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Merge classicapi-next: friend list and spell fields on ClassicAPI
Squashed from the classicapi-next branch: - Read spell fields through ClassicAPI instead of nampower (libdebuff, swingtimer) - Read friend and who-list class tokens from C_FriendList (socialmod, libunitscan) - Count online friends with C_FriendList.GetNumOnlineFriends - Add a friend notes module (modules/friendnotes.lua) - Bump ClassicAPI minimum version to 10906
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+14
-25
@@ -9,11 +9,6 @@ pfUI:RegisterModule("swingtimer", function ()
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local ON_SWING_QUEUED = 0
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local ON_SWING_QUEUE_POPPED = 1
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-- Spell.dbc bits used to mirror server-side swing-reset rules.
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local FLAG_AUTOATTACK = tonumber("0x08", 16) -- SPELL_INTERRUPT_FLAG_AUTOATTACK
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local ATTR_KEEP_SWINGS = tonumber("0x20000", 16) -- SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS
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local ATTR_ON_NEXT_SWING = tonumber("0x04", 16) -- SPELL_ATTR_ON_NEXT_SWING
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-- Consolidate state into a table to avoid Lua 5.0 upvalue limit (32 max)
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local S = {
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mhTimer = 0, mhTimerMax = 1,
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@@ -43,12 +38,11 @@ pfUI:RegisterModule("swingtimer", function ()
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local WAND_SHOOT_SPELLID = 5019
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local THROW_SPELLID = 2764 -- one-shot ranged, not auto-repeat
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-- ATTR_ON_NEXT_SWING: spell replaces next auto-attack swing.
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-- On-next-swing spells replace the next auto-attack swing.
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-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
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local function IsOnSwingSpell(spellId)
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if S.onSwingCache[spellId] ~= nil then return S.onSwingCache[spellId] end
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local attr = GetSpellRecField(spellId, "attributes") or 0
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local result = bit.band(attr, ATTR_ON_NEXT_SWING) ~= 0
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local result = C_Spell.IsNextMeleeSpell(spellId)
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S.onSwingCache[spellId] = result
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return result
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end
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@@ -734,13 +728,12 @@ pfUI:RegisterModule("swingtimer", function ()
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S.pendingCastSpellId = arg1
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-- Freeze the swing timer for cast-time spells that DON'T reset auto-
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-- attack on completion (Slam, Hammer of Wrath on Turtle, etc.) — those
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-- let the swing resume from where it paused. Detect dynamically via the
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-- absent AUTOATTACK interrupt flag (8); spells with that bit reset on
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-- SPELL_GO_SELF so freezing isn't necessary. Subsumes the old hardcoded
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-- swingDelaySpells list (no list maintenance for new Slam-style spells).
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-- let the swing resume from where it paused. C_Spell.ResetsMeleeSwing
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-- mirrors the server rule; spells that reset don't need freezing (they
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-- reset on SPELL_GO_SELF). Subsumes the old hardcoded swingDelaySpells
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-- list (no list maintenance for new Slam-style spells).
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if S.mhActive then
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local iflags = GetSpellRecField(arg1, "interruptFlags") or 0
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if bit.band(iflags, FLAG_AUTOATTACK) == 0 then
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if not C_Spell.ResetsMeleeSwing(arg1) then
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S.mhFrozenAt = GetTime()
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end
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end
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@@ -777,17 +770,13 @@ pfUI:RegisterModule("swingtimer", function ()
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S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
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ResetMH()
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else
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-- Mirror the server rule for "does this spell reset the auto-attack
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-- swing" (Spell::IsMeleeAttackResetSpell in Turtle's core):
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-- InterruptFlags has SPELL_INTERRUPT_FLAG_AUTOATTACK (0x08)
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-- AND AttributesEx2 lacks NOT_RESET_AUTO_ACTIONS (0x20000).
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-- If neither path resets and we're holding a frozen-swing-during-cast
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-- (mhFrozenAt set by SPELL_START_SELF for non-AUTOATTACK spells), this
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-- is a Slam-style cast — push the timer forward by the cast duration
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-- so the bar resumes from where it paused.
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local iflags = GetSpellRecField(spellId, "interruptFlags") or 0
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if bit.band(iflags, FLAG_AUTOATTACK) ~= 0
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and bit.band(GetSpellRecField(spellId, "attributesEx2") or 0, ATTR_KEEP_SWINGS) == 0 then
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-- C_Spell.ResetsMeleeSwing mirrors the server rule (Turtle's
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-- Spell::IsMeleeAttackResetSpell): InterruptFlags has AUTOATTACK and
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-- AttributesEx2 lacks NOT_RESET_AUTO_ACTIONS. When the spell resets the
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-- swing, snap the timers to full. Otherwise (elseif) a frozen-swing-
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-- during-cast is a Slam-style cast — push the timer forward by the cast
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-- duration so the bar resumes from where it paused.
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if C_Spell.ResetsMeleeSwing(spellId) then
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if S.mhActive and S.mhSpeed > 0 then
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UpdateWeaponSpeeds()
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S.mhTimerMax = S.mhSpeed
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