[button:N] was a held-state modifier: IsMouseButtonDown(name), true while you
physically hold that button. Retail's is a property of the activation -- which
button clicked the action button -- and a keybind press counts as button 1
because it activates through the left-click path. Different in kind, and the
visible break was [button:1] Rejuvenation; Regrowth casting Regrowth from a
keybind, where retail casts Rejuvenation.
It now reads ClassicAPI's GetMouseButtonClicked, defaulting to LeftButton when
no click dispatch is running. That default IS the keybind rule: Button:Click()
with no argument reports LeftButton, and a macro run from anywhere else answers
button 1 the same way.
This also reverts 891467c. That commit refreshed the action bar on
GLOBAL_MOUSE_DOWN/UP so the icon could track the held state -- under the real
semantics there is no such state to track, and the icon correctly sits on
whatever button 1 resolves to. PLAYER_TOTEM_UPDATE stays; it shared the comment
and inherits it.
Requires ClassicAPI v1.15.8, up from v1.15.0. v1.15.8 scoped
GetMouseButtonClicked to the click dispatch; before it a HELD button kept the
value alive (by design -- OnDragStart reads it), so turning the camera with
right-click down made every keybind press read RightButton. The function exists
below v1.15.8 and answers wrongly, and a conditional that is quietly wrong is
worse than one that warns, so the floor moved rather than the conditional being
gated.
Bare [button] / [nobutton] survive as an extension retail has no equivalent for,
now meaning "a click dispatch is running" -- the practical "activated by a
keybind, not a click" test, and no longer leaning on anything but the documented
nil.
The LOSS_OF_CONTROL_ADDED/UPDATE registration was wrapped in a
`type(C_LossOfControl) == "table"` check, to keep an older ClassicAPI without
the namespace from erroring on an unknown event. That can't happen:
C_LossOfControl ships in v1.10.0, and the addon refuses to finish loading below
v1.15.0. Same shape as the health/power fallbacks removed just before this.
GetSchoolLockout's comment claimed it "Returns 0 for a client without
C_LossOfControl", which was not merely obsolete but wrong -- the function
indexes C_LossOfControl unguarded on its first line, so a missing namespace
raises rather than returning 0. The sentence describes a guard that was never
there.
Left alone: the C_Macro.SetMacroDisplay feature-detect in Init.lua looks like
the same pattern but isn't. SetMacroDisplay lands in v1.15.0, exactly the floor,
so a nil there means the client mod is absent outright, and the flag doubles as
the internal "may we publish" guard that ReleaseDisplays clears.
UnitHealthMissing, UnitPower, UnitPowerMax and UnitPowerMissing each carried an
`X or function(...)` fallback computing the value from UnitHealth/UnitMana. None
could run: the addon refuses to finish loading below ClassicAPI v1.15.0, and all
four globals ship at or below v1.10.0. The file header already promised as much
-- "the wrappers below call the API directly -- no fallbacks" -- and these four
were the only ones that didn't.
The UnitPower fallback was worse than dead. It dropped powerType and returned
UnitMana(unit), so a rage or energy read would have quietly answered with mana;
UnitPowerMax did the same with UnitManaMax. Only unreachability kept that from
being a bug.
They were also the file's only plain `API.X =` assignments, bound to the global
at load time. Now all 38 wrappers are `function API.X(...)`, resolving per call
like their neighbours -- no practical difference, since the DLL registers these
globals before any addon Lua runs.
Every caller passes (unit) or (unit, powerType); both pass straight through.
An out-of-date ClassicAPI did not degrade the addon, it decapitated it.
Utility.lua calls ev:RegisterUnitEvent at file scope (v1.15.0), so on an
older build that call raises and Lua abandons the rest of the chunk --
every definition below line 4118 of a 10040-line file, some 6000 lines,
silently never happens. What the user sees is the first one a common path
reaches: PLAYER_TARGET_CHANGED calling a nil ClearResistState, once per
target swap, forever.
The requirement check still said v1.12.1 (the positional
C_UnitAuras.UnitAura), so the affected client sailed through it and the
warning it did print promised only that "dispel-type conditionals will be
unavailable" -- describing a graceful degradation that was not happening.
The gate is now v1.15.0 and says the addon cannot finish loading, with the
installed version in the message the way the Nampower branch does it.
ClassicAPI.lua gains GetVersion() to decode CLASSIC_API_VERSION, keeping
the X*10000 + Y*100 + Z encoding inside that module, and its header notes
that the minimum has to rise with any ClassicAPI call adopted at file
scope -- that is the property that turns a version mismatch into a silent
half-load rather than a missing feature.
C_Macro.SetMacroDisplay also ships in v1.15.0, which retires the last
pre-ClassicAPI display path:
useClassicAPIDisplay folds into ClassicAPIMacroDisplay. The two were
always equal -- set together at load, cleared together in
ReleaseDisplays -- and one of them is a handshake ClassicAPI reads, so
a second name for the same state could only ever drift.
TestForAllActiveActions loses the per-slot ACTIONBAR_SLOT_CHANGED
fan-out. Publishing repaints every slot holding the macro through the
client's own notifier; the fan-out was what ran when SetMacroDisplay
was unavailable, and its one remaining reachable state was after
DisableAddon, where ReleaseDisplays has already handed all 36 macros
back and ClassicAPI repaints them itself.
The load-time feature detect stays, with a new reason: below the minimum
the addon is already broken, so a nil SetMacroDisplay now means ClassicAPI
is absent outright -- the case the requirement check warns about and then
keeps running.
scanDispel now reads each slot through the positional C_UnitAuras.UnitAura
(added in ClassicAPI v1.12.1) instead of the table-return GetAuraDataByIndex,
dropping a throwaway AuraData table per slot on the up-to-48-slot scan behind
the [magic]/[curse]/[disease]/[poison]/[dispellable] conditionals.
Since UnitAura is called directly with no fallback, gate on it: the load-time
check in Core.lua warns (matching its warn-don't-disable design) when
ClassicAPI is older than v1.12.1, wiring up the previously-unused
ClassicAPI.HasMinimumVersion.
scanDispel now calls C_UnitAuras.GetAuraDataByIndex(unit, i, filter) instead of
selecting GetBuffDataByIndex/GetDebuffDataByIndex -- the two are documented as
GetAuraDataByIndex with a HELPFUL/HARMFUL filter, and the index runs within the
filtered range identically. Drops the helpful-and-A-or-B function pick.
Replaces the 32-slot UnitBuff + C_Spell.GetSpellName name-compare loop with a
single ClassicAPI.GetAuraDataBySpellName(unit, name, "HELPFUL") lookup.
Locale-identical to the old compare (both use the localized Spell.dbc name).
Wrapper added next to GetUnitAuraBySpellID.
The Banish immunity check hand-scanned 16 debuff slots plus 32 buff slots
(NPC overflow) for spellID 710/18647. ClassicAPI.GetUnitAuraBySpellID walks
the whole aura array in one call per rank, so it finds the debuff wherever it
lands -- including an NPC's overflow buff slots -- dropping the two loops and
the UnitIsPlayer gate. Wrapper added alongside UnitHasDispelType.
Detects a spell-school interrupt lockout (Counterspell/Kick/Pummel/Earth
Shock) on the player -- the server-side lockout that no debuff scan can see,
since it's a SMSG_SPELL_COOLDOWN packet, not an aura. ClassicAPI's
C_LossOfControl aggregates it as SCHOOL_INTERRUPT with a lockoutSchool mask.
ClassicAPI.GetSchoolLockout() returns the locked school mask; ValidateSchoolLocked
tests a school name against it (bitmask check without the 5.1-only % operator).
[locked] = any school kicked, [locked:frost] = that school, [locked:fire/frost]
= either; [nolocked:...] negates with AND (neither). Registered in
BOOLEAN_CONDITIONALS for the bare form; LOSS_OF_CONTROL_ADDED/UPDATE wired to
refresh the icon. Full silences remain [mycc:silence].
Uses ClassicAPI's modern C_Item.GetWeaponEnchantInfo (12-tuple with
enchant IDs) plus C_Item.GetEnchantInfo (ID -> localized name) to match
WHICH temporary weapon enchant is applied -- by SpellItemEnchantment ID or
name -- not just that one exists. Locale-proof and exact, unlike
[mhimbue:Name]'s green-text tooltip scan.
ClassicAPI.lua gains GetWeaponEnchant(slot) (centralizes the tuple
indexing, vanilla-global fallback) and GetEnchantName(id). ValidateWeaponImbue
now reads through GetWeaponEnchant. New keywords mhenchant/nomhenchant/
ohenchant/noohenchant support bare (any enchant), single ID/name, and
OR-lists ([mhenchant:2823/Deadly_Poison]); registered in BOOLEAN_CONDITIONALS
for the bare form and auto-added to VALID_CONDITIONALS via Keywords.
Checks whether a saved ClassicAPI equipment set is currently equipped, via
C_EquipmentSet.GetEquipmentSetInfo's isEquipped flag (wrapped as
ClassicAPI.IsEquipmentSetEquipped). Named [equipset] rather than [set] to avoid
colliding with the existing tier/item-set piece-count conditional. Supports
OR-lists ([equipset:Raid/Farm]) and negation ([noequipset:PvP]). Pairs with the
conditional /equipset command: swap with one, branch on the other.
ValidateHpLost now gets the health deficit in one call through
CleveRoids.ClassicAPI.UnitHealthMissing, mirroring how ValidatePowerLost
uses UnitPowerMissing, instead of hand-computing max - current via
NampowerAPI.
Add ClassicAPI UnitPower/UnitPowerMax/UnitPowerMissing/UnitPowerType wrappers
and route the power conditionals through them:
- ValidatePower/ValidateRawPower/GetCachedPlayerPower(Percent) use UnitPower /
UnitPowerMax (omitted type = primary power, matching the old UnitMana path).
- ValidatePowerLost uses UnitPowerMissing (one call vs max - current).
- powertype/nopowertype use ClassicAPI.UnitPowerType.
Replace the SuperWoW "2nd return of UnitMana = caster mana" druid hack in
ValidateDruidRawMana and the #showtooltip OOM check with UnitPower(unit, 0),
which reads the mana slot directly and survives shapeshift. Verified in Cat
Form: UnitPower('player', 0) returns caster mana while UnitPower('player', 3)
returns energy.
Remove the now-dead Nampower GetUnitField-based GetUnitPower/GetUnitMaxPower
wrappers and POWER_FIELDS tables (no caller passed a powerType, so that path
never ran).
Migrate the healing/*_power/spell_power conditionals off Nampower's
GetSpellPower to ClassicAPI GetSpellBonusDamage(school) / GetSpellBonusHealing.
Both read the same client field, so the per-school damage values are identical
while dropping the Nampower v2.31 gate.
Fixes healing/healingpower: GetSpellPower returns no healing value, so they were
returning the 2nd school (holy spell damage) as a stand-in for +healing.
GetSpellBonusHealing returns the real (derived) +healing.
Prune the now-unused Nampower GetSpellPower wrapper, feature-table entry, and
feature flag.
Add a GetSpellSchool bleed check (Priority 0.5) backed by DBC SpellMechanic
data instead of damage-event learning / name patterns:
- GetSpellMechanicByID == 15 catches spell-level bleeds (Garrote, Rupture,
Rend, Rip, Pounce, Deep Wounds).
- New ClassicAPI GetSpellEffectMechanics catches effect-level bleeds that the
spell-level field misses -- Rake is spell-level 0 with EffectMechanic[2]=15.
Wrap C_Spell.GetSpellEffectMechanics in ClassicAPI.lua (nil-guarded so older
builds fall back to spell-level only). Verified against the client Spell.dbc.
Also drop Hemorrhage from the bleed name-pattern fallback: the DBC gives it no
bleed mechanic (physical damage), so bleed-immune mobs don't resist it -- it was
a false positive. Existing learning / split-damage / patterns remain as fallback.
Back them with ClassicAPI IsMounted() and UnitStandState("player").
mounted/nomounted are player mount state; standing = stand state 0,
sitting = any non-standing pose (its complement). Player-only, registered
in Keywords, BOOLEAN_CONDITIONALS, and STATIC_CONDITIONALS like [stealth].
Item-set membership and set info now read ItemSet.dbc directly through
ClassicAPI instead of the nampower/Reliquary glue, so set features no
longer require the Reliquary DLL to be installed.
- ClassicAPI.lua: add GetItemSetIDByID and GetItemSetInfo wrappers.
- Utility.lua: repoint ResolveSetItems, CountEquippedSetItemsBySetId,
GetEquippedItemSetInfo, and GetEquippedSetPieceCount at the ClassicAPI
accessors. Set-name matching now uses the DBC name (localized; identical
to the old enUS path on English clients).
- NampowerAPI.lua: remove the now-unused GetItemSet/GetItemSetId/
GetItemSetItems/GetItemSetBonuses, the dead GetSpellEffectRadius (no
callers, only radius source was Reliquary), and the orphaned RQ_SafeCall.
- Init.lua: drop hasReliquary detection and its startup feature line.
- Conditionals.lua: update the [set:] comment (no longer Reliquary-gated).
Lean on ClassicAPI's backported readers instead of link-string parsing
and a hand-maintained mechanic table.
- ClassicAPI.lua: add wrappers GetCursorInfo/CursorHoldsItemID,
GetContainerItemID, GetInventoryItemID, and GetSpellMechanicByID.
- Core.lua: in the manual equip fallback, verify the cursor holds the
intended item (CursorHoldsItemID) before EquipCursorItem, aborting only
on a definitive mismatch so empty/unknown cursors behave as before.
- NampowerAPI.lua / Utility.lua: replace GetContainerItemLink /
GetInventoryItemLink + "item:(%d+)" parsing with direct C_Container/
inventory ID lookups at the sites that only need the itemID; route the
equipped-set scans through the GetEquippedItemID helper.
- Conditionals.lua / Utility.lua: replace the 785-entry CCSpellMechanics
fallback table with C_Spell.GetSpellMechanicByID in GetSpellMechanic and
GetSpellCCType (BuffLib / nampower paths unchanged); delete the table.
Add ClassicAPI.IsSwimming wrapper and route [swimming]/[noswimming] and
the swim/noswim aliases through it. Removes the Nampower v2.36
hasPlayerIsSwimming version gate and the "requires Nampower 2.36"
warning (ClassicAPI's IsSwimming is always available). Same semantics.
- GetItemCooldownCached: resolve via ClassicAPI GetItemCooldown (by item
id/name) instead of FindItemLocation + nampower GetItemIdCooldown +
link parsing; equipment slots (1-19) still query the inventory slot.
- [stealth]/[nostealth] and [stl]/[nostl], and the Rogue branch of
GetCurrentShapeshiftIndex, now use ClassicAPI IsStealthed() (covers
Rogue Stealth + Druid Prowl) instead of class-gated localized buff
lookups. Note: [nostealth] is now true for non-stealth classes.
- CountEnemiesMatching nameplate scan uses C_NamePlate.GetNamePlateGUIDs()
instead of walking WorldFrame children and extracting GUIDs via
pcall(frame.GetName).
- Add ClassicAPI.IsStealthed / GetNamePlateGUIDs wrappers.
GetActionInfo:
- Add ClassicAPI.GetActionInfo wrapper; rewrite GetActionButtonInfo
(Generic.lua) to use it and resolve names via GetSpellRecField /
GetItem / GetMacroInfo, replacing the per-slot GameTooltip scan +
texture heuristic. Powers reactive-ability slot detection.
- Delete the dead SuperWoW-GetActionText copy of GetActionButtonInfo.
Spell IDs in the index:
- IndexSpells now uses ClassicAPI GetSpellInfo(slot, bookType), whose
10th return is the spellID, so every Spells entry carries .id (one
call also replaces GetSpellName + GetSpellTexture).
Dynamic pfUI action-button icons (pairs with the pfUI fork change):
- GameTooltip.SetAction hook renders spells via ClassicAPI
SetSpellByID(spell.id) instead of SetSpell(spellSlot, bookType) +
manual rank text. Items stay location-based (instance data).
- Drop the redundant GetActionSpellSlot -> GetSpellCooldown cooldown
shim in the pfUI handler; pfUI now routes through the hooked
GetActionCooldown when it defers macro scanning to us.
ClassicAPI is now required, not optional. The load-time requirement
check warns when it's missing (Core.lua), the same as Nampower/UnitXP,
and ClassicAPI-backed code calls the API directly with no fallbacks.
- ClassicAPI.lua: drop the HasUnitAuras/HasUnitSpeed/HasIsFalling
capability gates and pcall hedging; wrappers call C_UnitAuras /
GetUnitSpeed / IsFalling directly. Keep IsAvailable (used by the
requirement check) and the version helpers.
- [moving]: ClassicAPI GetUnitSpeed is the only source. Removed the
MonkeySpeed integration, the Nampower PlayerIsMoving branch, and the
100 Hz position-tracking buffer in Core.lua's OnUpdate (with its
POS_TRACK_INTERVAL constant and UnitPosition upvalue). Removed the
now-dead speed==nil guards and WarnNoSpeedSource.
- README: ClassicAPI moved to Required; MonkeySpeed dropped from
Supported Addons.
- docs/CLASSICAPI-TODO.md: record the mandatory/no-fallbacks policy.
Introduce ClassicAPI.lua, a feature-detection layer for the ClassicAPI
client mod that mirrors NampowerAPI's HasMinimumVersion pattern
(IsAvailable / HasMinimumVersion / HasUnitAuras). UnitHasDispelType
scans a unit's auras via C_UnitAuras and reports the dispel type,
scanning debuffs or buffs based on a helpful flag.
Add conditionals backed by it:
- Debuff side (defensive cleanse): [magic] [curse] [disease] [poison]
[dispellable] + negations
- Buff side (offensive dispel/strip): [magicbuff] [dispellablebuff]
+ negations
All are no-arg booleans, default to @target (honor @unit), and degrade
gracefully without ClassicAPI: positive checks return false, negated
return true, since vanilla cannot read aura dispel types. The existing
ValidateAura path is untouched. MacroErrorChecker auto-accepts them via
the Keywords table; they're registered in BOOLEAN_CONDITIONALS so they
parse as flags. Loaded after NampowerAPI in the TOC.