nameplates: filter libunitscan by player/npc to dodge name collisions

GetUnitInfo() probed the players table first, so an NPC sharing a name
with a known player (e.g. Chromie) inherited the player's class, level,
and guild. Adds an isPlayer hint to GetUnitInfo and resolves each
plate's actual unit type from its cached GUID via UnitIsPlayer before
the lookup. The plate's cache.player gates further work.
This commit is contained in:
Brues
2026-06-22 10:11:56 -05:00
parent fa3f191eea
commit 6c64143b60
2 changed files with 15 additions and 7 deletions
+6 -4
View File
@@ -10,10 +10,12 @@ setfenv(1, pfUI:GetEnvironment())
-- on further expansions. -- on further expansions.
-- --
-- External functions: -- External functions:
-- GetUnitInfo(name, active) -- GetUnitInfo(name, active, isPlayer)
-- Returns information of the given unitname. Returns nil if no match is found. -- Returns information of the given unitname. Returns nil if no match is found.
-- When nothing is found and the active flag is set, the autoscanner will -- When nothing is found and the active flag is set, the autoscanner will
-- automatically pick it up and try to fill the missing entry by targetting the unit. -- automatically pick it up and try to fill the missing entry by targetting the unit.
-- Pass isPlayer=true/false to restrict the lookup to the players or mobs table
-- (avoids name-collision false positives, e.g. a player and an NPC named Chromie).
-- --
-- class[String] - The class of the unit -- class[String] - The class of the unit
-- level[Number] - The level of the unit -- level[Number] - The level of the unit
@@ -44,11 +46,11 @@ local function RememberByUnit(unit, name, class)
C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit)) C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit))
end end
function GetUnitInfo(name, active) function GetUnitInfo(name, active, isPlayer)
if units["players"][name] then if isPlayer ~= false and units["players"][name] then
local ret = units["players"][name] local ret = units["players"][name]
return ret.class, ret.level, ret.elite, true, ret.guild return ret.class, ret.level, ret.elite, true, ret.guild
elseif units["mobs"][name] then elseif isPlayer ~= true and units["mobs"][name] then
local ret = units["mobs"][name] local ret = units["mobs"][name]
return ret.class, ret.level, ret.elite, nil, ret.guild return ret.class, ret.level, ret.elite, nil, ret.guild
elseif active then elseif active then
+7 -1
View File
@@ -1023,7 +1023,13 @@ end
local hpmin, hpmax = plate.original.healthbar:GetMinMaxValues() local hpmin, hpmax = plate.original.healthbar:GetMinMaxValues()
local name = plate.original.name:GetText() local name = plate.original.name:GetText()
local level = plate.original.level:IsShown() and plate.original.level:GetObjectType() == "FontString" and tonumber(plate.original.level:GetText()) or "??" local level = plate.original.level:IsShown() and plate.original.level:GetObjectType() == "FontString" and tonumber(plate.original.level:GetText()) or "??"
local class, ulevel, elite, player, guild = GetUnitInfo(name, true)
if not plate.cache.player and plate.cachedGuid then
plate.cache.player = UnitIsPlayer(plate.cachedGuid) and "PLAYER" or "NPC"
end
local isPlayer
if plate.cache.player then isPlayer = plate.cache.player == "PLAYER" end
local class, ulevel, elite, player, guild = GetUnitInfo(name, true, isPlayer)
-- Use database level ONLY if current level is ?? (fixes ?? after reload, but doesn't override visible levels) -- Use database level ONLY if current level is ?? (fixes ?? after reload, but doesn't override visible levels)
local levelFromDB = false local levelFromDB = false