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https://github.com/brues-code/pfUI.git
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libdebuff: emulate UnitDebuff API call
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+4
-3
@@ -1138,9 +1138,10 @@ function pfUI.uf:RefreshUnit(unit, component)
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local timeleft = GetPlayerBuffTimeLeft(GetPlayerBuff(unit.debuffs[i]:GetID() - 1, "HARMFUL"),"HARMFUL")
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CooldownFrame_SetTimer(unit.debuffs[i].cd, GetTime(), timeleft, 1)
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elseif libdebuff then
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local effect = libdebuff:GetDebuffName(unitstr, unit.debuffs[i]:GetID())
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local start, duration, timeleft = libdebuff:GetDebuffInfo(unitstr, effect)
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CooldownFrame_SetTimer(unit.debuffs[i].cd, start, duration, 1)
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local name, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff(unitstr, i)
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if duration and timeleft then
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CooldownFrame_SetTimer(unit.debuffs[i].cd, GetTime() + timeleft - duration, duration, 1)
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end
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end
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if stacks > 1 then
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+42
-51
@@ -3,56 +3,19 @@ setfenv(1, pfUI:GetEnvironment())
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--[[ libdebuff ]]--
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-- A pfUI library that detects and saves all ongoing debuffs of players, NPCs and enemies.
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-- The functions UnitDebuff is exposed to the modules which allows to query debuffs like you
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-- would on later expansions.
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--
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-- libdebuff:GetDebuffName(unit, index)
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-- Returns the debuff name with the given index of the specified unit
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--
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-- libdebuff:GetDebuffInfo(unit, effect)
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-- libdebuff:UnitDebuff(unit, id)
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-- Returns debuff informations on the given effect of the specified unit.
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-- start, duration, timeleft
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-- name, rank, texture, stacks, dtype, duration, timeleft
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-- return instantly when another libdebuff is already active
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if pfUI.api.libdebuff then return end
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local libdebuff = CreateFrame("Frame", "pfdebuffsScanner", UIParent)
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local scanner = libtipscan:GetScanner("libdebuff")
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function libdebuff:GetDebuffName(unit, index)
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scanner:SetUnitDebuff(unit, index)
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local text = scanner:Line(1)
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return ( text ) and text or ""
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end
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function libdebuff:GetDebuffInfo(unit, effect)
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local unitname = UnitName(unit)
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local unitlevel = UnitLevel(unit)
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if libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel] and libdebuff.objects[unitname][unitlevel][effect] then
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-- clean up db
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if libdebuff.objects[unitname][unitlevel][effect].duration and libdebuff.objects[unitname][unitlevel][effect].duration + libdebuff.objects[unitname][unitlevel][effect].start < GetTime() then
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libdebuff.objects[unitname][unitlevel][effect] = nil
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return 0, 0, 0
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end
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local start = libdebuff.objects[unitname][unitlevel][effect].start
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local duration = libdebuff.objects[unitname][unitlevel][effect].duration
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local timeleft = duration + start - GetTime()
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return start, duration, timeleft
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-- no level data
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elseif libdebuff.objects[unitname] and libdebuff.objects[unitname][0] and libdebuff.objects[unitname][0][effect] then
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-- clean up db
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if libdebuff.objects[unitname][0][effect].duration and libdebuff.objects[unitname][0][effect].duration + libdebuff.objects[unitname][0][effect].start < GetTime() then
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libdebuff.objects[unitname][0][effect] = nil
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return 0, 0, 0
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end
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local start = libdebuff.objects[unitname][0][effect].start
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local duration = libdebuff.objects[unitname][0][effect].duration
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local timeleft = duration + start - GetTime()
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return start, duration, timeleft
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else
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return 0, 0, 0
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end
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end
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function libdebuff:GetDuration(effect, rank)
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if L["debuffs"][effect] and rank then
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local rank = string.gsub(rank, RANK .. " ", "")
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@@ -181,7 +144,6 @@ libdebuff:SetScript("OnEvent", function()
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if event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" or event == "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE" then
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for unit, effect in gfind(arg1, libdebuff.combatlog) do
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local unitlevel = UnitName("target") == unit and UnitLevel("target") or 0
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if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
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this:AddEffect(unit, unitlevel, effect)
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end
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@@ -190,12 +152,9 @@ libdebuff:SetScript("OnEvent", function()
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-- Add Missing Buffs by Iteration
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elseif ( event == "UNIT_AURA" and arg1 == "target" ) or event == "PLAYER_TARGET_CHANGED" then
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for i=1, 16 do
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texture, _, _ = UnitDebuff("target" , i)
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if texture then
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local effect = this:GetDebuffName("target", i)
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if effect ~= "" and this:GetDebuffInfo("target", effect) == 0 then
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this:AddEffect(UnitName("target"), UnitLevel("target"), effect)
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end
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effect, rank, texture, stacks, dtype, duration, timeleft = this:UnitDebuff("target", i)
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if texture and effect and duration then
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this:AddEffect(UnitName("target"), UnitLevel("target"), effect)
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end
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end
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@@ -244,5 +203,37 @@ hooksecurefunc("UseAction", function(slot, target, button)
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
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end, true)
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function libdebuff:UnitDebuff(unit, id)
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scanner:SetUnitDebuff(unit, id)
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local effect = ( scanner:Line(1) ) or ""
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local unitname = UnitName(unit)
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local unitlevel = UnitLevel(unit)
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local texture, stacks, dtype = UnitDebuff(unit, id)
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local duration, timeleft = nil, nil
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local rank = nil -- no backport
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if libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel] and libdebuff.objects[unitname][unitlevel][effect] then
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-- clean up cache
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if libdebuff.objects[unitname][unitlevel][effect].duration and libdebuff.objects[unitname][unitlevel][effect].duration + libdebuff.objects[unitname][unitlevel][effect].start < GetTime() then
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libdebuff.objects[unitname][unitlevel][effect] = nil
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else
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duration = libdebuff.objects[unitname][unitlevel][effect].duration
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timeleft = duration + libdebuff.objects[unitname][unitlevel][effect].start - GetTime()
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end
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-- no level data
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elseif libdebuff.objects[unitname] and libdebuff.objects[unitname][0] and libdebuff.objects[unitname][0][effect] then
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-- clean up cache
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if libdebuff.objects[unitname][0][effect].duration and libdebuff.objects[unitname][0][effect].duration + libdebuff.objects[unitname][0][effect].start < GetTime() then
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libdebuff.objects[unitname][0][effect] = nil
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else
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duration = libdebuff.objects[unitname][0][effect].duration
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timeleft = duration + libdebuff.objects[unitname][0][effect].start - GetTime()
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end
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end
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return name, rank, texture, stacks, dtype, duration, timeleft
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end
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-- add libdebuff to pfUI API
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pfUI.api.libdebuff = libdebuff
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@@ -665,9 +665,8 @@ pfUI:RegisterModule("nameplates", function ()
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pfUI.nameplates.debuffs = {}
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for i = 1, 16 do
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if not UnitDebuff("target", i) then return end
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local debuff = UnitDebuff("target", i)
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local effect = (libdebuff and libdebuff:GetDebuffName("target", i)) or ""
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pfUI.nameplates.debuffs[i] = { debuff, effect }
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local name, _, texture = libdebuff:UnitDebuff("target", i)
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pfUI.nameplates.debuffs[i] = { texture, name }
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end
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end
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end)
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