Replace GetInventoryItemLink/GetContainerItemLink link-scraping with
direct ClassicAPI reads across the item conditionals:
- [equipped] cache build: GetInventoryItemID + C_Item.GetItemName
(decorated name replaces the old bracket-name / GetItemInfo two-step)
- slot-number -> item name resolves ([cd], [usable]/[nousable]):
C_Item.GetItemName location form
- HasItem / GetItemCooldown substring fallbacks: match the decorated
name instead of the raw link string
- numeric-slot presence check: GetInventoryItemID
Suffix decoration is preserved via the location form, so partial/
suffixed [equipped:...] matches behave as before.
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).
HasWeaponEquipped matched the localized GetItemInfo subtype string, which
required a hand-maintained translation of all 13 weapon/shield subtypes per
locale plus brittle "^Fist"/last-word string parsing.
Use the locale-independent class/subclass IDs from C_Item.GetItemInfoInstant
instead:
- Init.lua: WeaponTypeNames entries now carry numeric class + subClass set
(Axes/Swords/Maces span their 1H+2H subclasses; Shields are armor class 4).
- Conditionals.lua: HasWeaponEquipped resolves the slot's itemID via
ClassicAPI GetInventoryItemID, then compares classID/subClassID -- no link
parsing, no string munging.
- Localization.lua: drop the now-unused weapon-subtype strings from every
locale block (112 lines).
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.
Unify both ! mechanisms (bare !spell gate-injection and bracketed
[cond] !spell dispatch skip) on ClassicAPI's CastSpellNoToggle, which
no-ops auto-repeat (Shoot/Auto Shot/Wand) and toggle auras
(forms/stances/aspects/seals) instead of toggling them off.
- Bare !spell now just sets conditionals.noSpam (no injected gate
conditional); removed spamConditions and GetSpammableConditional.
- Dispatch: melee Attack still uses AttackTarget (CastSpellNoToggle
doesn't cover the melee swing). For everything else under !, keep the
ValidatePlayerBuff anti-refresh skip (CastSpellNoToggle only covers
true toggle auras, not regular self-buffs like Mark of the Wild),
otherwise CastSpellNoToggle. This is more reliable for auto-repeat
than the old CheckChanneled path.
CheckChanneled is retained (still used by the [channeled]/[checkchanneled]
conditionals).
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.
- CancelAura: cancel matched buffs through ClassicAPI's
C_Spell.CancelSpellByID instead of nampower CancelPlayerAuraSpellId
and the legacy slot-based CancelPlayerBuff + tooltip-scan path. The
buff scan (SuperWoW GetPlayerBuffID / nampower raw GetPlayerAuraDuration
+ overflow tracking) and the boolean return are preserved, so the
~spell cancel-vs-cast toggle still works. CancelSpellByName isn't usable
here because it reports no match.
- Focus: GetFocusUnitId no longer warns when no focus is set. In a
fallback macro ([@focus] as one alternative) that's a normal state;
the clause now silently falls through like any unresolved @unit.
Dropped the unused warn parameter and updated both callers.
- ScheduleTimer now wraps C_Timer.After, removing the dedicated timer
frame + per-frame OnUpdate loop + timers queue.
- Aura-tracking cleanup -> C_Timer.NewTicker(5) (_auraCleanupTicker);
drop the UnitXP arm, the named global CleveRoids_AuraTrackingCleanupTimer,
and the inline "not hasUnitXP" fallback in OnAuraCastOther.
- Libdebuff cleanup -> C_Timer.NewTicker(30) (_cleanupTicker); drop the
UnitXP arm and CleveRoids_LibDebuffCleanupTimer.
- Shutdown cancels the tickers instead of UnitXP timer disarm.
Cleanup now always runs (was gated on hasUnitXP) and no longer depends
on UnitXP threaded timers or named global callbacks. Tickers self-guard
on isShuttingDown and are cancelled on shutdown.
ClassicAPI exposes a native "focus" unit token (set via its own /focus
/ FOCUSTARGET keybind), accepted by every UnitX call.
- GetFocusUnitId falls back to the native "focus" token after the pfUI
emulated-focus check, so @focus / [cond:focus] / focus range checks
now work for non-pfUI users (previously focus only worked via pfUI).
- TryTargetFocus uses TargetUnit("focus") for an exact switch before the
fragile name-based TargetByName path.
- Add [focus]/[nofocus] conditionals (GetFocusUnitId ~= nil), covering
both pfUI and native focus; registered as boolean conditionals.
No addon /focus command is needed: ClassicAPI's companion addon already
registers /focus and /clearfocus.
- 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.
Uses GetBattlefieldStatus to check whether any battlefield queue
slot is in the "active" state, which indicates the player is
currently inside a battleground instance.