Files
AnySCT/sct.lua
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2026-10-15 14:49:24 +02:00

919 lines
38 KiB
Lua

-- AnySCT sct.lua -- floating combat text for the listed targetSCTs, styled after the client's own
-- world damage numbers.
--
-- Where a line appears is decided by AnySCT_Plates.Select (plates.lua): over the mob's nameplate
-- (top centre), clamped to the screen when the plate is off screen, or at the fixed anchor
-- AnySCTAnchor. Plate lines follow the plate every tick; anchor lines scroll from the anchor.
--
-- Engine: a fixed FontString pool and ONE shared OnUpdate that exists only while a line is in
-- flight (idle cost zero). Nothing is allocated per tick. This file only draws its own frames and
-- never touches Blizzard's CombatText, SHOW_COMBAT_TEXT or another SCT addon.
AnySCT_SCT = {}
local S = AnySCT_SCT
-- ONE table for every visual / motion parameter; the animation code reads only from here.
-- Values are measured engine parameters of the 1.12.1 client's own world text; colours and size match
-- the client's pet text. Retune by changing values here.
AnySCT_STYLE = {
font = "CLIENT", -- key of S.FONTS, or "CLIENT" = global DAMAGE_TEXT_FONT (pfUI honoured)
lifetime = 1.5, -- seconds, every text
fadeIn = 0.15, -- alpha 0 -> 1 over this many seconds
fadeOutNumber = 0.76, -- fade-out start (seconds); alpha reaches 0 at the lifetime
fadeOutCrit = 1.0,
fadeOutWord = 1.0, -- Miss / Dodge / Parry / Block ...
fadeOutAbsorb = 0.09, -- "Absorb" is a quick flicker
riseHeight = 120, -- px a normal text rises (engine: 2 world units; screen distance varies)
critRiseFactor = 0, -- crits do not rise, they pop in place
sizeScale = 0.018333, -- text pixel size = scale x screen diagonal (1024x768 -> 23 px)
critSizeScale = 0.0275, -- crits (1024x768 -> 35 px)
shadow = 0.002, -- shadow offset, fraction of the viewport per axis (down-right)
spread = 0, -- random horizontal px per line (the engine stacks instead)
maxLines = 60, -- total lines on screen (several mobs with bursts)
maxPerTarget = 16, -- lines per mob: lifetime 1.5 s x 9 hits/s = 14 live lines, none recycled early
colorMelee = { 1.0, 0.518, 0.0 }, -- 0xFFFF8400
colorSpell = { 1.0, 0.871, 0.0 }, -- 0xFFFFDE00
-- crit size factor keyframes {fraction of the lifetime, factor on the crit size}; linear in
-- between, last value held. {{0,1},{1,1}} turns the pop off.
critKeyframes = { { 0, 0.1 }, { 0.1, 2.0 }, { 0.2, 1.0 }, { 1, 1.0 } },
colorHeal = { 0.1, 1.0, 0.1 }, -- heals on a listed targetSCT
glancingScale = 0.75, -- only with the colour scheme on
}
local STYLE = AnySCT_STYLE
-- Option defaults follow the style table (core.lua loads first and owns the defaults table).
if AnySCT_DEFAULTS then
AnySCT_DEFAULTS.colorMelee = STYLE.colorMelee
AnySCT_DEFAULTS.colorSpell = STYLE.colorSpell
AnySCT_DEFAULTS.colorHeal = STYLE.colorHeal
AnySCT_DEFAULTS.riseHeight = STYLE.riseHeight
AnySCT_DEFAULTS.jitter = STYLE.spread
AnySCT_DEFAULTS.maxLines = STYLE.maxLines
AnySCT_DEFAULTS.maxLinesPerTarget = STYLE.maxPerTarget
AnySCT_DEFAULTS.font = STYLE.font
end
-- Piecewise-linear curve value at t. Pure, allocation-free.
function S.KeyScale(kf, t)
local n = table.getn(kf)
if t <= kf[1][1] then return kf[1][2] end
for i = 2, n do
local b = kf[i]
if t <= b[1] then
local a = kf[i - 1]
local span = b[1] - a[1]
if span <= 0 then return b[2] end
return a[2] + (b[2] - a[2]) * ((t - a[1]) / span)
end
end
return kf[n][2]
end
function S.CurveActive(kf)
for i = 1, table.getn(kf) do
if kf[i][2] ~= 1 then return true end
end
return false
end
function S.CurveAnimated(kf)
for i = 2, table.getn(kf) do
if kf[i][2] ~= kf[1][2] then return true end
end
return false
end
-- Text pixel size in UI units: scale x diagonal x factor. (pixels = units x effective scale, and
-- the diagonal in pixels = the UI-unit diagonal x effective scale, so the scale cancels.)
function S.TextSize(scale, factor, sw, sh)
return scale * factor * math.sqrt(sw * sw + sh * sh)
end
S.COLORS = {
heal = STYLE.colorHeal,
pet = STYLE.colorMelee,
spell = STYLE.colorSpell,
hit = { 1.00, 1.00, 1.00 },
crit = { 1.00, 0.90, 0.15 },
glancing = { 0.62, 0.62, 0.62 },
crushing = { 1.00, 0.55, 0.10 },
miss = { 1.00, 0.25, 0.25 },
dodge = { 1.00, 0.25, 0.25 },
parry = { 1.00, 0.25, 0.25 },
block = { 0.35, 0.55, 1.00 },
absorb = { 0.75, 0.40, 1.00 },
resist = { 0.75, 0.40, 1.00 },
immune = { 0.75, 0.40, 1.00 },
evade = { 0.75, 0.40, 1.00 },
deflect = { 0.75, 0.40, 1.00 },
}
-- Text colour r, g, b. Precedence:
-- 1. heal colour (ckey "heal")
-- 2. the listed source's own colour (option colorPerTarget on and res.srcRgb set); the same colour
-- for numbers, words and spells, whatever the colour scheme says
-- 3. ckey "pet" / "spell" (colour scheme off): the class colour of the source when the option is on
-- and the class is known (pets and totems carry their owner's), else the configured melee /
-- spell colour
-- 4. every other key: a per-kind colour of the colourize scheme.
function S.PickColour(res, opt, ckey)
if ckey == "heal" then
local h = opt.colorHeal or S.COLORS.heal
return h[1], h[2], h[3]
end
if opt.colorPerTarget and res.srcRgb then
local c = res.srcRgb
return c[1], c[2], c[3]
end
if ckey == "pet" or ckey == "spell" then
if opt.classColours and res.class and RAID_CLASS_COLORS then
local rc = RAID_CLASS_COLORS[res.class]
if rc then return rc.r, rc.g, rc.b end
end
local c = (ckey == "spell") and opt.colorSpell or opt.colorMelee
if c then return c[1], c[2], c[3] end
end
local c = S.COLORS[ckey] or S.COLORS.pet
return c[1], c[2], c[3]
end
-- Pure: GO / WAIT label text. srcName / mobName are optional prefixes.
-- GO +4210 (buffer = threat distance to pulling aggro)
-- WAIT 1250 / 3000 (buffer / required buffer)
function S.ThreatText(status, buffer, need, srcName, mobName)
local b = math.floor((buffer or 0) + 0.5)
local t
if status == "GO" then
t = "GO +" .. b
else
t = "WAIT " .. b .. " / " .. math.floor((need or 0) + 0.5)
end
if srcName then t = srcName .. " " .. t end
if mobName then t = mobName .. ": " .. t end
return t
end
S.WORDS = {
miss = "Miss", dodge = "Dodge", parry = "Parry", block = "Block", absorb = "Absorb",
resist = "Resist", immune = "Immune", evade = "Evade", deflect = "Deflect",
}
S.FONTS = {
FRIZQT = "Fonts\\FRIZQT__.TTF",
SKURRI = "Fonts\\skurri.ttf",
ARIALN = "Fonts\\ARIALN.TTF",
}
function S.FontPath(choice)
if choice == "CLIENT" then
if type(DAMAGE_TEXT_FONT) == "string" then return DAMAGE_TEXT_FONT end
return S.FONTS.FRIZQT
end
return S.FONTS[choice] or S.FONTS.FRIZQT
end
-- Pure: result + options + display mode -> text, colour key, isWord, size multiplier, suffix.
-- Numbers are bare. Mode 3 (fixed anchor) always names the mob: the position no longer identifies it.
function S.Format(res, opt, mode)
local kind = res.kind
local word = S.WORDS[kind]
local amount = res.amount or 0
local text
local isWord = false
if word and (amount <= 0 or opt.colourize) then
isWord = true
if amount > 0 then text = word .. " " .. amount else text = word end
else
text = tostring(amount)
end
if opt.markGlancing and (kind == "glancing" or kind == "crushing") then
text = text .. " " .. kind
end
local mul = 1
if kind == "glancing" and opt.colourize then mul = STYLE.glancingScale end
local suffix
if kind == "heal" then
text = "+" .. text
if opt.healShowHealer and res.healer then suffix = res.healer end
elseif opt.showSpellName and res.spell then
suffix = res.spell
end
-- the listed source's name comes first: Source - Spell - Victim (never on heals: the text is over it)
if kind ~= "heal" and res.source then
local sm = opt.sourceNameMode
if sm == "always" or (sm == "multi" and res.srcMulti) then
local nm = res.source
if res.srcPet then nm = nm .. " (" .. res.srcPet .. ")" end
if suffix then suffix = nm .. " - " .. suffix else suffix = nm end
end
end
if res.mobName and (opt.mobNameMode == "always" or (mode == 3 and opt.mobNameMode == "anchor")) then
if suffix then suffix = suffix .. " - " .. res.mobName else suffix = res.mobName end
end
local colourKey = (res.spell or res.spellId) and "spell" or "pet"
if kind == "heal" then colourKey = "heal"
elseif opt.colourize then colourKey = kind end
return text, colourKey, isWord, mul, suffix
end
-- Demo threat preview: the buffer climbs from ~300 to 1.3x the required lead over the burst (f 0..1).
function S.DemoThreat(f, need)
need = need or 1500
local start = (need > 300) and 300 or need * 0.2
if f < 0 then f = 0 elseif f > 1 then f = 1 end
local b = start + (need * 1.3 - start) * f
return (b >= need) and "GO" or "WAIT", b, need
end
-- Demo timeline: see S.BuildDemo. Event tables are reused on every run (no allocation while it plays).
-- Fixed-anchor box and the GO / WAIT label sitting inside it (rough glyph width: 0.62 x size per char).
S.ANCHOR_W, S.ANCHOR_H, S.ANCHOR_LABEL_SIZE, S.PLATE_LABEL_SIZE = 200, 30, 12, 14
function S.EstTextWidth(text, size) return string.len(text) * size * 0.62 end
-- Where anchor-mode damage lines start so they clear the box (and the list label above it).
function S.AnchorLineOffset(showLabel) return showLabel and 16 or 2 end
-- ---- merging identical attacks ---------------------------------------------------------------
-- Is the result a word (Miss / Dodge / ...)? Same rule as S.Format.
function S.IsWordResult(res, opt)
return (S.WORDS[res.kind] ~= nil) and (((res.amount or 0) <= 0) or (opt.colourize and true or false))
end
-- Result class that must match to merge: normal hits (glancing / crushing too) and crits stay apart.
function S.MergeClass(res)
local k = res.kind
if k == "crit" or res.crit then return "crit" end
if k == "hit" or k == "glancing" or k == "crushing" then return "hit" end
return k
end
-- Does line slot s (fields mKey, mWord, mCls, mSrc, mSpell, mHealer, mPet, t) absorb this result?
-- key = the place/victim key of the line (guid, name or "anchor"); words ignore the spell.
function S.MergeMatches(s, res, key, isWord, window)
if not s.active or s.mKey ~= key or s.mWord ~= isWord or s.t > window then return false end
if s.mCls ~= S.MergeClass(res) or s.mSrc ~= res.source or s.mPet ~= res.srcPet then return false end
if isWord then return true end
return s.mSpell == (res.spellId or res.spell) and s.mHealer == res.healer
end
function S.MergeLabel(text, count, showCount)
if showCount and count > 1 then return text .. " x" .. count end
return text
end
S.DEMO_BURST_LEN = 2.5
-- Demo source: the first listed targetSCT (name, class, own colour); without one a generic shaman tank.
S.DEMO_FALLBACK_NAME = "Shemp" -- leak-gate: allow
S.DEMO_VICTIM = "Training Dummy"
function S.DemoSource(st)
local e = st and st.order and st.byName and st.byName[st.order[1]]
if e then
return e.name, e.class, e.rgb, table.getn(st.order) > 1
end
return S.DEMO_FALLBACK_NAME, "SHAMAN", { 0, 0.44, 0.87 }, false
end
-- Burst skill sets per class. Entry: { spell (nil = white hit, "@kind" = miss word), weight, typical
-- amount, upper typical amount, typical crit amount, crit % , windfury-style extra hits }.
-- SHAMAN: shares and amounts from recorded tanking fights in dungeons and raids, last 30 days
-- (Stormstrike and Earth Shock are boosted so the preview shows them; crit rates are raised to
-- make a few crits visible). Every other class: plausible level-60 tank numbers, ESTIMATES.
S.DEMO_SETS = {
SHAMAN = {
{ "Fire Strike", 51, 2, 2, 3, 10 }, { "Lightning Strike", 15, 3, 3, 5, 12 },
{ "Tidal Wave", 10, 29, 31, 43, 10 }, { nil, 9, 97, 118, 216, 22, 2 },
{ "Engulfing Shadows", 6, 100, 100, 100, 0 }, { "Ancient Accord", 3, 100, 110, 150, 6 },
{ "Thundercall", 2, 39, 56, 56, 0 }, { "Earth Shock", 8, 666, 760, 992, 15 },
{ "Stormstrike", 10, 117, 140, 241, 30 }, { "Flame Shock", 2, 85, 100, 458, 5 },
{ "@miss", 1 }, { "@dodge", 1 }, { "@parry", 1 }, { "@block", 1 }, { "@resist", 1 },
},
WARRIOR = {
{ nil, 28, 150, 190, 320, 25 }, { "Heroic Strike", 20, 280, 340, 560, 25 },
{ "Revenge", 14, 350, 420, 700, 25 }, { "Shield Slam", 14, 480, 560, 900, 25 },
{ "Sunder Armor", 10, 60, 60, 60, 0 }, { "@miss", 1 }, { "@dodge", 1 }, { "@parry", 1 }, { "@block", 1 },
},
DRUID = {
{ nil, 24, 120, 150, 260, 25 }, { "Maul", 22, 260, 320, 520, 25 }, { "Swipe", 30, 90, 110, 190, 25 },
{ "Lacerate", 12, 70, 70, 70, 0 }, { "@miss", 1 }, { "@dodge", 1 }, { "@parry", 1 }, { "@block", 1 },
},
PALADIN = {
{ nil, 28, 140, 175, 300, 25 }, { "Holy Shield", 18, 100, 120, 200, 0 },
{ "Consecration", 16, 70, 70, 70, 0 }, { "Seal of Righteousness", 22, 90, 110, 190, 25 },
{ "Hammer of the Righteous", 8, 320, 380, 640, 25 }, { "@miss", 1 }, { "@dodge", 1 }, { "@parry", 1 }, { "@block", 1 },
},
}
function S.DemoSet(class)
return S.DEMO_SETS[class or ""] or S.DEMO_SETS.WARRIOR
end
-- Timeline: a 2.5 s burst starting at once, of ~9 slots/s picked from the class set
-- by weight (deterministic credit round robin, so rare skills still show up). Each entry: t, f (0..1
-- through the burst, nil before it), sn (spell name or nil), res (event table, reused every run).
function S.BuildDemo(class)
local set = S.DemoSet(class)
local list, n = {}, 0
local t0
local function add(t, kind, amount, sn)
n = n + 1
list[n] = { t = t, sn = sn, res = { kind = kind, amount = amount } }
if t0 then list[n].f = (t - t0) / S.DEMO_BURST_LEN end
end
t0 = 0
local total = 0
local credit, uses, critAcc = {}, {}, {}
for i = 1, table.getn(set) do
total = total + set[i][2]
credit[i], uses[i], critAcc[i] = 0, 0, 60
end
local count = 22
-- every word of the set is guaranteed to appear once, spread over the burst
local forced, words = {}, {}
for i = 1, table.getn(set) do
if set[i][1] and string.sub(set[i][1], 1, 1) == "@" then table.insert(words, i) end
end
local nw = table.getn(words)
for j = 1, nw do forced[3 + math.floor((j - 1) * (count - 4) / nw)] = words[j] end
for slot = 1, count do
local t = t0 + (slot - 1) * S.DEMO_BURST_LEN / count
local best = 1
for i = 1, table.getn(set) do
credit[i] = credit[i] + set[i][2]
if credit[i] > credit[best] then best = i end
end
credit[best] = credit[best] - total
if forced[slot] then best = forced[slot] end
local d = set[best]
uses[best] = uses[best] + 1
local word = d[1] and string.sub(d[1], 1, 1) == "@" and string.sub(d[1], 2)
if word then
add(t, word, 0)
else
local crit = false
local rate = d[6] or 0
if rate > 0 then
critAcc[best] = critAcc[best] + rate
if critAcc[best] >= 100 then critAcc[best] = critAcc[best] - 100; crit = true end
end
local amount = crit and d[5] or ((math.mod(uses[best], 2) == 1) and d[3] or d[4])
add(t, crit and "crit" or "hit", amount, d[1])
if not d[1] and d[7] and uses[best] == 2 then -- an extra attack in the same frame
for _ = 1, d[7] do add(t, "hit", d[3], nil) end
end
end
end
return list, n, list[n].t + 1.5
end
if CreateFrame then
local W = AnySCT_W
local C = AnySCT_Core
local P = AnySCT_Plates
local POOL_MAX = 100 -- slot tables only; FontStrings are created on first use (ensureFs)
local critAnimated = S.CurveAnimated(STYLE.critKeyframes)
local critActive = S.CurveActive(STYLE.critKeyframes)
local GAP = 3 -- px between the plate top and the text
local anchor, float, listLabel
local moveMode = false
local activeCount = 0
local slots = {}
local freeStack, freeTop = {}, 0
for i = 1, POOL_MAX do
slots[i] = { active = false, fs = nil, sfx = nil, t = 0, dur = 1.5, rise = 120, dir = 1,
dx = 0, push = 0, base = 24, crit = false, key = nil, fadeOut = 1,
plate = nil, guidNorm = nil, lastX = nil, lastY = nil, lastW = 0, lastH = 0 }
freeTop = freeTop + 1
freeStack[freeTop] = i
end
local function opt(key) return C.Opt(key) end
local function setFont(fs, size)
fs:SetFont(S.FontPath(opt("font")), size) -- no outline: the engine text uses a shadow
end
local function applyMoveVisuals()
if moveMode then
anchor:EnableMouse(true)
anchor:SetBackdropColor(0.05, 0.08, 0.12, 0.8)
anchor:SetBackdropBorderColor(0.9, 0.78, 0.49, 1)
else
anchor:EnableMouse(false)
anchor:SetBackdropColor(0, 0, 0, 0)
anchor:SetBackdropBorderColor(0, 0, 0, 0)
end
end
local dragging = false
-- UIParent's rect in the same coordinate system as the anchor's (see C.AnchorPosFromCenter).
function S.ScreenRect()
local l, b, r, t = UIParent:GetLeft(), UIParent:GetBottom(), UIParent:GetRight(), UIParent:GetTop()
if not (l and b and r and t) then
l, b, r, t = 0, 0, UIParent:GetWidth(), UIParent:GetHeight()
end
return l, b, r, t
end
function S.IsDragging() return dragging end
local function placeAnchor()
local pos = opt("pos") or AnySCT_DEFAULTS.pos
anchor:ClearAllPoints()
anchor:SetPoint(pos.point or "CENTER", UIParent, pos.point or "CENTER", pos.x, pos.y)
end
local onUpdate, followUpdate
local function build()
if anchor then return anchor end
-- container of every floating line; SetClampedToScreen is a second safety net
float = CreateFrame("Frame", "AnySCTFloat", UIParent)
float:SetAllPoints(UIParent)
float:SetFrameStrata("HIGH")
float:EnableMouse(false)
float:SetClampedToScreen(true)
local a = CreateFrame("Frame", "AnySCTAnchor", UIParent)
a:SetWidth(S.ANCHOR_W)
a:SetHeight(S.ANCHOR_H)
a:SetFrameStrata("HIGH")
a:SetFrameLevel(10)
a:SetMovable(true)
a:EnableMouse(false)
a:SetClampedToScreen(true)
a:RegisterForDrag("LeftButton")
a:SetBackdrop(W.SOLID_BACKDROP)
a:SetScript("OnDragStart", function()
if moveMode then
dragging = true
this:StartMoving()
end
end)
a:SetScript("OnDragStop", function()
this:StopMovingOrSizing()
dragging = false
local cx, cy = this:GetCenter()
if not cx then return end
local l, b, r, t = S.ScreenRect()
C.SetOpt("pos", C.AnchorPosFromCenter(cx, cy, (l + r) / 2, (b + t) / 2))
end)
anchor = a
listLabel = a:CreateFontString("AnySCTLabel", "OVERLAY")
W.ApplyFont(listLabel, 11, "OUTLINE")
listLabel:SetPoint("BOTTOM", a, "TOP", 0, 2)
placeAnchor()
a:Show()
applyMoveVisuals()
S.UpdateLabel()
return a
end
S.Build = build
function S.UpdateLabel()
if not anchor then return end
if not opt("showLabel") then listLabel:Hide() return end
listLabel:Show()
local st = C.state
if table.getn(st.order) == 0 then
listLabel:SetText("targetSCTs: none")
listLabel:SetTextColor(0.55, 0.55, 0.55)
else
listLabel:SetText("targetSCTs: " .. table.concat(st.order, ", "))
listLabel:SetTextColor(1, 1, 1)
end
end
-- ---- pool ---------------------------------------------------------------------------------
local function ensureFs(i)
local s = slots[i]
if s.fs then return end
s.fs = float:CreateFontString("AnySCTNum" .. i, "OVERLAY")
s.sfx = float:CreateFontString("AnySCTSfx" .. i, "OVERLAY")
end
-- Free slot; at a cap (total maxLines, or maxLinesPerTarget lines of one mob) the oldest
-- matching line is recycled. key identifies the mob (guid, name, or "anchor").
local function acquire(key)
local maxLines = opt("maxLines") or STYLE.maxLines
if maxLines > POOL_MAX then maxLines = POOL_MAX end
local perTarget = opt("maxLinesPerTarget") or STYLE.maxPerTarget
local same = 0
for i = 1, POOL_MAX do
if slots[i].active and slots[i].key == key then same = same + 1 end
end
if same < perTarget and freeTop > 0 and activeCount < maxLines then
local i = freeStack[freeTop]
freeStack[freeTop] = nil
freeTop = freeTop - 1
activeCount = activeCount + 1
return i
end
local oldest, oldestT = 1, -1
for i = 1, POOL_MAX do
local sl = slots[i]
if sl.active and (same < perTarget or sl.key == key) and sl.t > oldestT then
oldestT = sl.t; oldest = i
end
end
return oldest
end
local function release(i)
freeTop = freeTop + 1
freeStack[freeTop] = i
activeCount = activeCount - 1
end
onUpdate = function()
local dt = arg1
local any = false
local margin = opt("edgeMargin") or 40
local xo, yo = opt("xOffset") or 0, opt("yOffset") or 0
local needScan = false
for i = 1, POOL_MAX do
local s = slots[i]
if s.active then
s.t = s.t + dt
if s.t >= s.dur then
s.active = false
s.fs:Hide()
s.sfx:Hide()
release(i)
else
any = true
local t = s.t
local a = 1
if t < STYLE.fadeIn then a = t / STYLE.fadeIn end
if t > s.fadeOut then a = a * (s.dur - t) / (s.dur - s.fadeOut) end
local rise = s.rise
if s.crit then
rise = rise * STYLE.critRiseFactor
if critAnimated then
s.fs:SetTextHeight(s.base * S.KeyScale(STYLE.critKeyframes, t / s.dur))
end
end
local off = (t / s.dur * rise + s.push) * s.dir
s.fs:ClearAllPoints()
if s.plate then
needScan = true
P.FollowLine(s)
local x, y = s.lastX + xo + s.dx, s.lastY + GAP + yo + off
if not (s.lastX >= margin and s.lastX <= s.lastW - margin
and s.lastY >= margin and s.lastY <= s.lastH - margin) then
x, y = AnySCT_ClampToScreen(x, y, s.lastW, s.lastH, margin)
end
-- a tall stack of a burst never leaves the screen at the top
if y > s.lastH - margin then y = s.lastH - margin end
s.fs:SetPoint("BOTTOM", UIParent, "BOTTOMLEFT", x, y)
else
if s.dir < 0 then
s.fs:SetPoint("TOP", anchor, "BOTTOM", s.dx, off - 2)
else
s.fs:SetPoint("BOTTOM", anchor, "TOP", s.dx, off + S.AnchorLineOffset(opt("showLabel")))
end
end
s.fs:SetAlpha(a)
s.fs:SetShadowColor(0, 0, 0, a)
s.sfx:SetAlpha(a)
end
end
end
if needScan then P.Scan(false) end -- 0.2 s cadence, keeps the scan generation moving
if not any then float:SetScript("OnUpdate", nil) end
end
-- Spawn one line. mode/plate/px.. come from P.Select (mode 3 = fixed anchor).
local function spawn(res, mode, plate, px, py, pw, ph)
local o = C.Opts()
local key = res.mobGuid or res.mobName or "anchor"
if mode == 3 then key = "anchor" end
local isWord0 = S.IsWordResult(res, o)
if o.mergeHits ~= false then
local window = o.mergeWindow or 0.4
for j = 1, POOL_MAX do
local m = slots[j]
if m.active and S.MergeMatches(m, res, key, isWord0, window) then
-- fold into the live line: same position and fade, only the text changes
if not isWord0 then
m.mSum = m.mSum + (res.amount or 0)
m.mCount = m.mCount + 1
local a0 = res.amount
res.amount = m.mSum
local text = S.Format(res, o, mode)
res.amount = a0
text = S.MergeLabel(text, m.mCount, o.mergeCount)
if text ~= m.mText then
m.mText = text
m.fs:SetText(text)
end
end
C.Ledger(res, "merged")
return
end
end
end
local i = acquire(key)
local s = slots[i]
s.mKey, s.mWord, s.mCls, s.mSrc, s.mPet = key, isWord0, S.MergeClass(res), res.source, res.srcPet
s.mSpell, s.mHealer = res.spellId or res.spell, res.healer
s.mSum, s.mCount = res.amount or 0, 1
C.Ledger(res, s.active and "shown+recycled" or "shown")
s.key = key
ensureFs(i)
local text, ckey, isWord, mul, suffix = S.Format(res, o, mode)
local fs, sfx = s.fs, s.sfx
local sw, sh = GetScreenWidth(), GetScreenHeight()
s.crit = (res.kind == "crit") or (res.crit and true or false)
local scale = s.crit and STYLE.critSizeScale or STYLE.sizeScale
local factor = isWord and (o.wordFactor or 1) or (o.sizeFactor or 1)
local base = S.TextSize(scale, factor, sw, sh)
s.base = base * mul
-- older lines of the same mob move one text height away
for j = 1, POOL_MAX do
if slots[j].active and slots[j].key == key then slots[j].push = slots[j].push + s.base end
end
s.active = true
s.t = 0
s.push = 0
s.dur = STYLE.lifetime
s.rise = o.riseHeight or STYLE.riseHeight
s.dir = (o.direction == "down") and -1 or 1
local jt = o.jitter or 0
if jt > 0 then s.dx = math.random(-jt, jt) else s.dx = 0 end
if isWord then
s.fadeOut = (res.kind == "absorb") and STYLE.fadeOutAbsorb or STYLE.fadeOutWord
elseif s.crit then
s.fadeOut = STYLE.fadeOutCrit
else
s.fadeOut = STYLE.fadeOutNumber
end
if mode == 3 then
s.plate, s.guidNorm, s.valid = nil, nil, false
else
s.plate = plate
s.guidNorm = res.mobGuid and C.NormGuid(res.mobGuid) or nil
s.lastX, s.lastY, s.lastW, s.lastH = px, py, pw, ph
s.gen, s.valid = P.gen, true
end
local dxs, dys = STYLE.shadow * sw, STYLE.shadow * sh
setFont(fs, s.base)
if s.crit and critActive then
fs:SetTextHeight(s.base * S.KeyScale(STYLE.critKeyframes, 0))
else
fs:SetTextHeight(s.base)
end
fs:SetShadowOffset(dxs, -dys)
local cr, cg, cb = S.PickColour(res, o, ckey)
fs:SetTextColor(cr, cg, cb)
fs:SetText(text)
s.mText = text
fs:SetAlpha(0)
fs:SetShadowColor(0, 0, 0, 0)
fs:Show()
if suffix then
sfx:SetFont(S.FontPath(o.font), math.max(10, math.floor(s.base * 0.3)))
sfx:SetShadowOffset(dxs, -dys)
sfx:SetShadowColor(0, 0, 0, 1)
sfx:SetTextColor(cr, cg, cb)
sfx:SetText(suffix)
sfx:ClearAllPoints()
sfx:SetPoint("TOP", fs, "BOTTOM", 0, 0)
sfx:SetAlpha(0)
sfx:Show()
else
sfx:Hide()
end
float:SetScript("OnUpdate", onUpdate)
end
function S.Show(res)
if not res then return end
build()
local o = C.Opts()
local plate
if o.placement ~= "anchor" and (res.mobGuid or res.mobName) then
plate = P.Find(res.mobGuid, res.mobName, res.mobUnit)
end
local mode, px, py, pw, ph, also = P.Places(plate, o)
if C.debug then
C.Dbg("place " .. tostring(res.mobName) .. ": " .. (plate and "plate found" or "no plate")
.. ", mode " .. tostring(mode) .. (mode == 0 and " (hidden by option)" or ""))
end
if mode == 0 then
C.Ledger(res, "dropped:placement")
return
end
spawn(res, mode, plate, px, py, pw, ph)
if also then spawn(res, 3) end -- "Nameplate + anchor": a second, separately capped stack
end
function S.OptionChanged(key)
if not anchor then return end
if (key == "all" or key == "pos") and not dragging then placeAnchor() end
S.UpdateLabel()
end
-- ---- GO / WAIT threat label ------------------------------------------------------------------
-- ONE label over the nameplate of the PLAYER's target. core.lua decides status and numbers
-- (C.ThreatDecide); this only draws. The follow OnUpdate is attached only while the label is shown.
local TL = { fs = nil, shown = false, plate = nil, status = nil, text = nil, lastText = nil,
lastMode = 0, lastName = nil, mobName = nil, guid = nil }
local TL2 = { fs = nil, lastText = nil, lastMode = 0, lastName = nil } -- anchor copy ("both")
local followFrame
local findAcc = 0
-- status nil hides the label.
function S.SetThreat(status, buffer, need, srcName)
if not anchor then return end
if not status then
if TL.shown then
TL.shown = false
if TL.fs then TL.fs:Hide() end
if TL2.fs then TL2.fs:Hide() end
end
if followFrame then followFrame:SetScript("OnUpdate", nil) end
return
end
if not TL.fs then
TL.fs = float:CreateFontString("AnySCTThreatLabel", "OVERLAY")
TL.fs:SetFont(S.FontPath(opt("font")), 14, "OUTLINE")
end
TL.status = status
TL.text = S.ThreatText(status, buffer, need, srcName, nil)
TL.shown = true
findAcc = 1 -- look the plate up on the next frame
if not followFrame then followFrame = CreateFrame("Frame", "AnySCTFollowFrame", UIParent) end
followFrame:SetScript("OnUpdate", followUpdate)
end
-- Draw the label fs (state record L) for a placement mode; text and font change only on change.
local function drawLabel(L, fs, mode, px, py, pw, ph, margin, lift)
local size = (mode == 3) and S.ANCHOR_LABEL_SIZE or S.PLATE_LABEL_SIZE
if size ~= L.size then
L.size = size
fs:SetFont(S.FontPath(opt("font")), size, "OUTLINE")
L.lastText = nil
end
local name = (mode == 3) and TL.mobName or nil
if TL.text ~= L.lastText or mode ~= L.lastMode or name ~= L.lastName then
L.lastText, L.lastMode, L.lastName = TL.text, mode, name
fs:SetText(name and (name .. ": " .. TL.text) or TL.text)
if TL.status == "GO" then fs:SetTextColor(0.2, 1, 0.2) else fs:SetTextColor(1, 0.6, 0.1) end
end
fs:ClearAllPoints()
if mode == 3 then
fs:SetPoint("CENTER", anchor, "CENTER", 0, 0)
else
local x, y = px, py + lift
if mode == 2 then x, y = AnySCT_ClampToScreen(x, y, pw, ph, margin) end
fs:SetPoint("BOTTOM", UIParent, "BOTTOMLEFT", x, y)
end
fs:Show()
end
followUpdate = function()
if not TL.shown then return end
findAcc = findAcc + arg1
local o = C.Opts()
if findAcc >= 0.5 then
findAcc = 0
TL.plate = nil
TL.mobName = UnitName("target")
TL.guid = C.ResolveGuid("target")
if o.placement ~= "anchor" and not TL.forceAnchor then TL.plate = P.Find(TL.guid, TL.mobName, "target") end
end
local margin = o.edgeMargin or 40
local lift = S.TextSize(STYLE.sizeScale, o.sizeFactor or 1, GetScreenWidth(), GetScreenHeight()) + 6
local mode, px, py, pw, ph, also = P.Places(TL.plate, o)
if mode == 0 then
TL.fs:Hide()
if TL2.fs then TL2.fs:Hide() end
return
end
drawLabel(TL, TL.fs, mode, px, py, pw, ph, margin, lift)
if also then
if not TL2.fs then
TL2.fs = float:CreateFontString("AnySCTThreatLabel2", "OVERLAY")
TL2.fs:SetFont(S.FontPath(opt("font")), S.ANCHOR_LABEL_SIZE, "OUTLINE")
end
drawLabel(TL2, TL2.fs, 3, nil, nil, nil, nil, margin, lift)
elseif TL2.fs then
TL2.fs:Hide()
end
end
-- ---- demo / move / memory ------------------------------------------------------------------
-- Fixed sequence for side-by-side comparison with the player's own real numbers, then the burst.
local demoCache = {}
local DEMO, DEMO_N, DEMO_END
local demoIdx, demoT, demoTicker, demoAtAnchor = 1, 0, nil, false
local dSrc, dClass, dRgb, dMulti, dVictim = nil, nil, nil, false, nil
local function demoOnUpdate()
demoT = demoT + arg1
local showName = opt("showSpellName")
while demoIdx <= DEMO_N and DEMO[demoIdx].t <= demoT do
local e = DEMO[demoIdx]
local res = e.res
demoIdx = demoIdx + 1
-- same fields a real event carries (C.Emit), so every display setting applies
res.source, res.srcRgb, res.srcMulti, res.class = dSrc, dRgb, dMulti, dClass
res.spell = (e.sn and showName) and e.sn or nil
res.spellId = e.sn and 1 or nil
res.mobGuid, res.mobName, res.mobUnit = nil, dVictim, nil
if not demoAtAnchor and UnitExists("target") then
res.mobGuid = C.ResolveGuid("target")
res.mobName = UnitName("target")
res.mobUnit = "target"
S.Show(res)
else
spawn(res, 3)
end
if e.f then
-- the GO / WAIT preview rides the burst (real label code path, even with threatGo off)
local status, buf, need = S.DemoThreat(e.f, opt("threatGoLead"))
S.SetThreat(status, buf, need, C.ThreatSrcName and C.ThreatSrcName(dSrc))
end
end
if demoT >= DEMO_END then
TL.forceAnchor = false
S.SetThreat(nil)
this:SetScript("OnUpdate", nil)
end
end
-- /asct demo plays at the nameplate of the current target (the same placement rules as real
-- events); without a target, or with atAnchor, at the fixed anchor. A second call restarts it.
function S.Demo(atAnchor)
build()
demoIdx, demoT = 1, 0
demoAtAnchor = atAnchor and true or false
dSrc, dClass, dRgb, dMulti = S.DemoSource(C.state)
dVictim = UnitExists("target") and UnitName("target") or S.DEMO_VICTIM
local key = S.DEMO_SETS[dClass or ""] and dClass or "WARRIOR"
if not demoCache[key] then
local l, n, e = S.BuildDemo(key)
demoCache[key] = { l, n, e }
end
DEMO, DEMO_N, DEMO_END = demoCache[key][1], demoCache[key][2], demoCache[key][3]
TL.forceAnchor = demoAtAnchor
S.SetThreat(nil)
if not demoTicker then demoTicker = CreateFrame("Frame", "AnySCTDemoFrame", UIParent) end
demoTicker:SetScript("OnUpdate", demoOnUpdate)
end
function S.FontStringCount()
local n = 1 -- the targetSCT list label
for i = 1, POOL_MAX do
if slots[i].fs then n = n + 2 end
end
if TL.fs then n = n + 1 end
return n
end
-- /asct mem: gcinfo() is KB in use. Phase 1: 10 s idle. Phase 2: a demo burst.
local memFrame, memPhase, memT, memStart = nil, 0, 0, 0
function S.Mem()
build()
if not memFrame then memFrame = CreateFrame("Frame", "AnySCTMemFrame", UIParent) end
C.Print("memory now " .. gcinfo() .. " KB, " .. S.FontStringCount() .. " FontStrings; measuring 10 s idle ...")
memPhase, memT, memStart = 1, 0, gcinfo()
memFrame:SetScript("OnUpdate", function()
memT = memT + arg1
if memPhase == 1 and memT >= 10 then
C.Print("idle 10 s: " .. (gcinfo() - memStart) .. " KB change; starting demo burst ...")
memPhase, memT, memStart = 2, 0, gcinfo()
S.Demo(true)
elseif memPhase == 2 and memT >= 7 then
C.Print("demo burst: " .. (gcinfo() - memStart) .. " KB change; now " .. gcinfo()
.. " KB, " .. S.FontStringCount() .. " FontStrings")
memPhase = 0
this:SetScript("OnUpdate", nil)
end
end)
end
function S.SetMoveMode(on)
build()
moveMode = on and true or false
applyMoveVisuals()
if moveMode then
S.Demo(true)
C.Print("anchor unlocked: drag the box, then /anysct lock")
else
C.Print("anchor locked")
end
if AnySCT_Options and AnySCT_Options.refresh then AnySCT_Options.refresh() end
end
function S.IsMoveMode() return moveMode end
function S.ToggleMove() S.SetMoveMode(not moveMode) end
end