* feat: add /stopchannel command
* review: give /stopchanneling a real handler and warn when nampower can't honor it
---------
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
IsRelicSlot no longer tests playerClass against PALADIN/DRUID/SHAMAN. It now
reads CleveRoids.hasRelicSlot, sampled once in PLAYER_LOGIN.
Also folds PerformEquipSwap's slot-18 check into the same helper. Its class list
(HUNTER/WARRIOR/ROGUE/MAGE/WARLOCK/PRIEST) was the exact complement of the relic
classes, so it becomes `not IsRelicSlot(inventoryId)` and the two lists can no
longer drift apart.
Adds CleveRoids.conditionalAliases, applied in ParseMsg so a deprecated name
is rewritten to its current keyword before anything downstream (evaluation,
_groups) sees it. This is the mechanism for renamed modifiers, which -- unlike
predicates such as [stl] -> [stealth] -- have no Keywords function an alias
could simply point at.
[mouseuse] now resolves to [cursor], routing old macros through ClassicAPI's
C_Spell.CastAtCursor / C_Item.UseAtCursor. Drops the post-cast block that cast
normally and then faked a mouse click via CameraOrSelectOrMoveStart/Stop to
place the AoE circle, along with its workaround for that call spuriously
starting auto-attack.
MacroErrorChecker seeds VALID_CONDITIONALS from the alias table, so the old
names stay valid syntax without needing a placeholder ignoreKeywords entry.
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.
- Resolve Feed Pet from spell ID 6991 (C_Spell.GetSpellName) so /feedpet works on non-enUS clients without a Localized.Spells entry
- Fix CleveRoids.IsReactive referencing undefined global spellName instead of its name parameter
UPDATE_MACROS and SPELLS_CHANGED each did a full spell + talent + pet +
120-slot action-bar rebuild inline, and both fire several times during
login as the spellbook and macros populate - so the rebuild ran 4-6
times in the first ~2s, most of it duplicated work fanning 120 button
updates out to Blizzard/pfUI/Bongos each pass.
Defer the rebuild instead: UPDATE_MACROS, SPELLS_CHANGED and PLAYER_LOGIN
arm a 0.3s debounce (macroRebuildTime); the update loop runs RebuildMacros
once when the burst settles. RebuildMacros skips the action-bar pass until
`ready` (GetAction early-returns before then, and the +1.5s init timer
builds the bars once anyway), and BAG_UPDATE_DELAYED's bar rebuild is
gated on `ready` too. Net: IndexActionBars runs once at login (the
suppressed init-timer pass) instead of 4-6 times, IndexSpells ~2x instead
of ~5x. Runtime macro edits and bag changes still do a full unsuppressed
rebuild, just debounced.
ClassicAPI hooks the global GetItemInfo to auto-warm the item cache on a
miss and fires GET_ITEM_INFO_RECEIVED when the async fill lands, so the
tooltip-scan warmup is obsolete: IndexItems's own GetItemInfo calls
already trigger the same warmup, and owned items (bags + equipped) are
priority-prefetched by the engine. The old warmup also assumed the fill
was synchronous, which no longer holds.
Drop DoWDBWarmup and its login scheduling; instead listen for
GET_ITEM_INFO_RECEIVED and run a debounced re-index. IndexItems records
owned itemIDs it could not resolve into pendingItemInfo, and the handler
ignores any fill not in that set (quest DB scans, AH sweeps, chat-link
hovers, inspects) in O(1) so unrelated bursts do not cause reindex churn.
GetSpell/GetItem now resolve explicit spell:/item: ID forms. spell:<id>
prefers the player's spellbook entry via FindSpellBookSlotByID (per-rank
and pet aware) for full cost/cooldown/usability, falling back to an
id-only entry rendered via SetSpellByID for spells not in the book.
item:<id> reuses the existing numeric lookup for location-aware tooltips.
Guard the id-only path against nil spellSlot/cost in TestForActiveAction
and GetActionCooldown so display-only spell references don't crash.
Remove the dead, no-op GetSpellSlotByID stub.
HasGearEquipped now wraps ClassicAPI's native slot-walk, which
short-circuits on first match. Removes BuildEquipmentCache, the
_equipped* cache tables/invalidation, and the InvalidateEquipmentCache
call from PLAYER_EQUIPMENT_CHANGED. [equipped] reads live engine state,
so no cache staleness surface remains; also gains item-link support.
Replace the full IndexItems + action-bar rebuild with a single-slot
IndexEquipSlot using the event's arg1 (slot) and arg2 (hasCurrent),
and drop the now-pointless throttle/deferral. Bag-side deltas remain
covered by BAG_UPDATE_DELAYED; [equipped] runs off its own cache.
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].
The /target candidate search's last SuperWoW-gated block walked WorldFrame
children and scraped GUIDs via pcall(frame.GetName, frame, 1). ClassicAPI now
provides modern nameplateN unit tokens that work with UnitExists/UnitCanAttack/
TargetUnit directly, so it collapses to iterating nameplate1..40 -- no SuperWoW
dependency, no WorldFrame hackery, and it also picks up default vanilla
nameplates. Scans the full range since assigned slots can be sparse.
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.
ClassicAPI registers a bare /equipset that resolves a name and calls
C_EquipmentSet.UseEquipmentSet with no conditional layer. DoEquipSet routes
it through DoWithConditionals like the other /equip* commands, so it gains
[combat]/[mod]/@unit/etc. and ';'-separated fallthrough (first set whose
conditionals pass wins). Console.lua reclaims the EQUIP_SET handler (keeping
ClassicAPI's localized aliases) and falls back to registering /equipset itself
if the API command isn't present.
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).
Swap 166 call sites from GetSpellRecField(id, "name") to
C_Spell.GetSpellName(id) and GetSpellRecField(id, "rank") to
C_Spell.GetSpellSubtext(id) across Core, Conditionals, Utility,
ComboPointTracker, CursiveCustomSpells, pfUI, OverflowBuffFrame, and
Generic. Guard forms and the _GetSpellRecField alias calls collapse to the
direct C_Spell call.
GetSpellRecField stays for fields with no C_Spell equivalent (school,
spellIconID, mechanic, effectMechanic, effectApplyAuraName, stackAmount,
rangeIndex) and inside the NampowerAPI wrapper layer.
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].
The previous reclaim stack-overflowed when LeafVillageAchievements loaded
after us (its captured "original" was our own function, so reclaiming onto
the top created an ours<->LVA loop). Add a reentrancy guard plus a base
SendChatMessage reference so a hook cycle routes straight to the base
function instead of recursing.
Gate the reclaim on LeafVillageAchievements OR LeafVillageLegends (both hook
SendChatMessage and can bump ours off the top -- LVA orphans it, LVL wraps
and re-installs on timers). Keep the anchored ^#showtooltip match since being
on top means we see the pristine line.
Our #showtooltip filter hooks the global SendChatMessage. An addon that
snapshots SendChatMessage at its own file-load and later calls that
snapshot directly (e.g. LeafVillageAchievements at PLAYER_ENTERING_WORLD+3s)
orphans our hook if it loaded before us -- its snapshot predates our filter,
so #showtooltip leaks to chat. This bites the fork specifically: it sorts
after LeafVillageAchievements alphabetically, so it loads too late to be in
the snapshot, whereas upstream "CleveRoidMacros" sorted before it.
Make the filter a named function and add EnsureSendChatMessageHook, which
re-asserts it as the outermost SendChatMessage hook (no-op once on top).
OnUpdate calls it each throttled tick via a cheap identity check, so we
reclaim the top of the chain within a frame of being displaced. Normal
messages still flow through the chained-over hook untouched.
GetSpellCost now reads power cost and reagents straight from Spell.dbc via
C_Spell.GetSpellPowerCost (effective, talent-modified cost) and
C_Spell.GetSpellReagents (itemID), dropping the GameTooltip owner/scan
frames, their font strings, and all locale-dependent line parsing.
Reagent counting is now itemID-based end to end: GetReagentCount takes an
itemID and matches by id in the Items cache / bag scan. This removes the
hardcoded English reagent tables (_ReagentBySpell, _ReagentIdByName) and
the name-matching bag-scan tooltip, so it works on any client locale.
Verified in-game that GetSpellReagents covers DBC reagent spells (Vanish
-> Flash Powder), which the hand table previously special-cased.
The localized reagent name is still used for countedItemTypes registration
(recognizing a reagent item placed on the action bar); when that name
isn't cached yet, warm it via the ClassicAPI Item mixin
(Item:CreateFromItemID/ContinueOnItemLoad) and register it once it lands.
Adds a new /cancelform slash command (Console.lua) wired to CleveRoids.DoCancelForm. Replaces the previous _unshiftAction with _cancelFormAction that calls CancelShapeshiftForm, and updates DoUnshift to delegate to DoCancelForm for backwards compatibility. Also fixes a unit name check by replacing GetUnitName with UnitName in DoRetarget.
Replace GetInventoryItemLink/GetContainerItemLink link-scraping (built
solely to regex out item:ID or the bracketed name) with direct ClassicAPI
reads:
- id/presence: GetInventoryItemID, C_Container.GetContainerItemID
- suffix-sensitive names (equip-by-name on gear): C_Item.GetItemName
location form, which now carries random-suffix decoration
- suffix-free names (consumables/reagents/poisons) in hot bag scans:
id + C_Item.GetItemNameByID (base name, zero table allocation)
Also covers /use equipped-slot resolution and the WDB warm scans. Drops
the now-dead GetContainerItemLink/GetInventoryItemLink/string_find
upvalue aliases. No behavior change; equip-by-name keeps full suffixed
matching via the decorated location form.
The autoAttack flag could drift stale-true (optimistic set after
AttackTarget, or a target dying without PLAYER_LEAVE_COMBAT), making
/startattack skip the attack until the target was dropped and reselected.
The old fallback called the overridden IsCurrentAction, which just echoes
the cached flag for the attack slot, so it never detected drift. Use the
original Hooks.IsCurrentAction as ground truth and sync the flag to it.
GameTooltip.SetAction used GameTooltip:SetSpellByID for spell actions, which
renders the static DBC tooltip. For spells we resolved from the player's own
spellbook, use GameTooltip:SetSpell(spellSlot, bookType) instead so the
tooltip shows live player-accurate data (mana cost, cooldown, range coloring,
reagent counts). spellSlot/bookType/id all come from the same spellbook index
entry, so it renders the identical spell and rank. SetSpellByID remains as a
defensive fallback for entries without a slot. Applied to both the direct and
nested-macro tooltip paths.
Register PLAYER_STARTED_MOVING (ClassicAPI, edge-detected off the WASD/
autorun key state) and queue an action update so [moving]/[nomoving] macro
icons repaint when movement starts.
PLAYER_STOPPED_MOVING is deliberately NOT used -- it's key-release based and
misses real stops (running into geometry, click-to-move, roots, knockback).
Instead, STARTED kicks off a 0.1s C_Timer.NewTicker that watches
IsPlayerMoving() (the same speed>0/falling signal [moving] evaluates) and, on
the actual stop, refreshes once and cancels itself. No timer exists while
stopped, so there's no idle cost; guarded on isShuttingDown and event-driven
mode (realtime==0).
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).
Per design preference, drop the @ and the ParseMsg special-casing:
[cursor] is now a normal modifier keyword (added to ignoreKeywords,
mirroring [mouseuse]) rather than a pseudo unit token. The cast/use
dispatch still routes through ClassicAPI's CastAtCursor / UseAtCursor
(checked via conditionals.cursor). Reverts the @cursor ParseMsg branch.
@cursor places a ground-target spell or on-use item at the cursor via
ClassicAPI's engine-level placement instead of the [mouseuse] reticle-
click simulation (so no auto-attack side effect).
- ParseMsg flags @cursor as conditionals.atCursor rather than setting a
bogus "cursor" unit target, so it doesn't affect help/harm/exists/range
checks or pass an invalid token to CastSpellByName.
- DoWithConditionals routes atCursor casts through C_Spell.CastAtCursor
(spellID resolved from the spell index / GetSpellIdForName) and item
uses through C_Item.UseAtCursor. Both fall back to a normal cast/use
for non-ground actions.
New syntax, so existing macros are unaffected; MacroErrorChecker already
accepts @cursor.
The AuraScanTooltip scanning frame was only used by CancelAura's legacy
tooltip path, which was removed when CancelAura moved to ClassicAPI's
C_Spell.CancelSpellByID. Nothing references it now.
- 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.
Resolve a slot's macro by its Blizzard macro index via ClassicAPI's
GetActionInfo instead of GetActionText -> name -> GetMacro, so action-bar
macros no longer depend on the macro name.
- Core.lua: GetAction uses GetActionInfo(slot) -> macro index ->
GetMacroByIndex; falls back to the name path for SuperMacro (no index).
ParseMacro split into a shared BuildMacro + ParseMacroByIndex (caches by
index) + ParseMacro(name). Added GetMacroByIndex. The macro cache is now
keyed by index for action-bar macros, so blank/duplicate names no longer
collide. GetMacroIndexByName remains only for genuine name references
({MacroName}, /runmacro, /macrocheck).
- MacroErrorUI.lua: remove the now-obsolete macro-name warnings (duplicate,
blank, spell-conflict, item-conflict) from both the live editor validation
and the on-close report; delete the unused name-set helpers.
- README: update the known-issue to note only name-referenced macros need
unique names.
Replace the three duplicated GetActionText -> GetMacroIndexByName ->
GetMacroInfo blocks in the GetActionTexture hook with a single
GetSlotMacroTexture helper that gets the macro slot directly from
ClassicAPI's GetActionInfo. More robust (no dependence on macro-name
lookups) and DRYs the fallback logic.
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.
pet and nopet were missing from BOOLEAN_CONDITIONALS, so bare
[pet] (no type argument) was parsed as a spell-name match against
UnitCreatureFamily instead of a simple existence check.