin() oscillation.
-- Runs every frame (unthrottled), separate from the main 0.5s update
-- above, since a visible pulse needs much more frequent updates than the
-- bar's actual data does.
local sacrificeGlowTicker = CreateFrame("Frame", "CursiveSacrificeGlowTicker", UIParent)
sacrificeGlowTicker:SetScript("OnUpdate", function()
local bar = ui.sacrificeBar
if not bar or not bar:IsShown() then return end
local r = bar.borderR or 0.5
local g = bar.borderG or 0.5
local b = bar.borderB or 0.5
local alpha = 0.5 + 0.5 * math.sin(GetTime() * 4)
bar:SetBackdropBorderColor(r, g, b, alpha)
end)
-- Flashes any icon currently registered, via a smooth alpha oscillation.
-- Single shared ticker for all rows rather than one per icon. Registry
-- values are a speed multiplier (falls back to 3 if just `true`), so
-- different icons can flash at different rates using the same ticker.
local flashTicker = CreateFrame("Frame", "CursiveFlashTicker", UIParent)
flashTicker:SetScript("OnUpdate", function()
local any = false
for icon in pairs(ui.flashingCurseIcons) do
any = true
break
end
if not any then
return
end
local now = GetTime()
for icon, speed in pairs(ui.flashingCurseIcons) do
local s = (type(speed) == "number") and speed or 3
local alpha = 0.35 + (0.65 * (0.5 + 0.5 * math.sin(now * s)))
icon:SetAlpha(alpha)
end
end)
-------------------------------------------------------------------------------
-- Standalone settings window (alternative to the Dewdrop dropdown menu).
-- Generic renderer reads the EXISTING Ace2-style options table (Cursive.
-- cmdtable) directly rather than hand-transcribing every setting, so it
-- automatically stays in sync with whatever settings.lua defines.
-------------------------------------------------------------------------------
local settingsWindow = nil
-- Ace2 options entries can specify get/set as either a direct function, or
-- a STRING naming a method to call on a "handler" object (falling back to
-- Cursive itself, since Cursive.cmdtable.handler = Cursive). This resolves
-- either form correctly. Fixed-arity (not vararg) since this client runs
-- Lua 5.0, where "..." can't be used directly as a forwarded expression
-- the way Lua 5.1 allows -- 3 args covers every case used here (color
-- needs r,g,b; toggle/range need at most 1; get calls need 0).
local function CallGetSet(entry, isSet, a1, a2, a3)
local fn = isSet and entry.set or entry.get
if type(fn) == "function" then
return fn(a1, a2, a3)
elseif type(fn) == "string" then
local handler = entry.handler or Cursive
return handler[fn](handler, a1, a2, a3)
end
end
local function MakeHeaderWidget(parent, text, yOff)
local hdr = parent:CreateFontString(nil, "OVERLAY")
hdr:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
hdr:SetTextColor(0.7, 0.5, 1, 1)
hdr:SetPoint("TopLeft", parent, "TopLeft", 4, yOff)
hdr:SetText(text)
local divider = parent:CreateTexture(nil, "ARTWORK")
divider:SetHeight(1)
divider:SetPoint("TopLeft", parent, "TopLeft", 4, yOff - 12)
divider:SetPoint("TopRight", parent, "TopRight", -4, yOff - 12)
divider:SetTexture(0.3, 0.15, 0.5, 0.8)
return 18
end
local function MakeToggleWidget(parent, entry, yOff)
local cb = CreateFrame("CheckButton", nil, parent, "UICheckButtonTemplate")
cb:SetWidth(20) cb:SetHeight(20)
cb:SetPoint("TopLeft", parent, "TopLeft", 8, yOff)
cb:SetChecked(CallGetSet(entry, false) and true or false)
cb:SetScript("OnClick", function()
CallGetSet(entry, true, this:GetChecked() and true or false)
this:SetChecked(CallGetSet(entry, false) and true or false)
end)
local label = parent:CreateFontString(nil, "OVERLAY")
label:SetFont(STANDARD_TEXT_FONT, 10, "")
label:SetTextColor(0.9, 0.9, 0.9, 1)
label:SetPoint("Left", cb, "Right", 2, 0)
label:SetWidth(230)
label:SetJustifyH("Left")
label:SetText(entry.name or "")
return 24
end
local sliderCounter = 0
local function MakeRangeWidget(parent, entry, yOff)
local label = parent:CreateFontString(nil, "OVERLAY")
label:SetFont(STANDARD_TEXT_FONT, 10, "")
label:SetTextColor(0.9, 0.9, 0.9, 1)
label:SetPoint("TopLeft", parent, "TopLeft", 8, yOff)
label:SetText(entry.name or "")
local valLbl = parent:CreateFontString(nil, "OVERLAY")
valLbl:SetFont(STANDARD_TEXT_FONT, 10, "")
valLbl:SetTextColor(0.6, 0.85, 1, 1)
valLbl:SetPoint("TopRight", parent, "TopRight", -10, yOff)
valLbl:SetJustifyH("Right")
valLbl:SetText(tostring(CallGetSet(entry, false)))
sliderCounter = sliderCounter + 1
local sliderName = "CursiveSettingsWindowSlider" .. sliderCounter
local slider = CreateFrame("Slider", sliderName, parent, "OptionsSliderTemplate")
slider:SetWidth(250)
slider:SetHeight(14)
slider:SetPoint("TopLeft", parent, "TopLeft", 10, yOff - 16)
slider:SetMinMaxValues(entry.min or 0, entry.max or 100)
slider:SetValueStep(entry.step or 1)
slider:SetValue(CallGetSet(entry, false) or 0)
getglobal(sliderName .. "Low"):SetText(tostring(entry.min or 0))
getglobal(sliderName .. "High"):SetText(tostring(entry.max or 100))
getglobal(sliderName .. "Text"):SetText("")
slider:SetScript("OnValueChanged", function()
CallGetSet(entry, true, this:GetValue())
valLbl:SetText(tostring(CallGetSet(entry, false)))
end)
return 40
end
local function MakeColorWidget(parent, entry, yOff)
local label = parent:CreateFontString(nil, "OVERLAY")
label:SetFont(STANDARD_TEXT_FONT, 10, "")
label:SetTextColor(0.9, 0.9, 0.9, 1)
label:SetPoint("TopLeft", parent, "TopLeft", 8, yOff)
label:SetText(entry.name or "")
local swatch = CreateFrame("Button", nil, parent)
swatch:SetWidth(16) swatch:SetHeight(16)
swatch:SetPoint("TopRight", parent, "TopRight", -10, yOff)
local tex = swatch:CreateTexture(nil, "OVERLAY")
tex:SetAllPoints(swatch)
local r, g, b = CallGetSet(entry, false)
tex:SetTexture(r, g, b)
swatch.tex = tex
swatch:SetScript("OnClick", function()
local r2, g2, b2 = CallGetSet(entry, false)
ColorPickerFrame.func = function()
local nr, ng, nb = ColorPickerFrame:GetColorRGB()
CallGetSet(entry, true, nr, ng, nb)
swatch.tex:SetTexture(nr, ng, nb)
end
ColorPickerFrame.cancelFunc = function(prev)
CallGetSet(entry, true, prev.r, prev.g, prev.b)
swatch.tex:SetTexture(prev.r, prev.g, prev.b)
end
ColorPickerFrame.hasOpacity = false
ColorPickerFrame.previousValues = { r = r2, g = g2, b = b2 }
ColorPickerFrame:SetColorRGB(r2, g2, b2)
ShowUIPanel(ColorPickerFrame)
end)
return 24
end
local function RenderOptionsInto(parent, argsTable, yStart)
local sorted = {}
for k, v in pairs(argsTable) do
table.insert(sorted, { key = k, entry = v })
end
table.sort(sorted, function(a, b)
return (a.entry.order or 999) < (b.entry.order or 999)
end)
local y = yStart
for _, item in ipairs(sorted) do
local entry = item.entry
if (not entry.name or entry.name == "") and entry.type ~= "group" then
entry.name = item.key
end
if entry.type == "toggle" then
y = y - MakeToggleWidget(parent, entry, y)
elseif entry.type == "range" then
y = y - MakeRangeWidget(parent, entry, y)
elseif entry.type == "color" then
y = y - MakeColorWidget(parent, entry, y)
elseif entry.type == "header" then
y = y - MakeHeaderWidget(parent, entry.name or "", y)
elseif entry.type == "group" then
y = y - 8
y = y - MakeHeaderWidget(parent, "== " .. (entry.name or item.key) .. " ==", y)
if entry.args then
y = RenderOptionsInto(parent, entry.args, y)
end
end
end
return y
end
function ui.CreateSettingsWindow()
if settingsWindow then
return settingsWindow
end
local f = CreateFrame("Frame", "CursiveSettingsWindow", UIParent)
f:SetWidth(320)
f:SetHeight(480)
f:SetPoint("Center", UIParent, "Center", 0, 0)
f:SetBackdrop({
bgFile = "Interface\\Buttons\\WHITE8X8",
edgeFile = "Interface\\Buttons\\WHITE8X8",
edgeSize = 1,
insets = { left = 1, right = 1, top = 1, bottom = 1 }
})
f:SetBackdropColor(0.05, 0.05, 0.08, 0.95)
f:SetBackdropBorderColor(0.25, 0.25, 0.35, 1)
f:SetMovable(true)
f:EnableMouse(true)
f:RegisterForDrag("LeftButton")
f:SetScript("OnDragStart", function() this:StartMoving() end)
f:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
f:SetFrameStrata("DIALOG")
f:Hide()
local titleBar = CreateFrame("Frame", nil, f)
titleBar:SetHeight(24)
titleBar:SetPoint("TopLeft", f, "TopLeft", 0, 0)
titleBar:SetPoint("TopRight", f, "TopRight", 0, 0)
titleBar:SetBackdrop({ bgFile = "Interface\\Buttons\\WHITE8X8" })
titleBar:SetBackdropColor(0.22, 0.08, 0.38, 1)
local title = titleBar:CreateFontString(nil, "OVERLAY")
title:SetFont(STANDARD_TEXT_FONT, 12, "OUTLINE")
title:SetTextColor(1, 0.84, 0, 1)
title:SetPoint("Left", titleBar, "Left", 8, 0)
title:SetText("Cursive — Settings")
local closeBtn = CreateFrame("Button", nil, titleBar)
closeBtn:SetWidth(16) closeBtn:SetHeight(16)
closeBtn:SetPoint("Right", titleBar, "Right", -6, 0)
local closeTxt = closeBtn:CreateFontString(nil, "OVERLAY")
closeTxt:SetFont(STANDARD_TEXT_FONT, 13, "OUTLINE")
closeTxt:SetAllPoints(closeBtn)
closeTxt:SetText("|cffaaaaaaX|r")
closeBtn:SetScript("OnEnter", function() closeTxt:SetText("|cffffffffX|r") end)
closeBtn:SetScript("OnLeave", function() closeTxt:SetText("|cffaaaaaaX|r") end)
closeBtn:SetScript("OnClick", function() f:Hide() end)
local scrollFrame = CreateFrame("ScrollFrame", "CursiveSettingsScrollFrame", f, "UIPanelScrollFrameTemplate")
scrollFrame:SetPoint("TopLeft", f, "TopLeft", 16, -32)
scrollFrame:SetPoint("BottomRight", f, "BottomRight", -32, 16)
local content = CreateFrame("Frame", nil, scrollFrame)
content:SetWidth(272)
content:SetHeight(1)
scrollFrame:SetScrollChild(content)
local finalY = RenderOptionsInto(content, Cursive.cmdtable.args, -4)
content:SetHeight(math.abs(finalY) + 30)
settingsWindow = f
return f
end
-------------------------------------------------------------------------------
-- Diagnostic: /cgd prints exactly what UnitDebuff sees for the current
-- target, and whether each GHOST_DOT_ICONS entry matches -- run this while
-- a ghost icon is stuck showing despite the DoT clearly being active, to
-- get real data instead of guessing further.
-------------------------------------------------------------------------------
SLASH_CURSIVEGHOSTDEBUG1 = "/cgd"
SlashCmdList["CURSIVEGHOSTDEBUG"] = function()
local _, guid = UnitExists("target")
if not guid then
DEFAULT_CHAT_FRAME:AddMessage("|cffff6060Cursive ghost debug:|r no target selected")
return
end
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive ghost debug|r -- guid: "..guid)
DEFAULT_CHAT_FRAME:AddMessage("(this is your current target, so the fix resolves it via the \"target\" token)")
DEFAULT_CHAT_FRAME:AddMessage("Raw UnitDebuff scan:")
local i = 1
local foundAny = false
while true do
local tex = SafeUnitDebuff(guid, i)
if not tex then break end
foundAny = true
DEFAULT_CHAT_FRAME:AddMessage(" slot "..i..": "..tex)
i = i + 1
end
if not foundAny then
DEFAULT_CHAT_FRAME:AddMessage(" (UnitDebuff returned nothing at all for this guid)")
end
DEFAULT_CHAT_FRAME:AddMessage("Checking against GHOST_DOT_ICONS:")
for _, dot in ipairs(GHOST_DOT_ICONS) do
local found = false
local j = 1
while true do
local tex = SafeUnitDebuff(guid, j)
if not tex then break end
if string.find(tex, dot.texture, 1, true) then
found = true
break
end
j = j + 1
end
DEFAULT_CHAT_FRAME:AddMessage(" "..dot.name..": "..(found and "|cff00ff00FOUND|r" or "|cffff6060NOT FOUND|r").." (looking for '"..dot.texture.."')")
end
end
Cursive.ui = ui