275 lines
13 KiB
Lua
275 lines
13 KiB
Lua
-- BulwarkFrame - data.lua
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-- Everything that touches the live client: the buffer aura, the swing timer, combat state.
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-- WoW-API file (parse-checked only; the arithmetic it feeds lives in core/ and is unit tested).
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--
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-- Two reads, and they come from DIFFERENT enumerations -- settled in game on 2026-07-28, no
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-- longer an open question:
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-- * TIME -- aura 58130 "Earthen Bulwark", a BUFF. Seen by GetPlayerBuff / UnitBuff (spell id at
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-- return 3). Counts 8 seconds down; verified across eight appearances.
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-- * POOL -- aura 58127 "Earthen Bulwark Durability", a DEBUFF. Its stack count IS the fill
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-- level, 0..100 (verified building up: 20, 44, 70, 91, 100). It is NOT listed by the
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-- HELPFUL player-buff enumeration at all, only by UnitDebuff (spell id at return 4).
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-- Both ids stay configurable, and the reader takes each value from whichever aura reports it.
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BulwarkFrame = BulwarkFrame or {}
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local BF = BulwarkFrame
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local S = BulwarkFrameSwing
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-- Live state, read by ui.lua. One table, updated in place -- no per-frame allocation.
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BF.state = {
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active = false, -- buffer aura present
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stacks = 0,
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timeLeft = 0,
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maxHP = 0,
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inCombat = false,
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timeLeftAt = 0, -- GetTime() of the last timeLeft reading (see ScanAuras)
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lastSwingAt = 0,
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swingSpeed = 0,
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swingOffset = 0,
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hasPool = false, -- pool aura seen at least once this session (probe hint)
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hasTime = false,
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}
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-- ---- buff scan --------------------------------------------------------------------------
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-- Walks one of the 64-slot unit aura enumerations looking for the buffer, and returns the
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-- (possibly raised) stack count plus the found flag.
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--
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-- Deliberately a file-scope function taking its inputs as arguments rather than a closure built
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-- inside ScanAuras: as a closure it allocated one object per CALL plus one more per aura SLOT (the
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-- per-slot pcall wrapper), and ScanAuras is the PLAYER_AURAS_CHANGED handler -- an event that
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-- fires on every stack change of the buffer, i.e. on every absorbed hit. Roughly two dozen
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-- throwaway closures per incoming melee swing is exactly the GC churn the rest of this addon
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-- takes care to avoid.
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--
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-- The per-slot pcall went with it. It was never per-slot error recovery either: the old code
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-- aborted the WHOLE walk as soon as one slot failed, so a single pcall around the walk (see the
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-- call sites) covers the same ground -- and UnitBuff/UnitDebuff on "player" with an integer index
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-- does not throw to begin with. The one behavioural difference is that a walk which errors part
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-- way through now contributes nothing instead of its partial count, which is the safer of the two.
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--
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-- Note the id position differs between the two calls -- an easy trap: reading return 4 from
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-- UnitBuff (or 3 from UnitDebuff) silently yields nil and the aura is never matched.
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local function scanStacks(st, fn, idPos, poolId, timeId, stacks, found)
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local i = 1
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while i <= 64 do
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local r1, r2, r3, r4 = fn("player", i)
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if r1 == nil then break end
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local id = (idPos == 4) and tonumber(r4) or tonumber(r3)
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if id == poolId or id == timeId then
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local n = tonumber(r2)
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if n and n > stacks then
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stacks = n
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found = true
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st.hasPool = true
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end
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end
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i = i + 1
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end
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return stacks, found
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end
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-- Scans the player's buffs once and writes pool/time into BF.state.
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-- GetPlayerBuff walks HELPFUL slots; GetPlayerBuffID (SuperWoW) gives the spell id, which is the
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-- whole reason SuperWoW is a hard requirement -- matching the icon texture instead would collide
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-- with unrelated auras and produce a confidently wrong readout.
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--
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-- GOTCHA (in-game verified): GetPlayerBuffTimeLeft returns 0 for a permanent buff, not nil, so
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-- "has a duration" must be tested as > 0.
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function BF.ScanAuras()
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local st = BF.state
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local db = BulwarkFrameDB
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local poolId, timeId = db.poolAura, db.timeAura
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local stacks, timeLeft = 0, 0
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local found = false
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local i = 0
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while i < 32 do
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local slot = GetPlayerBuff(i, "HELPFUL")
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if not slot or slot < 0 then break end
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local id = GetPlayerBuffID and GetPlayerBuffID(slot)
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if id == poolId or id == timeId then
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found = true
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-- Stacks AND duration are taken from whichever of the two auras carries them, rather
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-- than assuming the pool id owns the count. Reading the count only from poolId meant
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-- that if the buffer happens to sit on the other id, the aura was detected but the
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-- count stayed 0 -- and the "no count means one stack" fallback below then reported a
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-- single stack. On a full buffer that renders as 61 instead of 6117: a plausible
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-- number, off by a factor of a hundred. Whichever aura reports more wins; they cannot
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-- contradict each other because they describe the same buffer.
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local n = GetPlayerBuffApplications and GetPlayerBuffApplications(slot)
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if type(n) == "number" and n > stacks then
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stacks = n
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if id == poolId then st.hasPool = true end
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end
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local tl = GetPlayerBuffTimeLeft and GetPlayerBuffTimeLeft(slot)
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if type(tl) == "number" and tl > 0 and tl > timeLeft then
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timeLeft = tl
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st.hasTime = true
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end
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end
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i = i + 1
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end
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-- The fill level is NOT reachable through GetPlayerBuff. Measured in game 2026-07-28 while the
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-- buffer was building (20 -> 44 -> 70 -> 91 -> 100):
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--
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-- 58130 "Earthen Bulwark" -- UnitBuff, spell id at return 3, carries the TIME
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-- 58127 "Earthen Bulwark Durability" -- UnitDebuff, spell id at return 4, carries the STACKS
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--
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-- The durability aura runs as a DEBUFF, and the HELPFUL player-buff enumeration above never
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-- lists it. Reading only that API is why a full buffer reported a single stack -- and one stack
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-- renders as 61 against a maximum of 6117: a plausible number, wrong by a factor of a hundred.
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--
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-- The walk itself lives at file scope (see scanStacks above). pcall is handed the arguments
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-- directly instead of a wrapper closure, so this path allocates nothing at all.
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if UnitDebuff then
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local ok, s, f = pcall(scanStacks, st, UnitDebuff, 4, poolId, timeId, stacks, found)
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if ok then stacks, found = s, f end
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end
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if UnitBuff then
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local ok, s, f = pcall(scanStacks, st, UnitBuff, 3, poolId, timeId, stacks, found)
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if ok then stacks, found = s, f end
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end
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-- A buffer aura with no applications at all still means "buffer up": 1.12 reports a
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-- single-stack aura without a count, and treating that as 0 would blank the bar while it is
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-- protecting us. Only reached when NO source reported a count.
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if found and stacks == 0 then stacks = 1 end
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st.active = found
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st.stacks = stacks
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st.timeLeft = timeLeft
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-- When this reading was taken. GetPlayerBuffTimeLeft is only sampled on aura events, so the
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-- display interpolates from here instead of holding the same number until the next event --
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-- otherwise an 8 second bar visibly steps down in chunks.
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st.timeLeftAt = GetTime()
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end
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-- Re-reads ONLY the remaining time, cheaply enough to run on a timer rather than waiting for an
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-- event. This exists because 1.12 does not reliably fire PLAYER_AURAS_CHANGED when an aura that is
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-- already up is merely REFRESHED: same aura, same stack count, new duration. The event-driven read
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-- then keeps its old timestamp and the interpolation counts down past a buffer that was in fact
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-- reset to 8 seconds -- which is exactly the reported symptom.
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--
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-- Deliberately not the full ScanAuras: the stack count needs the two 64-slot unit enumerations,
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-- while the duration only needs the player-buff walk, so the expensive part stays event-driven.
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function BF.ScanTime()
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local st = BF.state
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local db = BulwarkFrameDB
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local poolId, timeId = db.poolAura, db.timeAura
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local timeLeft = 0
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local i = 0
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while i < 32 do
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local slot = GetPlayerBuff(i, "HELPFUL")
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if not slot or slot < 0 then break end
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local id = GetPlayerBuffID and GetPlayerBuffID(slot)
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if id == poolId or id == timeId then
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local tl = GetPlayerBuffTimeLeft and GetPlayerBuffTimeLeft(slot)
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if type(tl) == "number" and tl > timeLeft then timeLeft = tl end
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end
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i = i + 1
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end
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-- Only accept a reading that moves the clock FORWARD (a refresh) or keeps it running down.
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-- A zero here means the aura is gone; the caller's active flag comes from ScanAuras.
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if timeLeft > 0 then
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st.timeLeft = timeLeft
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st.timeLeftAt = GetTime()
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end
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return timeLeft
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end
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-- ---- swing ------------------------------------------------------------------------------
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-- Refreshes weapon speed and the latency offset. Cheap, but not per-frame cheap: called on
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-- swing events and on the slow ticker, not from OnUpdate.
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function BF.RefreshSwingInputs()
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local st = BF.state
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local db = BulwarkFrameDB
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local main = UnitAttackSpeed("player")
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if type(main) == "number" and main > 0 then st.swingSpeed = main end
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if db.swingUseLatency then
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local _, _, lag = GetNetStats()
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st.swingOffset = S.latencySeconds(lag, db.swingLatencyShare)
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else
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st.swingOffset = 0
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end
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end
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-- ---- events -----------------------------------------------------------------------------
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local driver = CreateFrame("Frame", "BulwarkFrameDataDriver")
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driver:RegisterEvent("PLAYER_ENTERING_WORLD")
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driver:RegisterEvent("PLAYER_AURAS_CHANGED")
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driver:RegisterEvent("PLAYER_REGEN_DISABLED")
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driver:RegisterEvent("PLAYER_REGEN_ENABLED")
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driver:RegisterEvent("UNIT_INVENTORY_CHANGED")
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-- Max health is the base of EVERY number on screen (maxPool = maxHP/5), so it must not be read
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-- only on zone-in and gear swaps. A stamina buff landing at the raid entrance -- Fortitude, Gift
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-- of the Wild, food, a world buff -- moves max health without either of those events, and the
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-- readout would then be ~10% low for the whole encounter. UNIT_MAXHEALTH carries a unit token in
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-- arg1 and fires for every group member, so it has to be filtered; PLAYER_LEVEL_UP carries the
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-- new level in arg1 and must NOT go through that filter.
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driver:RegisterEvent("UNIT_MAXHEALTH")
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driver:RegisterEvent("PLAYER_LEVEL_UP")
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-- SuperWoW's UNIT_CASTEVENT is the swing source: arg3 is "MAINHAND"/"OFFHAND" for auto-attacks.
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-- It is language independent and fires on misses too, unlike parsing combat-log text -- which is
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-- how the third-party swing timers get it wrong on a dodge.
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driver:RegisterEvent("UNIT_CASTEVENT")
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driver:SetScript("OnEvent", function()
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if event == "UNIT_CASTEVENT" then
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-- arg1 = caster GUID, arg3 = type. "MAINHAND"/"OFFHAND" are auto-attacks, not spells.
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-- Only the main hand drives the bar: an off-hand swing has its own clock, and drawing
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-- both on one line would show a marker that jumps backwards.
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if arg3 == "MAINHAND" and arg1 == BF.playerGuid then
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BF.state.lastSwingAt = GetTime()
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BF.RefreshSwingInputs()
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-- Redraw explicitly, because this branch returns before the shared RequestUpdate at
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-- the end of the handler. Without it a swing landing while idle and out of combat
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-- never re-attaches the update loop and the marker simply does not move -- the one
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-- wakeup path that is neither an aura nor a combat event. The call stays INSIDE the
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-- main-hand test on purpose: UNIT_CASTEVENT fires for every cast of every unit in
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-- range, and redrawing on all of them is exactly the churn this addon avoids.
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if BF.RequestUpdate then BF.RequestUpdate() end
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end
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return
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end
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if event == "UNIT_MAXHEALTH" then
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-- Health only: no GUID re-capture, no swing re-read. This fires for party and raid
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-- members too, hence the filter.
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if arg1 == "player" then BF.state.maxHP = UnitHealthMax("player") or 0 end
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elseif event == "PLAYER_LEVEL_UP" then
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BF.state.maxHP = UnitHealthMax("player") or 0
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elseif event == "PLAYER_REGEN_DISABLED" then
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BF.state.inCombat = true
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elseif event == "PLAYER_REGEN_ENABLED" then
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BF.state.inCombat = false
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elseif event == "PLAYER_ENTERING_WORLD" or event == "UNIT_INVENTORY_CHANGED" then
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BF.state.maxHP = UnitHealthMax("player") or 0
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-- Seeded from the live API, not only from the REGEN transitions: those fire on ENTERING
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-- combat, never on login, so a /reload taken mid-fight would leave the flag false for the
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-- rest of the encounter and strand anyone running "Combat only".
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BF.state.inCombat = UnitAffectingCombat("player") and true or false
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BF.CapturePlayerGuid()
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BF.RefreshSwingInputs()
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end
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if event == "PLAYER_AURAS_CHANGED" or event == "PLAYER_ENTERING_WORLD" then
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BF.ScanAuras()
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end
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if BF.RequestUpdate then BF.RequestUpdate() end
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end)
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-- The player's own GUID, needed to tell our swings from everyone else's. SuperWoW appends it as a
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-- second return of UnitExists -- resolved the same way elsewhere, rather than via a second API call.
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-- Cached on world entry, not read per event.
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BF.playerGuid = nil
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function BF.CapturePlayerGuid()
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local _, guid = UnitExists("player")
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if guid then BF.playerGuid = guid end
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return BF.playerGuid
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end
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