Move player info overlay onto ClassicAPI (drop Nampower)

The haste/spell-power overlay read both values through Nampower and disabled
itself entirely without it. Move both to ClassicAPI so it works on any
ClassicAPI client:

- Spell power: GetSpellPower("net") (nampower) -> GetSpellBonusDamage(i)
  (ClassicAPI, same per-school field). Merged the build+scan into one loop;
  the default school seeds the tiebreak so equal schools still favor it.
- Haste: GetUnitField("player", "modCastSpeed") -> UnitSpellHaste("player"),
  which returns the haste percentage directly (the (1/modCastSpeed-1)*100
  conversion is now baked in, off the same UNIT_MOD_CAST_SPEED field, signed).
- Dropped the "if not GetUnitField then return" gate -- UpdateInfoText no
  longer touches Nampower, so the overlay runs everywhere.
This commit is contained in:
Brues
2026-07-25 00:33:20 -05:00
parent 7df4aa6d50
commit 4b1ba99b4f
+10 -13
View File
@@ -47,7 +47,7 @@ pfUI:RegisterModule("player", function ()
return string.format("%02X%02X%02X", r * 255, g * 255, b * 255)
end
-- SP school colors indexed by GetSpellPower("net") return order
-- SP school colors indexed by GetSpellBonusDamage's 1-based school order
-- (1=phys, 2=holy, 3=fire, 4=nature, 5=frost, 6=shadow, 7=arcane)
local spColors = { "FFFFFF", "FFFF80", "FF8000", "4DFF4D", "80FFFF", "9482C9", "FFFFFF" }
@@ -60,16 +60,14 @@ pfUI:RegisterModule("player", function ()
-- Compute and cache the haste/SP text; called from OnUpdate, throttled to 0.25s
local function UpdateInfoText()
if not GetUnitField then return end -- do nothing for older nampower
local cfg = playerFrame.config
if not cfg then
return
end
-- display_haste: "0"=hidden, "1"=show modCastSpeed (gear haste). Talent-
-- side cast-time reductions show up in the actual cast bar via
-- C_Spell.UnitCastingInfo; double-folding them into this overlay was
-- mixing two different concepts into one number.
-- display_haste: "0"=hidden, "1"=show cast-speed haste (UnitSpellHaste,
-- from UNIT_MOD_CAST_SPEED). Talent/spell-specific cast-time reductions
-- show up in the actual cast bar via C_Spell.UnitCastingInfo; folding them
-- in here too was mixing two different concepts into one number.
local showHaste = cfg.display_haste == "1"
local showSP = cfg.display_spellpower == "1"
@@ -79,21 +77,20 @@ pfUI:RegisterModule("player", function ()
return
end
local haste = GetUnitField("player", "modCastSpeed")
local haste = UnitSpellHaste("player")
local text = ""
if showHaste and isSpellCaster and haste then
local hasteHex = cfgColorToHex(cfg.display_haste_color) or "FFFFFF"
text = string.format("|cff%s%.1f%%|r", hasteHex, (1 / haste - 1) * 100)
text = string.format("|cff%s%.1f%%|r", hasteHex, haste)
end
if showSP and isSpellCaster then
local schools = { GetSpellPower("net") }
local defSchool = spDefaultSchool[myclass] or 2
local maxSP = schools[defSchool] or 0
local maxSP = GetSpellBonusDamage(defSchool) or 0
local maxColor = spColors[defSchool]
for i = 2, 7 do -- skip physical (1)
local v = schools[i] or 0
for i = 2, 7 do -- skip physical (1); default school seeds the tiebreak
local v = GetSpellBonusDamage(i) or 0
if v > maxSP then
maxSP = v
maxColor = spColors[i]